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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Network data for screen shake and screen fade.
//
// $NoKeywords: $
//=============================================================================//
#ifndef SHAKE_H
#define SHAKE_H
#ifdef _WIN32
#pragma once
#endif
//
// Commands for the screen shake effect.
enum ShakeCommand_t { SHAKE_START = 0, // Starts the screen shake for all players within the radius.
SHAKE_STOP, // Stops the screen shake for all players within the radius.
SHAKE_AMPLITUDE, // Modifies the amplitude of an active screen shake for all players within the radius.
SHAKE_FREQUENCY, // Modifies the frequency of an active screen shake for all players within the radius.
SHAKE_START_RUMBLEONLY, // Starts a shake effect that only rumbles the controller, no screen effect.
SHAKE_START_NORUMBLE, // Starts a shake that does NOT rumble the controller.
};
// This structure must have a working copy/assignment constructor.
// At the time of this writing, the implicit one works properly.
struct ScreenShake_t { ShakeCommand_t command; float amplitude; float frequency; float duration; Vector direction;
inline ScreenShake_t() : direction(0,0,0) {}; inline ScreenShake_t( ShakeCommand_t _command, float _amplitude, float _frequency, float _duration, const Vector &_direction ); };
//
// Screen shake message.
//
extern int gmsgShake;
//
// Commands for the screen tilt effect.
//
struct ScreenTilt_t { int command; bool easeInOut; QAngle angle; float duration; float time; };
// Fade in/out
extern int gmsgFade;
#define FFADE_IN 0x0001 // Just here so we don't pass 0 into the function
#define FFADE_OUT 0x0002 // Fade out (not in)
#define FFADE_MODULATE 0x0004 // Modulate (don't blend)
#define FFADE_STAYOUT 0x0008 // ignores the duration, stays faded out until new ScreenFade message received
#define FFADE_PURGE 0x0010 // Purges all other fades, replacing them with this one
#define SCREENFADE_FRACBITS 9 // which leaves 16-this for the integer part
// This structure is sent over the net to describe a screen fade event
struct ScreenFade_t { unsigned short duration; // FIXED 16 bit, with SCREENFADE_FRACBITS fractional, seconds duration
unsigned short holdTime; // FIXED 16 bit, with SCREENFADE_FRACBITS fractional, seconds duration until reset (fade & hold)
short fadeFlags; // flags
byte r, g, b, a; // fade to color ( max alpha )
};
// inline funcs:
inline ScreenShake_t::ScreenShake_t( ShakeCommand_t _command, float _amplitude, float _frequency, float _duration, const Vector &_direction ) : command(_command), amplitude(_amplitude), frequency(_frequency), duration(_duration), direction(_direction) {}
#endif // SHAKE_H
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