Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined( IVIEWEFFECTS_H )
#define IVIEWEFFECTS_H
#ifdef _WIN32
#pragma once
#endif
class Vector; class QAngle; class bf_read;
//-----------------------------------------------------------------------------
// Purpose: Apply effects to view origin/angles, etc. Screen fade and shake
//-----------------------------------------------------------------------------
abstract_class IViewEffects { public: // Initialize subsystem
virtual void Init( void ) = 0; // Initialize after each level change
virtual void LevelInit( void ) = 0; // Called each frame to determine the current view fade parameters ( color and alpha )
virtual void GetFadeParams( unsigned char *r, unsigned char *g, unsigned char *b, unsigned char *a, bool *blend ) = 0; // Apply directscreen shake
virtual void Shake( const ScreenShake_t &data ) = 0; // Apply direct screen fade
virtual void Fade( ScreenFade_t &data ) = 0; // Clear all permanent fades in our fade list
virtual void ClearPermanentFades( void ) = 0; // Clear all fades in our fade list
virtual void ClearAllFades( void ) = 0; // Compute screen shake values for this frame
virtual void CalcShake( void ) = 0; // Apply those values to the passed in vector(s).
virtual void ApplyShake( Vector& origin, QAngle& angles, float factor ) = 0; // Compute screen tilt values for this frame
virtual void CalcTilt( void ) = 0; // Apply those values to the passed in vector(s).
virtual void ApplyTilt( QAngle& angles, float factor ) = 0; // Save / Restore
virtual void Save( ISave *pSave ) = 0; virtual void Restore( IRestore *pRestore, bool ) = 0; virtual void ClearAllShakes( void ) = 0; };
extern IViewEffects *GetViewEffects();
#endif // IVIEWEFFECTS_H
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