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144 lines
3.9 KiB
144 lines
3.9 KiB
#ifndef HAPTICS_INTERFACE_H
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#define HAPTICS_INTERFACE_H
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#ifdef GAME_DLL
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#pragma warning("IHaptics.h is only for client ussage");
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#endif
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#include "tier0/platform.h"
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#include "appframework/IAppSystem.h"
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#define HAPTICS_INTERFACE_VERSION "HapticsInterface001"
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#define HAPTICS_DLL_NAME "haptics"
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// systems forward decl.
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class IVEngineClient;
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class IViewRender;
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class IInputInternal;
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class CGlobalVarsBase;
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class IFileSystem;
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class IEngineVGui;
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// vgui forward decl
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namespace vgui{
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class IInputInternal;
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}
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// math types forward decl
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class QAngle;
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class Vector;
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typedef enum {
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HST_NONE = 0,
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HST_ROPE,
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} HapticSurfaceType_t;
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typedef int (*ActivityList_IndexForName_t)( const char *pszActivityName );
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typedef const char *(*ActivityList_NameForIndex_t)( int iActivityIndex );
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// NVNT haptic system interface declaration
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abstract_class IHaptics
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{
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public: // Initialization.
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virtual bool Initialize(IVEngineClient* newengine,
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IViewRender *newview,
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vgui::IInputInternal* newinput,
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CGlobalVarsBase* newgpGlobals,
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CreateInterfaceFn newengineFactory,
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void *IMEWindow,
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IFileSystem* filesystem,
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IEngineVGui* newvgui,
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ActivityList_IndexForName_t actIndexForName,
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ActivityList_NameForIndex_t actNameForIndex) = 0;
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public: // Device methods
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// returns true if there is at least one device connected.
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virtual bool HasDevice() = 0;
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// closes all haptic devices and effect processing
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virtual void ShutdownHaptics() = 0;
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public: // Game input handling
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// computes view angles and adjusts forward_move and side_move
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virtual void CalculateMove(float &forward_move, float &side_move, float delta) = 0;
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virtual void OnPlayerChanged()=0;
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// Sets the internal navigation class.
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virtual void SetNavigationClass(const char *defaultNavigationName) = 0;
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// Turns the internal navigation off. ( clears navigation class )
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inline void ClearNavigationClass();
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// Returns the active navigation class ( if none returns NULL )
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virtual const char *GetNavigationClass() = 0;
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// Should be called by the game input class after CalculateMove (when not in menu)
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virtual void GameProcess() = 0;
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// Should be called by the game input class when in a menu
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virtual void MenuProcess() = 0;
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public: // Effect methods
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// process a haptic event.
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virtual void ProcessHapticEvent(int numArgs, ...) = 0;
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virtual void ProcessHapticWeaponActivity(const char *weapon, int activity) = 0;
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// send a haptic punch effect
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virtual void HapticsPunch(float strength, const QAngle &angle) = 0;
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// trigger a damage effect
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virtual void ApplyDamageEffect(float damage, int damagetype, const Vector &angle) = 0;
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// update the avatar ( acceleration ) effect by a velocity sample
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virtual void UpdateAvatarVelocity(const Vector &velocity) = 0;
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// stop processing any running avatar effects
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virtual void RemoveAvatarEffect() = 0;
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// sets the device's constant force effect to force vector
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virtual void SetConstantForce(const Vector &force) = 0;
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// returns the last sent constant force
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virtual Vector GetConstantForce() = 0;
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// set the amount of drag (viscosity) on the haptic devices
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virtual void SetDrag(float amount) = 0;
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// set the values to the screen shake effect
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virtual void SetShake(float scalar, float currentamount) = 0;
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// enable/disable device position lock.
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virtual void SetHeld(float amount) = 0;
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// set anchor weight mass scaler.
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virtual void SetMoveSurface(HapticSurfaceType_t surface) = 0;
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virtual HapticSurfaceType_t GetMoveSurface() = 0;
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// set dangling ( being hung, holding onto ledges )
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virtual void SetDangling(float amount) = 0;
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public: // Notify methods
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// notify the haptics system that we have been respawned.
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virtual void LocalPlayerReset()=0;
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// notify the haptics system of the player's field of view angle
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virtual void UpdatePlayerFOV(float fov)=0;
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virtual void WorldPrecache() = 0;
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};
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inline void IHaptics::ClearNavigationClass( void )
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{
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SetNavigationClass(0);
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}
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extern IHaptics* haptics;
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#endif// HAPTICS_INTERFACE_H
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