Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef FORCEFEEDBACK_H
#define FORCEFEEDBACK_H
#ifdef _WIN32
#pragma once
#endif
enum
{
FFMSG_START = 0,
FFMSG_STOP,
FFMSG_STOPALL,
FFMSG_PAUSE,
FFMSG_RESUME
};
typedef enum
{
FORCE_FEEDBACK_SHOT_SINGLE,
FORCE_FEEDBACK_SHOT_DOUBLE,
FORCE_FEEDBACK_TAKEDAMAGE,
FORCE_FEEDBACK_SCREENSHAKE,
FORCE_FEEDBACK_SKIDDING,
FORCE_FEEDBACK_BREAKING,
NUM_FORCE_FEEDBACK_PRESETS
} FORCEFEEDBACK_t;
class CBasePlayer;
struct FFBaseParams_t
{
FFBaseParams_t() :
m_flDirection( 0.0f ),
m_flDuration( 0.0f ),
m_flGain( 1.0f ),
m_nPriority( 0 ),
m_bSolo( false )
{
}
float m_flDirection; // yaw
float m_flDuration; // seconds (-1 == INFINITE, 0.0 == use duration from .ffe file)
float m_flGain; // 0 -> 1 global scale
int m_nPriority; // Higher is more important
bool m_bSolo; // Temporarily suppress all other FF effects while playing
};
abstract_class IForceFeedback
{
public:
// API
virtual void StopAllEffects( CBasePlayer *player ) = 0;
virtual void StopEffect( CBasePlayer *player, FORCEFEEDBACK_t effect ) = 0;
virtual void StartEffect( CBasePlayer *player, FORCEFEEDBACK_t effect, const FFBaseParams_t& params ) = 0;
virtual void PauseAll( CBasePlayer *player ) = 0;
virtual void ResumeAll( CBasePlayer *player ) = 0;
};
extern IForceFeedback *forcefeedback;
#endif // FORCEFEEDBACK_H