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:
//
// $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( 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;
// Save / Restore
virtual void Save( ISave *pSave ) = 0;
virtual void Restore( IRestore *pRestore, bool ) = 0;
};
extern IViewEffects *vieweffects;
#endif // IVIEWEFFECTS_H