//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #include "cbase.h" #include "forcefeedback.h" #include "igamesystem.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" class CForceFeedback : public IForceFeedback, public CAutoGameSystem { public: virtual bool Init(); virtual void Shutdown(); // API virtual void StopAllEffects( CBasePlayer *player ); virtual void StopEffect( CBasePlayer *player, FORCEFEEDBACK_t effect ); virtual void StartEffect( CBasePlayer *player, FORCEFEEDBACK_t effect, const FFBaseParams_t& params ); virtual void PauseAll( CBasePlayer *player ); virtual void ResumeAll( CBasePlayer *player ); }; static CForceFeedback g_ForceFeedbackSingleton; IForceFeedback *forcefeedback = &g_ForceFeedbackSingleton; //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CForceFeedback::Init() { return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CForceFeedback::Shutdown() { } //----------------------------------------------------------------------------- // Purpose: // Input : *player - //----------------------------------------------------------------------------- void CForceFeedback::StopAllEffects( CBasePlayer *player ) { if ( !player ) return; CSingleUserRecipientFilter user( player ); UserMessageBegin( user, "ForceFeedback" ); WRITE_BYTE( FFMSG_STOPALL ); // Reset effects MessageEnd(); } //----------------------------------------------------------------------------- // Purpose: // Input : *player - // effect - //----------------------------------------------------------------------------- void CForceFeedback::StopEffect( CBasePlayer *player, FORCEFEEDBACK_t effect ) { if ( !player ) return; CSingleUserRecipientFilter user( player ); UserMessageBegin( user, "ForceFeedback" ); WRITE_BYTE( FFMSG_STOP ); // Reset effect WRITE_BYTE( effect ); MessageEnd(); } //----------------------------------------------------------------------------- // Purpose: // Input : *player - // effect - // params - //----------------------------------------------------------------------------- void CForceFeedback::StartEffect( CBasePlayer *player, FORCEFEEDBACK_t effect, const FFBaseParams_t& params ) { if ( !player ) { return; } CSingleUserRecipientFilter user( player ); UserMessageBegin( user, "ForceFeedback" ); WRITE_BYTE( FFMSG_START ); // Reset effects WRITE_BYTE( effect ); // encode direction as a byte int dir = (int)( ( params.m_flDirection / 360.0f ) * 255.0f ); WRITE_BYTE( dir ); // encode duration as a signed int int duration = (int)params.m_flDuration * 1000.0f; WRITE_LONG( duration ); // encode gain as a byte byte gain = (byte)clamp( params.m_flGain * 255.0f, 0.0f, 255.0f ); WRITE_BYTE( gain ); WRITE_BYTE( params.m_nPriority ); WRITE_BYTE( params.m_bSolo ? 1 : 0 ); MessageEnd(); } //----------------------------------------------------------------------------- // Purpose: // Input : *player - //----------------------------------------------------------------------------- void CForceFeedback::PauseAll( CBasePlayer *player ) { if ( !player ) return; CSingleUserRecipientFilter user( player ); UserMessageBegin( user, "ForceFeedback" ); WRITE_BYTE( FFMSG_PAUSE ); // Pause effects MessageEnd(); } //----------------------------------------------------------------------------- // Purpose: // Input : *player - //----------------------------------------------------------------------------- void CForceFeedback::ResumeAll( CBasePlayer *player ) { if ( !player ) return; CSingleUserRecipientFilter user( player ); UserMessageBegin( user, "ForceFeedback" ); WRITE_BYTE( FFMSG_RESUME ); // Resume effects MessageEnd(); }