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scummvm/engines/hpl1/engine/haptic/HapticForce.h
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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_HAPTIC_FORCE_H
#define HPL_HAPTIC_FORCE_H
#include "hpl1/engine/haptic/HapticTypes.h"
#include "hpl1/engine/math/MathTypes.h"
namespace hpl {
class iHapticForce {
public:
iHapticForce(eHapticForceType aType) : mType(aType) {}
virtual ~iHapticForce() {}
eHapticForceType GetType() { return mType; }
virtual void SetActive(bool abX) = 0;
virtual bool IsActive() = 0;
virtual void SetForce(const cVector3f &avForce) = 0;
virtual void SetRelativeForce(const cVector3f &avForce) = 0;
virtual void SetDirection(const cVector3f &avDir) = 0;
virtual void SetFreq(float afFreq) = 0;
virtual void SetAmp(float afAmp) = 0;
virtual void SetTimeControl(bool abLoop, float afTime, float afIdleTime,
float afFadeInTime, float afFadeOutTime) = 0;
protected:
eHapticForceType mType;
};
} // namespace hpl
#endif // HPL_HAPTIC_FORCE_H