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/** * This class handles various waveform activities. It manages the waveform data * that is being played on any given gamepad at any given time. It is called by * the player controller to start/stop/pause a waveform for a given gamepad. It * is queried by the Viewport to get the current rumble state information * to apply that to the gamepad. It does this by evaluating the function * defined in the waveform sample data. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class ForceFeedbackManager extends Object within PlayerController native abstract transient; /** Whether the player has disabled gamepad rumble or not (TCR C5-3) */ var bool bAllowsForceFeedback; /** The currently playing waveform */ var ForceFeedbackWaveform FFWaveform; /** Whether it was paused by the player controller or not */ var bool bIsPaused; /** The current waveform sample being played */ var int CurrentSample; /** The amount of time elapsed since the start of this waveform */ var float ElapsedTime; /** The amount to scale all waveforms by (user settable) (TCR C5-3) */ var float ScaleAllWaveformsBy; /** * Sets the waveform to play for the gamepad * * @param ForceFeedbackWaveform The waveform data to play */ simulated function PlayForceFeedbackWaveform(ForceFeedbackWaveform Waveform) { // If there is already a waveform playing, only switch if the new one has a longer duration if ((Waveform != None) && (FFWaveform != None) && (Waveform.Samples.Length > 0) && (Waveform.Samples[0].Duration < FFWaveform.Samples[0].Duration)) { return; } // Zero out the current sample and duration and unpause if paused CurrentSample = 0; ElapsedTime = 0.0; bIsPaused = false; // Make sure the waveform is valid if (Waveform != None && Waveform.Samples.Length > 0 && bAllowsForceFeedback == true) { // Set the wave form to play FFWaveform = Waveform; } else { FFWaveform = None; } } /** * Stops the waveform by nulling out the waveform */ simulated function StopForceFeedbackWaveform(optional ForceFeedbackWaveform Waveform) { if (Waveform == None || Waveform == FFWaveform) { // Remove the current waveform FFWaveform = None; } } /** * Pauses/unpauses the playback of the waveform for the gamepad * * @param bPause True to pause, False to resume */ simulated function PauseWaveform(optional bool bPause) { // Set the paused state for the gamepad bIsPaused = bPause; } // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { bAllowsForceFeedback=True ScaleAllWaveformsBy=1.000000 Name="Default__ForceFeedbackManager" ObjectArchetype=Object'Core.Default__Object' } |
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