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UnrealEngineUWP/Engine/Source/Runtime/InputDevice/Public/IHapticDevice.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

31 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
struct FHapticFeedbackValues;
class IHapticDevice
{
public:
/**
* Sets the frequency / amplitude of the haptic channel of a controller.
*
* @param ControllerId Id of the controller to set haptic feedback parameters on
* @param Hand Which hand, if supported, to add the haptic feedback to (corresponds to EControllerHand)
* @param Values The values to haptic parameter values (e.g. frequency and amplitude) set for the device
*/
virtual void SetHapticFeedbackValues(int32 ControllerId, int32 Hand, const FHapticFeedbackValues& Values) = 0;
/**
* Determines the valid range of frequencies this haptic device supports, to limit input ranges from UHapticFeedbackEffects
*/
virtual void GetHapticFrequencyRange(float& MinFrequency, float& MaxFrequency) const = 0;
/**
* Returns the scaling factor to map the amplitude of UHapticFeedbackEvents from [0.0, 1.0] to the actual range handled by the device
*/
virtual float GetHapticAmplitudeScale() const = 0;
};