135 lines
4.2 KiB
C++
135 lines
4.2 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2026 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SGKismet/SGHapticsComponentKismetLibrary.h"
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#include "SenseGlove/Components/SGHapticsComponent.h"
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bool UHapticsComponentKismetLibrary::IsLeft(
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const USGHapticsComponent* HapticsComponent)
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{
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return HapticsComponent->IsLeft();
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}
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bool UHapticsComponentKismetLibrary::IsRight(
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const USGHapticsComponent* HapticsComponent)
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{
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return HapticsComponent->IsRight();
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}
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void UHapticsComponentKismetLibrary::SetRight(
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USGHapticsComponent* HapticsComponent, const bool bInRight)
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{
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HapticsComponent->SetRight(bInRight);
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}
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bool UHapticsComponentKismetLibrary::AutoStopsAllHaptics(
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const USGHapticsComponent* HapticsComponent)
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{
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return HapticsComponent->AutoStopsAllHaptics();
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}
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void UHapticsComponentKismetLibrary::SetAutoStopAllHaptics(
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USGHapticsComponent* HapticsComponent, const bool bInAutoStopAllHaptics)
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{
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HapticsComponent->SetAutoStopAllHaptics(bInAutoStopAllHaptics);
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}
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void UHapticsComponentKismetLibrary::StopHaptics(
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USGHapticsComponent* HapticsComponent)
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{
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HapticsComponent->StopHaptics();
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}
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void UHapticsComponentKismetLibrary::StopVibrations(
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USGHapticsComponent* HapticsComponent)
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{
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HapticsComponent->StopVibrations();
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}
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bool UHapticsComponentKismetLibrary::SendHaptics(
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USGHapticsComponent* HapticsComponent)
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{
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return HapticsComponent->SendHaptics();
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}
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bool UHapticsComponentKismetLibrary::SupportsCustomWaveform(
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const USGHapticsComponent* HapticsComponent,
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const ESGHapticLocation AtLocation)
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{
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return HapticsComponent->SupportsCustomWaveform(AtLocation);
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}
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bool UHapticsComponentKismetLibrary::SendCustomWaveform_Amplitude_Duration_Location(
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USGHapticsComponent* HapticsComponent,
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const float Amplitude, const float Duration, const ESGHapticLocation Location)
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{
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return HapticsComponent->SendCustomWaveform(Amplitude, Duration, Location);
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}
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bool UHapticsComponentKismetLibrary::SendCustomWaveform_Amplitude_Duration_Frequency_Location(
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USGHapticsComponent* HapticsComponent,
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const float Amplitude, const float Duration, const float Frequency, const ESGHapticLocation Location)
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{
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return HapticsComponent->SendCustomWaveform(Amplitude, Duration, Frequency, Location);
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}
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bool UHapticsComponentKismetLibrary::QueueForceFeedbackLevels(
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USGHapticsComponent* HapticsComponent,
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const TArray<float>& Levels01)
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{
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return HapticsComponent->QueueForceFeedbackLevels(Levels01);
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}
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bool UHapticsComponentKismetLibrary::QueueForceFeedbackLevel(
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USGHapticsComponent* HapticsComponent,
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const int32 Finger, const float Level01)
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{
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return HapticsComponent->QueueForceFeedbackLevel(Finger, Level01);
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}
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bool UHapticsComponentKismetLibrary::QueueVibroLevels(
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USGHapticsComponent* HapticsComponent,
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const TArray<float>& Levels01)
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{
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return HapticsComponent->QueueVibroLevels(Levels01);
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}
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bool UHapticsComponentKismetLibrary::QueueVibroLevel(
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USGHapticsComponent* HapticsComponent,
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const ESGHapticLocation Location, const float Level01)
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{
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return HapticsComponent->QueueVibroLevel(Location, Level01);
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} |