154 lines
6.1 KiB
C++
154 lines
6.1 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 - 2022 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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* Buzz Motor with timing parameters.
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*/
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#pragma once
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#include "SGKismet/SGBlueprintFunctionLibrary.h"
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#include "SGTypes/SGCoreTypes.h"
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#include "SGTimedBuzzCommandKismetLibrary.generated.h"
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class USGBuzzCommand;
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class USGTimedBuzzCommand;
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/**
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* Buzz motor commands that is meant to stop after a few milliseconds.
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*
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* @remarks Intended use; this.levels indicates the actual command.
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*/
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UCLASS(meta=(ScriptName = "SesneGloveTimedBuzzCommandKismetLibrary"))
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class SENSEGLOVECOREKISMET_API USGTimedBuzzCommandKismetLibrary final : public USGBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/**
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* Empty constructor for inheritance.
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*/
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UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Haptics | Timed Buzz Command",
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meta=(WorldContext="WorldContextObject"))
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static USGTimedBuzzCommand* MakeTimedBuzzCommand(UObject* WorldContextObject);
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/**
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* Create a new TimeBuzzCommand for a single finger.
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*/
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UFUNCTION(BlueprintPure, DisplayName="Make Timed Buzz Command",
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Category="SenseGlove | Core | Haptics | Timed Buzz Command", meta=(WorldContext="WorldContextObject"))
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static USGTimedBuzzCommand* MakeTimedBuzzCommand_F_M_DS_STS(
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UObject* WorldContextObject,
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ESGFinger Finger, int32 Magnitude, float DurationSeconds, float StartTimeSeconds = 0.0f);
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/**
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* Create a new buzz motor command that expires after timing_ms.
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*/
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UFUNCTION(BlueprintPure, DisplayName="Make Timed Buzz Command",
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Category="SenseGlove | Core | Haptics | Timed Buzz Command", meta=(WorldContext="WorldContextObject"))
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static USGTimedBuzzCommand* MakeTimedBuzzCommand_BC_DS_STS(
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UObject* WorldContextObject,
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const USGBuzzCommand* BaseCommand, float DurationSeconds, float StartTimeSeconds = 0.0f);
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/**
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* Copy this Buzz Command's values into a new object.
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*/
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UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Haptics | Timed Buzz Command",
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meta=(WorldContext="WorldContextObject"))
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static USGBuzzCommand* Copy(UObject* WorldContextObject, const USGTimedBuzzCommand* TimedBuzzCommand);
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/**
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* Merges this base command with another command.
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*/
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UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Haptics | Timed Buzz Command",
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meta=(WorldContext="WorldContextObject"))
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static USGBuzzCommand* Merge(UObject* WorldContextObject, const USGTimedBuzzCommand* A, const USGBuzzCommand* B);
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/**
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* Access the base command, which indicates the buzz levels to keep untill time elapses.
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*/
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UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Haptics | Timed Buzz Command",
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meta=(WorldContext="WorldContextObject"))
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static USGBuzzCommand* GetBaseCommand(UObject* WorldContextObject,
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const USGTimedBuzzCommand* TimedBuzzCommand);
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/**
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*
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*/
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UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Haptics | Timed Buzz Command")
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static int32 GetMagnitude(const USGTimedBuzzCommand* TimedBuzzCommand);
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/**
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* The total time [milliseconds] each buzz motor should be vibrating for.
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*/
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UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Haptics | Timed Buzz Command")
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static float GetDuration(const USGTimedBuzzCommand* TimedBuzzCommand);
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/**
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* The time elapsed since the command was sent [milliseconds].
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*/
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UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Haptics | Timed Buzz Command")
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static float GetElapsedTime(const USGTimedBuzzCommand* TimedBuzzCommand);
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/**
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* Check if this timed command's timing has elapsed.
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*/
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UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Haptics | Timed Buzz Command")
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static bool HasTimeElapsed(const USGTimedBuzzCommand* TimedBuzzCommand);
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/**
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* Represents how far this effect is in its playtime; [0...1], where 0 means at the start, and 1 means at the end.
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*
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* @param bClamp01 Optional parameter; ensures this value is always between 0 and 1.
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*/
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UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Haptics | Timed Buzz Command")
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static float NormalizedTime(const USGTimedBuzzCommand* TimedBuzzCommand, bool bClamp01 = true);
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/**
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* Reset the timings of this BuzzCommand, allowing us to re-use it.
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*/
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Haptics | Timed Buzz Command")
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static void ResetTiming(UPARAM(ref) USGTimedBuzzCommand* TimedBuzzCommand);
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/**
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* Update the elapsed time to check if the buzz motors should stop.
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*/
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Haptics | Timed Buzz Command")
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static void UpdateTiming(UPARAM(ref) USGTimedBuzzCommand* TimedBuzzCommand, float DeltaSeconds);
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/**
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*
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*/
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UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Haptics | Timed Buzz Command")
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static FString ToString(const USGTimedBuzzCommand* TimedBuzzCommand);
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};
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