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-rw-r--r--FTNoIR_Protocol_FTIR/FTNoIR_Protocol_FTIR.cpp8
-rw-r--r--FTNoIR_Protocol_FTIR/FTNoIR_Protocol_FTIR.h1
2 files changed, 9 insertions, 0 deletions
diff --git a/FTNoIR_Protocol_FTIR/FTNoIR_Protocol_FTIR.cpp b/FTNoIR_Protocol_FTIR/FTNoIR_Protocol_FTIR.cpp
index 59ea086b..83b21f7b 100644
--- a/FTNoIR_Protocol_FTIR/FTNoIR_Protocol_FTIR.cpp
+++ b/FTNoIR_Protocol_FTIR/FTNoIR_Protocol_FTIR.cpp
@@ -339,6 +339,14 @@ void FTNoIR_Protocol_FTIR::FTIRDestroyMapping()
}
+//
+// Return a name, if present the name from the Game, that is connected...
+//
+void FTNoIR_Protocol_FTIR::getNameFromGame( char *dest )
+{
+ sprintf_s(dest, 99, "TIR compatible game");
+ return;
+}
////////////////////////////////////////////////////////////////////////////////
// Factory function that creates instances if the Protocol object.
diff --git a/FTNoIR_Protocol_FTIR/FTNoIR_Protocol_FTIR.h b/FTNoIR_Protocol_FTIR/FTNoIR_Protocol_FTIR.h
index f1d169f7..59454e90 100644
--- a/FTNoIR_Protocol_FTIR/FTNoIR_Protocol_FTIR.h
+++ b/FTNoIR_Protocol_FTIR/FTNoIR_Protocol_FTIR.h
@@ -56,6 +56,7 @@ public:
bool checkServerInstallationOK( HANDLE handle );
void sendHeadposeToGame( T6DOF *headpose );
+ void getNameFromGame( char *dest ); // Take care dest can handle up to 100 chars...
private:
bool FTIRCreateMapping(HANDLE handle);