gbe_fork/sdk/steam/isteaminput.h

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2019-04-14 00:21:56 +08:00
//====== Copyright 1996-2018, Valve Corporation, All rights reserved. =======
//
// Purpose: Steam Input is a flexible input API that supports over three hundred devices including all
// common variants of Xbox, Playstation, Nintendo Switch Pro, and Steam Controllers.
// For more info including a getting started guide for developers
// please visit: https://partner.steamgames.com/doc/features/steam_controller
//
//=============================================================================
#ifndef ISTEAMINPUT_H
#define ISTEAMINPUT_H
#ifdef STEAM_WIN32
#pragma once
#endif
#include "steam_api_common.h"
#define STEAM_INPUT_MAX_COUNT 16
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#define STEAM_INPUT_MAX_ANALOG_ACTIONS 24
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#define STEAM_INPUT_MAX_DIGITAL_ACTIONS 256
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#define STEAM_INPUT_MAX_ORIGINS 8
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#define STEAM_INPUT_MAX_ACTIVE_LAYERS 16
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// When sending an option to a specific controller handle, you can send to all devices via this command
#define STEAM_INPUT_HANDLE_ALL_CONTROLLERS UINT64_MAX
#define STEAM_INPUT_MIN_ANALOG_ACTION_DATA -1.0f
#define STEAM_INPUT_MAX_ANALOG_ACTION_DATA 1.0f
enum EInputSource
{
k_EInputSource_None,
k_EInputSource_LeftTrackpad,
k_EInputSource_RightTrackpad,
k_EInputSource_Joystick,
k_EInputSource_ABXY,
k_EInputSource_Switch,
k_EInputSource_LeftTrigger,
k_EInputSource_RightTrigger,
k_EInputSource_LeftBumper,
k_EInputSource_RightBumper,
k_EInputSource_Gyro,
k_EInputSource_CenterTrackpad, // PS4
k_EInputSource_RightJoystick, // Traditional Controllers
k_EInputSource_DPad, // Traditional Controllers
k_EInputSource_Key, // Keyboards with scan codes - Unused
k_EInputSource_Mouse, // Traditional mouse - Unused
k_EInputSource_LeftGyro, // Secondary Gyro - Switch - Unused
k_EInputSource_Count
};
enum EInputSourceMode
{
k_EInputSourceMode_None,
k_EInputSourceMode_Dpad,
k_EInputSourceMode_Buttons,
k_EInputSourceMode_FourButtons,
k_EInputSourceMode_AbsoluteMouse,
k_EInputSourceMode_RelativeMouse,
k_EInputSourceMode_JoystickMove,
k_EInputSourceMode_JoystickMouse,
k_EInputSourceMode_JoystickCamera,
k_EInputSourceMode_ScrollWheel,
k_EInputSourceMode_Trigger,
k_EInputSourceMode_TouchMenu,
k_EInputSourceMode_MouseJoystick,
k_EInputSourceMode_MouseRegion,
k_EInputSourceMode_RadialMenu,
k_EInputSourceMode_SingleButton,
k_EInputSourceMode_Switches
};
// Note: Please do not use action origins as a way to identify controller types. There is no
// guarantee that they will be added in a contiguous manner - use GetInputTypeForHandle instead.
// Versions of Steam that add new controller types in the future will extend this enum so if you're
// using a lookup table please check the bounds of any origins returned by Steam.
enum EInputActionOrigin
{
// Steam Controller
k_EInputActionOrigin_None,
k_EInputActionOrigin_SteamController_A,
k_EInputActionOrigin_SteamController_B,
k_EInputActionOrigin_SteamController_X,
k_EInputActionOrigin_SteamController_Y,
k_EInputActionOrigin_SteamController_LeftBumper,
k_EInputActionOrigin_SteamController_RightBumper,
k_EInputActionOrigin_SteamController_LeftGrip,
k_EInputActionOrigin_SteamController_RightGrip,
k_EInputActionOrigin_SteamController_Start,
k_EInputActionOrigin_SteamController_Back,
k_EInputActionOrigin_SteamController_LeftPad_Touch,
k_EInputActionOrigin_SteamController_LeftPad_Swipe,
k_EInputActionOrigin_SteamController_LeftPad_Click,
k_EInputActionOrigin_SteamController_LeftPad_DPadNorth,
k_EInputActionOrigin_SteamController_LeftPad_DPadSouth,
k_EInputActionOrigin_SteamController_LeftPad_DPadWest,
k_EInputActionOrigin_SteamController_LeftPad_DPadEast,
k_EInputActionOrigin_SteamController_RightPad_Touch,
k_EInputActionOrigin_SteamController_RightPad_Swipe,
k_EInputActionOrigin_SteamController_RightPad_Click,
k_EInputActionOrigin_SteamController_RightPad_DPadNorth,
k_EInputActionOrigin_SteamController_RightPad_DPadSouth,
k_EInputActionOrigin_SteamController_RightPad_DPadWest,
k_EInputActionOrigin_SteamController_RightPad_DPadEast,
k_EInputActionOrigin_SteamController_LeftTrigger_Pull,
k_EInputActionOrigin_SteamController_LeftTrigger_Click,
k_EInputActionOrigin_SteamController_RightTrigger_Pull,
k_EInputActionOrigin_SteamController_RightTrigger_Click,
k_EInputActionOrigin_SteamController_LeftStick_Move,
k_EInputActionOrigin_SteamController_LeftStick_Click,
k_EInputActionOrigin_SteamController_LeftStick_DPadNorth,
k_EInputActionOrigin_SteamController_LeftStick_DPadSouth,
k_EInputActionOrigin_SteamController_LeftStick_DPadWest,
k_EInputActionOrigin_SteamController_LeftStick_DPadEast,
k_EInputActionOrigin_SteamController_Gyro_Move,
k_EInputActionOrigin_SteamController_Gyro_Pitch,
k_EInputActionOrigin_SteamController_Gyro_Yaw,
k_EInputActionOrigin_SteamController_Gyro_Roll,
k_EInputActionOrigin_SteamController_Reserved0,
k_EInputActionOrigin_SteamController_Reserved1,
k_EInputActionOrigin_SteamController_Reserved2,
k_EInputActionOrigin_SteamController_Reserved3,
k_EInputActionOrigin_SteamController_Reserved4,
k_EInputActionOrigin_SteamController_Reserved5,
k_EInputActionOrigin_SteamController_Reserved6,
k_EInputActionOrigin_SteamController_Reserved7,
k_EInputActionOrigin_SteamController_Reserved8,
k_EInputActionOrigin_SteamController_Reserved9,
k_EInputActionOrigin_SteamController_Reserved10,
// PS4 Dual Shock
k_EInputActionOrigin_PS4_X,
k_EInputActionOrigin_PS4_Circle,
k_EInputActionOrigin_PS4_Triangle,
k_EInputActionOrigin_PS4_Square,
k_EInputActionOrigin_PS4_LeftBumper,
k_EInputActionOrigin_PS4_RightBumper,
k_EInputActionOrigin_PS4_Options, //Start
k_EInputActionOrigin_PS4_Share, //Back
k_EInputActionOrigin_PS4_LeftPad_Touch,
k_EInputActionOrigin_PS4_LeftPad_Swipe,
k_EInputActionOrigin_PS4_LeftPad_Click,
k_EInputActionOrigin_PS4_LeftPad_DPadNorth,
k_EInputActionOrigin_PS4_LeftPad_DPadSouth,
k_EInputActionOrigin_PS4_LeftPad_DPadWest,
k_EInputActionOrigin_PS4_LeftPad_DPadEast,
k_EInputActionOrigin_PS4_RightPad_Touch,
k_EInputActionOrigin_PS4_RightPad_Swipe,
k_EInputActionOrigin_PS4_RightPad_Click,
k_EInputActionOrigin_PS4_RightPad_DPadNorth,
k_EInputActionOrigin_PS4_RightPad_DPadSouth,
k_EInputActionOrigin_PS4_RightPad_DPadWest,
k_EInputActionOrigin_PS4_RightPad_DPadEast,
k_EInputActionOrigin_PS4_CenterPad_Touch,
k_EInputActionOrigin_PS4_CenterPad_Swipe,
k_EInputActionOrigin_PS4_CenterPad_Click,
k_EInputActionOrigin_PS4_CenterPad_DPadNorth,
k_EInputActionOrigin_PS4_CenterPad_DPadSouth,
k_EInputActionOrigin_PS4_CenterPad_DPadWest,
k_EInputActionOrigin_PS4_CenterPad_DPadEast,
k_EInputActionOrigin_PS4_LeftTrigger_Pull,
k_EInputActionOrigin_PS4_LeftTrigger_Click,
k_EInputActionOrigin_PS4_RightTrigger_Pull,
k_EInputActionOrigin_PS4_RightTrigger_Click,
k_EInputActionOrigin_PS4_LeftStick_Move,
k_EInputActionOrigin_PS4_LeftStick_Click,
k_EInputActionOrigin_PS4_LeftStick_DPadNorth,
k_EInputActionOrigin_PS4_LeftStick_DPadSouth,
k_EInputActionOrigin_PS4_LeftStick_DPadWest,
k_EInputActionOrigin_PS4_LeftStick_DPadEast,
k_EInputActionOrigin_PS4_RightStick_Move,
k_EInputActionOrigin_PS4_RightStick_Click,
k_EInputActionOrigin_PS4_RightStick_DPadNorth,
k_EInputActionOrigin_PS4_RightStick_DPadSouth,
k_EInputActionOrigin_PS4_RightStick_DPadWest,
k_EInputActionOrigin_PS4_RightStick_DPadEast,
k_EInputActionOrigin_PS4_DPad_North,
k_EInputActionOrigin_PS4_DPad_South,
k_EInputActionOrigin_PS4_DPad_West,
k_EInputActionOrigin_PS4_DPad_East,
k_EInputActionOrigin_PS4_Gyro_Move,
k_EInputActionOrigin_PS4_Gyro_Pitch,
k_EInputActionOrigin_PS4_Gyro_Yaw,
k_EInputActionOrigin_PS4_Gyro_Roll,
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k_EInputActionOrigin_PS4_DPad_Move,
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k_EInputActionOrigin_PS4_Reserved1,
k_EInputActionOrigin_PS4_Reserved2,
k_EInputActionOrigin_PS4_Reserved3,
k_EInputActionOrigin_PS4_Reserved4,
k_EInputActionOrigin_PS4_Reserved5,
k_EInputActionOrigin_PS4_Reserved6,
k_EInputActionOrigin_PS4_Reserved7,
k_EInputActionOrigin_PS4_Reserved8,
k_EInputActionOrigin_PS4_Reserved9,
k_EInputActionOrigin_PS4_Reserved10,
// XBox One
k_EInputActionOrigin_XBoxOne_A,
k_EInputActionOrigin_XBoxOne_B,
k_EInputActionOrigin_XBoxOne_X,
k_EInputActionOrigin_XBoxOne_Y,
k_EInputActionOrigin_XBoxOne_LeftBumper,
k_EInputActionOrigin_XBoxOne_RightBumper,
k_EInputActionOrigin_XBoxOne_Menu, //Start
k_EInputActionOrigin_XBoxOne_View, //Back
k_EInputActionOrigin_XBoxOne_LeftTrigger_Pull,
k_EInputActionOrigin_XBoxOne_LeftTrigger_Click,
k_EInputActionOrigin_XBoxOne_RightTrigger_Pull,
k_EInputActionOrigin_XBoxOne_RightTrigger_Click,
k_EInputActionOrigin_XBoxOne_LeftStick_Move,
k_EInputActionOrigin_XBoxOne_LeftStick_Click,
k_EInputActionOrigin_XBoxOne_LeftStick_DPadNorth,
k_EInputActionOrigin_XBoxOne_LeftStick_DPadSouth,
k_EInputActionOrigin_XBoxOne_LeftStick_DPadWest,
k_EInputActionOrigin_XBoxOne_LeftStick_DPadEast,
k_EInputActionOrigin_XBoxOne_RightStick_Move,
k_EInputActionOrigin_XBoxOne_RightStick_Click,
k_EInputActionOrigin_XBoxOne_RightStick_DPadNorth,
k_EInputActionOrigin_XBoxOne_RightStick_DPadSouth,
k_EInputActionOrigin_XBoxOne_RightStick_DPadWest,
k_EInputActionOrigin_XBoxOne_RightStick_DPadEast,
k_EInputActionOrigin_XBoxOne_DPad_North,
k_EInputActionOrigin_XBoxOne_DPad_South,
k_EInputActionOrigin_XBoxOne_DPad_West,
k_EInputActionOrigin_XBoxOne_DPad_East,
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k_EInputActionOrigin_XBoxOne_DPad_Move,
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k_EInputActionOrigin_XBoxOne_LeftGrip_Lower,
k_EInputActionOrigin_XBoxOne_LeftGrip_Upper,
k_EInputActionOrigin_XBoxOne_RightGrip_Lower,
k_EInputActionOrigin_XBoxOne_RightGrip_Upper,
k_EInputActionOrigin_XBoxOne_Share, // Xbox Series X controllers only
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k_EInputActionOrigin_XBoxOne_Reserved6,
k_EInputActionOrigin_XBoxOne_Reserved7,
k_EInputActionOrigin_XBoxOne_Reserved8,
k_EInputActionOrigin_XBoxOne_Reserved9,
k_EInputActionOrigin_XBoxOne_Reserved10,
// XBox 360
k_EInputActionOrigin_XBox360_A,
k_EInputActionOrigin_XBox360_B,
k_EInputActionOrigin_XBox360_X,
k_EInputActionOrigin_XBox360_Y,
k_EInputActionOrigin_XBox360_LeftBumper,
k_EInputActionOrigin_XBox360_RightBumper,
k_EInputActionOrigin_XBox360_Start, //Start
k_EInputActionOrigin_XBox360_Back, //Back
k_EInputActionOrigin_XBox360_LeftTrigger_Pull,
k_EInputActionOrigin_XBox360_LeftTrigger_Click,
k_EInputActionOrigin_XBox360_RightTrigger_Pull,
k_EInputActionOrigin_XBox360_RightTrigger_Click,
k_EInputActionOrigin_XBox360_LeftStick_Move,
k_EInputActionOrigin_XBox360_LeftStick_Click,
k_EInputActionOrigin_XBox360_LeftStick_DPadNorth,
k_EInputActionOrigin_XBox360_LeftStick_DPadSouth,
k_EInputActionOrigin_XBox360_LeftStick_DPadWest,
k_EInputActionOrigin_XBox360_LeftStick_DPadEast,
k_EInputActionOrigin_XBox360_RightStick_Move,
k_EInputActionOrigin_XBox360_RightStick_Click,
k_EInputActionOrigin_XBox360_RightStick_DPadNorth,
k_EInputActionOrigin_XBox360_RightStick_DPadSouth,
k_EInputActionOrigin_XBox360_RightStick_DPadWest,
k_EInputActionOrigin_XBox360_RightStick_DPadEast,
k_EInputActionOrigin_XBox360_DPad_North,
k_EInputActionOrigin_XBox360_DPad_South,
k_EInputActionOrigin_XBox360_DPad_West,
k_EInputActionOrigin_XBox360_DPad_East,
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k_EInputActionOrigin_XBox360_DPad_Move,
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k_EInputActionOrigin_XBox360_Reserved1,
k_EInputActionOrigin_XBox360_Reserved2,
k_EInputActionOrigin_XBox360_Reserved3,
k_EInputActionOrigin_XBox360_Reserved4,
k_EInputActionOrigin_XBox360_Reserved5,
k_EInputActionOrigin_XBox360_Reserved6,
k_EInputActionOrigin_XBox360_Reserved7,
k_EInputActionOrigin_XBox360_Reserved8,
k_EInputActionOrigin_XBox360_Reserved9,
k_EInputActionOrigin_XBox360_Reserved10,
// Switch - Pro or Joycons used as a single input device.
// This does not apply to a single joycon
k_EInputActionOrigin_Switch_A,
k_EInputActionOrigin_Switch_B,
k_EInputActionOrigin_Switch_X,
k_EInputActionOrigin_Switch_Y,
k_EInputActionOrigin_Switch_LeftBumper,
k_EInputActionOrigin_Switch_RightBumper,
k_EInputActionOrigin_Switch_Plus, //Start
k_EInputActionOrigin_Switch_Minus, //Back
k_EInputActionOrigin_Switch_Capture,
k_EInputActionOrigin_Switch_LeftTrigger_Pull,
k_EInputActionOrigin_Switch_LeftTrigger_Click,
k_EInputActionOrigin_Switch_RightTrigger_Pull,
k_EInputActionOrigin_Switch_RightTrigger_Click,
k_EInputActionOrigin_Switch_LeftStick_Move,
k_EInputActionOrigin_Switch_LeftStick_Click,
k_EInputActionOrigin_Switch_LeftStick_DPadNorth,
k_EInputActionOrigin_Switch_LeftStick_DPadSouth,
k_EInputActionOrigin_Switch_LeftStick_DPadWest,
k_EInputActionOrigin_Switch_LeftStick_DPadEast,
k_EInputActionOrigin_Switch_RightStick_Move,
k_EInputActionOrigin_Switch_RightStick_Click,
k_EInputActionOrigin_Switch_RightStick_DPadNorth,
k_EInputActionOrigin_Switch_RightStick_DPadSouth,
k_EInputActionOrigin_Switch_RightStick_DPadWest,
k_EInputActionOrigin_Switch_RightStick_DPadEast,
k_EInputActionOrigin_Switch_DPad_North,
k_EInputActionOrigin_Switch_DPad_South,
k_EInputActionOrigin_Switch_DPad_West,
k_EInputActionOrigin_Switch_DPad_East,
k_EInputActionOrigin_Switch_ProGyro_Move, // Primary Gyro in Pro Controller, or Right JoyCon
k_EInputActionOrigin_Switch_ProGyro_Pitch, // Primary Gyro in Pro Controller, or Right JoyCon
k_EInputActionOrigin_Switch_ProGyro_Yaw, // Primary Gyro in Pro Controller, or Right JoyCon
k_EInputActionOrigin_Switch_ProGyro_Roll, // Primary Gyro in Pro Controller, or Right JoyCon
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k_EInputActionOrigin_Switch_DPad_Move,
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k_EInputActionOrigin_Switch_Reserved1,
k_EInputActionOrigin_Switch_Reserved2,
k_EInputActionOrigin_Switch_Reserved3,
k_EInputActionOrigin_Switch_Reserved4,
k_EInputActionOrigin_Switch_Reserved5,
k_EInputActionOrigin_Switch_Reserved6,
k_EInputActionOrigin_Switch_Reserved7,
k_EInputActionOrigin_Switch_Reserved8,
k_EInputActionOrigin_Switch_Reserved9,
k_EInputActionOrigin_Switch_Reserved10,
// Switch JoyCon Specific
k_EInputActionOrigin_Switch_RightGyro_Move, // Right JoyCon Gyro generally should correspond to Pro's single gyro
k_EInputActionOrigin_Switch_RightGyro_Pitch, // Right JoyCon Gyro generally should correspond to Pro's single gyro
k_EInputActionOrigin_Switch_RightGyro_Yaw, // Right JoyCon Gyro generally should correspond to Pro's single gyro
k_EInputActionOrigin_Switch_RightGyro_Roll, // Right JoyCon Gyro generally should correspond to Pro's single gyro
k_EInputActionOrigin_Switch_LeftGyro_Move,
k_EInputActionOrigin_Switch_LeftGyro_Pitch,
k_EInputActionOrigin_Switch_LeftGyro_Yaw,
k_EInputActionOrigin_Switch_LeftGyro_Roll,
k_EInputActionOrigin_Switch_LeftGrip_Lower, // Left JoyCon SR Button
k_EInputActionOrigin_Switch_LeftGrip_Upper, // Left JoyCon SL Button
k_EInputActionOrigin_Switch_RightGrip_Lower, // Right JoyCon SL Button
k_EInputActionOrigin_Switch_RightGrip_Upper, // Right JoyCon SR Button
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k_EInputActionOrigin_Switch_JoyConButton_N, // With a Horizontal JoyCon this will be Y or what would be Dpad Right when vertical
k_EInputActionOrigin_Switch_JoyConButton_E, // X
k_EInputActionOrigin_Switch_JoyConButton_S, // A
k_EInputActionOrigin_Switch_JoyConButton_W, // B
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k_EInputActionOrigin_Switch_Reserved15,
k_EInputActionOrigin_Switch_Reserved16,
k_EInputActionOrigin_Switch_Reserved17,
k_EInputActionOrigin_Switch_Reserved18,
k_EInputActionOrigin_Switch_Reserved19,
k_EInputActionOrigin_Switch_Reserved20,
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// Added in SDK 1.51
k_EInputActionOrigin_PS5_X,
k_EInputActionOrigin_PS5_Circle,
k_EInputActionOrigin_PS5_Triangle,
k_EInputActionOrigin_PS5_Square,
k_EInputActionOrigin_PS5_LeftBumper,
k_EInputActionOrigin_PS5_RightBumper,
k_EInputActionOrigin_PS5_Option, //Start
k_EInputActionOrigin_PS5_Create, //Back
k_EInputActionOrigin_PS5_Mute,
k_EInputActionOrigin_PS5_LeftPad_Touch,
k_EInputActionOrigin_PS5_LeftPad_Swipe,
k_EInputActionOrigin_PS5_LeftPad_Click,
k_EInputActionOrigin_PS5_LeftPad_DPadNorth,
k_EInputActionOrigin_PS5_LeftPad_DPadSouth,
k_EInputActionOrigin_PS5_LeftPad_DPadWest,
k_EInputActionOrigin_PS5_LeftPad_DPadEast,
k_EInputActionOrigin_PS5_RightPad_Touch,
k_EInputActionOrigin_PS5_RightPad_Swipe,
k_EInputActionOrigin_PS5_RightPad_Click,
k_EInputActionOrigin_PS5_RightPad_DPadNorth,
k_EInputActionOrigin_PS5_RightPad_DPadSouth,
k_EInputActionOrigin_PS5_RightPad_DPadWest,
k_EInputActionOrigin_PS5_RightPad_DPadEast,
k_EInputActionOrigin_PS5_CenterPad_Touch,
k_EInputActionOrigin_PS5_CenterPad_Swipe,
k_EInputActionOrigin_PS5_CenterPad_Click,
k_EInputActionOrigin_PS5_CenterPad_DPadNorth,
k_EInputActionOrigin_PS5_CenterPad_DPadSouth,
k_EInputActionOrigin_PS5_CenterPad_DPadWest,
k_EInputActionOrigin_PS5_CenterPad_DPadEast,
k_EInputActionOrigin_PS5_LeftTrigger_Pull,
k_EInputActionOrigin_PS5_LeftTrigger_Click,
k_EInputActionOrigin_PS5_RightTrigger_Pull,
k_EInputActionOrigin_PS5_RightTrigger_Click,
k_EInputActionOrigin_PS5_LeftStick_Move,
k_EInputActionOrigin_PS5_LeftStick_Click,
k_EInputActionOrigin_PS5_LeftStick_DPadNorth,
k_EInputActionOrigin_PS5_LeftStick_DPadSouth,
k_EInputActionOrigin_PS5_LeftStick_DPadWest,
k_EInputActionOrigin_PS5_LeftStick_DPadEast,
k_EInputActionOrigin_PS5_RightStick_Move,
k_EInputActionOrigin_PS5_RightStick_Click,
k_EInputActionOrigin_PS5_RightStick_DPadNorth,
k_EInputActionOrigin_PS5_RightStick_DPadSouth,
k_EInputActionOrigin_PS5_RightStick_DPadWest,
k_EInputActionOrigin_PS5_RightStick_DPadEast,
k_EInputActionOrigin_PS5_DPad_North,
k_EInputActionOrigin_PS5_DPad_South,
k_EInputActionOrigin_PS5_DPad_West,
k_EInputActionOrigin_PS5_DPad_East,
k_EInputActionOrigin_PS5_Gyro_Move,
k_EInputActionOrigin_PS5_Gyro_Pitch,
k_EInputActionOrigin_PS5_Gyro_Yaw,
k_EInputActionOrigin_PS5_Gyro_Roll,
k_EInputActionOrigin_PS5_DPad_Move,
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k_EInputActionOrigin_PS5_LeftGrip,
k_EInputActionOrigin_PS5_RightGrip,
k_EInputActionOrigin_PS5_LeftFn,
k_EInputActionOrigin_PS5_RightFn,
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k_EInputActionOrigin_PS5_Reserved5,
k_EInputActionOrigin_PS5_Reserved6,
k_EInputActionOrigin_PS5_Reserved7,
k_EInputActionOrigin_PS5_Reserved8,
k_EInputActionOrigin_PS5_Reserved9,
k_EInputActionOrigin_PS5_Reserved10,
k_EInputActionOrigin_PS5_Reserved11,
k_EInputActionOrigin_PS5_Reserved12,
k_EInputActionOrigin_PS5_Reserved13,
k_EInputActionOrigin_PS5_Reserved14,
k_EInputActionOrigin_PS5_Reserved15,
k_EInputActionOrigin_PS5_Reserved16,
k_EInputActionOrigin_PS5_Reserved17,
k_EInputActionOrigin_PS5_Reserved18,
k_EInputActionOrigin_PS5_Reserved19,
k_EInputActionOrigin_PS5_Reserved20,
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// Added in SDK 1.53
k_EInputActionOrigin_SteamDeck_A,
k_EInputActionOrigin_SteamDeck_B,
k_EInputActionOrigin_SteamDeck_X,
k_EInputActionOrigin_SteamDeck_Y,
k_EInputActionOrigin_SteamDeck_L1,
k_EInputActionOrigin_SteamDeck_R1,
k_EInputActionOrigin_SteamDeck_Menu,
k_EInputActionOrigin_SteamDeck_View,
k_EInputActionOrigin_SteamDeck_LeftPad_Touch,
k_EInputActionOrigin_SteamDeck_LeftPad_Swipe,
k_EInputActionOrigin_SteamDeck_LeftPad_Click,
k_EInputActionOrigin_SteamDeck_LeftPad_DPadNorth,
k_EInputActionOrigin_SteamDeck_LeftPad_DPadSouth,
k_EInputActionOrigin_SteamDeck_LeftPad_DPadWest,
k_EInputActionOrigin_SteamDeck_LeftPad_DPadEast,
k_EInputActionOrigin_SteamDeck_RightPad_Touch,
k_EInputActionOrigin_SteamDeck_RightPad_Swipe,
k_EInputActionOrigin_SteamDeck_RightPad_Click,
k_EInputActionOrigin_SteamDeck_RightPad_DPadNorth,
k_EInputActionOrigin_SteamDeck_RightPad_DPadSouth,
k_EInputActionOrigin_SteamDeck_RightPad_DPadWest,
k_EInputActionOrigin_SteamDeck_RightPad_DPadEast,
k_EInputActionOrigin_SteamDeck_L2_SoftPull,
k_EInputActionOrigin_SteamDeck_L2,
k_EInputActionOrigin_SteamDeck_R2_SoftPull,
k_EInputActionOrigin_SteamDeck_R2,
k_EInputActionOrigin_SteamDeck_LeftStick_Move,
k_EInputActionOrigin_SteamDeck_L3,
k_EInputActionOrigin_SteamDeck_LeftStick_DPadNorth,
k_EInputActionOrigin_SteamDeck_LeftStick_DPadSouth,
k_EInputActionOrigin_SteamDeck_LeftStick_DPadWest,
k_EInputActionOrigin_SteamDeck_LeftStick_DPadEast,
k_EInputActionOrigin_SteamDeck_LeftStick_Touch,
k_EInputActionOrigin_SteamDeck_RightStick_Move,
k_EInputActionOrigin_SteamDeck_R3,
k_EInputActionOrigin_SteamDeck_RightStick_DPadNorth,
k_EInputActionOrigin_SteamDeck_RightStick_DPadSouth,
k_EInputActionOrigin_SteamDeck_RightStick_DPadWest,
k_EInputActionOrigin_SteamDeck_RightStick_DPadEast,
k_EInputActionOrigin_SteamDeck_RightStick_Touch,
k_EInputActionOrigin_SteamDeck_L4,
k_EInputActionOrigin_SteamDeck_R4,
k_EInputActionOrigin_SteamDeck_L5,
k_EInputActionOrigin_SteamDeck_R5,
k_EInputActionOrigin_SteamDeck_DPad_Move,
k_EInputActionOrigin_SteamDeck_DPad_North,
k_EInputActionOrigin_SteamDeck_DPad_South,
k_EInputActionOrigin_SteamDeck_DPad_West,
k_EInputActionOrigin_SteamDeck_DPad_East,
k_EInputActionOrigin_SteamDeck_Gyro_Move,
k_EInputActionOrigin_SteamDeck_Gyro_Pitch,
k_EInputActionOrigin_SteamDeck_Gyro_Yaw,
k_EInputActionOrigin_SteamDeck_Gyro_Roll,
k_EInputActionOrigin_SteamDeck_Reserved1,
k_EInputActionOrigin_SteamDeck_Reserved2,
k_EInputActionOrigin_SteamDeck_Reserved3,
k_EInputActionOrigin_SteamDeck_Reserved4,
k_EInputActionOrigin_SteamDeck_Reserved5,
k_EInputActionOrigin_SteamDeck_Reserved6,
k_EInputActionOrigin_SteamDeck_Reserved7,
k_EInputActionOrigin_SteamDeck_Reserved8,
k_EInputActionOrigin_SteamDeck_Reserved9,
k_EInputActionOrigin_SteamDeck_Reserved10,
k_EInputActionOrigin_SteamDeck_Reserved11,
k_EInputActionOrigin_SteamDeck_Reserved12,
k_EInputActionOrigin_SteamDeck_Reserved13,
k_EInputActionOrigin_SteamDeck_Reserved14,
k_EInputActionOrigin_SteamDeck_Reserved15,
k_EInputActionOrigin_SteamDeck_Reserved16,
k_EInputActionOrigin_SteamDeck_Reserved17,
k_EInputActionOrigin_SteamDeck_Reserved18,
k_EInputActionOrigin_SteamDeck_Reserved19,
k_EInputActionOrigin_SteamDeck_Reserved20,
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k_EInputActionOrigin_Count, // If Steam has added support for new controllers origins will go here.
k_EInputActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits.
};
enum EXboxOrigin
{
k_EXboxOrigin_A,
k_EXboxOrigin_B,
k_EXboxOrigin_X,
k_EXboxOrigin_Y,
k_EXboxOrigin_LeftBumper,
k_EXboxOrigin_RightBumper,
k_EXboxOrigin_Menu, //Start
k_EXboxOrigin_View, //Back
k_EXboxOrigin_LeftTrigger_Pull,
k_EXboxOrigin_LeftTrigger_Click,
k_EXboxOrigin_RightTrigger_Pull,
k_EXboxOrigin_RightTrigger_Click,
k_EXboxOrigin_LeftStick_Move,
k_EXboxOrigin_LeftStick_Click,
k_EXboxOrigin_LeftStick_DPadNorth,
k_EXboxOrigin_LeftStick_DPadSouth,
k_EXboxOrigin_LeftStick_DPadWest,
k_EXboxOrigin_LeftStick_DPadEast,
k_EXboxOrigin_RightStick_Move,
k_EXboxOrigin_RightStick_Click,
k_EXboxOrigin_RightStick_DPadNorth,
k_EXboxOrigin_RightStick_DPadSouth,
k_EXboxOrigin_RightStick_DPadWest,
k_EXboxOrigin_RightStick_DPadEast,
k_EXboxOrigin_DPad_North,
k_EXboxOrigin_DPad_South,
k_EXboxOrigin_DPad_West,
k_EXboxOrigin_DPad_East,
k_EXboxOrigin_Count,
};
enum ESteamControllerPad
{
k_ESteamControllerPad_Left,
k_ESteamControllerPad_Right
};
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enum EControllerHapticLocation
{
k_EControllerHapticLocation_Left = ( 1 << k_ESteamControllerPad_Left ),
k_EControllerHapticLocation_Right = ( 1 << k_ESteamControllerPad_Right ),
k_EControllerHapticLocation_Both = ( 1 << k_ESteamControllerPad_Left | 1 << k_ESteamControllerPad_Right ),
};
enum EControllerHapticType
{
k_EControllerHapticType_Off,
k_EControllerHapticType_Tick,
k_EControllerHapticType_Click,
};
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enum ESteamInputType
{
k_ESteamInputType_Unknown,
k_ESteamInputType_SteamController,
k_ESteamInputType_XBox360Controller,
k_ESteamInputType_XBoxOneController,
k_ESteamInputType_GenericGamepad, // DirectInput controllers
k_ESteamInputType_PS4Controller,
k_ESteamInputType_AppleMFiController, // Unused
k_ESteamInputType_AndroidController, // Unused
k_ESteamInputType_SwitchJoyConPair, // Unused
k_ESteamInputType_SwitchJoyConSingle, // Unused
k_ESteamInputType_SwitchProController,
k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller
k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins
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k_ESteamInputType_PS5Controller, // Added in SDK 151
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k_ESteamInputType_SteamDeckController, // Added in SDK 153
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k_ESteamInputType_Count,
k_ESteamInputType_MaximumPossibleValue = 255,
};
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// Individual values are used by the GetSessionInputConfigurationSettings bitmask
enum ESteamInputConfigurationEnableType
{
k_ESteamInputConfigurationEnableType_None = 0x0000,
k_ESteamInputConfigurationEnableType_Playstation = 0x0001,
k_ESteamInputConfigurationEnableType_Xbox = 0x0002,
k_ESteamInputConfigurationEnableType_Generic = 0x0004,
k_ESteamInputConfigurationEnableType_Switch = 0x0008,
};
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// These values are passed into SetLEDColor
enum ESteamInputLEDFlag
{
k_ESteamInputLEDFlag_SetColor,
// Restore the LED color to the user's preference setting as set in the controller personalization menu.
// This also happens automatically on exit of your game.
k_ESteamInputLEDFlag_RestoreUserDefault
};
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// These values are passed into GetGlyphPNGForActionOrigin
enum ESteamInputGlyphSize
{
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k_ESteamInputGlyphSize_Small, // 32x32 pixels
k_ESteamInputGlyphSize_Medium, // 128x128 pixels
k_ESteamInputGlyphSize_Large, // 256x256 pixels
k_ESteamInputGlyphSize_Count,
};
enum ESteamInputGlyphStyle
{
// Base-styles - cannot mix
ESteamInputGlyphStyle_Knockout = 0x0, // Face buttons will have colored labels/outlines on a knocked out background
// Rest of inputs will have white detail/borders on a knocked out background
ESteamInputGlyphStyle_Light = 0x1, // Black detail/borders on a white background
ESteamInputGlyphStyle_Dark = 0x2, // White detail/borders on a black background
// Modifiers
// Default ABXY/PS equivalent glyphs have a solid fill w/ color matching the physical buttons on the device
ESteamInputGlyphStyle_NeutralColorABXY = 0x10, // ABXY Buttons will match the base style color instead of their normal associated color
ESteamInputGlyphStyle_SolidABXY = 0x20, // ABXY Buttons will have a solid fill
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};
enum ESteamInputActionEventType
{
ESteamInputActionEventType_DigitalAction,
ESteamInputActionEventType_AnalogAction,
};
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// InputHandle_t is used to refer to a specific controller.
// This handle will consistently identify a controller, even if it is disconnected and re-connected
typedef uint64 InputHandle_t;
// These handles are used to refer to a specific in-game action or action set
// All action handles should be queried during initialization for performance reasons
typedef uint64 InputActionSetHandle_t;
typedef uint64 InputDigitalActionHandle_t;
typedef uint64 InputAnalogActionHandle_t;
#pragma pack( push, 1 )
struct InputAnalogActionData_t
{
// Type of data coming from this action, this will match what got specified in the action set
EInputSourceMode eMode;
// The current state of this action; will be delta updates for mouse actions
float x, y;
// Whether or not this action is currently available to be bound in the active action set
bool bActive;
};
struct InputDigitalActionData_t
{
// The current state of this action; will be true if currently pressed
bool bState;
// Whether or not this action is currently available to be bound in the active action set
bool bActive;
};
struct InputMotionData_t
{
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// Sensor-fused absolute rotation; will drift in heading toward average
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float rotQuatX;
float rotQuatY;
float rotQuatZ;
float rotQuatW;
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// Positional acceleration
float posAccelX;
float posAccelY;
float posAccelZ;
// Angular velocity
float rotVelX;
float rotVelY;
float rotVelZ;
};
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struct InputMotionDataV2_t
{
//
// Gyro post processing:
//
// Drift Corrected Quaternion is calculated after steam input controller calibration values have been applied.
// Rawest _useful_ version of a quaternion.
// Most camera implementations should use this by comparing last rotation against current rotation, and applying the difference to the in game camera (plus your own sensitivity tweaks)
// It is worth viewing
float driftCorrectedQuatX;
float driftCorrectedQuatY;
float driftCorrectedQuatZ;
float driftCorrectedQuatW;
// Sensor fusion corrects using accelerometer, and "average forward over time" for "forward".
// This can "ouija" your aim, so it's not so appropriate for camera controls (sensor fusion was originally made for racing game steering )
// Same result as from old InputMotionData_t::rotQuatX/Y/Z/W
float sensorFusionQuatX;
float sensorFusionQuatY;
float sensorFusionQuatZ;
float sensorFusionQuatW;
// Deferred Sensor fusion quaternion with deferred correction
// Reduces perception of "ouija" effect by only applying correction when the controller is below "low noise" thresholds,
// while the controller rotates fast - never when the user is attempting precision aim.
float deferredSensorFusionQuatX;
float deferredSensorFusionQuatY;
float deferredSensorFusionQuatZ;
float deferredSensorFusionQuatW;
// Same as accel but values are calibrated such that 1 unit = 1G.
// X = Right
// Y = Forward out through the joystick USB port.
// Z = Up through the joystick axis.
float gravityX;
float gravityY;
float gravityZ;
//
// Same as rotVel values in GetMotionData but values are calibrated to degrees per second.
// Local Space (controller relative)
// X = Pitch = left to right axis
// Y = Roll = axis through charging port
// Z = Yaw = axis through sticks
float degreesPerSecondX;
float degreesPerSecondY;
float degreesPerSecondZ;
};
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//-----------------------------------------------------------------------------
// Purpose: when callbacks are enabled this fires each time a controller action
// state changes
//-----------------------------------------------------------------------------
struct SteamInputActionEvent_t
{
InputHandle_t controllerHandle;
ESteamInputActionEventType eEventType;
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struct AnalogAction_t {
InputAnalogActionHandle_t actionHandle;
InputAnalogActionData_t analogActionData;
};
struct DigitalAction_t {
InputDigitalActionHandle_t actionHandle;
InputDigitalActionData_t digitalActionData;
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};
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union {
AnalogAction_t analogAction;
DigitalAction_t digitalAction;
} x;
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};
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//-----------------------------------------------------------------------------
// Forward declaration for ScePadTriggerEffectParam, defined in isteamdualsense.h
//-----------------------------------------------------------------------------
struct ScePadTriggerEffectParam;
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#pragma pack( pop )
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typedef void ( *SteamInputActionEventCallbackPointer )( SteamInputActionEvent_t * );
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//-----------------------------------------------------------------------------
// Purpose: Steam Input API
//-----------------------------------------------------------------------------
class ISteamInput
{
public:
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// Init and Shutdown must be called when starting/ending use of this interface.
// if bExplicitlyCallRunFrame is called then you will need to manually call RunFrame
// each frame, otherwise Steam Input will updated when SteamAPI_RunCallbacks() is called
virtual bool Init( bool bExplicitlyCallRunFrame ) = 0;
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virtual bool Shutdown() = 0;
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// Set the absolute path to the Input Action Manifest file containing the in-game actions
// and file paths to the official configurations. Used in games that bundle Steam Input
// configurations inside of the game depot instead of using the Steam Workshop
virtual bool SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath ) = 0;
// Synchronize API state with the latest Steam Input action data available. This
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// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
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// possible latency, you call this directly before reading controller state.
// Note: This must be called from somewhere before GetConnectedControllers will
// return any handles
virtual void RunFrame( bool bReservedValue = true ) = 0;
// Waits on an IPC event from Steam sent when there is new data to be fetched from
// the data drop. Returns true when data was recievied before the timeout expires.
// Useful for games with a dedicated input thread
virtual bool BWaitForData( bool bWaitForever, uint32 unTimeout ) = 0;
// Returns true if new data has been received since the last time action data was accessed
// via GetDigitalActionData or GetAnalogActionData. The game will still need to call
// SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream
virtual bool BNewDataAvailable() = 0;
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// Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via
// the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam.
// handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles
// Returns the number of handles written to handlesOut
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virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0;
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//-----------------------------------------------------------------------------
// CALLBACKS
//-----------------------------------------------------------------------------
// Controller configuration loaded - these callbacks will always fire if you have
// a handler. Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
STEAM_CALL_BACK( SteamInputConfigurationLoaded_t )
// Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks.
// Each controller that is already connected will generate a device connected
// callback when you enable them
virtual void EnableDeviceCallbacks() = 0;
// Controller Connected - provides info about a single newly connected controller
// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
STEAM_CALL_BACK( SteamInputDeviceConnected_t )
// Controller Disconnected - provides info about a single disconnected controller
// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
STEAM_CALL_BACK( SteamInputDeviceDisconnected_t )
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// Controllers using Gamepad emulation (XInput, DirectInput, etc) will be seated in the order that
// input is sent by the device. This callback will fire on first input for each device and when the
// a user has manually changed the order via the Steam overlay. This also has the device type info
// so that you can change out glyph sets without making additional API calls
STEAM_CALL_BACK( SteamInputGamepadSlotChange_t )
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// Enable SteamInputActionEvent_t callbacks. Directly calls your callback function
// for lower latency than standard Steam callbacks. Supports one callback at a time.
// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
virtual void EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback ) = 0;
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//-----------------------------------------------------------------------------
// ACTION SETS
//-----------------------------------------------------------------------------
// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
virtual InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0;
// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
// your state loops, instead of trying to place it in all of your state transitions.
virtual void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) = 0;
virtual InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle ) = 0;
// ACTION SET LAYERS
virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0;
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// Enumerate currently active layers.
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// handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of InputActionSetHandle_t handles
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// Returns the number of handles written to handlesOut
virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0;
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//-----------------------------------------------------------------------------
// ACTIONS
//-----------------------------------------------------------------------------
// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
virtual InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
// Returns the current state of the supplied digital game action
virtual InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ) = 0;
// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
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virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0;
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// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
virtual const char *GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle ) = 0;
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// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
// Returns the current state of these supplied analog game action
virtual InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ) = 0;
// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
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virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0;
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// Get a local path to a PNG file for the provided origin's glyph.
virtual const char *GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) = 0;
// Get a local path to a SVG file for the provided origin's glyph.
virtual const char *GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags ) = 0;
// Get a local path to an older, Big Picture Mode-style PNG file for a particular origin
virtual const char *GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin ) = 0;
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// Returns a localized string (from Steam's language setting) for the specified origin.
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virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0;
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// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
virtual const char *GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle ) = 0;
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// Stop analog momentum for the action if it is a mouse action in trackball mode
virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0;
// Returns raw motion data from the specified device
virtual InputMotionData_t GetMotionData( InputHandle_t inputHandle ) = 0;
//-----------------------------------------------------------------------------
// OUTPUTS
//-----------------------------------------------------------------------------
// Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers
virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0;
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// Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers
virtual void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) = 0;
// Send a haptic pulse, works on Steam Deck and Steam Controller devices
virtual void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) = 0;
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// Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle
// the behavior on exit of your program so you don't need to try restore the default as you are shutting down
virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0;
// Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead.
// Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc).
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virtual void Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
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// Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead.
// nFlags is currently unused and reserved for future use.
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virtual void Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
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//-----------------------------------------------------------------------------
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// Utility functions available without using the rest of Steam Input API
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//-----------------------------------------------------------------------------
// Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode
// If the user is not in Big Picture Mode it will open up the binding in a new window
virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0;
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// Returns the input type for a particular handle - unlike EInputActionOrigin which update with Steam and may return unrecognized values
// ESteamInputType will remain static and only return valid values from your SDK version
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virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0;
// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
// to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
virtual InputHandle_t GetControllerForGamepadIndex( int nIndex ) = 0;
// Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
virtual int GetGamepadIndexForController( InputHandle_t ulinputHandle ) = 0;
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// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
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virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0;
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// Get a local path to art for on-screen glyph for a particular Xbox controller origin
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virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0;
// Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for
// non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration
virtual EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) = 0;
// Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None
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// When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned
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// ex: if a Playstation 5 controller was released this function would return Playstation 4 origins.
virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) = 0;
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// Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device
virtual bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0;
// Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it
// See isteamremoteplay.h for more information on Steam Remote Play sessions
virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0;
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// Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.
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// Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration
virtual uint16 GetSessionInputConfigurationSettings() = 0;
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// Set the trigger effect for a DualSense controller
virtual void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam ) = 0;
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};
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#define STEAMINPUT_INTERFACE_VERSION "SteamInput006"
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// Global interface accessor
inline ISteamInput *SteamInput();
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInput *, SteamInput, STEAMINPUT_INTERFACE_VERSION );
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#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
#endif
//-----------------------------------------------------------------------------
// Purpose: called when a new controller has been connected, will fire once
// per controller if multiple new controllers connect in the same frame
//-----------------------------------------------------------------------------
struct SteamInputDeviceConnected_t
{
enum { k_iCallback = k_iSteamControllerCallbacks + 1 };
InputHandle_t m_ulConnectedDeviceHandle; // Handle for device
};
//-----------------------------------------------------------------------------
// Purpose: called when a new controller has been connected, will fire once
// per controller if multiple new controllers connect in the same frame
//-----------------------------------------------------------------------------
struct SteamInputDeviceDisconnected_t
{
enum { k_iCallback = k_iSteamControllerCallbacks + 2 };
InputHandle_t m_ulDisconnectedDeviceHandle; // Handle for device
};
//-----------------------------------------------------------------------------
// Purpose: called when a controller configuration has been loaded, will fire once
// per controller per focus change for Steam Input enabled controllers
//-----------------------------------------------------------------------------
struct SteamInputConfigurationLoaded_t
{
enum { k_iCallback = k_iSteamControllerCallbacks + 3 };
AppId_t m_unAppID;
InputHandle_t m_ulDeviceHandle; // Handle for device
CSteamID m_ulMappingCreator; // May differ from local user when using
// an unmodified community or official config
uint32 m_unMajorRevision; // Binding revision from In-game Action File.
// Same value as queried by GetDeviceBindingRevision
uint32 m_unMinorRevision;
bool m_bUsesSteamInputAPI; // Does the configuration contain any Analog/Digital actions?
bool m_bUsesGamepadAPI; // Does the configuration contain any Xinput bindings?
};
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//-----------------------------------------------------------------------------
// Purpose: called when controller gamepad slots change - on Linux/macOS these
// slots are shared for all running apps.
//-----------------------------------------------------------------------------
struct SteamInputGamepadSlotChange_t
{
enum { k_iCallback = k_iSteamControllerCallbacks + 4 };
AppId_t m_unAppID;
InputHandle_t m_ulDeviceHandle; // Handle for device
ESteamInputType m_eDeviceType; // Type of device
int m_nOldGamepadSlot; // Previous GamepadSlot - can be -1 controller doesn't uses gamepad bindings
int m_nNewGamepadSlot; // New Gamepad Slot - can be -1 controller doesn't uses gamepad bindings
};
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#pragma pack( pop )
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#endif // ISTEAMINPUT_H