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//====== 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_Horipad_M1 ,
k_EInputActionOrigin_Horipad_M2 ,
k_EInputActionOrigin_Horipad_L4 ,
k_EInputActionOrigin_Horipad_R4 ,
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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