mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-05 08:45:37 +08:00
71 lines
4.2 KiB
C
71 lines
4.2 KiB
C
|
|
||
|
#ifndef ISTEAMCONTROLLER003_H
|
||
|
#define ISTEAMCONTROLLER003_H
|
||
|
#ifdef STEAM_WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
class ISteamController003
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
|
||
|
// Init and Shutdown must be called when starting/ending use of this interface
|
||
|
virtual bool Init() = 0;
|
||
|
virtual bool Shutdown() = 0;
|
||
|
|
||
|
// Synchronize API state with the latest Steam Controller inputs available. This
|
||
|
// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
|
||
|
// possible latency, you call this directly before reading controller state.
|
||
|
virtual void RunFrame() = 0;
|
||
|
|
||
|
// Enumerate currently connected controllers
|
||
|
// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
|
||
|
// Returns the number of handles written to handlesOut
|
||
|
virtual int GetConnectedControllers( ControllerHandle_t *handlesOut ) = 0;
|
||
|
|
||
|
// Invokes the Steam overlay and brings up the binding screen
|
||
|
// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
|
||
|
virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0;
|
||
|
|
||
|
// 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 ControllerActionSetHandle_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( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) = 0;
|
||
|
virtual ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) = 0;
|
||
|
|
||
|
// 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 ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
|
||
|
|
||
|
// Returns the current state of the supplied digital game action
|
||
|
virtual ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_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_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
|
||
|
virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut ) = 0;
|
||
|
|
||
|
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
|
||
|
virtual ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
|
||
|
|
||
|
// Returns the current state of these supplied analog game action
|
||
|
virtual ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_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_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
|
||
|
virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut ) = 0;
|
||
|
|
||
|
virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0;
|
||
|
|
||
|
// Trigger a haptic pulse on a controller
|
||
|
virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
|
||
|
|
||
|
virtual void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
|
||
|
};
|
||
|
|
||
|
#endif //ISTEAMCONTROLLER003_H
|