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55 lines
1.4 KiB
C
55 lines
1.4 KiB
C
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#ifndef ISTEAMCONTROLLER001_H
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#define ISTEAMCONTROLLER001_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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struct SteamControllerState001_t
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{
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// If packet num matches that on your prior call, then the controller state hasn't been changed since
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// your last call and there is no need to process it
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uint32 unPacketNum;
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// bit flags for each of the buttons
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uint64 ulButtons;
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// Left pad coordinates
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short sLeftPadX;
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short sLeftPadY;
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// Right pad coordinates
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short sRightPadX;
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short sRightPadY;
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};
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class ISteamController001
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{
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public:
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//
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// Native controller support API
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//
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// Must call init and shutdown when starting/ending use of the interface
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virtual bool Init( const char *pchAbsolutePathToControllerConfigVDF ) = 0;
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virtual bool Shutdown() = 0;
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// Pump callback/callresult events, SteamAPI_RunCallbacks will do this for you,
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// normally never need to call directly.
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virtual void RunFrame() = 0;
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// Get the state of the specified controller, returns false if that controller is not connected
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virtual bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState ) = 0;
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// Trigger a haptic pulse on the controller
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virtual void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
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// Set the override mode which is used to choose to use different base/legacy bindings from your config file
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virtual void SetOverrideMode( const char *pchMode ) = 0;
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};
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#endif
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