mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 02:44:16 +08:00
150 lines
11 KiB
C
150 lines
11 KiB
C
|
|
||
|
#ifndef ISTEAMINPUT002_H
|
||
|
#define ISTEAMINPUT002_H
|
||
|
#ifdef STEAM_WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
class ISteamInput002
|
||
|
{
|
||
|
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. This must
|
||
|
// be called from somewhere before GetConnectedControllers will return any handles
|
||
|
virtual void RunFrame() = 0;
|
||
|
|
||
|
// 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
|
||
|
virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 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 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;
|
||
|
// Enumerate currently active layers.
|
||
|
// handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles
|
||
|
// 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;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// 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.
|
||
|
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;
|
||
|
|
||
|
// 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.
|
||
|
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;
|
||
|
|
||
|
// Get a local path to art for on-screen glyph for a particular origin
|
||
|
virtual const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) = 0;
|
||
|
|
||
|
// Returns a localized string (from Steam's language setting) for the specified origin.
|
||
|
virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// 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).
|
||
|
virtual void TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
|
||
|
|
||
|
// 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.
|
||
|
virtual void TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Utility functions availible without using the rest of Steam Input API
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// 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
|
||
|
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;
|
||
|
|
||
|
// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
|
||
|
virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0;
|
||
|
|
||
|
// Get a local path to art for on-screen glyph for a particular Xbox controller origin
|
||
|
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
|
||
|
// 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
|
||
|
// ex: if a Playstation 5 controller was released this function would return Playstation 4 origins.
|
||
|
virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) = 0;
|
||
|
|
||
|
// 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;
|
||
|
};
|
||
|
|
||
|
#endif //ISTEAMINPUT002_H
|