mirror of
https://github.com/Detanup01/gbe_fork.git
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e4f488bbdc
(linux and windows C++ things arent the same [I HATE BOTH OF YOU WHY NOT STANDARDIZE!]) revert "&" checks on type instead of "=="
1168 lines
48 KiB
C++
1168 lines
48 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "dll/steam_controller.h"
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#define JOY_ID_START 10
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#define STICK_DPAD 3
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#define DEADZONE_BUTTON_STICK 0.3
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#if !defined(CONTROLLER_SUPPORT)
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inline void GamepadInit(void) {}
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inline void GamepadShutdown(void) {}
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inline void GamepadUpdate(void) {}
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inline GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) { return GAMEPAD_FALSE; }
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inline GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) { return GAMEPAD_FALSE; }
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inline float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { return 0.0; }
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inline GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return STICKDIR_CENTER; }
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inline void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float* outX, float* outY) {}
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inline float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return 0.0; }
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inline void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right, unsigned int rumble_length_ms) {}
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#endif
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Controller_Action::Controller_Action(ControllerHandle_t controller_handle) {
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this->controller_handle = controller_handle;
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}
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void Controller_Action::activate_action_set(ControllerDigitalActionHandle_t active_set, std::map<ControllerActionSetHandle_t, struct Controller_Map> &controller_maps) {
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auto map = controller_maps.find(active_set);
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if (map == controller_maps.end()) return;
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this->active_set = active_set;
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this->active_map = map->second;
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}
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std::set<int> Controller_Action::button_id(ControllerDigitalActionHandle_t handle) {
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auto a = active_map.active_digital.find(handle);
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if (a == active_map.active_digital.end()) return {};
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return a->second;
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}
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std::pair<std::set<int>, enum EInputSourceMode> Controller_Action::analog_id(ControllerAnalogActionHandle_t handle) {
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auto a = active_map.active_analog.find(handle);
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if (a == active_map.active_analog.end()) return std::pair<std::set<int>, enum EInputSourceMode>({}, k_EInputSourceMode_None);
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return a->second;
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}
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const std::map<std::string, int> Steam_Controller::button_strings = {
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{"DUP", BUTTON_DPAD_UP},
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{"DDOWN", BUTTON_DPAD_DOWN},
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{"DLEFT", BUTTON_DPAD_LEFT},
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{"DRIGHT", BUTTON_DPAD_RIGHT},
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{"START", BUTTON_START},
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{"BACK", BUTTON_BACK},
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{"LSTICK", BUTTON_LEFT_THUMB},
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{"RSTICK", BUTTON_RIGHT_THUMB},
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{"LBUMPER", BUTTON_LEFT_SHOULDER},
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{"RBUMPER", BUTTON_RIGHT_SHOULDER},
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{"A", BUTTON_A},
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{"B", BUTTON_B},
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{"X", BUTTON_X},
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{"Y", BUTTON_Y},
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{"DLTRIGGER", BUTTON_LTRIGGER},
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{"DRTRIGGER", BUTTON_RTRIGGER},
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{"DLJOYUP", BUTTON_STICK_LEFT_UP},
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{"DLJOYDOWN", BUTTON_STICK_LEFT_DOWN},
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{"DLJOYLEFT", BUTTON_STICK_LEFT_LEFT},
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{"DLJOYRIGHT", BUTTON_STICK_LEFT_RIGHT},
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{"DRJOYUP", BUTTON_STICK_RIGHT_UP},
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{"DRJOYDOWN", BUTTON_STICK_RIGHT_DOWN},
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{"DRJOYLEFT", BUTTON_STICK_RIGHT_LEFT},
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{"DRJOYRIGHT", BUTTON_STICK_RIGHT_RIGHT},
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};
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const std::map<std::string, int> Steam_Controller::analog_strings = {
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{"LTRIGGER", TRIGGER_LEFT},
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{"RTRIGGER", TRIGGER_RIGHT},
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{"LJOY", STICK_LEFT + JOY_ID_START},
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{"RJOY", STICK_RIGHT + JOY_ID_START},
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{"DPAD", STICK_DPAD + JOY_ID_START},
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};
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const std::map<std::string, enum EInputSourceMode> Steam_Controller::analog_input_modes = {
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{"joystick_move", k_EInputSourceMode_JoystickMove},
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{"joystick_camera", k_EInputSourceMode_JoystickCamera},
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{"trigger", k_EInputSourceMode_Trigger},
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};
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void Steam_Controller::set_handles(std::map<std::string, std::map<std::string, std::pair<std::set<std::string>, std::string>>> action_sets)
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{
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uint64 handle_num = 1;
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for (auto & set : action_sets) {
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ControllerActionSetHandle_t action_handle_num = handle_num;
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++handle_num;
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action_handles[set.first] = action_handle_num;
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for (auto & config_key : set.second) {
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uint64 current_handle_num = handle_num;
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++handle_num;
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for (auto & button_string : config_key.second.first) {
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auto digital = button_strings.find(button_string);
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if (digital != button_strings.end()) {
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ControllerDigitalActionHandle_t digital_handle_num = current_handle_num;
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if (digital_action_handles.find(config_key.first) == digital_action_handles.end()) {
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digital_action_handles[config_key.first] = digital_handle_num;
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} else {
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digital_handle_num = digital_action_handles[config_key.first];
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}
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controller_maps[action_handle_num].active_digital[digital_handle_num].insert(digital->second);
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} else {
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auto analog = analog_strings.find(button_string);
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if (analog != analog_strings.end()) {
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ControllerAnalogActionHandle_t analog_handle_num = current_handle_num;
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enum EInputSourceMode source_mode;
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if (analog->second == TRIGGER_LEFT || analog->second == TRIGGER_RIGHT) {
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source_mode = k_EInputSourceMode_Trigger;
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} else {
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source_mode = k_EInputSourceMode_JoystickMove;
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}
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auto input_mode = analog_input_modes.find(config_key.second.second);
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if (input_mode != analog_input_modes.end()) {
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source_mode = input_mode->second;
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}
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if (analog_action_handles.find(config_key.first) == analog_action_handles.end()) {
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analog_action_handles[config_key.first] = analog_handle_num;
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} else {
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analog_handle_num = analog_action_handles[config_key.first];
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}
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controller_maps[action_handle_num].active_analog[analog_handle_num].first.insert(analog->second);
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controller_maps[action_handle_num].active_analog[analog_handle_num].second = source_mode;
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} else {
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PRINT_DEBUG("Did not recognize controller button %s", button_string.c_str());
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continue;
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}
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}
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}
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}
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}
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}
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void Steam_Controller::background_rumble(Rumble_Thread_Data *data)
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{
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while (true) {
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unsigned short left, right;
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unsigned int rumble_length_ms;
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int gamepad = -1;
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while (gamepad == -1) {
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std::unique_lock<std::mutex> lck(data->rumble_mutex);
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if (data->kill_rumble_thread) {
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return;
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}
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data->rumble_thread_cv.wait_for(lck, std::chrono::milliseconds(1000));
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if (data->kill_rumble_thread) {
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return;
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}
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for (int i = 0; i < GAMEPAD_COUNT; ++i) {
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if (data->data[i].new_data) {
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left = data->data[i].left;
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right = data->data[i].right;
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rumble_length_ms = data->data[i].rumble_length_ms;
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data->data[i].new_data = false;
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if (data->data[i].last_left != left || data->data[i].last_right != right) {
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gamepad = i;
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data->data[i].last_left = left;
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data->data[i].last_right = right;
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break;
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}
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}
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}
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}
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GamepadSetRumble((GAMEPAD_DEVICE)gamepad, ((float)left) / 65535.0f, ((float)right) / 65535.0f, rumble_length_ms);
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}
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}
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void Steam_Controller::steam_run_every_runcb(void *object)
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{
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// PRINT_DEBUG_ENTRY();
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Steam_Controller *steam_controller = (Steam_Controller *)object;
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steam_controller->RunCallbacks();
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}
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Steam_Controller::Steam_Controller(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
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this->settings = settings;
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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this->run_every_runcb = run_every_runcb;
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set_handles(settings->controller_settings.action_sets);
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disabled = !action_handles.size();
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initialized = false;
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this->run_every_runcb->add(&Steam_Controller::steam_run_every_runcb, this);
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}
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Steam_Controller::~Steam_Controller()
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{
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//TODO rm network callbacks
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//TODO rumble thread
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this->run_every_runcb->remove(&Steam_Controller::steam_run_every_runcb, this);
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}
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// Init and Shutdown must be called when starting/ending use of this interface
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bool Steam_Controller::Init(bool bExplicitlyCallRunFrame)
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{
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PRINT_DEBUG("%u", bExplicitlyCallRunFrame);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (disabled || initialized) {
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return true;
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}
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GamepadInit();
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GamepadUpdate();
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for (int i = 1; i < 5; ++i) {
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struct Controller_Action cont_action(i);
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//Activate the first action set.
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//TODO: check exactly what decides which gets activated by default
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if (action_handles.size() >= 1) {
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cont_action.activate_action_set(action_handles.begin()->second, controller_maps);
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}
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controllers.insert(std::pair<ControllerHandle_t, struct Controller_Action>(i, cont_action));
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}
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rumble_thread_data = new Rumble_Thread_Data();
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background_rumble_thread = std::thread(background_rumble, rumble_thread_data);
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initialized = true;
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explicitly_call_run_frame = bExplicitlyCallRunFrame;
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return true;
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}
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bool Steam_Controller::Init( const char *pchAbsolutePathToControllerConfigVDF )
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{
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PRINT_DEBUG("old");
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return Init();
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}
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bool Steam_Controller::Init()
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{
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return Init(true);
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}
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bool Steam_Controller::Shutdown()
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{
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PRINT_DEBUG_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (disabled || !initialized) {
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return true;
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}
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controllers = std::map<ControllerHandle_t, struct Controller_Action>();
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rumble_thread_data->rumble_mutex.lock();
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rumble_thread_data->kill_rumble_thread = true;
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rumble_thread_data->rumble_mutex.unlock();
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rumble_thread_data->rumble_thread_cv.notify_one();
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background_rumble_thread.join();
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delete rumble_thread_data;
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GamepadShutdown();
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initialized = false;
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return true;
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}
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void Steam_Controller::SetOverrideMode( const char *pchMode )
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{
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PRINT_DEBUG_TODO();
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}
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// Set the absolute path to the Input Action Manifest file containing the in-game actions
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// and file paths to the official configurations. Used in games that bundle Steam Input
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// configurations inside of the game depot instead of using the Steam Workshop
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bool Steam_Controller::SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath )
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{
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PRINT_DEBUG_TODO();
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//TODO SteamInput005
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return false;
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}
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bool Steam_Controller::BWaitForData( bool bWaitForever, uint32 unTimeout )
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{
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PRINT_DEBUG_TODO();
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//TODO SteamInput005
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return false;
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}
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// Returns true if new data has been received since the last time action data was accessed
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// via GetDigitalActionData or GetAnalogActionData. The game will still need to call
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// SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream
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bool Steam_Controller::BNewDataAvailable()
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{
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PRINT_DEBUG_TODO();
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//TODO SteamInput005
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return false;
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}
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// Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks.
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// Each controller that is already connected will generate a device connected
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// callback when you enable them
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void Steam_Controller::EnableDeviceCallbacks()
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{
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PRINT_DEBUG_TODO();
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//TODO SteamInput005
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return;
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}
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// Enable SteamInputActionEvent_t callbacks. Directly calls your callback function
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// for lower latency than standard Steam callbacks. Supports one callback at a time.
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// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
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void Steam_Controller::EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback )
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{
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PRINT_DEBUG_TODO();
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//TODO SteamInput005
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return;
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}
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// Synchronize API state with the latest Steam Controller inputs 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.
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void Steam_Controller::RunFrame(bool bReservedValue)
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{
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PRINT_DEBUG_ENTRY();
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if (disabled || !initialized) {
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return;
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}
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GamepadUpdate();
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}
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void Steam_Controller::RunFrame()
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{
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RunFrame(true);
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}
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bool Steam_Controller::GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState )
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{
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PRINT_DEBUG_TODO();
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return false;
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}
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// Enumerate currently connected controllers
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// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
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// Returns the number of handles written to handlesOut
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int Steam_Controller::GetConnectedControllers( ControllerHandle_t *handlesOut )
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{
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PRINT_DEBUG_ENTRY();
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if (!handlesOut) return 0;
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if (disabled) {
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return 0;
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}
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int count = 0;
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if (GamepadIsConnected(GAMEPAD_0)) {*handlesOut = GAMEPAD_0 + 1; ++handlesOut; ++count;};
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if (GamepadIsConnected(GAMEPAD_1)) {*handlesOut = GAMEPAD_1 + 1; ++handlesOut; ++count;};
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if (GamepadIsConnected(GAMEPAD_2)) {*handlesOut = GAMEPAD_2 + 1; ++handlesOut; ++count;};
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if (GamepadIsConnected(GAMEPAD_3)) {*handlesOut = GAMEPAD_3 + 1; ++handlesOut; ++count;};
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PRINT_DEBUG("returned %i connected controllers", count);
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return count;
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}
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// Invokes the Steam overlay and brings up the binding screen
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// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
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bool Steam_Controller::ShowBindingPanel( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG_TODO();
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return false;
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}
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// ACTION SETS
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// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
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ControllerActionSetHandle_t Steam_Controller::GetActionSetHandle( const char *pszActionSetName )
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{
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PRINT_DEBUG("%s", pszActionSetName);
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if (!pszActionSetName) return 0;
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std::string upper_action_name(pszActionSetName);
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std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); });
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auto set_handle = action_handles.find(upper_action_name);
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if (set_handle == action_handles.end()) return 0;
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PRINT_DEBUG("%s ret %llu", pszActionSetName, set_handle->second);
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return set_handle->second;
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}
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// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
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// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
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// your state loops, instead of trying to place it in all of your state transitions.
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void Steam_Controller::ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle )
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{
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PRINT_DEBUG("%llu %llu", controllerHandle, actionSetHandle);
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if (controllerHandle == STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS) {
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for (auto & c: controllers) {
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c.second.activate_action_set(actionSetHandle, controller_maps);
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}
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}
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auto controller = controllers.find(controllerHandle);
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if (controller == controllers.end()) return;
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controller->second.activate_action_set(actionSetHandle, controller_maps);
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}
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ControllerActionSetHandle_t Steam_Controller::GetCurrentActionSet( ControllerHandle_t controllerHandle )
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{
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//TODO: should return zero if no action set specifically activated with ActivateActionSet
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PRINT_DEBUG("%llu", controllerHandle);
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auto controller = controllers.find(controllerHandle);
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if (controller == controllers.end()) return 0;
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return controller->second.active_set;
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}
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void Steam_Controller::ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
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{
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PRINT_DEBUG_TODO();
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}
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void Steam_Controller::DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
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{
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PRINT_DEBUG_TODO();
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}
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void Steam_Controller::DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG_TODO();
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}
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int Steam_Controller::GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut )
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{
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PRINT_DEBUG_TODO();
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return 0;
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}
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// ACTIONS
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|
// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
|
|
ControllerDigitalActionHandle_t Steam_Controller::GetDigitalActionHandle( const char *pszActionName )
|
|
{
|
|
PRINT_DEBUG("%s", pszActionName);
|
|
if (!pszActionName) return 0;
|
|
std::string upper_action_name(pszActionName);
|
|
std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); });
|
|
|
|
auto handle = digital_action_handles.find(upper_action_name);
|
|
if (handle == digital_action_handles.end()) {
|
|
//apparently GetDigitalActionHandle also works with analog handles
|
|
handle = analog_action_handles.find(upper_action_name);
|
|
if (handle == analog_action_handles.end()) return 0;
|
|
}
|
|
|
|
PRINT_DEBUG("%s ret %llu", pszActionName, handle->second);
|
|
return handle->second;
|
|
}
|
|
|
|
|
|
// Returns the current state of the supplied digital game action
|
|
ControllerDigitalActionData_t Steam_Controller::GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle )
|
|
{
|
|
PRINT_DEBUG("%llu %llu", controllerHandle, digitalActionHandle);
|
|
ControllerDigitalActionData_t digitalData;
|
|
digitalData.bActive = false;
|
|
digitalData.bState = false;
|
|
|
|
auto controller = controllers.find(controllerHandle);
|
|
if (controller == controllers.end()) return digitalData;
|
|
|
|
std::set<int> buttons = controller->second.button_id(digitalActionHandle);
|
|
if (!buttons.size()) return digitalData;
|
|
digitalData.bActive = true;
|
|
|
|
GAMEPAD_DEVICE device = (GAMEPAD_DEVICE)(controllerHandle - 1);
|
|
|
|
for (auto button : buttons) {
|
|
bool pressed = false;
|
|
if (button < BUTTON_COUNT) {
|
|
pressed = GamepadButtonDown(device, (GAMEPAD_BUTTON)button);
|
|
} else {
|
|
switch (button) {
|
|
case BUTTON_LTRIGGER:
|
|
pressed = GamepadTriggerLength(device, TRIGGER_LEFT) > 0.8;
|
|
break;
|
|
case BUTTON_RTRIGGER:
|
|
pressed = GamepadTriggerLength(device, TRIGGER_RIGHT) > 0.8;
|
|
break;
|
|
case BUTTON_STICK_LEFT_UP:
|
|
case BUTTON_STICK_LEFT_DOWN:
|
|
case BUTTON_STICK_LEFT_LEFT:
|
|
case BUTTON_STICK_LEFT_RIGHT: {
|
|
float x = 0, y = 0, len = GamepadStickLength(device, STICK_LEFT);
|
|
GamepadStickNormXY(device, STICK_LEFT, &x, &y);
|
|
x *= len;
|
|
y *= len;
|
|
if (button == BUTTON_STICK_LEFT_UP) pressed = y > DEADZONE_BUTTON_STICK;
|
|
if (button == BUTTON_STICK_LEFT_DOWN) pressed = y < -DEADZONE_BUTTON_STICK;
|
|
if (button == BUTTON_STICK_LEFT_RIGHT) pressed = x > DEADZONE_BUTTON_STICK;
|
|
if (button == BUTTON_STICK_LEFT_LEFT) pressed = x < -DEADZONE_BUTTON_STICK;
|
|
break;
|
|
}
|
|
case BUTTON_STICK_RIGHT_UP:
|
|
case BUTTON_STICK_RIGHT_DOWN:
|
|
case BUTTON_STICK_RIGHT_LEFT:
|
|
case BUTTON_STICK_RIGHT_RIGHT: {
|
|
float x = 0, y = 0, len = GamepadStickLength(device, STICK_RIGHT);
|
|
GamepadStickNormXY(device, STICK_RIGHT, &x, &y);
|
|
x *= len;
|
|
y *= len;
|
|
if (button == BUTTON_STICK_RIGHT_UP) pressed = y > DEADZONE_BUTTON_STICK;
|
|
if (button == BUTTON_STICK_RIGHT_DOWN) pressed = y < -DEADZONE_BUTTON_STICK;
|
|
if (button == BUTTON_STICK_RIGHT_RIGHT) pressed = x > DEADZONE_BUTTON_STICK;
|
|
if (button == BUTTON_STICK_RIGHT_LEFT) pressed = x < -DEADZONE_BUTTON_STICK;
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (pressed) {
|
|
digitalData.bState = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return digitalData;
|
|
}
|
|
|
|
|
|
// 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
|
|
int Steam_Controller::GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS];
|
|
int ret = GetDigitalActionOrigins(controllerHandle, actionSetHandle, digitalActionHandle, origins );
|
|
for (int i = 0; i < ret; ++i) {
|
|
originsOut[i] = (EControllerActionOrigin)(origins[i] - (k_EInputActionOrigin_XBox360_A - k_EControllerActionOrigin_XBox360_A));
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
int Steam_Controller::GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
auto controller = controllers.find(inputHandle);
|
|
if (controller == controllers.end()) return 0;
|
|
|
|
auto map = controller_maps.find(actionSetHandle);
|
|
if (map == controller_maps.end()) return 0;
|
|
|
|
auto a = map->second.active_digital.find(digitalActionHandle);
|
|
if (a == map->second.active_digital.end()) return 0;
|
|
|
|
int count = 0;
|
|
for (auto button: a->second) {
|
|
switch (button) {
|
|
case BUTTON_A:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_A;
|
|
break;
|
|
case BUTTON_B:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_B;
|
|
break;
|
|
case BUTTON_X:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_X;
|
|
break;
|
|
case BUTTON_Y:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_Y;
|
|
break;
|
|
case BUTTON_LEFT_SHOULDER:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_LeftBumper;
|
|
break;
|
|
case BUTTON_RIGHT_SHOULDER:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_RightBumper;
|
|
break;
|
|
case BUTTON_START:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_Start;
|
|
break;
|
|
case BUTTON_BACK:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_Back;
|
|
break;
|
|
case BUTTON_LTRIGGER:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_LeftTrigger_Click;
|
|
break;
|
|
case BUTTON_RTRIGGER:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_RightTrigger_Click;
|
|
break;
|
|
case BUTTON_LEFT_THUMB:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_Click;
|
|
break;
|
|
case BUTTON_RIGHT_THUMB:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_Click;
|
|
break;
|
|
|
|
case BUTTON_STICK_LEFT_UP:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_DPadNorth;
|
|
break;
|
|
case BUTTON_STICK_LEFT_DOWN:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_DPadSouth;
|
|
break;
|
|
case BUTTON_STICK_LEFT_LEFT:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_DPadWest;
|
|
break;
|
|
case BUTTON_STICK_LEFT_RIGHT:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_DPadEast;
|
|
break;
|
|
|
|
case BUTTON_STICK_RIGHT_UP:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_DPadNorth;
|
|
break;
|
|
case BUTTON_STICK_RIGHT_DOWN:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_DPadSouth;
|
|
break;
|
|
case BUTTON_STICK_RIGHT_LEFT:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_DPadWest;
|
|
break;
|
|
case BUTTON_STICK_RIGHT_RIGHT:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_DPadEast;
|
|
break;
|
|
|
|
case BUTTON_DPAD_UP:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_DPad_North;
|
|
break;
|
|
case BUTTON_DPAD_DOWN:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_DPad_South;
|
|
break;
|
|
case BUTTON_DPAD_LEFT:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_DPad_West;
|
|
break;
|
|
case BUTTON_DPAD_RIGHT:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_DPad_East;
|
|
break;
|
|
|
|
default:
|
|
originsOut[count] = k_EInputActionOrigin_None;
|
|
break;
|
|
}
|
|
|
|
++count;
|
|
if (count >= STEAM_INPUT_MAX_ORIGINS) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
|
|
const char* Steam_Controller::GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
//TODO SteamInput005
|
|
return "Button String";
|
|
}
|
|
|
|
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
|
|
ControllerAnalogActionHandle_t Steam_Controller::GetAnalogActionHandle( const char *pszActionName )
|
|
{
|
|
PRINT_DEBUG("%s", pszActionName);
|
|
if (!pszActionName) return 0;
|
|
std::string upper_action_name(pszActionName);
|
|
std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); });
|
|
|
|
auto handle = analog_action_handles.find(upper_action_name);
|
|
if (handle == analog_action_handles.end()) return 0;
|
|
|
|
return handle->second;
|
|
}
|
|
|
|
|
|
// Returns the current state of these supplied analog game action
|
|
ControllerAnalogActionData_t Steam_Controller::GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle )
|
|
{
|
|
PRINT_DEBUG("%llu %llu", controllerHandle, analogActionHandle);
|
|
GAMEPAD_DEVICE device = (GAMEPAD_DEVICE)(controllerHandle - 1);
|
|
|
|
ControllerAnalogActionData_t data;
|
|
data.eMode = k_EInputSourceMode_None;
|
|
data.x = data.y = 0;
|
|
data.bActive = false;
|
|
|
|
auto controller = controllers.find(controllerHandle);
|
|
if (controller == controllers.end()) return data;
|
|
|
|
auto analog = controller->second.analog_id(analogActionHandle);
|
|
if (!analog.first.size()) return data;
|
|
|
|
data.bActive = true;
|
|
data.eMode = analog.second;
|
|
|
|
for (auto a : analog.first) {
|
|
if (a >= JOY_ID_START) {
|
|
int joystick_id = a - JOY_ID_START;
|
|
if (joystick_id == STICK_DPAD) {
|
|
int mov_y = (int)GamepadButtonDown(device, BUTTON_DPAD_UP) - (int)GamepadButtonDown(device, BUTTON_DPAD_DOWN);
|
|
int mov_x = (int)GamepadButtonDown(device, BUTTON_DPAD_RIGHT) - (int)GamepadButtonDown(device, BUTTON_DPAD_LEFT);
|
|
if (mov_y || mov_x) {
|
|
data.x = static_cast<float>(mov_x);
|
|
data.y = static_cast<float>(mov_y);
|
|
float length = 1.0f / std::sqrt(data.x * data.x + data.y * data.y);
|
|
data.x = data.x * length;
|
|
data.y = data.y * length;
|
|
}
|
|
} else {
|
|
GamepadStickNormXY(device, (GAMEPAD_STICK) joystick_id, &data.x, &data.y);
|
|
float length = GamepadStickLength(device, (GAMEPAD_STICK) joystick_id);
|
|
data.x = data.x * length;
|
|
data.y = data.y * length;
|
|
}
|
|
} else {
|
|
data.x = GamepadTriggerLength(device, (GAMEPAD_TRIGGER) a);
|
|
}
|
|
|
|
if (data.x || data.y) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
|
|
// 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
|
|
int Steam_Controller::GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS];
|
|
int ret = GetAnalogActionOrigins(controllerHandle, actionSetHandle, analogActionHandle, origins );
|
|
for (int i = 0; i < ret; ++i) {
|
|
originsOut[i] = (EControllerActionOrigin)(origins[i] - (k_EInputActionOrigin_XBox360_A - k_EControllerActionOrigin_XBox360_A));
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
int Steam_Controller::GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
auto controller = controllers.find(inputHandle);
|
|
if (controller == controllers.end()) return 0;
|
|
|
|
auto map = controller_maps.find(actionSetHandle);
|
|
if (map == controller_maps.end()) return 0;
|
|
|
|
auto a = map->second.active_analog.find(analogActionHandle);
|
|
if (a == map->second.active_analog.end()) return 0;
|
|
|
|
int count = 0;
|
|
for (auto b: a->second.first) {
|
|
switch (b) {
|
|
case TRIGGER_LEFT:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_LeftTrigger_Pull;
|
|
break;
|
|
case TRIGGER_RIGHT:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_RightTrigger_Pull;
|
|
break;
|
|
case STICK_LEFT + JOY_ID_START:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_Move;
|
|
break;
|
|
case STICK_RIGHT + JOY_ID_START:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_Move;
|
|
break;
|
|
case STICK_DPAD + JOY_ID_START:
|
|
originsOut[count] = k_EInputActionOrigin_XBox360_DPad_Move;
|
|
break;
|
|
default:
|
|
originsOut[count] = k_EInputActionOrigin_None;
|
|
break;
|
|
}
|
|
|
|
++count;
|
|
if (count >= STEAM_INPUT_MAX_ORIGINS) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
|
|
void Steam_Controller::StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction )
|
|
{
|
|
PRINT_DEBUG("%llu %llu", controllerHandle, eAction);
|
|
}
|
|
|
|
|
|
// Trigger a haptic pulse on a controller
|
|
void Steam_Controller::TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
}
|
|
|
|
// Trigger a haptic pulse on a controller
|
|
void Steam_Controller::Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
TriggerHapticPulse(inputHandle, eTargetPad, usDurationMicroSec );
|
|
}
|
|
|
|
void Steam_Controller::TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
|
|
{
|
|
PRINT_DEBUG("old");
|
|
TriggerHapticPulse(unControllerIndex, eTargetPad, usDurationMicroSec );
|
|
}
|
|
|
|
// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
|
|
// nFlags is currently unused and reserved for future use.
|
|
void Steam_Controller::TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
}
|
|
|
|
void Steam_Controller::Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags);
|
|
}
|
|
|
|
|
|
// Send a haptic pulse, works on Steam Deck and Steam Controller devices
|
|
void Steam_Controller::TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
}
|
|
|
|
// Tigger a vibration event on supported controllers.
|
|
void Steam_Controller::TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed )
|
|
{
|
|
PRINT_DEBUG("%hu %hu", usLeftSpeed, usRightSpeed);
|
|
auto controller = controllers.find(controllerHandle);
|
|
if (controller == controllers.end()) return;
|
|
|
|
unsigned int rumble_length_ms = 0;
|
|
|
|
#if defined(__linux__)
|
|
//FIXME: shadow of the tomb raider on linux doesn't seem to turn off the rumble so I made it expire after 100ms. Need to check if this is how linux steam actually behaves.
|
|
rumble_length_ms = 100;
|
|
#endif
|
|
|
|
unsigned gamepad_device = static_cast<unsigned int>(controllerHandle - 1);
|
|
if (gamepad_device > GAMEPAD_COUNT) return;
|
|
rumble_thread_data->rumble_mutex.lock();
|
|
rumble_thread_data->data[gamepad_device].new_data = true;
|
|
rumble_thread_data->data[gamepad_device].left = usLeftSpeed;
|
|
rumble_thread_data->data[gamepad_device].right = usRightSpeed;
|
|
rumble_thread_data->data[gamepad_device].rumble_length_ms = rumble_length_ms;
|
|
rumble_thread_data->rumble_mutex.unlock();
|
|
rumble_thread_data->rumble_thread_cv.notify_one();
|
|
}
|
|
|
|
// Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers
|
|
void Steam_Controller::TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
TriggerVibration(inputHandle, usLeftSpeed, usRightSpeed);
|
|
//TODO trigger impulse rumbles
|
|
}
|
|
|
|
// Set the controller LED color on supported controllers.
|
|
void Steam_Controller::SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
}
|
|
|
|
|
|
// Returns the associated gamepad index for the specified controller, if emulating a gamepad
|
|
int Steam_Controller::GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
auto controller = controllers.find(ulControllerHandle);
|
|
if (controller == controllers.end()) return -1;
|
|
|
|
return static_cast<int>(ulControllerHandle) - 1;
|
|
}
|
|
|
|
|
|
// Returns the associated controller handle for the specified emulated gamepad
|
|
ControllerHandle_t Steam_Controller::GetControllerForGamepadIndex( int nIndex )
|
|
{
|
|
PRINT_DEBUG("%i", nIndex);
|
|
ControllerHandle_t out = nIndex + 1;
|
|
auto controller = controllers.find(out);
|
|
if (controller == controllers.end()) return 0;
|
|
return out;
|
|
}
|
|
|
|
|
|
// Returns raw motion data from the specified controller
|
|
ControllerMotionData_t Steam_Controller::GetMotionData( ControllerHandle_t controllerHandle )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
ControllerMotionData_t data = {};
|
|
return data;
|
|
}
|
|
|
|
|
|
// Attempt to display origins of given action in the controller HUD, for the currently active action set
|
|
// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
|
|
bool Steam_Controller::ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return true;
|
|
}
|
|
|
|
bool Steam_Controller::ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return true;
|
|
}
|
|
|
|
|
|
// Returns a localized string (from Steam's language setting) for the specified origin
|
|
const char* Steam_Controller::GetStringForActionOrigin( EControllerActionOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return "Button String";
|
|
}
|
|
|
|
const char* Steam_Controller::GetStringForActionOrigin( EInputActionOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return "Button String";
|
|
}
|
|
|
|
// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
|
|
const char* Steam_Controller::GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
//TODO SteamInput005
|
|
return "Button String";
|
|
}
|
|
|
|
// Get a local path to art for on-screen glyph for a particular origin
|
|
const char* Steam_Controller::GetGlyphForActionOrigin( EControllerActionOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("%i", eOrigin);
|
|
|
|
if (steamcontroller_glyphs.empty()) {
|
|
std::string dir = settings->glyphs_directory;
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_A] = dir + "button_a.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_B] = dir + "button_b.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_X] = dir + "button_x.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_Y] = dir + "button_y.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftBumper] = dir + "shoulder_l.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightBumper] = dir + "shoulder_r.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_Start] = dir + "xbox_button_start.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_Back] = dir + "xbox_button_select.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftTrigger_Pull] = dir + "trigger_l_pull.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftTrigger_Click] = dir + "trigger_l_click.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightTrigger_Pull] = dir + "trigger_r_pull.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightTrigger_Click] = dir + "trigger_r_click.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_Move] = dir + "stick_l_move.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_Click] = dir + "stick_l_click.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_DPadNorth] = dir + "stick_dpad_n.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_DPadSouth] = dir + "stick_dpad_s.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_DPadWest] = dir + "stick_dpad_w.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_DPadEast] = dir + "stick_dpad_e.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_Move] = dir + "stick_r_move.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_Click] = dir + "stick_r_click.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_DPadNorth] = dir + "stick_dpad_n.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_DPadSouth] = dir + "stick_dpad_s.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_DPadWest] = dir + "stick_dpad_w.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_DPadEast] = dir + "stick_dpad_e.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_DPad_North] = dir + "xbox_button_dpad_n.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_DPad_South] = dir + "xbox_button_dpad_s.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_DPad_West] = dir + "xbox_button_dpad_w.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_DPad_East] = dir + "xbox_button_dpad_e.png";
|
|
steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_DPad_Move] = dir + "xbox_button_dpad_move.png";
|
|
}
|
|
|
|
auto glyph = steamcontroller_glyphs.find(eOrigin);
|
|
if (glyph == steamcontroller_glyphs.end()) return "";
|
|
return glyph->second.c_str();
|
|
}
|
|
|
|
const char* Steam_Controller::GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("steaminput %i", eOrigin);
|
|
if (steaminput_glyphs.empty()) {
|
|
std::string dir = settings->glyphs_directory;
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_A] = dir + "button_a.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_B] = dir + "button_b.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_X] = dir + "button_x.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_Y] = dir + "button_y.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftBumper] = dir + "shoulder_l.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_RightBumper] = dir + "shoulder_r.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_Start] = dir + "xbox_button_start.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_Back] = dir + "xbox_button_select.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftTrigger_Pull] = dir + "trigger_l_pull.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftTrigger_Click] = dir + "trigger_l_click.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_RightTrigger_Pull] = dir + "trigger_r_pull.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_RightTrigger_Click] = dir + "trigger_r_click.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_Move] = dir + "stick_l_move.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_Click] = dir + "stick_l_click.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_DPadNorth] = dir + "stick_dpad_n.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_DPadSouth] = dir + "stick_dpad_s.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_DPadWest] = dir + "stick_dpad_w.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_DPadEast] = dir + "stick_dpad_e.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_Move] = dir + "stick_r_move.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_Click] = dir + "stick_r_click.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_DPadNorth] = dir + "stick_dpad_n.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_DPadSouth] = dir + "stick_dpad_s.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_DPadWest] = dir + "stick_dpad_w.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_DPadEast] = dir + "stick_dpad_e.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_DPad_North] = dir + "xbox_button_dpad_n.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_DPad_South] = dir + "xbox_button_dpad_s.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_DPad_West] = dir + "xbox_button_dpad_w.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_DPad_East] = dir + "xbox_button_dpad_e.png";
|
|
steaminput_glyphs[k_EInputActionOrigin_XBox360_DPad_Move] = dir + "xbox_button_dpad_move.png";
|
|
//steaminput_glyphs[] = dir + "";
|
|
}
|
|
|
|
auto glyph = steaminput_glyphs.find(eOrigin);
|
|
if (glyph == steaminput_glyphs.end()) return "";
|
|
return glyph->second.c_str();
|
|
}
|
|
|
|
// Get a local path to a PNG file for the provided origin's glyph.
|
|
const char* Steam_Controller::GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
//TODO SteamInput005
|
|
return GetGlyphForActionOrigin(eOrigin);
|
|
}
|
|
|
|
// Get a local path to a SVG file for the provided origin's glyph.
|
|
const char* Steam_Controller::GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
//TODO SteamInput005
|
|
return "";
|
|
}
|
|
|
|
// Get a local path to an older, Big Picture Mode-style PNG file for a particular origin
|
|
const char* Steam_Controller::GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG_ENTRY();
|
|
return GetGlyphForActionOrigin(eOrigin);
|
|
}
|
|
|
|
// Returns the input type for a particular handle
|
|
ESteamInputType Steam_Controller::GetInputTypeForHandle( ControllerHandle_t controllerHandle )
|
|
{
|
|
PRINT_DEBUG("%llu", controllerHandle);
|
|
auto controller = controllers.find(controllerHandle);
|
|
if (controller == controllers.end()) return k_ESteamInputType_Unknown;
|
|
return k_ESteamInputType_XBox360Controller;
|
|
}
|
|
|
|
const char* Steam_Controller::GetStringForXboxOrigin( EXboxOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return "";
|
|
}
|
|
|
|
const char* Steam_Controller::GetGlyphForXboxOrigin( EXboxOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return "";
|
|
}
|
|
|
|
EControllerActionOrigin Steam_Controller::GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return k_EControllerActionOrigin_None;
|
|
}
|
|
|
|
EInputActionOrigin Steam_Controller::GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return k_EInputActionOrigin_None;
|
|
}
|
|
|
|
EControllerActionOrigin Steam_Controller::TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return k_EControllerActionOrigin_None;
|
|
}
|
|
|
|
EInputActionOrigin Steam_Controller::TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin )
|
|
{
|
|
PRINT_DEBUG("steaminput destinationinputtype %d sourceorigin %d", eDestinationInputType, eSourceOrigin );
|
|
|
|
if (eDestinationInputType == k_ESteamInputType_XBox360Controller)
|
|
return eSourceOrigin;
|
|
|
|
return k_EInputActionOrigin_None;
|
|
}
|
|
|
|
bool Steam_Controller::GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return false;
|
|
}
|
|
|
|
bool Steam_Controller::GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return false;
|
|
}
|
|
|
|
uint32 Steam_Controller::GetRemotePlaySessionID( InputHandle_t inputHandle )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return 0;
|
|
}
|
|
|
|
// Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.?
|
|
// Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration
|
|
uint16 Steam_Controller::GetSessionInputConfigurationSettings()
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
return 0;
|
|
}
|
|
|
|
// Set the trigger effect for a DualSense controller
|
|
void Steam_Controller::SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
}
|
|
|
|
void Steam_Controller::RunCallbacks()
|
|
{
|
|
if (explicitly_call_run_frame) {
|
|
RunFrame();
|
|
}
|
|
}
|