mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 21:24:01 +08:00
376 lines
12 KiB
C++
376 lines
12 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 "base.h"
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class Steam_Controller :
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public ISteamController001,
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public ISteamController003,
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public ISteamController004,
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public ISteamController005,
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public ISteamController006,
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public ISteamController,
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public ISteamInput
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{
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public:
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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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}
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// Init and Shutdown must be called when starting/ending use of this interface
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bool Init()
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{
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PRINT_DEBUG("Steam_Controller::Init()\n");
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return true;
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}
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bool Init( const char *pchAbsolutePathToControllerConfigVDF )
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{
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PRINT_DEBUG("Steam_Controller::Init() old\n");
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return Init();
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}
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bool Shutdown()
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{
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PRINT_DEBUG("Steam_Controller::Shutdown()\n");
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return true;
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}
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void SetOverrideMode( const char *pchMode )
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{
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PRINT_DEBUG("Steam_Controller::SetOverrideMode\n");
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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 RunFrame()
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{
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PRINT_DEBUG("Steam_Controller::RunFrame()\n");
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}
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bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState )
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{
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PRINT_DEBUG("Steam_Controller::GetControllerState()\n");
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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 GetConnectedControllers( ControllerHandle_t *handlesOut )
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{
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PRINT_DEBUG("GetConnectedControllers\n");
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return 0;
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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 ShowBindingPanel( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("ShowBindingPanel\n");
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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 GetActionSetHandle( const char *pszActionSetName )
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{
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PRINT_DEBUG("GetActionSetHandle %s\n", pszActionSetName);
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return 124;
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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 ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle )
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{
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PRINT_DEBUG("ActivateActionSet\n");
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}
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ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("GetCurrentActionSet\n");
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return 124;
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}
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void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
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{
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PRINT_DEBUG("ActivateActionSetLayer\n");
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}
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void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
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{
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PRINT_DEBUG("DeactivateActionSetLayer\n");
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}
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void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("DeactivateAllActionSetLayers\n");
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}
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int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut )
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{
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PRINT_DEBUG("GetActiveActionSetLayers\n");
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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.
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ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName )
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{
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PRINT_DEBUG("GetDigitalActionHandle %s\n", pszActionName);
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return 123;
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}
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// Returns the current state of the supplied digital game action
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ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle )
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{
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PRINT_DEBUG("GetDigitalActionData\n");
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ControllerDigitalActionData_t digitalData;
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digitalData.bActive = false;
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return digitalData;
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}
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// 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.
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// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
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int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut )
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{
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PRINT_DEBUG("GetDigitalActionOrigins\n");
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return 0;
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}
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int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut )
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{
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PRINT_DEBUG("GetDigitalActionOrigins steaminput\n");
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return 0;
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}
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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.
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ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName )
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{
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PRINT_DEBUG("GetAnalogActionHandle %s\n", pszActionName);
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return 125;
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}
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// Returns the current state of these supplied analog game action
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ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle )
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{
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PRINT_DEBUG("GetAnalogActionData\n");
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ControllerAnalogActionData_t data;
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data.eMode = k_EInputSourceMode_None;
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data.x = data.y = 0;
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data.bActive = false;
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return data;
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}
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// 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.
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// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
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int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut )
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{
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PRINT_DEBUG("GetAnalogActionOrigins\n");
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return 0;
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}
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int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut )
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{
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PRINT_DEBUG("GetAnalogActionOrigins steaminput\n");
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return 0;
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}
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void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction )
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{
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PRINT_DEBUG("StopAnalogActionMomentum\n");
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}
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// Trigger a haptic pulse on a controller
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void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
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{
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PRINT_DEBUG("TriggerHapticPulse\n");
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}
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void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
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{
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PRINT_DEBUG("TriggerHapticPulse old\n");
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TriggerHapticPulse(unControllerIndex, eTargetPad, usDurationMicroSec );
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}
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// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
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// nFlags is currently unused and reserved for future use.
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void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags )
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{
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PRINT_DEBUG("TriggerRepeatedHapticPulse\n");
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}
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// Tigger a vibration event on supported controllers.
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void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed )
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{
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PRINT_DEBUG("TriggerVibration\n");
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}
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// Set the controller LED color on supported controllers.
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void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
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{
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PRINT_DEBUG("SetLEDColor\n");
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}
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// Returns the associated gamepad index for the specified controller, if emulating a gamepad
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int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
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{
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PRINT_DEBUG("GetGamepadIndexForController\n");
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return 0;
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}
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// Returns the associated controller handle for the specified emulated gamepad
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ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
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{
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PRINT_DEBUG("GetControllerForGamepadIndex\n");
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return 0;
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}
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// Returns raw motion data from the specified controller
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ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("GetMotionData\n");
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ControllerMotionData_t data = {};
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return data;
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}
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// Attempt to display origins of given action in the controller HUD, for the currently active action set
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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 ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition )
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{
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PRINT_DEBUG("ShowDigitalActionOrigins\n");
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return true;
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}
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bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition )
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{
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PRINT_DEBUG("ShowAnalogActionOrigins\n");
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return true;
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}
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// Returns a localized string (from Steam's language setting) for the specified origin
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const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin )
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{
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PRINT_DEBUG("GetStringForActionOrigin\n");
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return "Button String";
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}
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const char *GetStringForActionOrigin( EInputActionOrigin eOrigin )
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{
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PRINT_DEBUG("GetStringForActionOrigin steaminput\n");
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return "Button String";
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}
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// Get a local path to art for on-screen glyph for a particular origin
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const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin )
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{
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PRINT_DEBUG("GetGlyphForActionOrigin\n");
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return "";
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}
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const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
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{
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PRINT_DEBUG("GetGlyphForActionOrigin steaminput\n");
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return "";
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}
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// Returns the input type for a particular handle
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ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("GetInputTypeForHandle\n");
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return k_ESteamInputType_Unknown;
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}
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const char *GetStringForXboxOrigin( EXboxOrigin eOrigin )
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{
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PRINT_DEBUG("GetStringForXboxOrigin\n");
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return "";
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}
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const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin )
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{
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PRINT_DEBUG("GetGlyphForXboxOrigin\n");
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return "";
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}
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EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin )
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{
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PRINT_DEBUG("GetActionOriginFromXboxOrigin\n");
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return k_EControllerActionOrigin_None;
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}
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EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin )
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{
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PRINT_DEBUG("GetActionOriginFromXboxOrigin steaminput\n");
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return k_EInputActionOrigin_None;
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}
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EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin )
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{
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PRINT_DEBUG("TranslateActionOrigin\n");
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return k_EControllerActionOrigin_None;
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}
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EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin )
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{
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PRINT_DEBUG("TranslateActionOrigin steaminput\n");
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return k_EInputActionOrigin_None;
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}
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bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor )
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{
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PRINT_DEBUG("GetControllerBindingRevision\n");
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return false;
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}
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bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor )
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{
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PRINT_DEBUG("GetDeviceBindingRevision\n");
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return false;
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}
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uint32 GetRemotePlaySessionID( InputHandle_t inputHandle )
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{
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PRINT_DEBUG("GetRemotePlaySessionID\n");
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return 0;
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}
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};
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