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139 lines
9.6 KiB
C++
139 lines
9.6 KiB
C++
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#ifndef ISTEAMCONTROLLER007_H
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#define ISTEAMCONTROLLER007_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamController007
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{
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public:
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// Init and Shutdown must be called when starting/ending use of this interface
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virtual bool Init() = 0;
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virtual bool Shutdown() = 0;
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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. This must
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// be called from somewhere before GetConnectedControllers will return any handles
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virtual void RunFrame() = 0;
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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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virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_COUNT, Receives list of connected controllers ) ControllerHandle_t *handlesOut ) = 0;
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//-----------------------------------------------------------------------------
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// ACTION SETS
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//-----------------------------------------------------------------------------
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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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virtual ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0;
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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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virtual void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) = 0;
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virtual ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) = 0;
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// ACTION SET LAYERS
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virtual void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0;
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virtual void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0;
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virtual void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) = 0;
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// Enumerate currently active layers
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// handlesOut should point to a STEAM_CONTROLLER_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles.
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// Returns the number of handles written to handlesOut
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virtual int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ACTIVE_LAYERS, Receives list of active layers ) ControllerActionSetHandle_t *handlesOut ) = 0;
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//-----------------------------------------------------------------------------
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// ACTIONS
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//-----------------------------------------------------------------------------
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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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virtual ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
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// Returns the current state of the supplied digital game action
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virtual ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) = 0;
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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. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to
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// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
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virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of aciton origins ) EControllerActionOrigin *originsOut ) = 0;
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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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virtual ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
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// Returns the current state of these supplied analog game action
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virtual ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) = 0;
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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. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to
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// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
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virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of action origins ) EControllerActionOrigin *originsOut ) = 0;
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// Get a local path to art for on-screen glyph for a particular origin - this call is cheap
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virtual const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) = 0;
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// Returns a localized string (from Steam's language setting) for the specified origin - this call is serialized
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virtual const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) = 0;
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virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0;
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// Returns raw motion data from the specified controller
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virtual ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) = 0;
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//-----------------------------------------------------------------------------
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// OUTPUTS
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//-----------------------------------------------------------------------------
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// Trigger a haptic pulse on a controller
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virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
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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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virtual void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
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// Trigger a vibration event on supported controllers.
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virtual void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0;
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// Set the controller LED color on supported controllers.
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virtual void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0;
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//-----------------------------------------------------------------------------
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// Utility functions availible without using the rest of Steam Input API
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//-----------------------------------------------------------------------------
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// Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode
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// If the user is not in Big Picture Mode it will open up the binding in a new window
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virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0;
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// Returns the input type for a particular handle
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virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0;
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// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
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// to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
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virtual ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) = 0;
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// Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
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virtual int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) = 0;
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// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
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virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0;
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// Get a local path to art for on-screen glyph for a particular Xbox controller origin.
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virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0;
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// Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for
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// non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration
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virtual EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) = 0;
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// Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EControllerActionOrigin_None
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virtual EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) = 0;
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// Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device
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virtual bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) = 0;
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};
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#endif //ISTEAMCONTROLLER007_H
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