SDK 1.56 and 1.57

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Mr_Goldberg 2023-05-08 22:36:51 -04:00
parent 802d8bcc8f
commit 475342f0d8
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GPG key ID: 8597D87419DEF278
27 changed files with 1181 additions and 57 deletions

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@ -17,9 +17,9 @@
#define STEAM_INPUT_MAX_COUNT 16
#define STEAM_INPUT_MAX_ANALOG_ACTIONS 16
#define STEAM_INPUT_MAX_ANALOG_ACTIONS 24
#define STEAM_INPUT_MAX_DIGITAL_ACTIONS 128
#define STEAM_INPUT_MAX_DIGITAL_ACTIONS 256
#define STEAM_INPUT_MAX_ORIGINS 8
@ -341,10 +341,10 @@ enum EInputActionOrigin
k_EInputActionOrigin_Switch_LeftGrip_Upper, // Left JoyCon SL Button
k_EInputActionOrigin_Switch_RightGrip_Lower, // Right JoyCon SL Button
k_EInputActionOrigin_Switch_RightGrip_Upper, // Right JoyCon SR Button
k_EInputActionOrigin_Switch_Reserved11,
k_EInputActionOrigin_Switch_Reserved12,
k_EInputActionOrigin_Switch_Reserved13,
k_EInputActionOrigin_Switch_Reserved14,
k_EInputActionOrigin_Switch_JoyConButton_N, // With a Horizontal JoyCon this will be Y or what would be Dpad Right when vertical
k_EInputActionOrigin_Switch_JoyConButton_E, // X
k_EInputActionOrigin_Switch_JoyConButton_S, // A
k_EInputActionOrigin_Switch_JoyConButton_W, // B
k_EInputActionOrigin_Switch_Reserved15,
k_EInputActionOrigin_Switch_Reserved16,
k_EInputActionOrigin_Switch_Reserved17,
@ -408,10 +408,10 @@ enum EInputActionOrigin
k_EInputActionOrigin_PS5_Gyro_Yaw,
k_EInputActionOrigin_PS5_Gyro_Roll,
k_EInputActionOrigin_PS5_DPad_Move,
k_EInputActionOrigin_PS5_Reserved1,
k_EInputActionOrigin_PS5_Reserved2,
k_EInputActionOrigin_PS5_Reserved3,
k_EInputActionOrigin_PS5_Reserved4,
k_EInputActionOrigin_PS5_LeftGrip,
k_EInputActionOrigin_PS5_RightGrip,
k_EInputActionOrigin_PS5_LeftFn,
k_EInputActionOrigin_PS5_RightFn,
k_EInputActionOrigin_PS5_Reserved5,
k_EInputActionOrigin_PS5_Reserved6,
k_EInputActionOrigin_PS5_Reserved7,
@ -665,12 +665,12 @@ struct InputDigitalActionData_t
struct InputMotionData_t
{
// Sensor-fused absolute rotation; will drift in heading
// Sensor-fused absolute rotation; will drift in heading toward average
float rotQuatX;
float rotQuatY;
float rotQuatZ;
float rotQuatW;
// Positional acceleration
float posAccelX;
float posAccelY;
@ -682,6 +682,58 @@ struct InputMotionData_t
float rotVelZ;
};
struct InputMotionDataV2_t
{
//
// Gyro post processing:
//
// Drift Corrected Quaternion is calculated after steam input controller calibration values have been applied.
// Rawest _useful_ version of a quaternion.
// Most camera implementations should use this by comparing last rotation against current rotation, and applying the difference to the in game camera (plus your own sensitivity tweaks)
// It is worth viewing
float driftCorrectedQuatX;
float driftCorrectedQuatY;
float driftCorrectedQuatZ;
float driftCorrectedQuatW;
// Sensor fusion corrects using accelerometer, and "average forward over time" for "forward".
// This can "ouija" your aim, so it's not so appropriate for camera controls (sensor fusion was originally made for racing game steering )
// Same result as from old InputMotionData_t::rotQuatX/Y/Z/W
float sensorFusionQuatX;
float sensorFusionQuatY;
float sensorFusionQuatZ;
float sensorFusionQuatW;
// Deferred Sensor fusion quaternion with deferred correction
// Reduces perception of "ouija" effect by only applying correction when the controller is below "low noise" thresholds,
// while the controller rotates fast - never when the user is attempting precision aim.
float deferredSensorFusionQuatX;
float deferredSensorFusionQuatY;
float deferredSensorFusionQuatZ;
float deferredSensorFusionQuatW;
// Same as accel but values are calibrated such that 1 unit = 1G.
// X = Right
// Y = Forward out through the joystick USB port.
// Z = Up through the joystick axis.
float gravityX;
float gravityY;
float gravityZ;
//
// Same as rotVel values in GetMotionData but values are calibrated to degrees per second.
// Local Space (controller relative)
// X = Pitch = left to right axis
// Y = Roll = axis through charging port
// Z = Yaw = axis through sticks
float degreesPerSecondX;
float degreesPerSecondY;
float degreesPerSecondZ;
};
//-----------------------------------------------------------------------------
// Purpose: when callbacks are enabled this fires each time a controller action
// state changes
@ -775,6 +827,12 @@ public:
// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
STEAM_CALL_BACK( SteamInputDeviceDisconnected_t )
// Controllers using Gamepad emulation (XInput, DirectInput, etc) will be seated in the order that
// input is sent by the device. This callback will fire on first input for each device and when the
// a user has manually changed the order via the Steam overlay. This also has the device type info
// so that you can change out glyph sets without making additional API calls
STEAM_CALL_BACK( SteamInputGamepadSlotChange_t )
// Enable SteamInputActionEvent_t callbacks. Directly calls your callback function
// for lower latency than standard Steam callbacks. Supports one callback at a time.
// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
@ -919,12 +977,12 @@ public:
// See isteamremoteplay.h for more information on Steam Remote Play sessions
virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0;
// Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.?
// 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
virtual uint16 GetSessionInputConfigurationSettings() = 0;
// Set the trigger effect for a DualSense controller
virtual void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam ) = 0;
// Set the trigger effect for a DualSense controller
virtual void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam ) = 0;
};
#define STEAMINPUT_INTERFACE_VERSION "SteamInput006"
@ -979,6 +1037,20 @@ struct SteamInputConfigurationLoaded_t
bool m_bUsesGamepadAPI; // Does the configuration contain any Xinput bindings?
};
//-----------------------------------------------------------------------------
// Purpose: called when controller gamepad slots change - on Linux/macOS these
// slots are shared for all running apps.
//-----------------------------------------------------------------------------
struct SteamInputGamepadSlotChange_t
{
enum { k_iCallback = k_iSteamControllerCallbacks + 4 };
AppId_t m_unAppID;
InputHandle_t m_ulDeviceHandle; // Handle for device
ESteamInputType m_eDeviceType; // Type of device
int m_nOldGamepadSlot; // Previous GamepadSlot - can be -1 controller doesn't uses gamepad bindings
int m_nNewGamepadSlot; // New Gamepad Slot - can be -1 controller doesn't uses gamepad bindings
};
#pragma pack( pop )
#endif // ISTEAMINPUT_H