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Update to sdk 1.46
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bb9c516775
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36 changed files with 2197 additions and 129 deletions
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@ -23,6 +23,8 @@
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#define STEAM_INPUT_MAX_ORIGINS 8
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#define STEAM_INPUT_MAX_ACTIVE_LAYERS 16
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// When sending an option to a specific controller handle, you can send to all devices via this command
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#define STEAM_INPUT_HANDLE_ALL_CONTROLLERS UINT64_MAX
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@ -184,7 +186,7 @@ enum EInputActionOrigin
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k_EInputActionOrigin_PS4_Gyro_Pitch,
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k_EInputActionOrigin_PS4_Gyro_Yaw,
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k_EInputActionOrigin_PS4_Gyro_Roll,
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k_EInputActionOrigin_PS4_Reserved0,
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k_EInputActionOrigin_PS4_DPad_Move,
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k_EInputActionOrigin_PS4_Reserved1,
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k_EInputActionOrigin_PS4_Reserved2,
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k_EInputActionOrigin_PS4_Reserved3,
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@ -225,7 +227,7 @@ enum EInputActionOrigin
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k_EInputActionOrigin_XBoxOne_DPad_South,
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k_EInputActionOrigin_XBoxOne_DPad_West,
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k_EInputActionOrigin_XBoxOne_DPad_East,
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k_EInputActionOrigin_XBoxOne_Reserved0,
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k_EInputActionOrigin_XBoxOne_DPad_Move,
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k_EInputActionOrigin_XBoxOne_Reserved1,
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k_EInputActionOrigin_XBoxOne_Reserved2,
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k_EInputActionOrigin_XBoxOne_Reserved3,
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@ -266,7 +268,7 @@ enum EInputActionOrigin
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k_EInputActionOrigin_XBox360_DPad_South,
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k_EInputActionOrigin_XBox360_DPad_West,
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k_EInputActionOrigin_XBox360_DPad_East,
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k_EInputActionOrigin_XBox360_Reserved0,
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k_EInputActionOrigin_XBox360_DPad_Move,
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k_EInputActionOrigin_XBox360_Reserved1,
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k_EInputActionOrigin_XBox360_Reserved2,
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k_EInputActionOrigin_XBox360_Reserved3,
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@ -314,7 +316,7 @@ enum EInputActionOrigin
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k_EInputActionOrigin_Switch_ProGyro_Pitch, // Primary Gyro in Pro Controller, or Right JoyCon
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k_EInputActionOrigin_Switch_ProGyro_Yaw, // Primary Gyro in Pro Controller, or Right JoyCon
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k_EInputActionOrigin_Switch_ProGyro_Roll, // Primary Gyro in Pro Controller, or Right JoyCon
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k_EInputActionOrigin_Switch_Reserved0,
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k_EInputActionOrigin_Switch_DPad_Move,
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k_EInputActionOrigin_Switch_Reserved1,
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k_EInputActionOrigin_Switch_Reserved2,
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k_EInputActionOrigin_Switch_Reserved3,
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@ -498,7 +500,7 @@ public:
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// the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam.
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// handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles
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// Returns the number of handles written to handlesOut
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virtual int GetConnectedControllers( InputHandle_t *handlesOut ) = 0;
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virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0;
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//-----------------------------------------------------------------------------
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// ACTION SETS
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@ -517,7 +519,10 @@ public:
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virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
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virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
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virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0;
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virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, InputActionSetHandle_t *handlesOut ) = 0;
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// Enumerate currently active layers.
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// handlesOut should point to a STEAM_INPUT_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( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0;
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//-----------------------------------------------------------------------------
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// ACTIONS
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@ -532,7 +537,7 @@ public:
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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_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin 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( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut ) = 0;
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virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0;
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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 InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
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@ -543,12 +548,12 @@ public:
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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_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin 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( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut ) = 0;
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virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0;
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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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// Get a local path to art for on-screen glyph for a particular origin
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virtual const char *GetGlyphForActionOrigin( EInputActionOrigin 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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// Returns a localized string (from Steam's language setting) for the specified origin.
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virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0;
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// Stop analog momentum for the action if it is a mouse action in trackball mode
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@ -594,10 +599,10 @@ public:
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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( InputHandle_t ulinputHandle ) = 0;
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// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin. This function is cheap.
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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. This function is serialized.
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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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@ -605,9 +610,16 @@ public:
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virtual EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, 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_EInputActionOrigin_None
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// When a new input type is added you will be able to pass in k_ESteamInputType_Unknown amd the closest origin that your version of the SDK regonized will be returned
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// When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned
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// ex: if a Playstation 5 controller was released this function would return Playstation 4 origins.
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virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin 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 GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0;
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// Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it
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// See isteamremoteplay.h for more information on Steam Remote Play sessions
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virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0;
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};
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#define STEAMINPUT_INTERFACE_VERSION "SteamInput001"
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