/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
. */
#include "base.h"
#ifndef CONTROLLER_SUPPORT
inline void GamepadInit(void) {}
inline void GamepadShutdown(void) {}
inline void GamepadUpdate(void) {}
inline GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) { return GAMEPAD_FALSE; }
inline GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) { return GAMEPAD_FALSE; }
inline float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { return 0.0; }
inline GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return STICKDIR_CENTER; }
inline void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float* outX, float* outY) {}
inline float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return 0.0; }
inline void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right, unsigned int rumble_length_ms) {}
#endif
struct Controller_Map {
std::map> active_digital;
std::map, enum EInputSourceMode>> active_analog;
};
struct Controller_Action {
ControllerHandle_t controller_handle;
struct Controller_Map active_map;
ControllerDigitalActionHandle_t active_set;
Controller_Action(ControllerHandle_t controller_handle) {
this->controller_handle = controller_handle;
}
void activate_action_set(ControllerDigitalActionHandle_t active_set, std::map &controller_maps) {
auto map = controller_maps.find(active_set);
if (map == controller_maps.end()) return;
this->active_set = active_set;
this->active_map = map->second;
}
std::set button_id(ControllerDigitalActionHandle_t handle) {
auto a = active_map.active_digital.find(handle);
if (a == active_map.active_digital.end()) return {};
return a->second;
}
std::pair, enum EInputSourceMode> analog_id(ControllerAnalogActionHandle_t handle) {
auto a = active_map.active_analog.find(handle);
if (a == active_map.active_analog.end()) return std::pair, enum EInputSourceMode>({}, k_EInputSourceMode_None);
return a->second;
}
};
struct Rumble_Thread_Data {
std::condition_variable rumble_thread_cv;
std::atomic_bool kill_rumble_thread;
std::mutex rumble_mutex;
struct Rumble_Data {
unsigned short left, right, last_left, last_right;
unsigned int rumble_length_ms;
bool new_data;
} data[GAMEPAD_COUNT];
};
enum EXTRA_GAMEPAD_BUTTONS {
BUTTON_LTRIGGER = BUTTON_COUNT + 1,
BUTTON_RTRIGGER = BUTTON_COUNT + 2,
BUTTON_STICK_LEFT_UP = BUTTON_COUNT + 3,
BUTTON_STICK_LEFT_DOWN = BUTTON_COUNT + 4,
BUTTON_STICK_LEFT_LEFT = BUTTON_COUNT + 5,
BUTTON_STICK_LEFT_RIGHT = BUTTON_COUNT + 6,
BUTTON_STICK_RIGHT_UP = BUTTON_COUNT + 7,
BUTTON_STICK_RIGHT_DOWN = BUTTON_COUNT + 8,
BUTTON_STICK_RIGHT_LEFT = BUTTON_COUNT + 9,
BUTTON_STICK_RIGHT_RIGHT = BUTTON_COUNT + 10,
};
#define JOY_ID_START 10
#define STICK_DPAD 3
class Steam_Controller :
public ISteamController001,
public ISteamController003,
public ISteamController004,
public ISteamController005,
public ISteamController006,
public ISteamController007,
public ISteamController,
public ISteamInput001,
public ISteamInput002,
public ISteamInput
{
class Settings *settings;
class SteamCallResults *callback_results;
class SteamCallBacks *callbacks;
class RunEveryRunCB *run_every_runcb;
std::map button_strings = {
{"DUP", BUTTON_DPAD_UP},
{"DDOWN", BUTTON_DPAD_DOWN},
{"DLEFT", BUTTON_DPAD_LEFT},
{"DRIGHT", BUTTON_DPAD_RIGHT},
{"START", BUTTON_START},
{"BACK", BUTTON_BACK},
{"LSTICK", BUTTON_LEFT_THUMB},
{"RSTICK", BUTTON_RIGHT_THUMB},
{"LBUMPER", BUTTON_LEFT_SHOULDER},
{"RBUMPER", BUTTON_RIGHT_SHOULDER},
{"A", BUTTON_A},
{"B", BUTTON_B},
{"X", BUTTON_X},
{"Y", BUTTON_Y},
{"DLTRIGGER", BUTTON_LTRIGGER},
{"DRTRIGGER", BUTTON_RTRIGGER},
{"DLJOYUP", BUTTON_STICK_LEFT_UP},
{"DLJOYDOWN", BUTTON_STICK_LEFT_DOWN},
{"DLJOYLEFT", BUTTON_STICK_LEFT_LEFT},
{"DLJOYRIGHT", BUTTON_STICK_LEFT_RIGHT},
{"DRJOYUP", BUTTON_STICK_RIGHT_UP},
{"DRJOYDOWN", BUTTON_STICK_RIGHT_DOWN},
{"DRJOYLEFT", BUTTON_STICK_RIGHT_LEFT},
{"DRJOYRIGHT", BUTTON_STICK_RIGHT_RIGHT},
};
std::map analog_strings = {
{"LTRIGGER", TRIGGER_LEFT},
{"RTRIGGER", TRIGGER_RIGHT},
{"LJOY", STICK_LEFT + JOY_ID_START},
{"RJOY", STICK_RIGHT + JOY_ID_START},
{"DPAD", STICK_DPAD + JOY_ID_START},
};
std::map analog_input_modes = {
{"joystick_move", k_EInputSourceMode_JoystickMove},
{"joystick_camera", k_EInputSourceMode_JoystickCamera},
{"trigger", k_EInputSourceMode_Trigger},
};
std::map action_handles;
std::map digital_action_handles;
std::map analog_action_handles;
std::map controller_maps;
std::map controllers;
std::map steaminput_glyphs;
std::map steamcontroller_glyphs;
std::thread background_rumble_thread;
Rumble_Thread_Data *rumble_thread_data;
bool disabled;
bool initialized;
bool explicitly_call_run_frame;
void set_handles(std::map, std::string>>> action_sets) {
uint64 handle_num = 1;
for (auto & set : action_sets) {
ControllerActionSetHandle_t action_handle_num = handle_num;
++handle_num;
action_handles[set.first] = action_handle_num;
for (auto & config_key : set.second) {
uint64 current_handle_num = handle_num;
++handle_num;
for (auto & button_string : config_key.second.first) {
auto digital = button_strings.find(button_string);
if (digital != button_strings.end()) {
ControllerDigitalActionHandle_t digital_handle_num = current_handle_num;
if (digital_action_handles.find(config_key.first) == digital_action_handles.end()) {
digital_action_handles[config_key.first] = digital_handle_num;
} else {
digital_handle_num = digital_action_handles[config_key.first];
}
controller_maps[action_handle_num].active_digital[digital_handle_num].insert(digital->second);
} else {
auto analog = analog_strings.find(button_string);
if (analog != analog_strings.end()) {
ControllerAnalogActionHandle_t analog_handle_num = current_handle_num;
enum EInputSourceMode source_mode;
if (analog->second == TRIGGER_LEFT || analog->second == TRIGGER_RIGHT) {
source_mode = k_EInputSourceMode_Trigger;
} else {
source_mode = k_EInputSourceMode_JoystickMove;
}
auto input_mode = analog_input_modes.find(config_key.second.second);
if (input_mode != analog_input_modes.end()) {
source_mode = input_mode->second;
}
if (analog_action_handles.find(config_key.first) == analog_action_handles.end()) {
analog_action_handles[config_key.first] = analog_handle_num;
} else {
analog_handle_num = analog_action_handles[config_key.first];
}
controller_maps[action_handle_num].active_analog[analog_handle_num].first.insert(analog->second);
controller_maps[action_handle_num].active_analog[analog_handle_num].second = source_mode;
} else {
PRINT_DEBUG("Did not recognize controller button %s\n", button_string.c_str());
continue;
}
}
}
}
}
}
public:
static void background_rumble(Rumble_Thread_Data *data)
{
std::mutex mtx;
std::unique_lock lck(mtx);
bool rumbled = false;
while (true) {
bool new_data = false;
if (rumbled) {
std::this_thread::sleep_for(std::chrono::milliseconds(20));
data->rumble_mutex.lock();
for (int i = 0; i < GAMEPAD_COUNT; ++i) {
if (data->data[i].new_data) {
new_data = true;
break;
}
}
data->rumble_mutex.unlock();
if (data->kill_rumble_thread) {
return;
}
}
bool x = new_data || data->rumble_thread_cv.wait_for(lck, std::chrono::milliseconds(100)) != std::cv_status::timeout;
if (data->kill_rumble_thread) {
return;
}
rumbled = false;
while (true) {
unsigned short left, right;
unsigned int rumble_length_ms;
int gamepad = -1;
data->rumble_mutex.lock();
for (int i = 0; i < GAMEPAD_COUNT; ++i) {
if (data->data[i].new_data) {
left = data->data[i].left;
right = data->data[i].right;
rumble_length_ms = data->data[i].rumble_length_ms;
data->data[i].new_data = false;
if (data->data[i].last_left != left || data->data[i].last_right != right) {
gamepad = i;
data->data[i].last_left = left;
data->data[i].last_right = right;
break;
}
}
}
data->rumble_mutex.unlock();
if (gamepad == -1) {
break;
}
GamepadSetRumble((GAMEPAD_DEVICE)gamepad, ((double)left) / 65535.0, ((double)right) / 65535.0, rumble_length_ms);
rumbled = true;
}
}
}
static void steam_run_every_runcb(void *object)
{
PRINT_DEBUG("steam_controller_run_every_runcb\n");
Steam_Controller *steam_controller = (Steam_Controller *)object;
steam_controller->RunCallbacks();
}
Steam_Controller(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
{
this->settings = settings;
this->run_every_runcb = run_every_runcb;
this->run_every_runcb->add(&Steam_Controller::steam_run_every_runcb, this);
this->callback_results = callback_results;
this->callbacks = callbacks;
set_handles(settings->controller_settings.action_sets);
disabled = !action_handles.size();
initialized = false;
}
~Steam_Controller()
{
//TODO rm network callbacks
//TODO rumble thread
this->run_every_runcb->remove(&Steam_Controller::steam_run_every_runcb, this);
}
// Init and Shutdown must be called when starting/ending use of this interface
bool Init(bool bExplicitlyCallRunFrame)
{
PRINT_DEBUG("Steam_Controller::Init() %u\n", bExplicitlyCallRunFrame);
std::lock_guard lock(global_mutex);
if (disabled || initialized) {
return true;
}
GamepadInit();
GamepadUpdate();
for (int i = 1; i < 5; ++i) {
struct Controller_Action cont_action(i);
//Activate the action set if there is only one present.
//TODO: I don't know if one gets activated by default when there's more than one
if (action_handles.size() == 1) {
cont_action.activate_action_set(action_handles.begin()->second, controller_maps);
}
controllers.insert(std::pair(i, cont_action));
}
rumble_thread_data = new Rumble_Thread_Data();
background_rumble_thread = std::thread(background_rumble, rumble_thread_data);
initialized = true;
explicitly_call_run_frame = bExplicitlyCallRunFrame;
return true;
}
bool Init( const char *pchAbsolutePathToControllerConfigVDF )
{
PRINT_DEBUG("Steam_Controller::Init() old\n");
return Init();
}
bool Init()
{
return Init(true);
}
bool Shutdown()
{
PRINT_DEBUG("Steam_Controller::Shutdown()\n");
std::lock_guard lock(global_mutex);
if (disabled || !initialized) {
return true;
}
controllers = std::map();
rumble_thread_data->kill_rumble_thread = true;
rumble_thread_data->rumble_thread_cv.notify_one();
background_rumble_thread.join();
delete rumble_thread_data;
GamepadShutdown();
initialized = false;
return true;
}
void SetOverrideMode( const char *pchMode )
{
PRINT_DEBUG("Steam_Controller::SetOverrideMode\n");
}
// Set the absolute path to the Input Action Manifest file containing the in-game actions
// and file paths to the official configurations. Used in games that bundle Steam Input
// configurations inside of the game depot instead of using the Steam Workshop
bool SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath )
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
//TODO SteamInput005
return false;
}
bool BWaitForData( bool bWaitForever, uint32 unTimeout )
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
//TODO SteamInput005
return false;
}
// Returns true if new data has been received since the last time action data was accessed
// via GetDigitalActionData or GetAnalogActionData. The game will still need to call
// SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream
bool BNewDataAvailable()
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
//TODO SteamInput005
return false;
}
// Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks.
// Each controller that is already connected will generate a device connected
// callback when you enable them
void EnableDeviceCallbacks()
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
//TODO SteamInput005
return;
}
// 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
void EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback )
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
//TODO SteamInput005
return;
}
// Synchronize API state with the latest Steam Controller inputs available. This
// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
// possible latency, you call this directly before reading controller state.
void RunFrame(bool bReservedValue)
{
PRINT_DEBUG("Steam_Controller::RunFrame()\n");
if (disabled || !initialized) {
return;
}
GamepadUpdate();
}
void RunFrame()
{
RunFrame(true);
}
bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState )
{
PRINT_DEBUG("Steam_Controller::GetControllerState()\n");
return false;
}
// Enumerate currently connected controllers
// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
// Returns the number of handles written to handlesOut
int GetConnectedControllers( ControllerHandle_t *handlesOut )
{
PRINT_DEBUG("Steam_Controller::GetConnectedControllers\n");
if (!handlesOut) return 0;
if (disabled) {
return 0;
}
int count = 0;
if (GamepadIsConnected(GAMEPAD_0)) {*handlesOut = GAMEPAD_0 + 1; ++handlesOut; ++count;};
if (GamepadIsConnected(GAMEPAD_1)) {*handlesOut = GAMEPAD_1 + 1; ++handlesOut; ++count;};
if (GamepadIsConnected(GAMEPAD_2)) {*handlesOut = GAMEPAD_2 + 1; ++handlesOut; ++count;};
if (GamepadIsConnected(GAMEPAD_3)) {*handlesOut = GAMEPAD_3 + 1; ++handlesOut; ++count;};
PRINT_DEBUG("returned %i connected controllers\n", count);
return count;
}
// Invokes the Steam overlay and brings up the binding screen
// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
bool ShowBindingPanel( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("Steam_Controller::ShowBindingPanel\n");
return false;
}
// ACTION SETS
// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName )
{
PRINT_DEBUG("Steam_Controller::GetActionSetHandle %s\n", pszActionSetName);
if (!pszActionSetName) return 0;
std::string upper_action_name(pszActionSetName);
std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); });
auto set_handle = action_handles.find(upper_action_name);
if (set_handle == action_handles.end()) return 0;
PRINT_DEBUG("Steam_Controller::GetActionSetHandle %s ret %llu\n", pszActionSetName, set_handle->second);
return set_handle->second;
}
// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
// your state loops, instead of trying to place it in all of your state transitions.
void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle )
{
PRINT_DEBUG("Steam_Controller::ActivateActionSet %llu %llu\n", controllerHandle, actionSetHandle);
if (controllerHandle == STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS) {
for (auto & c: controllers) {
c.second.activate_action_set(actionSetHandle, controller_maps);
}
}
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return;
controller->second.activate_action_set(actionSetHandle, controller_maps);
}
ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("Steam_Controller::GetCurrentActionSet %llu\n", controllerHandle);
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return 0;
return controller->second.active_set;
}
void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
{
PRINT_DEBUG("Steam_Controller::ActivateActionSetLayer\n");
}
void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
{
PRINT_DEBUG("Steam_Controller::DeactivateActionSetLayer\n");
}
void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("Steam_Controller::DeactivateAllActionSetLayers\n");
}
int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut )
{
PRINT_DEBUG("Steam_Controller::GetActiveActionSetLayers\n");
return 0;
}
// ACTIONS
// 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 GetDigitalActionHandle( const char *pszActionName )
{
PRINT_DEBUG("Steam_Controller::GetDigitalActionHandle %s\n", 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()) return 0;
PRINT_DEBUG("Steam_Controller::GetDigitalActionHandle %s ret %llu\n", pszActionName, handle->second);
return handle->second;
}
// Returns the current state of the supplied digital game action
ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle )
{
PRINT_DEBUG("Steam_Controller::GetDigitalActionData %llu %llu\n", controllerHandle, digitalActionHandle);
ControllerDigitalActionData_t digitalData;
digitalData.bActive = false;
digitalData.bState = false;
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return digitalData;
std::set 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:
pressed = GamepadStickLength(device, STICK_LEFT) > 0.1 &&
((int)GamepadStickDir(device, STICK_LEFT) == ((button - BUTTON_STICK_LEFT_UP) + 1));
break;
case BUTTON_STICK_RIGHT_UP:
case BUTTON_STICK_RIGHT_DOWN:
case BUTTON_STICK_RIGHT_LEFT:
case BUTTON_STICK_RIGHT_RIGHT:
pressed = GamepadStickLength(device, STICK_RIGHT) > 0.1 &&
((int)GamepadStickDir(device, STICK_RIGHT) == ((button - BUTTON_STICK_RIGHT_UP) + 1));
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 GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut )
{
PRINT_DEBUG("Steam_Controller::GetDigitalActionOrigins\n");
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 GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut )
{
PRINT_DEBUG("Steam_Controller::GetDigitalActionOrigins steaminput\n");
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 *GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle )
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
//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 GetAnalogActionHandle( const char *pszActionName )
{
PRINT_DEBUG("Steam_Controller::GetAnalogActionHandle %s\n", 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 GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle )
{
PRINT_DEBUG("Steam_Controller::GetAnalogActionData %llu %llu\n", 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 = mov_x;
data.y = mov_y;
double length = 1.0 / 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 GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut )
{
PRINT_DEBUG("Steam_Controller::GetAnalogActionOrigins\n");
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 GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut )
{
PRINT_DEBUG("Steam_Controller::GetAnalogActionOrigins steaminput\n");
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 StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction )
{
PRINT_DEBUG("Steam_Controller::StopAnalogActionMomentum %llu %llu\n", controllerHandle, eAction);
}
// Trigger a haptic pulse on a controller
void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
{
PRINT_DEBUG("Steam_Controller::TriggerHapticPulse\n");
}
// Trigger a haptic pulse on a controller
void Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
{
PRINT_DEBUG("%s\n", __FUNCTION__);
TriggerHapticPulse(inputHandle, eTargetPad, usDurationMicroSec );
}
void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
{
PRINT_DEBUG("Steam_Controller::TriggerHapticPulse old\n");
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 TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags )
{
PRINT_DEBUG("Steam_Controller::TriggerRepeatedHapticPulse\n");
}
void Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags )
{
PRINT_DEBUG("%s\n", __FUNCTION__);
TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags);
}
// Send a haptic pulse, works on Steam Deck and Steam Controller devices
void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB )
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
}
// Tigger a vibration event on supported controllers.
void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed )
{
PRINT_DEBUG("Steam_Controller::TriggerVibration %hu %hu\n", 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 = (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 TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed )
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
TriggerVibration(inputHandle, usLeftSpeed, usRightSpeed);
//TODO trigger impulse rumbles
}
// Set the controller LED color on supported controllers.
void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
{
PRINT_DEBUG("Steam_Controller::SetLEDColor\n");
}
// Returns the associated gamepad index for the specified controller, if emulating a gamepad
int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
{
PRINT_DEBUG("Steam_Controller::GetGamepadIndexForController\n");
auto controller = controllers.find(ulControllerHandle);
if (controller == controllers.end()) return -1;
return ulControllerHandle - 1;
}
// Returns the associated controller handle for the specified emulated gamepad
ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
{
PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex %i\n", 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 GetMotionData( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("Steam_Controller::GetMotionData\n");
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 ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition )
{
PRINT_DEBUG("Steam_Controller::ShowDigitalActionOrigins\n");
return true;
}
bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition )
{
PRINT_DEBUG("Steam_Controller::ShowAnalogActionOrigins\n");
return true;
}
// Returns a localized string (from Steam's language setting) for the specified origin
const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetStringForActionOrigin\n");
return "Button String";
}
const char *GetStringForActionOrigin( EInputActionOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetStringForActionOrigin steaminput\n");
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 *GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle )
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
//TODO SteamInput005
return "Button String";
}
// Get a local path to art for on-screen glyph for a particular origin
const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin %i\n", 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 *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin steaminput %i\n", 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 *GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags )
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
//TODO SteamInput005
return "";
}
// Get a local path to a SVG file for the provided origin's glyph.
const char *GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags )
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
//TODO SteamInput005
return "";
}
// Get a local path to an older, Big Picture Mode-style PNG file for a particular origin
const char *GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin )
{
PRINT_DEBUG("%s\n", __FUNCTION__);
return GetGlyphForActionOrigin(eOrigin);
}
// Returns the input type for a particular handle
ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle %llu\n", controllerHandle);
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return k_ESteamInputType_Unknown;
return k_ESteamInputType_XBox360Controller;
}
const char *GetStringForXboxOrigin( EXboxOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetStringForXboxOrigin\n");
return "";
}
const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetGlyphForXboxOrigin\n");
return "";
}
EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetActionOriginFromXboxOrigin\n");
return k_EControllerActionOrigin_None;
}
EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetActionOriginFromXboxOrigin steaminput\n");
return k_EInputActionOrigin_None;
}
EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin )
{
PRINT_DEBUG("Steam_Controller::TranslateActionOrigin\n");
return k_EControllerActionOrigin_None;
}
EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin )
{
PRINT_DEBUG("Steam_Controller::TranslateActionOrigin steaminput\n");
return k_EInputActionOrigin_None;
}
bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor )
{
PRINT_DEBUG("Steam_Controller::GetControllerBindingRevision\n");
return false;
}
bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor )
{
PRINT_DEBUG("Steam_Controller::GetDeviceBindingRevision\n");
return false;
}
uint32 GetRemotePlaySessionID( InputHandle_t inputHandle )
{
PRINT_DEBUG("Steam_Controller::GetRemotePlaySessionID\n");
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 GetSessionInputConfigurationSettings()
{
PRINT_DEBUG("TODO %s\n", __FUNCTION__);
return 0;
}
void RunCallbacks()
{
if (explicitly_call_run_frame) {
RunFrame();
}
}
};