mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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631 lines
29 KiB
C++
631 lines
29 KiB
C++
//====== Copyright 1996-2018, Valve Corporation, All rights reserved. =======
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//
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// Purpose: Steam Input is a flexible input API that supports over three hundred devices including all
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// common variants of Xbox, Playstation, Nintendo Switch Pro, and Steam Controllers.
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// For more info including a getting started guide for developers
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// please visit: https://partner.steamgames.com/doc/features/steam_controller
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//
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//=============================================================================
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#ifndef ISTEAMINPUT_H
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#define ISTEAMINPUT_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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#include "steam_api_common.h"
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#define STEAM_INPUT_MAX_COUNT 16
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#define STEAM_INPUT_MAX_ANALOG_ACTIONS 16
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#define STEAM_INPUT_MAX_DIGITAL_ACTIONS 128
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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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#define STEAM_INPUT_MIN_ANALOG_ACTION_DATA -1.0f
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#define STEAM_INPUT_MAX_ANALOG_ACTION_DATA 1.0f
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enum EInputSource
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{
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k_EInputSource_None,
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k_EInputSource_LeftTrackpad,
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k_EInputSource_RightTrackpad,
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k_EInputSource_Joystick,
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k_EInputSource_ABXY,
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k_EInputSource_Switch,
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k_EInputSource_LeftTrigger,
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k_EInputSource_RightTrigger,
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k_EInputSource_LeftBumper,
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k_EInputSource_RightBumper,
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k_EInputSource_Gyro,
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k_EInputSource_CenterTrackpad, // PS4
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k_EInputSource_RightJoystick, // Traditional Controllers
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k_EInputSource_DPad, // Traditional Controllers
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k_EInputSource_Key, // Keyboards with scan codes - Unused
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k_EInputSource_Mouse, // Traditional mouse - Unused
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k_EInputSource_LeftGyro, // Secondary Gyro - Switch - Unused
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k_EInputSource_Count
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};
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enum EInputSourceMode
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{
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k_EInputSourceMode_None,
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k_EInputSourceMode_Dpad,
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k_EInputSourceMode_Buttons,
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k_EInputSourceMode_FourButtons,
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k_EInputSourceMode_AbsoluteMouse,
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k_EInputSourceMode_RelativeMouse,
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k_EInputSourceMode_JoystickMove,
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k_EInputSourceMode_JoystickMouse,
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k_EInputSourceMode_JoystickCamera,
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k_EInputSourceMode_ScrollWheel,
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k_EInputSourceMode_Trigger,
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k_EInputSourceMode_TouchMenu,
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k_EInputSourceMode_MouseJoystick,
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k_EInputSourceMode_MouseRegion,
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k_EInputSourceMode_RadialMenu,
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k_EInputSourceMode_SingleButton,
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k_EInputSourceMode_Switches
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};
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// Note: Please do not use action origins as a way to identify controller types. There is no
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// guarantee that they will be added in a contiguous manner - use GetInputTypeForHandle instead.
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// Versions of Steam that add new controller types in the future will extend this enum so if you're
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// using a lookup table please check the bounds of any origins returned by Steam.
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enum EInputActionOrigin
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{
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// Steam Controller
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k_EInputActionOrigin_None,
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k_EInputActionOrigin_SteamController_A,
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k_EInputActionOrigin_SteamController_B,
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k_EInputActionOrigin_SteamController_X,
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k_EInputActionOrigin_SteamController_Y,
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k_EInputActionOrigin_SteamController_LeftBumper,
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k_EInputActionOrigin_SteamController_RightBumper,
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k_EInputActionOrigin_SteamController_LeftGrip,
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k_EInputActionOrigin_SteamController_RightGrip,
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k_EInputActionOrigin_SteamController_Start,
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k_EInputActionOrigin_SteamController_Back,
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k_EInputActionOrigin_SteamController_LeftPad_Touch,
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k_EInputActionOrigin_SteamController_LeftPad_Swipe,
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k_EInputActionOrigin_SteamController_LeftPad_Click,
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k_EInputActionOrigin_SteamController_LeftPad_DPadNorth,
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k_EInputActionOrigin_SteamController_LeftPad_DPadSouth,
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k_EInputActionOrigin_SteamController_LeftPad_DPadWest,
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k_EInputActionOrigin_SteamController_LeftPad_DPadEast,
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k_EInputActionOrigin_SteamController_RightPad_Touch,
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k_EInputActionOrigin_SteamController_RightPad_Swipe,
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k_EInputActionOrigin_SteamController_RightPad_Click,
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k_EInputActionOrigin_SteamController_RightPad_DPadNorth,
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k_EInputActionOrigin_SteamController_RightPad_DPadSouth,
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k_EInputActionOrigin_SteamController_RightPad_DPadWest,
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k_EInputActionOrigin_SteamController_RightPad_DPadEast,
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k_EInputActionOrigin_SteamController_LeftTrigger_Pull,
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k_EInputActionOrigin_SteamController_LeftTrigger_Click,
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k_EInputActionOrigin_SteamController_RightTrigger_Pull,
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k_EInputActionOrigin_SteamController_RightTrigger_Click,
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k_EInputActionOrigin_SteamController_LeftStick_Move,
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k_EInputActionOrigin_SteamController_LeftStick_Click,
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k_EInputActionOrigin_SteamController_LeftStick_DPadNorth,
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k_EInputActionOrigin_SteamController_LeftStick_DPadSouth,
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k_EInputActionOrigin_SteamController_LeftStick_DPadWest,
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k_EInputActionOrigin_SteamController_LeftStick_DPadEast,
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k_EInputActionOrigin_SteamController_Gyro_Move,
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k_EInputActionOrigin_SteamController_Gyro_Pitch,
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k_EInputActionOrigin_SteamController_Gyro_Yaw,
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k_EInputActionOrigin_SteamController_Gyro_Roll,
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k_EInputActionOrigin_SteamController_Reserved0,
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k_EInputActionOrigin_SteamController_Reserved1,
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k_EInputActionOrigin_SteamController_Reserved2,
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k_EInputActionOrigin_SteamController_Reserved3,
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k_EInputActionOrigin_SteamController_Reserved4,
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k_EInputActionOrigin_SteamController_Reserved5,
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k_EInputActionOrigin_SteamController_Reserved6,
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k_EInputActionOrigin_SteamController_Reserved7,
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k_EInputActionOrigin_SteamController_Reserved8,
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k_EInputActionOrigin_SteamController_Reserved9,
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k_EInputActionOrigin_SteamController_Reserved10,
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// PS4 Dual Shock
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k_EInputActionOrigin_PS4_X,
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k_EInputActionOrigin_PS4_Circle,
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k_EInputActionOrigin_PS4_Triangle,
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k_EInputActionOrigin_PS4_Square,
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k_EInputActionOrigin_PS4_LeftBumper,
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k_EInputActionOrigin_PS4_RightBumper,
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k_EInputActionOrigin_PS4_Options, //Start
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k_EInputActionOrigin_PS4_Share, //Back
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k_EInputActionOrigin_PS4_LeftPad_Touch,
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k_EInputActionOrigin_PS4_LeftPad_Swipe,
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k_EInputActionOrigin_PS4_LeftPad_Click,
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k_EInputActionOrigin_PS4_LeftPad_DPadNorth,
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k_EInputActionOrigin_PS4_LeftPad_DPadSouth,
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k_EInputActionOrigin_PS4_LeftPad_DPadWest,
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k_EInputActionOrigin_PS4_LeftPad_DPadEast,
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k_EInputActionOrigin_PS4_RightPad_Touch,
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k_EInputActionOrigin_PS4_RightPad_Swipe,
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k_EInputActionOrigin_PS4_RightPad_Click,
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k_EInputActionOrigin_PS4_RightPad_DPadNorth,
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k_EInputActionOrigin_PS4_RightPad_DPadSouth,
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k_EInputActionOrigin_PS4_RightPad_DPadWest,
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k_EInputActionOrigin_PS4_RightPad_DPadEast,
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k_EInputActionOrigin_PS4_CenterPad_Touch,
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k_EInputActionOrigin_PS4_CenterPad_Swipe,
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k_EInputActionOrigin_PS4_CenterPad_Click,
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k_EInputActionOrigin_PS4_CenterPad_DPadNorth,
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k_EInputActionOrigin_PS4_CenterPad_DPadSouth,
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k_EInputActionOrigin_PS4_CenterPad_DPadWest,
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k_EInputActionOrigin_PS4_CenterPad_DPadEast,
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k_EInputActionOrigin_PS4_LeftTrigger_Pull,
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k_EInputActionOrigin_PS4_LeftTrigger_Click,
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k_EInputActionOrigin_PS4_RightTrigger_Pull,
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k_EInputActionOrigin_PS4_RightTrigger_Click,
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k_EInputActionOrigin_PS4_LeftStick_Move,
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k_EInputActionOrigin_PS4_LeftStick_Click,
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k_EInputActionOrigin_PS4_LeftStick_DPadNorth,
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k_EInputActionOrigin_PS4_LeftStick_DPadSouth,
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k_EInputActionOrigin_PS4_LeftStick_DPadWest,
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k_EInputActionOrigin_PS4_LeftStick_DPadEast,
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k_EInputActionOrigin_PS4_RightStick_Move,
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k_EInputActionOrigin_PS4_RightStick_Click,
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k_EInputActionOrigin_PS4_RightStick_DPadNorth,
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k_EInputActionOrigin_PS4_RightStick_DPadSouth,
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k_EInputActionOrigin_PS4_RightStick_DPadWest,
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k_EInputActionOrigin_PS4_RightStick_DPadEast,
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k_EInputActionOrigin_PS4_DPad_North,
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k_EInputActionOrigin_PS4_DPad_South,
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k_EInputActionOrigin_PS4_DPad_West,
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k_EInputActionOrigin_PS4_DPad_East,
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k_EInputActionOrigin_PS4_Gyro_Move,
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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_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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k_EInputActionOrigin_PS4_Reserved4,
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k_EInputActionOrigin_PS4_Reserved5,
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k_EInputActionOrigin_PS4_Reserved6,
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k_EInputActionOrigin_PS4_Reserved7,
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k_EInputActionOrigin_PS4_Reserved8,
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k_EInputActionOrigin_PS4_Reserved9,
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k_EInputActionOrigin_PS4_Reserved10,
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// XBox One
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k_EInputActionOrigin_XBoxOne_A,
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k_EInputActionOrigin_XBoxOne_B,
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k_EInputActionOrigin_XBoxOne_X,
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k_EInputActionOrigin_XBoxOne_Y,
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k_EInputActionOrigin_XBoxOne_LeftBumper,
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k_EInputActionOrigin_XBoxOne_RightBumper,
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k_EInputActionOrigin_XBoxOne_Menu, //Start
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k_EInputActionOrigin_XBoxOne_View, //Back
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k_EInputActionOrigin_XBoxOne_LeftTrigger_Pull,
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k_EInputActionOrigin_XBoxOne_LeftTrigger_Click,
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k_EInputActionOrigin_XBoxOne_RightTrigger_Pull,
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k_EInputActionOrigin_XBoxOne_RightTrigger_Click,
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k_EInputActionOrigin_XBoxOne_LeftStick_Move,
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k_EInputActionOrigin_XBoxOne_LeftStick_Click,
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k_EInputActionOrigin_XBoxOne_LeftStick_DPadNorth,
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k_EInputActionOrigin_XBoxOne_LeftStick_DPadSouth,
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k_EInputActionOrigin_XBoxOne_LeftStick_DPadWest,
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k_EInputActionOrigin_XBoxOne_LeftStick_DPadEast,
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k_EInputActionOrigin_XBoxOne_RightStick_Move,
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k_EInputActionOrigin_XBoxOne_RightStick_Click,
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k_EInputActionOrigin_XBoxOne_RightStick_DPadNorth,
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k_EInputActionOrigin_XBoxOne_RightStick_DPadSouth,
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k_EInputActionOrigin_XBoxOne_RightStick_DPadWest,
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k_EInputActionOrigin_XBoxOne_RightStick_DPadEast,
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k_EInputActionOrigin_XBoxOne_DPad_North,
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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_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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k_EInputActionOrigin_XBoxOne_Reserved4,
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k_EInputActionOrigin_XBoxOne_Reserved5,
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k_EInputActionOrigin_XBoxOne_Reserved6,
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k_EInputActionOrigin_XBoxOne_Reserved7,
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k_EInputActionOrigin_XBoxOne_Reserved8,
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k_EInputActionOrigin_XBoxOne_Reserved9,
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k_EInputActionOrigin_XBoxOne_Reserved10,
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// XBox 360
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k_EInputActionOrigin_XBox360_A,
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k_EInputActionOrigin_XBox360_B,
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k_EInputActionOrigin_XBox360_X,
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k_EInputActionOrigin_XBox360_Y,
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k_EInputActionOrigin_XBox360_LeftBumper,
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k_EInputActionOrigin_XBox360_RightBumper,
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k_EInputActionOrigin_XBox360_Start, //Start
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k_EInputActionOrigin_XBox360_Back, //Back
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k_EInputActionOrigin_XBox360_LeftTrigger_Pull,
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k_EInputActionOrigin_XBox360_LeftTrigger_Click,
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k_EInputActionOrigin_XBox360_RightTrigger_Pull,
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k_EInputActionOrigin_XBox360_RightTrigger_Click,
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k_EInputActionOrigin_XBox360_LeftStick_Move,
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k_EInputActionOrigin_XBox360_LeftStick_Click,
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k_EInputActionOrigin_XBox360_LeftStick_DPadNorth,
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k_EInputActionOrigin_XBox360_LeftStick_DPadSouth,
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k_EInputActionOrigin_XBox360_LeftStick_DPadWest,
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k_EInputActionOrigin_XBox360_LeftStick_DPadEast,
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k_EInputActionOrigin_XBox360_RightStick_Move,
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k_EInputActionOrigin_XBox360_RightStick_Click,
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k_EInputActionOrigin_XBox360_RightStick_DPadNorth,
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k_EInputActionOrigin_XBox360_RightStick_DPadSouth,
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k_EInputActionOrigin_XBox360_RightStick_DPadWest,
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k_EInputActionOrigin_XBox360_RightStick_DPadEast,
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k_EInputActionOrigin_XBox360_DPad_North,
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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_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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k_EInputActionOrigin_XBox360_Reserved4,
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k_EInputActionOrigin_XBox360_Reserved5,
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k_EInputActionOrigin_XBox360_Reserved6,
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k_EInputActionOrigin_XBox360_Reserved7,
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k_EInputActionOrigin_XBox360_Reserved8,
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k_EInputActionOrigin_XBox360_Reserved9,
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k_EInputActionOrigin_XBox360_Reserved10,
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// Switch - Pro or Joycons used as a single input device.
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// This does not apply to a single joycon
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k_EInputActionOrigin_Switch_A,
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k_EInputActionOrigin_Switch_B,
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k_EInputActionOrigin_Switch_X,
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k_EInputActionOrigin_Switch_Y,
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k_EInputActionOrigin_Switch_LeftBumper,
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k_EInputActionOrigin_Switch_RightBumper,
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k_EInputActionOrigin_Switch_Plus, //Start
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k_EInputActionOrigin_Switch_Minus, //Back
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k_EInputActionOrigin_Switch_Capture,
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k_EInputActionOrigin_Switch_LeftTrigger_Pull,
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k_EInputActionOrigin_Switch_LeftTrigger_Click,
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k_EInputActionOrigin_Switch_RightTrigger_Pull,
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k_EInputActionOrigin_Switch_RightTrigger_Click,
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k_EInputActionOrigin_Switch_LeftStick_Move,
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k_EInputActionOrigin_Switch_LeftStick_Click,
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k_EInputActionOrigin_Switch_LeftStick_DPadNorth,
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k_EInputActionOrigin_Switch_LeftStick_DPadSouth,
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k_EInputActionOrigin_Switch_LeftStick_DPadWest,
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k_EInputActionOrigin_Switch_LeftStick_DPadEast,
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k_EInputActionOrigin_Switch_RightStick_Move,
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k_EInputActionOrigin_Switch_RightStick_Click,
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k_EInputActionOrigin_Switch_RightStick_DPadNorth,
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k_EInputActionOrigin_Switch_RightStick_DPadSouth,
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k_EInputActionOrigin_Switch_RightStick_DPadWest,
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k_EInputActionOrigin_Switch_RightStick_DPadEast,
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k_EInputActionOrigin_Switch_DPad_North,
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k_EInputActionOrigin_Switch_DPad_South,
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k_EInputActionOrigin_Switch_DPad_West,
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k_EInputActionOrigin_Switch_DPad_East,
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k_EInputActionOrigin_Switch_ProGyro_Move, // Primary Gyro in Pro Controller, or Right JoyCon
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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_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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k_EInputActionOrigin_Switch_Reserved4,
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k_EInputActionOrigin_Switch_Reserved5,
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k_EInputActionOrigin_Switch_Reserved6,
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k_EInputActionOrigin_Switch_Reserved7,
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k_EInputActionOrigin_Switch_Reserved8,
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k_EInputActionOrigin_Switch_Reserved9,
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k_EInputActionOrigin_Switch_Reserved10,
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// Switch JoyCon Specific
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k_EInputActionOrigin_Switch_RightGyro_Move, // Right JoyCon Gyro generally should correspond to Pro's single gyro
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k_EInputActionOrigin_Switch_RightGyro_Pitch, // Right JoyCon Gyro generally should correspond to Pro's single gyro
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k_EInputActionOrigin_Switch_RightGyro_Yaw, // Right JoyCon Gyro generally should correspond to Pro's single gyro
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k_EInputActionOrigin_Switch_RightGyro_Roll, // Right JoyCon Gyro generally should correspond to Pro's single gyro
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k_EInputActionOrigin_Switch_LeftGyro_Move,
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k_EInputActionOrigin_Switch_LeftGyro_Pitch,
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k_EInputActionOrigin_Switch_LeftGyro_Yaw,
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k_EInputActionOrigin_Switch_LeftGyro_Roll,
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k_EInputActionOrigin_Switch_LeftGrip_Lower, // Left JoyCon SR Button
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k_EInputActionOrigin_Switch_LeftGrip_Upper, // Left JoyCon SL Button
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k_EInputActionOrigin_Switch_RightGrip_Lower, // Right JoyCon SL Button
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k_EInputActionOrigin_Switch_RightGrip_Upper, // Right JoyCon SR Button
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k_EInputActionOrigin_Switch_Reserved11,
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k_EInputActionOrigin_Switch_Reserved12,
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k_EInputActionOrigin_Switch_Reserved13,
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k_EInputActionOrigin_Switch_Reserved14,
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k_EInputActionOrigin_Switch_Reserved15,
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k_EInputActionOrigin_Switch_Reserved16,
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k_EInputActionOrigin_Switch_Reserved17,
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k_EInputActionOrigin_Switch_Reserved18,
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k_EInputActionOrigin_Switch_Reserved19,
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k_EInputActionOrigin_Switch_Reserved20,
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k_EInputActionOrigin_Count, // If Steam has added support for new controllers origins will go here.
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k_EInputActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits.
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};
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enum EXboxOrigin
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{
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k_EXboxOrigin_A,
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k_EXboxOrigin_B,
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k_EXboxOrigin_X,
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k_EXboxOrigin_Y,
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k_EXboxOrigin_LeftBumper,
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k_EXboxOrigin_RightBumper,
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k_EXboxOrigin_Menu, //Start
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k_EXboxOrigin_View, //Back
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k_EXboxOrigin_LeftTrigger_Pull,
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k_EXboxOrigin_LeftTrigger_Click,
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k_EXboxOrigin_RightTrigger_Pull,
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k_EXboxOrigin_RightTrigger_Click,
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k_EXboxOrigin_LeftStick_Move,
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k_EXboxOrigin_LeftStick_Click,
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k_EXboxOrigin_LeftStick_DPadNorth,
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k_EXboxOrigin_LeftStick_DPadSouth,
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k_EXboxOrigin_LeftStick_DPadWest,
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k_EXboxOrigin_LeftStick_DPadEast,
|
|
k_EXboxOrigin_RightStick_Move,
|
|
k_EXboxOrigin_RightStick_Click,
|
|
k_EXboxOrigin_RightStick_DPadNorth,
|
|
k_EXboxOrigin_RightStick_DPadSouth,
|
|
k_EXboxOrigin_RightStick_DPadWest,
|
|
k_EXboxOrigin_RightStick_DPadEast,
|
|
k_EXboxOrigin_DPad_North,
|
|
k_EXboxOrigin_DPad_South,
|
|
k_EXboxOrigin_DPad_West,
|
|
k_EXboxOrigin_DPad_East,
|
|
k_EXboxOrigin_Count,
|
|
};
|
|
|
|
enum ESteamControllerPad
|
|
{
|
|
k_ESteamControllerPad_Left,
|
|
k_ESteamControllerPad_Right
|
|
};
|
|
|
|
enum ESteamInputType
|
|
{
|
|
k_ESteamInputType_Unknown,
|
|
k_ESteamInputType_SteamController,
|
|
k_ESteamInputType_XBox360Controller,
|
|
k_ESteamInputType_XBoxOneController,
|
|
k_ESteamInputType_GenericGamepad, // DirectInput controllers
|
|
k_ESteamInputType_PS4Controller,
|
|
k_ESteamInputType_AppleMFiController, // Unused
|
|
k_ESteamInputType_AndroidController, // Unused
|
|
k_ESteamInputType_SwitchJoyConPair, // Unused
|
|
k_ESteamInputType_SwitchJoyConSingle, // Unused
|
|
k_ESteamInputType_SwitchProController,
|
|
k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller
|
|
k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins
|
|
k_ESteamInputType_Count,
|
|
k_ESteamInputType_MaximumPossibleValue = 255,
|
|
};
|
|
|
|
// These values are passed into SetLEDColor
|
|
enum ESteamInputLEDFlag
|
|
{
|
|
k_ESteamInputLEDFlag_SetColor,
|
|
// Restore the LED color to the user's preference setting as set in the controller personalization menu.
|
|
// This also happens automatically on exit of your game.
|
|
k_ESteamInputLEDFlag_RestoreUserDefault
|
|
};
|
|
|
|
// InputHandle_t is used to refer to a specific controller.
|
|
// This handle will consistently identify a controller, even if it is disconnected and re-connected
|
|
typedef uint64 InputHandle_t;
|
|
|
|
|
|
// These handles are used to refer to a specific in-game action or action set
|
|
// All action handles should be queried during initialization for performance reasons
|
|
typedef uint64 InputActionSetHandle_t;
|
|
typedef uint64 InputDigitalActionHandle_t;
|
|
typedef uint64 InputAnalogActionHandle_t;
|
|
|
|
#pragma pack( push, 1 )
|
|
|
|
struct InputAnalogActionData_t
|
|
{
|
|
// Type of data coming from this action, this will match what got specified in the action set
|
|
EInputSourceMode eMode;
|
|
|
|
// The current state of this action; will be delta updates for mouse actions
|
|
float x, y;
|
|
|
|
// Whether or not this action is currently available to be bound in the active action set
|
|
bool bActive;
|
|
};
|
|
|
|
struct InputDigitalActionData_t
|
|
{
|
|
// The current state of this action; will be true if currently pressed
|
|
bool bState;
|
|
|
|
// Whether or not this action is currently available to be bound in the active action set
|
|
bool bActive;
|
|
};
|
|
|
|
struct InputMotionData_t
|
|
{
|
|
// Sensor-fused absolute rotation; will drift in heading
|
|
float rotQuatX;
|
|
float rotQuatY;
|
|
float rotQuatZ;
|
|
float rotQuatW;
|
|
|
|
// Positional acceleration
|
|
float posAccelX;
|
|
float posAccelY;
|
|
float posAccelZ;
|
|
|
|
// Angular velocity
|
|
float rotVelX;
|
|
float rotVelY;
|
|
float rotVelZ;
|
|
};
|
|
|
|
#pragma pack( pop )
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Steam Input API
|
|
//-----------------------------------------------------------------------------
|
|
class ISteamInput
|
|
{
|
|
public:
|
|
|
|
// Init and Shutdown must be called when starting/ending use of this interface
|
|
virtual bool Init() = 0;
|
|
virtual bool Shutdown() = 0;
|
|
|
|
// 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. This must
|
|
// be called from somewhere before GetConnectedControllers will return any handles
|
|
virtual void RunFrame() = 0;
|
|
|
|
// Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via
|
|
// the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam.
|
|
// handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles
|
|
// Returns the number of handles written to handlesOut
|
|
virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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.
|
|
virtual InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0;
|
|
|
|
// 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.
|
|
virtual void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) = 0;
|
|
virtual InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle ) = 0;
|
|
|
|
// ACTION SET LAYERS
|
|
virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
|
|
virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
|
|
virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0;
|
|
// Enumerate currently active layers.
|
|
// handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles
|
|
// Returns the number of handles written to handlesOut
|
|
virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 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.
|
|
virtual InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
|
|
|
|
// Returns the current state of the supplied digital game action
|
|
virtual InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ) = 0;
|
|
|
|
// 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_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to
|
|
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
|
|
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;
|
|
|
|
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
|
|
virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
|
|
|
|
// Returns the current state of these supplied analog game action
|
|
virtual InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ) = 0;
|
|
|
|
// 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_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to
|
|
// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
|
|
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;
|
|
|
|
// Get a local path to art for on-screen glyph for a particular origin
|
|
virtual const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) = 0;
|
|
|
|
// Returns a localized string (from Steam's language setting) for the specified origin.
|
|
virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0;
|
|
|
|
// Stop analog momentum for the action if it is a mouse action in trackball mode
|
|
virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0;
|
|
|
|
// Returns raw motion data from the specified device
|
|
virtual InputMotionData_t GetMotionData( InputHandle_t inputHandle ) = 0;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// OUTPUTS
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers
|
|
virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0;
|
|
|
|
// Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle
|
|
// the behavior on exit of your program so you don't need to try restore the default as you are shutting down
|
|
virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0;
|
|
|
|
// Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead.
|
|
// Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc).
|
|
virtual void TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
|
|
|
|
// Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead.
|
|
// nFlags is currently unused and reserved for future use.
|
|
virtual void TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Utility functions availible without using the rest of Steam Input API
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode
|
|
// If the user is not in Big Picture Mode it will open up the binding in a new window
|
|
virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0;
|
|
|
|
// Returns the input type for a particular handle
|
|
virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0;
|
|
|
|
// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
|
|
// to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
|
|
virtual InputHandle_t GetControllerForGamepadIndex( int nIndex ) = 0;
|
|
|
|
// Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
|
|
virtual int GetGamepadIndexForController( InputHandle_t ulinputHandle ) = 0;
|
|
|
|
// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
|
|
virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0;
|
|
|
|
// Get a local path to art for on-screen glyph for a particular Xbox controller origin
|
|
virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0;
|
|
|
|
// Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for
|
|
// 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
|
|
virtual EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) = 0;
|
|
|
|
// Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None
|
|
// 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
|
|
// ex: if a Playstation 5 controller was released this function would return Playstation 4 origins.
|
|
virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) = 0;
|
|
|
|
// 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
|
|
virtual bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0;
|
|
|
|
// Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it
|
|
// See isteamremoteplay.h for more information on Steam Remote Play sessions
|
|
virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0;
|
|
};
|
|
|
|
#define STEAMINPUT_INTERFACE_VERSION "SteamInput001"
|
|
|
|
// Global interface accessor
|
|
inline ISteamInput *SteamInput();
|
|
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInput *, SteamInput, STEAMINPUT_INTERFACE_VERSION );
|
|
|
|
#endif // ISTEAMINPUT_H
|