mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-10-30 21:20:10 +00:00
107 lines
6.7 KiB
C++
107 lines
6.7 KiB
C++
|
|
#ifndef ISTEAMCONTROLLER006_H
|
|
#define ISTEAMCONTROLLER006_H
|
|
#ifdef STEAM_WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
class ISteamController006
|
|
{
|
|
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.
|
|
virtual void RunFrame() = 0;
|
|
|
|
// 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
|
|
virtual int GetConnectedControllers( ControllerHandle_t *handlesOut ) = 0;
|
|
|
|
// 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
|
|
virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 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 ControllerActionSetHandle_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( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) = 0;
|
|
virtual ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) = 0;
|
|
|
|
virtual void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0;
|
|
virtual void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0;
|
|
virtual void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) = 0;
|
|
virtual int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_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 ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
|
|
|
|
// Returns the current state of the supplied digital game action
|
|
virtual ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_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_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
|
|
virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *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 ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
|
|
|
|
// Returns the current state of these supplied analog game action
|
|
virtual ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_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_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
|
|
virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut ) = 0;
|
|
|
|
virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0;
|
|
|
|
// Trigger a haptic pulse on a controller
|
|
virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
|
|
|
|
// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
|
|
// nFlags is currently unused and reserved for future use.
|
|
virtual void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
|
|
|
|
// Tigger a vibration event on supported controllers.
|
|
virtual void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0;
|
|
|
|
// Set the controller LED color on supported controllers.
|
|
virtual void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0;
|
|
|
|
// Returns the associated gamepad index for the specified controller, if emulating a gamepad
|
|
virtual int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) = 0;
|
|
|
|
// Returns the associated controller handle for the specified emulated gamepad
|
|
virtual ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) = 0;
|
|
|
|
// Returns raw motion data from the specified controller
|
|
virtual ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) = 0;
|
|
|
|
// 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
|
|
virtual bool ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition ) = 0;
|
|
virtual bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition ) = 0;
|
|
|
|
// Returns a localized string (from Steam's language setting) for the specified origin
|
|
virtual const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) = 0;
|
|
|
|
// Get a local path to art for on-screen glyph for a particular origin
|
|
virtual const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) = 0;
|
|
|
|
// Returns the input type for a particular handle
|
|
virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0;
|
|
};
|
|
|
|
#endif //ISTEAMCONTROLLER006_H
|