mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-09 01:10:34 +00:00
692 lines
26 KiB
C++
692 lines
26 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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#include "../controller/gamepad.h"
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#include <cctype>
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struct Controller_Map {
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std::map<ControllerDigitalActionHandle_t, std::set<int>> active_digital;
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std::map<ControllerAnalogActionHandle_t, std::pair<std::set<int>, enum EInputSourceMode>> active_analog;
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};
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struct Controller_Action {
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ControllerHandle_t controller_handle;
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struct Controller_Map active_map;
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ControllerDigitalActionHandle_t active_set;
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Controller_Action(ControllerHandle_t controller_handle) {
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this->controller_handle = controller_handle;
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}
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void activate_action_set(ControllerDigitalActionHandle_t active_set, std::map<ControllerActionSetHandle_t, struct Controller_Map> &controller_maps) {
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auto map = controller_maps.find(active_set);
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if (map == controller_maps.end()) return;
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this->active_set = active_set;
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this->active_map = map->second;
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}
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std::set<int> button_id(ControllerDigitalActionHandle_t handle) {
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auto a = active_map.active_digital.find(handle);
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if (a == active_map.active_digital.end()) return {};
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return a->second;
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}
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std::pair<std::set<int>, enum EInputSourceMode> analog_id(ControllerAnalogActionHandle_t handle) {
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auto a = active_map.active_analog.find(handle);
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if (a == active_map.active_analog.end()) return std::pair<std::set<int>, enum EInputSourceMode>({}, k_EInputSourceMode_None);
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return a->second;
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}
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};
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enum EXTRA_GAMEPAD_BUTTONS {
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BUTTON_LTRIGGER = BUTTON_COUNT + 1,
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BUTTON_RTRIGGER = BUTTON_COUNT + 2,
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BUTTON_STICK_LEFT_UP = BUTTON_COUNT + 3,
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BUTTON_STICK_LEFT_DOWN = BUTTON_COUNT + 4,
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BUTTON_STICK_LEFT_LEFT = BUTTON_COUNT + 5,
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BUTTON_STICK_LEFT_RIGHT = BUTTON_COUNT + 6,
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BUTTON_STICK_RIGHT_UP = BUTTON_COUNT + 7,
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BUTTON_STICK_RIGHT_DOWN = BUTTON_COUNT + 8,
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BUTTON_STICK_RIGHT_LEFT = BUTTON_COUNT + 9,
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BUTTON_STICK_RIGHT_RIGHT = BUTTON_COUNT + 10,
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};
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class Steam_Controller :
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public ISteamController001,
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public ISteamController003,
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public ISteamController004,
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public ISteamController005,
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public ISteamController006,
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public ISteamController,
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public ISteamInput
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{
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class Settings *settings;
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class SteamCallResults *callback_results;
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class SteamCallBacks *callbacks;
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class RunEveryRunCB *run_every_runcb;
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std::map<std::string, int> button_strings = {
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{"DUP", BUTTON_DPAD_UP},
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{"DDOWN", BUTTON_DPAD_DOWN},
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{"DLEFT", BUTTON_DPAD_LEFT},
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{"DRIGHT", BUTTON_DPAD_RIGHT},
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{"START", BUTTON_START},
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{"BACK", BUTTON_BACK},
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{"LSTICK", BUTTON_LEFT_THUMB},
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{"RSTICK", BUTTON_RIGHT_THUMB},
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{"LBUMPER", BUTTON_LEFT_SHOULDER},
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{"RBUMPER", BUTTON_RIGHT_SHOULDER},
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{"A", BUTTON_A},
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{"B", BUTTON_B},
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{"X", BUTTON_X},
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{"Y", BUTTON_Y},
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{"DLTRIGGER", BUTTON_LTRIGGER},
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{"DRTRIGGER", BUTTON_RTRIGGER},
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{"DLJOYUP", BUTTON_STICK_LEFT_UP},
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{"DLJOYDOWN", BUTTON_STICK_LEFT_DOWN},
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{"DLJOYLEFT", BUTTON_STICK_LEFT_LEFT},
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{"DLJOYRIGHT", BUTTON_STICK_LEFT_RIGHT},
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{"DRJOYUP", BUTTON_STICK_RIGHT_UP},
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{"DRJOYDOWN", BUTTON_STICK_RIGHT_DOWN},
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{"DRJOYLEFT", BUTTON_STICK_RIGHT_LEFT},
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{"DRJOYRIGHT", BUTTON_STICK_RIGHT_RIGHT},
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};
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std::map<std::string, int> analog_strings = {
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{"LTRIGGER", TRIGGER_LEFT},
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{"RTRIGGER", TRIGGER_RIGHT},
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{"LJOY", STICK_LEFT + 10},
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{"RJOY", STICK_RIGHT + 10},
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};
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std::map<std::string, enum EInputSourceMode> analog_input_modes = {
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{"joystick_move", k_EInputSourceMode_JoystickMove},
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{"joystick_camera", k_EInputSourceMode_JoystickCamera},
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{"trigger", k_EInputSourceMode_Trigger},
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};
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std::map<std::string, ControllerActionSetHandle_t> action_handles;
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std::map<std::string, ControllerDigitalActionHandle_t> digital_action_handles;
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std::map<std::string, ControllerAnalogActionHandle_t> analog_action_handles;
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std::map<ControllerActionSetHandle_t, struct Controller_Map> controller_maps;
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std::map<ControllerHandle_t, struct Controller_Action> controllers;
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bool disabled;
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void set_handles(std::map<std::string, std::map<std::string, std::pair<std::set<std::string>, std::string>>> action_sets) {
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uint64 handle_num = 1;
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for (auto & set : action_sets) {
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ControllerActionSetHandle_t action_handle_num = handle_num;
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++handle_num;
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action_handles[set.first] = action_handle_num;
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for (auto & config_key : set.second) {
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uint64 current_handle_num = handle_num;
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++handle_num;
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for (auto & button_string : config_key.second.first) {
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auto digital = button_strings.find(button_string);
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if (digital != button_strings.end()) {
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ControllerDigitalActionHandle_t digital_handle_num = current_handle_num;
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digital_action_handles[config_key.first] = digital_handle_num;
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controller_maps[action_handle_num].active_digital[digital_handle_num].insert(digital->second);
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} else {
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auto analog = analog_strings.find(button_string);
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if (analog != analog_strings.end()) {
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ControllerAnalogActionHandle_t analog_handle_num = current_handle_num;
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enum EInputSourceMode source_mode;
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if (analog->second == TRIGGER_LEFT || analog->second == TRIGGER_RIGHT) {
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source_mode = k_EInputSourceMode_Trigger;
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} else {
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source_mode = k_EInputSourceMode_JoystickMove;
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}
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auto input_mode = analog_input_modes.find(config_key.second.second);
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if (input_mode != analog_input_modes.end()) {
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source_mode = input_mode->second;
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}
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analog_action_handles[config_key.first] = analog_handle_num;
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controller_maps[action_handle_num].active_analog[analog_handle_num].first.insert(analog->second);
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controller_maps[action_handle_num].active_analog[analog_handle_num].second = source_mode;
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} else {
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PRINT_DEBUG("Did not recognize controller button %s\n", button_string.c_str());
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continue;
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}
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}
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}
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}
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}
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}
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public:
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static void steam_run_every_runcb(void *object)
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{
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PRINT_DEBUG("steam_controller_run_every_runcb\n");
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Steam_Controller *steam_controller = (Steam_Controller *)object;
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steam_controller->RunCallbacks();
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}
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Steam_Controller(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
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this->settings = settings;
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this->run_every_runcb = run_every_runcb;
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this->run_every_runcb->add(&Steam_Controller::steam_run_every_runcb, this);
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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set_handles(settings->controller_settings.action_sets);
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disabled = !action_handles.size();
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}
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~Steam_Controller()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Controller::steam_run_every_runcb, this);
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}
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// Init and Shutdown must be called when starting/ending use of this interface
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bool Init()
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{
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PRINT_DEBUG("Steam_Controller::Init()\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (disabled) {
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return true;
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}
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GamepadInit();
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GamepadUpdate();
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for (int i = 1; i < 5; ++i) {
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controllers.insert(std::pair<ControllerHandle_t, struct Controller_Action>(i, Controller_Action(i)));
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}
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return true;
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}
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bool Init( const char *pchAbsolutePathToControllerConfigVDF )
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{
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PRINT_DEBUG("Steam_Controller::Init() old\n");
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return Init();
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}
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bool Shutdown()
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{
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PRINT_DEBUG("Steam_Controller::Shutdown()\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (disabled) {
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return true;
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}
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GamepadShutdown();
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return true;
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}
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void SetOverrideMode( const char *pchMode )
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{
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PRINT_DEBUG("Steam_Controller::SetOverrideMode\n");
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}
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// Synchronize API state with the latest Steam Controller inputs available. This
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// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
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// possible latency, you call this directly before reading controller state.
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void RunFrame()
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{
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PRINT_DEBUG("Steam_Controller::RunFrame()\n");
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if (disabled) {
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return;
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}
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GamepadUpdate();
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}
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bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState )
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{
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PRINT_DEBUG("Steam_Controller::GetControllerState()\n");
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return false;
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}
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// Enumerate currently connected controllers
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// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
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// Returns the number of handles written to handlesOut
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int GetConnectedControllers( ControllerHandle_t *handlesOut )
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{
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PRINT_DEBUG("Steam_Controller::GetConnectedControllers\n");
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if (!handlesOut) return 0;
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if (disabled) {
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return 0;
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}
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int count = 0;
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if (GamepadIsConnected(GAMEPAD_0)) {*handlesOut = GAMEPAD_0 + 1; ++handlesOut; ++count;};
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if (GamepadIsConnected(GAMEPAD_1)) {*handlesOut = GAMEPAD_1 + 1; ++handlesOut; ++count;};
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if (GamepadIsConnected(GAMEPAD_2)) {*handlesOut = GAMEPAD_2 + 1; ++handlesOut; ++count;};
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if (GamepadIsConnected(GAMEPAD_3)) {*handlesOut = GAMEPAD_3 + 1; ++handlesOut; ++count;};
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PRINT_DEBUG("returned %i connected controllers\n", count);
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return count;
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}
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// Invokes the Steam overlay and brings up the binding screen
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// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
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bool ShowBindingPanel( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("Steam_Controller::ShowBindingPanel\n");
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return false;
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}
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// ACTION SETS
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// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
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ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName )
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{
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PRINT_DEBUG("Steam_Controller::GetActionSetHandle %s\n", pszActionSetName);
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if (!pszActionSetName) return 0;
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std::string upper_action_name(pszActionSetName);
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std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); });
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auto set_handle = action_handles.find(upper_action_name);
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if (set_handle == action_handles.end()) return 0;
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return set_handle->second;
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}
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// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
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// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
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// your state loops, instead of trying to place it in all of your state transitions.
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void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle )
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{
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PRINT_DEBUG("Steam_Controller::ActivateActionSet %llu %llu\n", controllerHandle, actionSetHandle);
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auto controller = controllers.find(controllerHandle);
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if (controller == controllers.end()) return;
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controller->second.activate_action_set(actionSetHandle, controller_maps);
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}
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ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("Steam_Controller::GetCurrentActionSet %llu\n", controllerHandle);
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auto controller = controllers.find(controllerHandle);
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if (controller == controllers.end()) return 0;
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return controller->second.active_set;
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}
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void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
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{
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PRINT_DEBUG("Steam_Controller::ActivateActionSetLayer\n");
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}
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void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
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{
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PRINT_DEBUG("Steam_Controller::DeactivateActionSetLayer\n");
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}
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void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("Steam_Controller::DeactivateAllActionSetLayers\n");
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}
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int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut )
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{
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PRINT_DEBUG("Steam_Controller::GetActiveActionSetLayers\n");
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return 0;
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}
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// ACTIONS
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// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
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ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName )
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{
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PRINT_DEBUG("Steam_Controller::GetDigitalActionHandle %s\n", pszActionName);
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if (!pszActionName) return 0;
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std::string upper_action_name(pszActionName);
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std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); });
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auto handle = digital_action_handles.find(upper_action_name);
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if (handle == digital_action_handles.end()) return 0;
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return handle->second;
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}
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// Returns the current state of the supplied digital game action
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ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle )
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{
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PRINT_DEBUG("Steam_Controller::GetDigitalActionData %llu %llu\n", controllerHandle, digitalActionHandle);
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ControllerDigitalActionData_t digitalData;
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digitalData.bActive = false;
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digitalData.bState = false;
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auto controller = controllers.find(controllerHandle);
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if (controller == controllers.end()) return digitalData;
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std::set<int> buttons = controller->second.button_id(digitalActionHandle);
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if (!buttons.size()) return digitalData;
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digitalData.bActive = true;
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GAMEPAD_DEVICE device = (GAMEPAD_DEVICE)(controllerHandle - 1);
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for (auto button : buttons) {
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bool pressed = false;
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if (button < BUTTON_COUNT) {
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pressed = GamepadButtonDown(device, (GAMEPAD_BUTTON)button);
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} else {
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switch (button) {
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case BUTTON_LTRIGGER:
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pressed = GamepadTriggerLength(device, TRIGGER_LEFT) > 0.8;
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break;
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case BUTTON_RTRIGGER:
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pressed = GamepadTriggerLength(device, TRIGGER_RIGHT) > 0.8;
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break;
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case BUTTON_STICK_LEFT_UP:
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case BUTTON_STICK_LEFT_DOWN:
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case BUTTON_STICK_LEFT_LEFT:
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case BUTTON_STICK_LEFT_RIGHT:
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pressed = GamepadStickLength(device, STICK_LEFT) > 0.1 &&
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((int)GamepadStickDir(device, STICK_LEFT) == ((button - BUTTON_STICK_LEFT_UP) + 1));
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break;
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case BUTTON_STICK_RIGHT_UP:
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case BUTTON_STICK_RIGHT_DOWN:
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case BUTTON_STICK_RIGHT_LEFT:
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case BUTTON_STICK_RIGHT_RIGHT:
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pressed = GamepadStickLength(device, STICK_RIGHT) > 0.1 &&
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((int)GamepadStickDir(device, STICK_RIGHT) == ((button - BUTTON_STICK_RIGHT_UP) + 1));
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break;
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default:
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break;
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}
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}
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if (pressed) {
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digitalData.bState = true;
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break;
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}
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}
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return digitalData;
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}
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// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
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// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
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int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut )
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{
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PRINT_DEBUG("Steam_Controller::GetDigitalActionOrigins\n");
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return 0;
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}
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int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut )
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{
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PRINT_DEBUG("Steam_Controller::GetDigitalActionOrigins steaminput\n");
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return 0;
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}
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// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
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ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName )
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{
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PRINT_DEBUG("Steam_Controller::GetAnalogActionHandle %s\n", pszActionName);
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if (!pszActionName) return 0;
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std::string upper_action_name(pszActionName);
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std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); });
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auto handle = analog_action_handles.find(upper_action_name);
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if (handle == analog_action_handles.end()) return 0;
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return handle->second;
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}
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// Returns the current state of these supplied analog game action
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ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle )
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{
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PRINT_DEBUG("Steam_Controller::GetAnalogActionData %llu %llu\n", controllerHandle, analogActionHandle);
|
|
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 >= 10) {
|
|
int joystick_id = a - 10;
|
|
GamepadStickNormXY((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id, &data.x, &data.y);
|
|
} else {
|
|
data.x = GamepadTriggerLength((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_TRIGGER) a);
|
|
}
|
|
}
|
|
|
|
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");
|
|
return 0;
|
|
}
|
|
|
|
int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut )
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::GetAnalogActionOrigins steaminput\n");
|
|
return 0;
|
|
}
|
|
|
|
|
|
void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction )
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::StopAnalogActionMomentum\n");
|
|
}
|
|
|
|
|
|
// Trigger a haptic pulse on a controller
|
|
void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::TriggerHapticPulse\n");
|
|
}
|
|
|
|
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");
|
|
}
|
|
|
|
|
|
// 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;
|
|
|
|
GamepadSetRumble((GAMEPAD_DEVICE)(controllerHandle - 1), ((double)usLeftSpeed) / 65535.0, ((double)usRightSpeed) / 65535.0);
|
|
}
|
|
|
|
|
|
// 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");
|
|
return 0;
|
|
}
|
|
|
|
|
|
// Returns the associated controller handle for the specified emulated gamepad
|
|
ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex\n");
|
|
return 0;
|
|
}
|
|
|
|
|
|
// 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";
|
|
}
|
|
|
|
|
|
// Get a local path to art for on-screen glyph for a particular origin
|
|
const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin\n");
|
|
return "";
|
|
}
|
|
|
|
const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin steaminput\n");
|
|
return "";
|
|
}
|
|
|
|
// Returns the input type for a particular handle
|
|
ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle\n");
|
|
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;
|
|
}
|
|
|
|
void RunCallbacks()
|
|
{
|
|
RunFrame();
|
|
}
|
|
|
|
};
|