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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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217 lines
15 KiB
C++
217 lines
15 KiB
C++
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#ifndef ISTEAMINPUT005_H
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#define ISTEAMINPUT005_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamInput005
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{
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public:
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// Init and Shutdown must be called when starting/ending use of this interface.
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// if bExplicitlyCallRunFrame is called then you will need to manually call RunFrame
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// each frame, otherwise Steam Input will updated when SteamAPI_RunCallbacks() is called
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virtual bool Init( bool bExplicitlyCallRunFrame ) = 0;
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virtual bool Shutdown() = 0;
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// Set the absolute path to the Input Action Manifest file containing the in-game actions
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// and file paths to the official configurations. Used in games that bundle Steam Input
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// configurations inside of the game depot instead of using the Steam Workshop
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virtual bool SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath ) = 0;
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// Synchronize API state with the latest Steam Input action data 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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// Note: This must be called from somewhere before GetConnectedControllers will
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// return any handles
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virtual void RunFrame( bool bReservedValue = true ) = 0;
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// Waits on an IPC event from Steam sent when there is new data to be fetched from
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// the data drop. Returns true when data was recievied before the timeout expires.
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// Useful for games with a dedicated input thread
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virtual bool BWaitForData( bool bWaitForever, uint32 unTimeout ) = 0;
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// Returns true if new data has been received since the last time action data was accessed
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// via GetDigitalActionData or GetAnalogActionData. The game will still need to call
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// SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream
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virtual bool BNewDataAvailable() = 0;
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// Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via
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// the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam.
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// handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles
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// Returns the number of handles written to handlesOut
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virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0;
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//-----------------------------------------------------------------------------
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// CALLBACKS
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//-----------------------------------------------------------------------------
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// Controller configuration loaded - these callbacks will always fire if you have
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// a handler. Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
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STEAM_CALL_BACK( SteamInputConfigurationLoaded_t )
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// Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks.
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// Each controller that is already connected will generate a device connected
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// callback when you enable them
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virtual void EnableDeviceCallbacks() = 0;
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// Controller Connected - provides info about a single newly connected controller
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// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
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STEAM_CALL_BACK( SteamInputDeviceConnected_t )
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// Controller Disconnected - provides info about a single disconnected controller
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// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
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STEAM_CALL_BACK( SteamInputDeviceDisconnected_t )
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// Enable SteamInputActionEvent_t callbacks. Directly calls your callback function
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// for lower latency than standard Steam callbacks. Supports one callback at a time.
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// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
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virtual void EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback ) = 0;
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//-----------------------------------------------------------------------------
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// ACTION SETS
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//-----------------------------------------------------------------------------
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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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virtual InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0;
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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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virtual void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) = 0;
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virtual InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle ) = 0;
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// ACTION SET LAYERS
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virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
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virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
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virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0;
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// Enumerate currently active layers.
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// handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of InputActionSetHandle_t handles
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// Returns the number of handles written to handlesOut
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virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0;
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//-----------------------------------------------------------------------------
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// ACTIONS
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//-----------------------------------------------------------------------------
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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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virtual InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
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// Returns the current state of the supplied digital game action
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virtual InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ) = 0;
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// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
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// originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to
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// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
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virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0;
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// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
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virtual const char *GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle ) = 0;
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// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
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virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
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// Returns the current state of these supplied analog game action
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virtual InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ) = 0;
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// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
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// originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to
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// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
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virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0;
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// Get a local path to a PNG file for the provided origin's glyph.
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virtual const char *GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) = 0;
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// Get a local path to a SVG file for the provided origin's glyph.
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virtual const char *GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags ) = 0;
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// Get a local path to an older, Big Picture Mode-style PNG file for a particular origin
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virtual const char *GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin ) = 0;
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// Returns a localized string (from Steam's language setting) for the specified origin.
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virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0;
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// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
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virtual const char *GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle ) = 0;
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// Stop analog momentum for the action if it is a mouse action in trackball mode
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virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0;
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// Returns raw motion data from the specified device
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virtual InputMotionData_t GetMotionData( InputHandle_t inputHandle ) = 0;
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//-----------------------------------------------------------------------------
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// OUTPUTS
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//-----------------------------------------------------------------------------
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// Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers
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virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0;
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// Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers
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virtual void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) = 0;
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// Send a haptic pulse, works on Steam Deck and Steam Controller devices
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virtual void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) = 0;
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// 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
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// the behavior on exit of your program so you don't need to try restore the default as you are shutting down
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virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0;
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// Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead.
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// Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc).
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virtual void Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
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// 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.
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// nFlags is currently unused and reserved for future use.
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virtual void Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
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//-----------------------------------------------------------------------------
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// Utility functions available without using the rest of Steam Input API
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//-----------------------------------------------------------------------------
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// Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode
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// If the user is not in Big Picture Mode it will open up the binding in a new window
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virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0;
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// Returns the input type for a particular handle - unlike EInputActionOrigin which update with Steam and may return unrecognized values
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// ESteamInputType will remain static and only return valid values from your SDK version
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virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0;
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// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
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// to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
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virtual InputHandle_t GetControllerForGamepadIndex( int nIndex ) = 0;
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// Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
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virtual int GetGamepadIndexForController( InputHandle_t ulinputHandle ) = 0;
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// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
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virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0;
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// Get a local path to art for on-screen glyph for a particular Xbox controller origin
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virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0;
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// Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for
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// 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
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virtual EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) = 0;
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// Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None
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// When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned
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// ex: if a Playstation 5 controller was released this function would return Playstation 4 origins.
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virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) = 0;
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// Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device
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virtual bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0;
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// Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it
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// See isteamremoteplay.h for more information on Steam Remote Play sessions
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virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0;
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// Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.?
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// Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration
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virtual uint16 GetSessionInputConfigurationSettings() = 0;
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};
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#endif //ISTEAMINPUT005_H
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