mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-10-30 21:20:10 +00:00
355 lines
12 KiB
C++
355 lines
12 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
|
|
This file is part of the Goldberg Emulator
|
|
|
|
The Goldberg Emulator is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU Lesser General Public
|
|
License as published by the Free Software Foundation; either
|
|
version 3 of the License, or (at your option) any later version.
|
|
|
|
The Goldberg Emulator is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public
|
|
License along with the Goldberg Emulator; if not, see
|
|
<http://www.gnu.org/licenses/>. */
|
|
|
|
#include "base.h"
|
|
|
|
class Steam_Controller :
|
|
public ISteamController001,
|
|
public ISteamController003,
|
|
public ISteamController004,
|
|
public ISteamController005,
|
|
public ISteamController006,
|
|
public ISteamController,
|
|
public ISteamInput
|
|
{
|
|
public:
|
|
|
|
// Init and Shutdown must be called when starting/ending use of this interface
|
|
bool Init()
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::Init()\n");
|
|
return true;
|
|
}
|
|
|
|
bool Init( const char *pchAbsolutePathToControllerConfigVDF )
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::Init() old\n");
|
|
return Init();
|
|
}
|
|
|
|
bool Shutdown()
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::Shutdown()\n");
|
|
return true;
|
|
}
|
|
|
|
void SetOverrideMode( const char *pchMode )
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::SetOverrideMode\n");
|
|
}
|
|
|
|
// Synchronize API state with the latest Steam Controller inputs available. This
|
|
// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
|
|
// possible latency, you call this directly before reading controller state.
|
|
void RunFrame()
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::RunFrame()\n");
|
|
}
|
|
|
|
bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState )
|
|
{
|
|
PRINT_DEBUG("Steam_Controller::GetControllerState()\n");
|
|
return false;
|
|
}
|
|
|
|
// Enumerate currently connected controllers
|
|
// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
|
|
// Returns the number of handles written to handlesOut
|
|
int GetConnectedControllers( ControllerHandle_t *handlesOut )
|
|
{
|
|
PRINT_DEBUG("GetConnectedControllers\n");
|
|
return 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
|
|
bool ShowBindingPanel( ControllerHandle_t controllerHandle )
|
|
{
|
|
PRINT_DEBUG("ShowBindingPanel\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
// ACTION SETS
|
|
// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
|
|
ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName )
|
|
{
|
|
PRINT_DEBUG("GetActionSetHandle %s\n", pszActionSetName);
|
|
return 124;
|
|
}
|
|
|
|
|
|
// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
|
|
// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
|
|
// your state loops, instead of trying to place it in all of your state transitions.
|
|
void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle )
|
|
{
|
|
PRINT_DEBUG("ActivateActionSet\n");
|
|
}
|
|
|
|
ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle )
|
|
{
|
|
PRINT_DEBUG("GetCurrentActionSet\n");
|
|
return 124;
|
|
}
|
|
|
|
|
|
void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
|
|
{
|
|
PRINT_DEBUG("ActivateActionSetLayer\n");
|
|
}
|
|
|
|
void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
|
|
{
|
|
PRINT_DEBUG("DeactivateActionSetLayer\n");
|
|
}
|
|
|
|
void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle )
|
|
{
|
|
PRINT_DEBUG("DeactivateAllActionSetLayers\n");
|
|
}
|
|
|
|
int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut )
|
|
{
|
|
PRINT_DEBUG("GetActiveActionSetLayers\n");
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
// ACTIONS
|
|
// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
|
|
ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName )
|
|
{
|
|
PRINT_DEBUG("GetDigitalActionHandle %s\n", pszActionName);
|
|
return 123;
|
|
}
|
|
|
|
|
|
// Returns the current state of the supplied digital game action
|
|
ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle )
|
|
{
|
|
PRINT_DEBUG("GetDigitalActionData\n");
|
|
ControllerDigitalActionData_t digitalData;
|
|
digitalData.bActive = false;
|
|
return digitalData;
|
|
}
|
|
|
|
|
|
// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
|
|
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
|
|
int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut )
|
|
{
|
|
PRINT_DEBUG("GetDigitalActionOrigins\n");
|
|
return 0;
|
|
}
|
|
|
|
int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut )
|
|
{
|
|
PRINT_DEBUG("GetDigitalActionOrigins steaminput\n");
|
|
return 0;
|
|
}
|
|
|
|
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
|
|
ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName )
|
|
{
|
|
PRINT_DEBUG("GetAnalogActionHandle %s\n", pszActionName);
|
|
return 125;
|
|
}
|
|
|
|
|
|
// Returns the current state of these supplied analog game action
|
|
ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle )
|
|
{
|
|
PRINT_DEBUG("GetAnalogActionData\n");
|
|
ControllerAnalogActionData_t data;
|
|
data.eMode = k_EInputSourceMode_None;
|
|
data.x = data.y = 0;
|
|
data.bActive = false;
|
|
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("GetAnalogActionOrigins\n");
|
|
return 0;
|
|
}
|
|
|
|
int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut )
|
|
{
|
|
PRINT_DEBUG("GetAnalogActionOrigins steaminput\n");
|
|
return 0;
|
|
}
|
|
|
|
|
|
void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction )
|
|
{
|
|
PRINT_DEBUG("StopAnalogActionMomentum\n");
|
|
}
|
|
|
|
|
|
// Trigger a haptic pulse on a controller
|
|
void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
|
|
{
|
|
PRINT_DEBUG("TriggerHapticPulse\n");
|
|
}
|
|
|
|
void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
|
|
{
|
|
PRINT_DEBUG("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("TriggerRepeatedHapticPulse\n");
|
|
}
|
|
|
|
|
|
// Tigger a vibration event on supported controllers.
|
|
void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed )
|
|
{
|
|
PRINT_DEBUG("TriggerVibration\n");
|
|
}
|
|
|
|
|
|
// Set the controller LED color on supported controllers.
|
|
void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
|
|
{
|
|
PRINT_DEBUG("SetLEDColor\n");
|
|
}
|
|
|
|
|
|
// Returns the associated gamepad index for the specified controller, if emulating a gamepad
|
|
int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
|
|
{
|
|
PRINT_DEBUG("GetGamepadIndexForController\n");
|
|
return 0;
|
|
}
|
|
|
|
|
|
// Returns the associated controller handle for the specified emulated gamepad
|
|
ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
|
|
{
|
|
PRINT_DEBUG("GetControllerForGamepadIndex\n");
|
|
return 0;
|
|
}
|
|
|
|
|
|
// Returns raw motion data from the specified controller
|
|
ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle )
|
|
{
|
|
PRINT_DEBUG("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("ShowDigitalActionOrigins\n");
|
|
return true;
|
|
}
|
|
|
|
bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition )
|
|
{
|
|
PRINT_DEBUG("ShowAnalogActionOrigins\n");
|
|
return true;
|
|
}
|
|
|
|
|
|
// Returns a localized string (from Steam's language setting) for the specified origin
|
|
const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("GetStringForActionOrigin\n");
|
|
return "Button String";
|
|
}
|
|
|
|
const char *GetStringForActionOrigin( EInputActionOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("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("GetGlyphForActionOrigin\n");
|
|
return "";
|
|
}
|
|
|
|
const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("GetGlyphForActionOrigin steaminput\n");
|
|
return "";
|
|
}
|
|
|
|
// Returns the input type for a particular handle
|
|
ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
|
|
{
|
|
PRINT_DEBUG("GetInputTypeForHandle\n");
|
|
return k_ESteamInputType_Unknown;
|
|
}
|
|
|
|
const char *GetStringForXboxOrigin( EXboxOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("GetStringForXboxOrigin\n");
|
|
return "";
|
|
}
|
|
|
|
const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("GetGlyphForXboxOrigin\n");
|
|
return "";
|
|
}
|
|
|
|
EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("GetActionOriginFromXboxOrigin\n");
|
|
return k_EControllerActionOrigin_None;
|
|
}
|
|
|
|
EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin )
|
|
{
|
|
PRINT_DEBUG("GetActionOriginFromXboxOrigin steaminput\n");
|
|
return k_EInputActionOrigin_None;
|
|
}
|
|
|
|
EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin )
|
|
{
|
|
PRINT_DEBUG("TranslateActionOrigin\n");
|
|
return k_EControllerActionOrigin_None;
|
|
}
|
|
|
|
EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin )
|
|
{
|
|
PRINT_DEBUG("TranslateActionOrigin steaminput\n");
|
|
return k_EInputActionOrigin_None;
|
|
}
|
|
|
|
|
|
};
|