80 lines
2.8 KiB
C
80 lines
2.8 KiB
C
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//========= Copyright <20> 1996-2013, Valve LLC, All rights reserved. ============
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//
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// Purpose: Controller related public types/constants
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//
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//=============================================================================
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#ifndef STEAMCONTROLLERPUBLIC_H
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#define STEAMCONTROLLERPUBLIC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined( STEAM ) || defined( ISTEAMCONTROLLER_H )
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// This file should only be included by the Steam build or directly from
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// isteamcontroller.h.
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#include "steamtypes.h"
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#else
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#include <stdint.h>
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typedef uint32_t uint32;
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#ifdef __C51__
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typedef uint8_t uint64[8];
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#else
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typedef uint64_t uint64;
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#endif
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#endif
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#pragma pack(1)
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// Safe to add new bitfields at the end of this list for new buttons/actions,
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// but never re-use or re-number an existing flag as old client code will be
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// confused.
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#define STEAM_RIGHT_TRIGGER_MASK 0x0000000000000001l
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#define STEAM_LEFT_TRIGGER_MASK 0x0000000000000002l
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#define STEAM_RIGHT_BUMPER_MASK 0x0000000000000004l
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#define STEAM_LEFT_BUMPER_MASK 0x0000000000000008l
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#define STEAM_BUTTON_0_MASK 0x0000000000000010l
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#define STEAM_BUTTON_1_MASK 0x0000000000000020l
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#define STEAM_BUTTON_2_MASK 0x0000000000000040l
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#define STEAM_BUTTON_3_MASK 0x0000000000000080l
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#define STEAM_TOUCH_0_MASK 0x0000000000000100l
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#define STEAM_TOUCH_1_MASK 0x0000000000000200l
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#define STEAM_TOUCH_2_MASK 0x0000000000000400l
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#define STEAM_TOUCH_3_MASK 0x0000000000000800l
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#define STEAM_BUTTON_MENU_MASK 0x0000000000001000l
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#define STEAM_BUTTON_STEAM_MASK 0x0000000000002000l
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#define STEAM_BUTTON_ESCAPE_MASK 0x0000000000004000l
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#define STEAM_BUTTON_BACK_LEFT_MASK 0x0000000000008000l
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#define STEAM_BUTTON_BACK_RIGHT_MASK 0x0000000000010000l
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#define STEAM_BUTTON_LEFTPAD_CLICKED_MASK 0x0000000000020000l
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#define STEAM_BUTTON_RIGHTPAD_CLICKED_MASK 0x0000000000040000l
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#define STEAM_LEFTPAD_FINGERDOWN_MASK 0x0000000000080000l
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#define STEAM_RIGHTPAD_FINGERDOWN_MASK 0x0000000000100000l
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// Only add fields to the end of this struct, or if you need to change it in a larger
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// way add a new message id and new struct completely so as to not break old clients.
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typedef struct
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{
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// If packet num matches that on your prior call, then the controller state hasn't been changed since
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// your last call and there is no need to process it
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uint32 unPacketNum;
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// bit flags for each of the buttons
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uint64 ulButtons;
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// Left pad coordinates
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short sLeftPadX;
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short sLeftPadY;
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// Right pad coordinates
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short sRightPadX;
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short sRightPadY;
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} SteamControllerState_t;
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#pragma pack()
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#endif // STEAMCONTROLLERPUBLIC_H
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