210 lines
8.6 KiB
C++
210 lines
8.6 KiB
C++
//====== Copyright 1996-2013, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to valve controller
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//
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//=============================================================================
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#ifndef ISTEAMCONTROLLER_H
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#define ISTEAMCONTROLLER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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#define STEAM_CONTROLLER_MAX_COUNT 16
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#define STEAM_CONTROLLER_MAX_ANALOG_ACTIONS 16
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#define STEAM_CONTROLLER_MAX_DIGITAL_ACTIONS 32
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#define STEAM_CONTROLLER_MAX_ORIGINS 8
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// When sending an option to a specific controller handle, you can send to all controllers via this command
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#define STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS UINT64_MAX
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#define STEAM_CONTROLLER_MIN_ANALOG_ACTION_DATA -1.0f
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#define STEAM_CONTROLLER_MAX_ANALOG_ACTION_DATA 1.0f
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enum ESteamControllerPad
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{
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k_ESteamControllerPad_Left,
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k_ESteamControllerPad_Right
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};
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enum EControllerSource
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{
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k_EControllerSource_None,
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k_EControllerSource_LeftTrackpad,
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k_EControllerSource_RightTrackpad,
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k_EControllerSource_Joystick,
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k_EControllerSource_ABXY,
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k_EControllerSource_Switch,
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k_EControllerSource_LeftTrigger,
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k_EControllerSource_RightTrigger,
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k_EControllerSource_Gyro
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};
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enum EControllerSourceMode
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{
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k_EControllerSourceMode_None,
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k_EControllerSourceMode_Dpad,
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k_EControllerSourceMode_Buttons,
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k_EControllerSourceMode_FourButtons,
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k_EControllerSourceMode_AbsoluteMouse,
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k_EControllerSourceMode_RelativeMouse,
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k_EControllerSourceMode_JoystickMove,
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k_EControllerSourceMode_JoystickCamera,
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k_EControllerSourceMode_ScrollWheel,
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k_EControllerSourceMode_Trigger,
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k_EControllerSourceMode_TouchMenu
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};
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enum EControllerActionOrigin
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{
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k_EControllerActionOrigin_None,
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k_EControllerActionOrigin_A,
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k_EControllerActionOrigin_B,
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k_EControllerActionOrigin_X,
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k_EControllerActionOrigin_Y,
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k_EControllerActionOrigin_LeftBumper,
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k_EControllerActionOrigin_RightBumper,
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k_EControllerActionOrigin_LeftGrip,
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k_EControllerActionOrigin_RightGrip,
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k_EControllerActionOrigin_Start,
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k_EControllerActionOrigin_Back,
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k_EControllerActionOrigin_LeftPad_Touch,
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k_EControllerActionOrigin_LeftPad_Swipe,
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k_EControllerActionOrigin_LeftPad_Click,
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k_EControllerActionOrigin_LeftPad_DPadNorth,
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k_EControllerActionOrigin_LeftPad_DPadSouth,
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k_EControllerActionOrigin_LeftPad_DPadWest,
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k_EControllerActionOrigin_LeftPad_DPadEast,
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k_EControllerActionOrigin_RightPad_Touch,
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k_EControllerActionOrigin_RightPad_Swipe,
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k_EControllerActionOrigin_RightPad_Click,
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k_EControllerActionOrigin_RightPad_DPadNorth,
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k_EControllerActionOrigin_RightPad_DPadSouth,
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k_EControllerActionOrigin_RightPad_DPadWest,
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k_EControllerActionOrigin_RightPad_DPadEast,
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k_EControllerActionOrigin_LeftTrigger_Pull,
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k_EControllerActionOrigin_LeftTrigger_Click,
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k_EControllerActionOrigin_RightTrigger_Pull,
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k_EControllerActionOrigin_RightTrigger_Click,
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k_EControllerActionOrigin_LeftStick_Move,
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k_EControllerActionOrigin_LeftStick_Click,
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k_EControllerActionOrigin_LeftStick_DPadNorth,
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k_EControllerActionOrigin_LeftStick_DPadSouth,
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k_EControllerActionOrigin_LeftStick_DPadWest,
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k_EControllerActionOrigin_LeftStick_DPadEast,
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k_EControllerActionOrigin_Gyro_Move,
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k_EControllerActionOrigin_Gyro_Pitch,
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k_EControllerActionOrigin_Gyro_Yaw,
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k_EControllerActionOrigin_Gyro_Roll,
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k_EControllerActionOrigin_Count
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};
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// ControllerHandle_t is used to refer to a specific controller.
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// This handle will consistently identify a controller, even if it is disconnected and re-connected
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typedef uint64 ControllerHandle_t;
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// These handles are used to refer to a specific in-game action or action set
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// All action handles should be queried during initialization for performance reasons
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typedef uint64 ControllerActionSetHandle_t;
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typedef uint64 ControllerDigitalActionHandle_t;
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typedef uint64 ControllerAnalogActionHandle_t;
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#pragma pack( push, 1 )
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struct ControllerAnalogActionData_t
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{
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// Type of data coming from this action, this will match what got specified in the action set
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EControllerSourceMode eMode;
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// The current state of this action; will be delta updates for mouse actions
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float x, y;
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// Whether or not this action is currently available to be bound in the active action set
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bool bActive;
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};
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struct ControllerDigitalActionData_t
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{
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// The current state of this action; will be true if currently pressed
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bool bState;
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// Whether or not this action is currently available to be bound in the active action set
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bool bActive;
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};
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#pragma pack( pop )
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//-----------------------------------------------------------------------------
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// Purpose: Native Steam controller support API
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//-----------------------------------------------------------------------------
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class ISteamController
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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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virtual bool Init() = 0;
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virtual bool Shutdown() = 0;
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// Pump callback/callresult events
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// Note: SteamAPI_RunCallbacks will do this for you, so you should never need to call this directly.
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virtual void RunFrame() = 0;
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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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virtual int GetConnectedControllers( ControllerHandle_t *handlesOut ) = 0;
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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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virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0;
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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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virtual ControllerActionSetHandle_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( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) = 0;
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virtual ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) = 0;
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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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virtual ControllerDigitalActionHandle_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 ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_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_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
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virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut ) = 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 ControllerAnalogActionHandle_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 ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_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_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
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virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut ) = 0;
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virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0;
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// Trigger a haptic pulse on a controller
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virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
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};
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#define STEAMCONTROLLER_INTERFACE_VERSION "SteamController003"
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#endif // ISTEAMCONTROLLER_H
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