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//====== Copyright 1996-2013, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to valve controller
//
//=============================================================================
# ifndef ISTEAMCONTROLLER_H
# define ISTEAMCONTROLLER_H
# ifdef _WIN32
# pragma once
# endif
# include "isteamclient.h"
# define STEAM_CONTROLLER_MAX_COUNT 16
# 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
// When sending an option to a specific controller handle, you can send to all controllers via this command
# define STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS UINT64_MAX
# define STEAM_CONTROLLER_MIN_ANALOG_ACTION_DATA -1.0f
# define STEAM_CONTROLLER_MAX_ANALOG_ACTION_DATA 1.0f
enum ESteamControllerPad
{
k_ESteamControllerPad_Left ,
k_ESteamControllerPad_Right
} ;
enum EControllerSource
{
k_EControllerSource_None ,
k_EControllerSource_LeftTrackpad ,
k_EControllerSource_RightTrackpad ,
k_EControllerSource_Joystick ,
k_EControllerSource_ABXY ,
k_EControllerSource_Switch ,
k_EControllerSource_LeftTrigger ,
k_EControllerSource_RightTrigger ,
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k_EControllerSource_Gyro
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} ;
enum EControllerSourceMode
{
k_EControllerSourceMode_None ,
k_EControllerSourceMode_Dpad ,
k_EControllerSourceMode_Buttons ,
k_EControllerSourceMode_FourButtons ,
k_EControllerSourceMode_AbsoluteMouse ,
k_EControllerSourceMode_RelativeMouse ,
k_EControllerSourceMode_JoystickMove ,
k_EControllerSourceMode_JoystickCamera ,
k_EControllerSourceMode_ScrollWheel ,
k_EControllerSourceMode_Trigger ,
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k_EControllerSourceMode_TouchMenu
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} ;
enum EControllerActionOrigin
{
k_EControllerActionOrigin_None ,
k_EControllerActionOrigin_A ,
k_EControllerActionOrigin_B ,
k_EControllerActionOrigin_X ,
k_EControllerActionOrigin_Y ,
k_EControllerActionOrigin_LeftBumper ,
k_EControllerActionOrigin_RightBumper ,
k_EControllerActionOrigin_LeftGrip ,
k_EControllerActionOrigin_RightGrip ,
k_EControllerActionOrigin_Start ,
k_EControllerActionOrigin_Back ,
k_EControllerActionOrigin_LeftPad_Touch ,
k_EControllerActionOrigin_LeftPad_Swipe ,
k_EControllerActionOrigin_LeftPad_Click ,
k_EControllerActionOrigin_LeftPad_DPadNorth ,
k_EControllerActionOrigin_LeftPad_DPadSouth ,
k_EControllerActionOrigin_LeftPad_DPadWest ,
k_EControllerActionOrigin_LeftPad_DPadEast ,
k_EControllerActionOrigin_RightPad_Touch ,
k_EControllerActionOrigin_RightPad_Swipe ,
k_EControllerActionOrigin_RightPad_Click ,
k_EControllerActionOrigin_RightPad_DPadNorth ,
k_EControllerActionOrigin_RightPad_DPadSouth ,
k_EControllerActionOrigin_RightPad_DPadWest ,
k_EControllerActionOrigin_RightPad_DPadEast ,
k_EControllerActionOrigin_LeftTrigger_Pull ,
k_EControllerActionOrigin_LeftTrigger_Click ,
k_EControllerActionOrigin_RightTrigger_Pull ,
k_EControllerActionOrigin_RightTrigger_Click ,
k_EControllerActionOrigin_LeftStick_Move ,
k_EControllerActionOrigin_LeftStick_Click ,
k_EControllerActionOrigin_LeftStick_DPadNorth ,
k_EControllerActionOrigin_LeftStick_DPadSouth ,
k_EControllerActionOrigin_LeftStick_DPadWest ,
k_EControllerActionOrigin_LeftStick_DPadEast ,
k_EControllerActionOrigin_Gyro_Move ,
k_EControllerActionOrigin_Gyro_Pitch ,
k_EControllerActionOrigin_Gyro_Yaw ,
k_EControllerActionOrigin_Gyro_Roll ,
k_EControllerActionOrigin_Count
} ;
// ControllerHandle_t is used to refer to a specific controller.
// This handle will consistently identify a controller, even if it is disconnected and re-connected
typedef uint64 ControllerHandle_t ;
// These handles are used to refer to a specific in-game action or action set
// All action handles should be queried during initialization for performance reasons
typedef uint64 ControllerActionSetHandle_t ;
typedef uint64 ControllerDigitalActionHandle_t ;
typedef uint64 ControllerAnalogActionHandle_t ;
# pragma pack( push, 1 )
struct ControllerAnalogActionData_t
{
// Type of data coming from this action, this will match what got specified in the action set
EControllerSourceMode eMode ;
// The current state of this action; will be delta updates for mouse actions
float x , y ;
// Whether or not this action is currently available to be bound in the active action set
bool bActive ;
} ;
struct ControllerDigitalActionData_t
{
// The current state of this action; will be true if currently pressed
bool bState ;
// Whether or not this action is currently available to be bound in the active action set
bool bActive ;
} ;
# pragma pack( pop )
//-----------------------------------------------------------------------------
// Purpose: Native Steam controller support API
//-----------------------------------------------------------------------------
class ISteamController
{
public :
// Init and Shutdown must be called when starting/ending use of this interface
virtual bool Init ( ) = 0 ;
virtual bool Shutdown ( ) = 0 ;
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// Pump callback/callresult events
// 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 ;
// 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
virtual int GetConnectedControllers ( ControllerHandle_t * handlesOut ) = 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
virtual bool ShowBindingPanel ( ControllerHandle_t controllerHandle ) = 0 ;
// 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.
virtual ControllerActionSetHandle_t GetActionSetHandle ( const char * pszActionSetName ) = 0 ;
// 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.
virtual void ActivateActionSet ( ControllerHandle_t controllerHandle , ControllerActionSetHandle_t actionSetHandle ) = 0 ;
virtual ControllerActionSetHandle_t GetCurrentActionSet ( ControllerHandle_t controllerHandle ) = 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.
virtual ControllerDigitalActionHandle_t GetDigitalActionHandle ( const char * pszActionName ) = 0 ;
// Returns the current state of the supplied digital game action
virtual ControllerDigitalActionData_t GetDigitalActionData ( ControllerHandle_t controllerHandle , ControllerDigitalActionHandle_t digitalActionHandle ) = 0 ;
// 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
virtual int GetDigitalActionOrigins ( ControllerHandle_t controllerHandle , ControllerActionSetHandle_t actionSetHandle , ControllerDigitalActionHandle_t digitalActionHandle , EControllerActionOrigin * originsOut ) = 0 ;
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
virtual ControllerAnalogActionHandle_t GetAnalogActionHandle ( const char * pszActionName ) = 0 ;
// Returns the current state of these supplied analog game action
virtual ControllerAnalogActionData_t GetAnalogActionData ( ControllerHandle_t controllerHandle , ControllerAnalogActionHandle_t analogActionHandle ) = 0 ;
// 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
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
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