source-engine/inputsystem/steamcontroller.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

696 lines
24 KiB
C++

//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose: Native Steam Controller Interface
//=============================================================================//
#include "inputsystem.h"
#include "key_translation.h"
#include "filesystem.h"
#include "steam/isteamcontroller.h"
#include "math.h"
#ifndef UINT64_MAX
const uint64 UINT64_MAX = 0xffffffffffffffff;
#endif
#if !defined( NO_STEAM )
#include "steam/steam_api.h"
#endif //NO_STEAM
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
ConVar sc_joystick_map( "sc_joystick_map", "1", FCVAR_ARCHIVE, "How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square." );
#define STEAMPAD_MAX_ANALOGSAMPLE_GYRO 32768
#define STEAMPAD_MAX_ANALOGSAMPLE_TRIGGER 32768
#define STEAMPAD_MAX_ANALOGSAMPLE_LEFT 32768
#define STEAMPAD_MAX_ANALOGSAMPLE_RIGHT 32767
#define STEAMPAD_MAX_ANALOGSAMPLE_DOWN 32768
#define STEAMPAD_MAX_ANALOGSAMPLE_UP 32767
#define STEAMPAD_MAX_ANALOGSAMPLE_MAX 32768
#define STEAMPAD_ANALOG_SCALE_LEFT(x) ( ( float )STEAMPAD_MAX_ANALOGSAMPLE_LEFT/( float )( STEAMPAD_MAX_ANALOGSAMPLE_LEFT-(x) ) )
#define STEAMPAD_ANALOG_SCALE_RIGHT(x) ( ( float )STEAMPAD_MAX_ANALOGSAMPLE_RIGHT/( float )( STEAMPAD_MAX_ANALOGSAMPLE_RIGHT-(x) ) )
#define STEAMPAD_ANALOG_SCALE_DOWN(x) ( ( float )STEAMPAD_MAX_ANALOGSAMPLE_DOWN/( float )( STEAMPAD_MAX_ANALOGSAMPLE_DOWN-(x) ) )
#define STEAMPAD_ANALOG_SCALE_UP(x) ( ( float )STEAMPAD_MAX_ANALOGSAMPLE_UP/( float )( STEAMPAD_MAX_ANALOGSAMPLE_UP-(x) ) )
#define STEAMPAD_ANALOG_TRIGGER_THRESHOLD ( ( int )( STEAMPAD_MAX_ANALOGSAMPLE_TRIGGER * 0.5f ) )
#define STEAMPAD_ANALOG_PAD_THRESHOLD ( ( int )( STEAMPAD_MAX_ANALOGSAMPLE_MAX * 0.25f ) )
#define STEAMPAD_ANALOG_GYRO_THRESHOLD ( ( int ) ( STEAMPAD_MAX_ANALOGSAMPLE_GYRO * 0.3f ) )
#define STEAMPAD_DIGITAL_PAD_THRESHOLD ( ( int )( STEAMPAD_MAX_ANALOGSAMPLE_MAX * 0.52f ) )
#define STEAMPAD_AXIS_REPEAT_INTERVAL_START 0.6f
#define STEAMPAD_AXIS_REPEAT_INTERVAL_END 0.05f
#define STEAMPAD_AXIS_REPEAT_CURVE_TIME 1.75f
#define PAD_ANALOG_BUTTON_THRESHOLD ( ( int )( STEAMPAD_MAX_ANALOGSAMPLE_MAX * 0.285f ) )
#define PAD_ANALOG_BUTTON_THRESHOLD_STRONG ( ( int )( STEAMPAD_MAX_ANALOGSAMPLE_MAX * 0.68f ) )
#define SQRT2 1.414213562
// key translation
typedef struct
{
uint64 steampadinput;
ButtonCode_t steampadkey;
} steampadInputTosteampadKey_t;
static const int s_nSteamPadDeadZoneTable[] =
{
STEAMPAD_ANALOG_PAD_THRESHOLD, // LEFTPAD_AXIS_X
STEAMPAD_ANALOG_PAD_THRESHOLD, // LEFTPAD_AXIS_Y
STEAMPAD_ANALOG_PAD_THRESHOLD, // RIGHTPAD_AXIS_X
STEAMPAD_ANALOG_PAD_THRESHOLD, // RIGHTPAD_AXIS_Y
STEAMPAD_ANALOG_TRIGGER_THRESHOLD, //LEFT_TRIGGER_AXIS
STEAMPAD_ANALOG_TRIGGER_THRESHOLD, //RIGHT_TRIGGER_AXIS
STEAMPAD_ANALOG_GYRO_THRESHOLD, //GYRO_AXIS_PITCH
STEAMPAD_ANALOG_GYRO_THRESHOLD, //GYRO_AXIS_ROLL
STEAMPAD_ANALOG_GYRO_THRESHOLD, //GYRO_AXIS_YAW
};
//-----------------------------------------------------------------------------
// Purpose: Counts the number of active gamepads connected
//-----------------------------------------------------------------------------
uint32 CInputSystem::GetNumSteamControllersConnected()
{
return m_unNumConnected;
}
struct SDigitalMenuAction
{
const char *strName;
ButtonCode_t buttonCode;
ControllerDigitalActionHandle_t handle;
bool bState[STEAM_CONTROLLER_MAX_COUNT];
bool bAwaitingDebounce[STEAM_CONTROLLER_MAX_COUNT];
};
static SDigitalMenuAction g_DigitalMenuActions[] = {
{ "menu_left", STEAMCONTROLLER_DPAD_LEFT, 0, { false }, { false } },
{ "menu_right", STEAMCONTROLLER_DPAD_RIGHT, 0, { false }, { false } },
{ "menu_up", STEAMCONTROLLER_DPAD_UP, 0, { false }, { false } },
{ "menu_down", STEAMCONTROLLER_DPAD_DOWN, 0, { false }, { false } },
{ "menu_cancel", STEAMCONTROLLER_B, 0, { false }, { false } },
{ "menu_select", STEAMCONTROLLER_A, 0, { false }, { false } },
{ "resume_esc", STEAMCONTROLLER_START, 0, { false }, { false } },
{ "cl_trigger_first_notification", STEAMCONTROLLER_F1, 0, { false }, { false } }, // Command is in the in-game action set (use for hitting accept/ok on dialogs)
{ "cl_decline_first_notification", STEAMCONTROLLER_F2, 0, { false }, { false } }, // Command is in the in-game action set (use for hitting cancel/decline on dialogs)
{ "menu_toggle_function", STEAMCONTROLLER_Y, 0, { false }, { false }, }, // Command is in the in-game HUD action set
{ "menu_alt_function", STEAMCONTROLLER_X, 0, { false }, { false } }, // Command is in the in-game HUD action set
{ "cancelselect", STEAMCONTROLLER_START, 0, { false }, { false } }, // Command is in the in-game action set
{ "toggleready", STEAMCONTROLLER_F4, 0, { false }, { false } }, // Command is in the in-game action set
};
struct SAnalogAction
{
const char *strName;
JoystickAxis_t joystickAxisX, joystickAxisY;
ControllerAnalogActionHandle_t handle;
};
struct SGameActionSet
{
const char *strName;
GameActionSet_t eGameActionSet;
ControllerActionSetHandle_t handle;
};
static SGameActionSet g_GameActionSets[] = {
{ "MenuControls", GAME_ACTION_SET_MENUCONTROLS, 0 },
{ "FPSControls", GAME_ACTION_SET_FPSCONTROLS, 0 },
{ "InGameHUDControls", GAME_ACTION_SET_IN_GAME_HUD, 0 },
{ "SpectatorControls", GAME_ACTION_SET_SPECTATOR, 0 },
};
// Table that maps a physical steam controller origin to the corresponding character in our icon font.
// If the EControllerActionOrigin enum or the font changes, this table must be changed to match.
static const wchar_t* g_MapSteamControllerOriginToIconFont[] = {
L"", // k_EControllerActionOrigin_None
L"A", // k_EControllerActionOrigin_A
L"B", // k_EControllerActionOrigin_B
L"X", // k_EControllerActionOrigin_X
L"Y", // k_EControllerActionOrigin_Y
L"2", // k_EControllerActionOrigin_LeftBumper
L"3", // k_EControllerActionOrigin_RightBumper
L"(", // k_EControllerActionOrigin_LeftGrip
L")", // k_EControllerActionOrigin_RightGrip
L"5", // k_EControllerActionOrigin_Start
L"4", // k_EControllerActionOrigin_Back
L"q", // k_EControllerActionOrigin_LeftPad_Touch
L"w", // k_EControllerActionOrigin_LeftPad_Swipe
L"e", // k_EControllerActionOrigin_LeftPad_Click
L"a", // k_EControllerActionOrigin_LeftPad_DPadNorth
L"s", // k_EControllerActionOrigin_LeftPad_DPadSouth
L"d", // k_EControllerActionOrigin_LeftPad_DPadWest
L"f", // k_EControllerActionOrigin_LeftPad_DPadEast
L"y", // k_EControllerActionOrigin_RightPad_Touch
L"u", // k_EControllerActionOrigin_RightPad_Swipe
L"i", // k_EControllerActionOrigin_RightPad_Click
L"h", // k_EControllerActionOrigin_RightPad_DPadNorth
L"j", // k_EControllerActionOrigin_RightPad_DPadSouth
L"k", // k_EControllerActionOrigin_RightPad_DPadWest
L"l", // k_EControllerActionOrigin_RightPad_DEast
L"z", // k_EControllerActionOrigin_LeftTrigger_Pull
L"x", // k_EControllerActionOrigin_LeftTrigger_Click
L"n", // k_EControllerActionOrigin_RightTrigger_Pull
L"m", // k_EControllerActionOrigin_RightTrigger_Click
L"C", // k_EControllerActionOrigin_LeftStick_Move
L"V", // k_EControllerActionOrigin_LeftStick_Click
L"7", // k_EControllerActionOrigin_LeftStick_DPadNorth
L"8", // k_EControllerActionOrigin_LeftStick_DPadSouth
L"9", // k_EControllerActionOrigin_LeftStick_DPadWest
L"0", // k_EControllerActionOrigin_LeftStick_DPadEast
L"6", // k_EControllerActionOrigin_Gyro_Move
L"6", // k_EControllerActionOrigin_Gyro_Pitch
L"6", // k_EControllerActionOrigin_Gyro_Yaw
L"6", // k_EControllerActionOrigin_Gyro_Roll
};
// Table that maps a physical steam controller origin to a short description string for user display (only use this
// if it's impractical to use the icon font).
// If the EControllerActionOrigin enum changes, this table must be changed to match.
static const wchar_t* g_MapSteamControllerOriginToDescription[] = {
L"", // k_EControllerActionOrigin_None
L"A", // k_EControllerActionOrigin_A
L"B", // k_EControllerActionOrigin_B
L"X", // k_EControllerActionOrigin_X
L"Y", // k_EControllerActionOrigin_Y
L"LB", // k_EControllerActionOrigin_LeftBumper
L"RB", // k_EControllerActionOrigin_RightBumper
L"LG", // k_EControllerActionOrigin_LeftGrip
L"RG", // k_EControllerActionOrigin_RightGrip
L"START", // k_EControllerActionOrigin_Start
L"BACK", // k_EControllerActionOrigin_Back
L"LPTOUCH", // k_EControllerActionOrigin_LeftPad_Touch
L"LPSWIPE", // k_EControllerActionOrigin_LeftPad_Swipe
L"LPCLICK", // k_EControllerActionOrigin_LeftPad_Click
L"LPUP", // k_EControllerActionOrigin_LeftPad_DPadNorth
L"LPDOWN", // k_EControllerActionOrigin_LeftPad_DPadSouth
L"LPLEFT", // k_EControllerActionOrigin_LeftPad_DPadWest
L"LPRIGHT", // k_EControllerActionOrigin_LeftPad_DPadEast
L"RPTOUCH", // k_EControllerActionOrigin_RightPad_Touch
L"RPSWIPE", // k_EControllerActionOrigin_RightPad_Swipe
L"RPCLICK", // k_EControllerActionOrigin_RightPad_Click
L"RPUP", // k_EControllerActionOrigin_RightPad_DPadNorth
L"RPDOWN", // k_EControllerActionOrigin_RightPad_DPadSouth
L"RPLEFT", // k_EControllerActionOrigin_RightPad_DPadWest
L"RPRIGHT", // k_EControllerActionOrigin_RightPad_DEast
L"LT", // k_EControllerActionOrigin_LeftTrigger_Pull
L"LT", // k_EControllerActionOrigin_LeftTrigger_Click
L"LT", // k_EControllerActionOrigin_RightTrigger_Pull
L"LT", // k_EControllerActionOrigin_RightTrigger_Click
L"LS", // k_EControllerActionOrigin_LeftStick_Move
L"LSCLICK", // k_EControllerActionOrigin_LeftStick_Click
L"LSUP", // k_EControllerActionOrigin_LeftStick_DPadNorth
L"LSDOWN", // k_EControllerActionOrigin_LeftStick_DPadSouth
L"LSLEFT", // k_EControllerActionOrigin_LeftStick_DPadWest
L"LSRIGHT", // k_EControllerActionOrigin_LeftStick_DPadEast
L"GYRO", // k_EControllerActionOrigin_Gyro_Move
L"GYRO", // k_EControllerActionOrigin_Gyro_Pitch
L"GYRO", // k_EControllerActionOrigin_Gyro_Yaw
L"GYRO", // k_EControllerActionOrigin_Gyro_Roll
};
bool CInputSystem::InitializeSteamControllerActionSets()
{
auto psteamcontroller = g_pInputSystem->SteamControllerInterface();
if ( !psteamcontroller )
{
return false;
}
bool bGotHandles = true;
for ( int i = 0; i != ARRAYSIZE( g_DigitalMenuActions ); ++i )
{
g_DigitalMenuActions[i].handle = psteamcontroller->GetDigitalActionHandle( g_DigitalMenuActions[i].strName );
bGotHandles = bGotHandles && ( g_DigitalMenuActions[i].handle != 0 );
// Init the button state array
for( int j = 0; j < STEAM_CONTROLLER_MAX_COUNT; j++ )
{
g_DigitalMenuActions[i].bState[j] = false;
}
}
for ( int i = 0; i != ARRAYSIZE( g_GameActionSets ); ++i )
{
g_GameActionSets[i].handle = psteamcontroller->GetActionSetHandle( g_GameActionSets[i].strName );
bGotHandles = bGotHandles && g_GameActionSets[i].handle;
}
return bGotHandles;
}
ConVar sc_debug_sets( "sc_debug_sets", "0", FCVAR_ARCHIVE, "Debugging" );
void CInputSystem::PollSteamControllers( void )
{
// Make sure we've got the appropriate connections to Steam
auto steamcontroller = SteamControllerInterface();
if ( !steamcontroller )
{
return;
}
steamcontroller->RunFrame();
uint64 nControllerHandles[STEAM_CONTROLLER_MAX_COUNT];
m_unNumConnected = steamcontroller->GetConnectedControllers( nControllerHandles );
if ( m_unNumConnected > 0 )
{
if ( !m_bSteamControllerActionsInitialized )
{
// Retry initialization of controller actions if we didn't acquire them all before for some reason.
m_bSteamControllerActionsInitialized = m_bSteamController && InitializeSteamControllerActionSets();
g_pInputSystem->ActivateSteamControllerActionSet( GAME_ACTION_SET_MENUCONTROLS );
}
if ( m_bSteamControllerActionsInitialized )
{
// If we successfully initialized all the actions, and we have a connected controller, then we're considered "active".
m_bSteamControllerActive = true;
// For each digital action
for ( int i = 0; i != ARRAYSIZE( g_DigitalMenuActions ); ++i )
{
SDigitalMenuAction& action = g_DigitalMenuActions[i];
// and for each controller
for ( uint64 j = 0; j < m_unNumConnected; ++j )
{
// Get the action's current state
ControllerDigitalActionData_t data = steamcontroller->GetDigitalActionData( nControllerHandles[j], action.handle );
// We only care if the action is active
if ( data.bActive )
{
action.bAwaitingDebounce[j] = action.bAwaitingDebounce[j] && data.bState;
// If the action's state has changed
if ( data.bState != action.bState[j] )
{
action.bState[j] = data.bState;
// Press the key for the correct controller
ButtonCode_t buttonCode = ButtonCodeToJoystickButtonCode( action.buttonCode, j );
if ( action.bState[j] )
{
if ( !action.bAwaitingDebounce[j] )
{
PostButtonPressedEvent( IE_ButtonPressed, m_nLastSampleTick, buttonCode, buttonCode );
}
}
else
{
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, buttonCode, buttonCode );
}
}
}
}
}
}
}
else
{
// If no controllers are connected, unflag the active state.
m_bSteamControllerActive = false;
}
}
bool CInputSystem::GetRadialMenuStickValues( int nSlot, float &fX, float &fY )
{
fX = m_pRadialMenuStickVal[nSlot][0];
fY = m_pRadialMenuStickVal[nSlot][1];
return true;
}
bool CInputSystem::IsSteamControllerActive( void )
{
return m_bSteamControllerActive;
}
bool CInputSystem::InitializeSteamControllers()
{
m_flLastSteamControllerInput = -FLT_MAX;
auto steamcontroller = SteamControllerInterface();
if ( steamcontroller )
{
if ( !steamcontroller->Init() )
{
return false;
}
}
else
{
return false;
}
for( int i=0; i<STEAM_CONTROLLER_MAX_COUNT; i++ )
{
m_pRadialMenuStickVal[i][0] = 0.0f;
m_pRadialMenuStickVal[i][1] = 0.0f;
}
// We have to account for other joysticks prior to adding steam controllers
// So we get the baseline number here when first initializing
m_nJoystickBaseline = m_nJoystickCount;
if ( steamcontroller )
{
uint64 nControllerHandles[STEAM_CONTROLLER_MAX_COUNT];
m_unNumConnected = steamcontroller->GetConnectedControllers( nControllerHandles );
steamcontroller->RunFrame();
if ( m_unNumConnected > 0 )
{
for ( uint32 i = 0; i < m_unNumConnected; i++ )
{
if ( m_Device[i].m_nJoystickIndex == INVALID_USER_ID )
{
int nJoystickIndex = i;
m_Device[i].m_nJoystickIndex = nJoystickIndex;
m_Device[i].m_nHardwareIndex = i;
}
m_nControllerType[m_Device[i].m_nJoystickIndex] = INPUT_TYPE_STEAMCONTROLLER;
}
}
return true;
}
return false;
}
ControllerActionSetHandle_t CInputSystem::GetActionSetHandle( GameActionSet_t eActionSet )
{
return g_GameActionSets[eActionSet].handle;
}
ControllerActionSetHandle_t CInputSystem::GetActionSetHandle( const char* szActionSet )
{
for ( int i = 0; i != ARRAYSIZE( g_GameActionSets ); ++i )
{
if ( !Q_strcmp( szActionSet, g_GameActionSets[i].strName ) )
{
return g_GameActionSets[i].handle;
}
}
return 0;
}
void CInputSystem::ActivateSteamControllerActionSetForSlot( uint64 nSlot, GameActionSet_t eActionSet )
{
auto steamcontroller = SteamControllerInterface();
bool bChangedActionSet = false;
if ( steamcontroller )
{
if ( nSlot == STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS )
{
for ( int i = 0; i < STEAM_CONTROLLER_MAX_COUNT; i++ )
{
if ( m_currentActionSet[i] != eActionSet )
{
bChangedActionSet = true;
m_currentActionSet[i] = eActionSet;
}
}
steamcontroller->ActivateActionSet( STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS, g_GameActionSets[eActionSet].handle );
}
else
{
uint64 nControllerHandles[STEAM_CONTROLLER_MAX_COUNT];
int unNumConnected = steamcontroller->GetConnectedControllers( nControllerHandles );
if( nSlot < unNumConnected )
{
if ( m_currentActionSet[nSlot] != eActionSet )
{
bChangedActionSet = true;
m_currentActionSet[nSlot] = eActionSet;
}
steamcontroller->ActivateActionSet( nControllerHandles[nSlot], g_GameActionSets[eActionSet].handle );
}
}
}
if ( bChangedActionSet )
{
// If we changed action set, then flag everything for a debounce (meaning we demand to see an unpressed state before we'll register a pressed one)
for ( int i = 0; i < STEAM_CONTROLLER_MAX_COUNT; i++ )
{
for ( int j = 0; j != ARRAYSIZE( g_DigitalMenuActions ); ++j )
{
g_DigitalMenuActions[j].bAwaitingDebounce[i] = true;
}
}
}
}
const int CInputSystem::GetSteamPadDeadZone( ESteamPadAxis axis )
{
int nDeadzone = s_nSteamPadDeadZoneTable[ axis ];
// Do modifications if required here?
return nDeadzone;
}
//-----------------------------------------------------------------------------
// Purpose: Processes data for controller
//-----------------------------------------------------------------------------
void CInputSystem::ReadSteamController( int iIndex )
{
}
//-----------------------------------------------------------------------------
// Purpose: Pulse haptic feedback
//-----------------------------------------------------------------------------
/* void CInputSystem::PulseHapticOnSteamController( uint32 nControllerIndex, ESteamControllerPad ePad, unsigned short durationMicroSec )
{
auto steamcontroller = SteamControllerInterface();
if ( steamcontroller )
{
steamcontroller->TriggerHapticPulse( nControllerIndex, ePad, durationMicroSec );
}
}*/
//-----------------------------------------------------------------------------
// Purpose: Returns the controller State for a particular joystick slot
//-----------------------------------------------------------------------------
bool CInputSystem::GetControllerStateForSlot( int nSlot )
{
return false;
}
int CInputSystem::GetSteamControllerIndexForSlot( int nSlot )
{
for ( int i = 0; i < Q_ARRAYSIZE( m_Device ); i++ )
{
if ( m_Device[i].active && (int)m_Device[i].m_nJoystickIndex == nSlot )
{
return m_Device[i].m_nHardwareIndex;
}
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: Post events, ignoring key repeats
//-----------------------------------------------------------------------------
void CInputSystem::PostKeyEvent( int iIndex, sKey_t sKey, int nSample )
{
// Rework of xbox code here :
AnalogCode_t code = ANALOG_CODE_LAST;
float value = 0.f;
//int nMsgSlot = iIndex;
int nMsgSlot = m_Device[iIndex].m_nJoystickIndex;
int nSampleThreshold = 1;
// Look for changes on the analog axes
switch( sKey )
{
case SK_BUTTON_LPAD_LEFT:
case SK_BUTTON_LPAD_RIGHT:
{
code = (AnalogCode_t)JOYSTICK_AXIS( nMsgSlot, JOY_AXIS_X );
value = ( sKey == SK_BUTTON_LPAD_LEFT ) ? -nSample : nSample;
// Kind of a hack to horizontal values for menu selection items in Portal 2
// The additional 5k helps accidental horizontals in menus.
nSampleThreshold = ( int )( STEAMPAD_DIGITAL_PAD_THRESHOLD ) + 5000;
}
break;
case SK_BUTTON_LPAD_UP:
case SK_BUTTON_LPAD_DOWN:
{
code = (AnalogCode_t)JOYSTICK_AXIS( nMsgSlot, JOY_AXIS_Y );
value = ( sKey == SK_BUTTON_LPAD_UP ) ? -nSample : nSample;
nSampleThreshold = ( int )( STEAMPAD_DIGITAL_PAD_THRESHOLD );
}
break;
case SK_BUTTON_RPAD_LEFT:
case SK_BUTTON_RPAD_RIGHT:
{
code = (AnalogCode_t)JOYSTICK_AXIS( nMsgSlot, JOY_AXIS_U );
value = ( sKey == SK_BUTTON_RPAD_LEFT ) ? -nSample : nSample;
// Kind of a hack to horizontal values for menu selection items in Portal 2
// The additional 5k helps accidental horizontals in menus.
nSampleThreshold = ( int )( STEAMPAD_DIGITAL_PAD_THRESHOLD ) + 5000;;
}
break;
case SK_BUTTON_RPAD_UP:
case SK_BUTTON_RPAD_DOWN:
{
code = (AnalogCode_t)JOYSTICK_AXIS( nMsgSlot, JOY_AXIS_R );
value = ( sKey == SK_BUTTON_RPAD_UP ) ? -nSample : nSample;
nSampleThreshold = ( int )( STEAMPAD_DIGITAL_PAD_THRESHOLD );
}
break;
}
// Store the analog event
if ( ANALOG_CODE_LAST != code )
{
InputState_t &state = m_InputState[ m_bIsPolling ];
state.m_pAnalogDelta[ code ] = ( int )( value - state.m_pAnalogValue[ code ] );
state.m_pAnalogValue[ code ] = ( int )value;
if ( state.m_pAnalogDelta[ code ] != 0 )
{
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, code, ( int )value, state.m_pAnalogDelta[ code ] );
}
}
// store the key
m_Device[iIndex].m_appSKeys[sKey].sample = nSample;
if ( nSample > nSampleThreshold )
{
m_Device[iIndex].m_appSKeys[sKey].repeats++;
}
else
{
m_Device[iIndex].m_appSKeys[sKey].repeats = 0;
nSample = 0;
}
if ( m_Device[iIndex].m_appSKeys[sKey].repeats > 1 )
{
// application cannot handle streaming keys
// first keypress is the only edge trigger
return;
}
// package the key
ButtonCode_t buttonCode = SKeyToButtonCode( nMsgSlot, sKey );
if ( nSample )
{
PostButtonPressedEvent( IE_ButtonPressed, m_nLastSampleTick, buttonCode, buttonCode );
}
else
{
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, buttonCode, buttonCode );
}
}
// Gets the action origin (i.e. which physical input) maps to the given virtual button for the given action set
EControllerActionOrigin CInputSystem::GetSteamControllerActionOrigin( const char* action, GameActionSet_t action_set )
{
auto pSC = SteamControllerInterface();
if ( pSC )
{
ControllerHandle_t hConnected[STEAM_CONTROLLER_MAX_COUNT];
auto nConnected = pSC->GetConnectedControllers( hConnected );
if ( nConnected == 0 )
{
return k_EControllerActionOrigin_None;
}
SGameActionSet* pActionSet = nullptr;
for ( int i = 0; i < ARRAYSIZE( g_GameActionSets ); i++ )
{
if ( g_GameActionSets[i].eGameActionSet == action_set )
{
pActionSet = &g_GameActionSets[i];
break;
}
}
if ( pActionSet )
{
auto actionHandle = pSC->GetDigitalActionHandle( action );
EControllerActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS];
int nOrigins = pSC->GetDigitalActionOrigins( hConnected[0], pActionSet->handle, actionHandle, origins );
if ( nOrigins > 0 )
{
return origins[0];
}
}
}
return k_EControllerActionOrigin_None;
}
// Gets the action origin (i.e. which physical input) maps to the given virtual button for the given action set
EControllerActionOrigin CInputSystem::GetSteamControllerActionOrigin( const char* action, ControllerActionSetHandle_t action_set_handle )
{
auto pSC = SteamControllerInterface();
if ( pSC && action_set_handle )
{
ControllerHandle_t hConnected[STEAM_CONTROLLER_MAX_COUNT];
auto nConnected = pSC->GetConnectedControllers( hConnected );
if ( nConnected == 0 )
{
return k_EControllerActionOrigin_None;
}
auto actionHandle = pSC->GetDigitalActionHandle( action );
EControllerActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS];
int nOrigins = pSC->GetDigitalActionOrigins( hConnected[0], action_set_handle, actionHandle, origins );
if ( nOrigins > 0 )
{
return origins[0];
}
}
return k_EControllerActionOrigin_None;
}
// Maps a Steam Controller action origin to a string (consisting of a single character) in our SC icon font
const wchar_t* CInputSystem::GetSteamControllerFontCharacterForActionOrigin( EControllerActionOrigin origin )
{
if ( origin >= 0 && origin < ARRAYSIZE( g_MapSteamControllerOriginToIconFont ) )
{
return g_MapSteamControllerOriginToIconFont[origin];
}
else
{
return L"";
}
}
// Maps a Steam Controller action origin to a short text string (e.g. "X", "LB", "LDOWN") describing the control.
// Prefer to actually use the icon font wherever possible.
const wchar_t* CInputSystem::GetSteamControllerDescriptionForActionOrigin( EControllerActionOrigin origin )
{
if ( origin >= 0 && origin < ARRAYSIZE( g_MapSteamControllerOriginToDescription ) )
{
return g_MapSteamControllerOriginToDescription[origin];
}
else
{
return L"";
}
}