Team Fortress 2 Source Code as on 22/4/2020
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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
#define STEAM_CONTROLLER_MAX_DIGITAL_ACTIONS 32
#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,
k_EControllerSource_Gyro
};
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,
k_EControllerSourceMode_TouchMenu
};
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;
// Pump callback/callresult events
// Note: SteamAPI_RunCallbacks will do this for you, so you should never need to call this directly.
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;
virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0;
// Trigger a haptic pulse on a controller
virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
};
#define STEAMCONTROLLER_INTERFACE_VERSION "SteamController003"
#endif // ISTEAMCONTROLLER_H