137 lines
4.0 KiB
C++
137 lines
4.0 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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// callbacks
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#if defined(VALVE_CALLBACK_PACK_SMALL)
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#pragma pack(push, 4)
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#elif defined(VALVE_CALLBACK_PACK_LARGE)
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#pragma pack(push, 8)
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#else
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#error isteamclient.h must be included
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#endif
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#define MAX_STEAM_CONTROLLERS 16
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#pragma pack(pop)
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#define STEAM_RIGHT_TRIGGER_MASK 0x0000001
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#define STEAM_LEFT_TRIGGER_MASK 0x0000002
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#define STEAM_RIGHT_BUMPER_MASK 0x0000004
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#define STEAM_LEFT_BUMPER_MASK 0x0000008
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#define STEAM_BUTTON_0_MASK 0x0000010
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#define STEAM_BUTTON_1_MASK 0x0000020
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#define STEAM_BUTTON_2_MASK 0x0000040
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#define STEAM_BUTTON_3_MASK 0x0000080
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#define STEAM_TOUCH_0_MASK 0x0000100
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#define STEAM_TOUCH_1_MASK 0x0000200
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#define STEAM_TOUCH_2_MASK 0x0000400
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#define STEAM_TOUCH_3_MASK 0x0000800
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#define STEAM_BUTTON_MENU_MASK 0x0001000
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#define STEAM_BUTTON_STEAM_MASK 0x0002000
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#define STEAM_BUTTON_ESCAPE_MASK 0x0004000
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#define STEAM_BUTTON_BACK_LEFT_MASK 0x0008000
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#define STEAM_BUTTON_BACK_RIGHT_MASK 0x0010000
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#define STEAM_BUTTON_LEFTPAD_CLICKED_MASK 0x0020000
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#define STEAM_BUTTON_RIGHTPAD_CLICKED_MASK 0x0040000
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#define STEAM_LEFTPAD_FINGERDOWN_MASK 0x0080000
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#define STEAM_RIGHTPAD_FINGERDOWN_MASK 0x0100000
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#define STEAM_JOYSTICK_BUTTON_MASK 0x0400000
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#pragma pack(push, 1)
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struct SteamControllerState001_t {
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// If packet num matches that on your prior call, then the controller state
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// hasn't been changed since your last call and there is no need to process
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// 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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};
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#pragma pack(pop)
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#define SteamControllerState_t SteamControllerState001_t
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enum ESteamControllerPad {
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k_ESteamControllerPad_Left,
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k_ESteamControllerPad_Right
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};
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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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public:
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//
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// Native controller support API
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//
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// Must call init and shutdown when starting/ending use of the interface
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virtual bool Init(const char *pchAbsolutePathToControllerConfigVDF) = 0;
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virtual bool Shutdown() = 0;
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// Pump callback/callresult events, SteamAPI_RunCallbacks will do this for
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// you, normally never need to call directly.
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virtual void RunFrame() = 0;
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// Get the state of the specified controller, returns false if that
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// controller is not connected
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virtual bool GetControllerState(uint32 unControllerIndex,
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SteamControllerState_t *pState) = 0;
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// Trigger a haptic pulse on the controller
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virtual void TriggerHapticPulse(uint32 unControllerIndex,
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ESteamControllerPad eTargetPad,
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unsigned short usDurationMicroSec) = 0;
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// Set the override mode which is used to choose to use different
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// base/legacy bindings from your config file
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virtual void SetOverrideMode(const char *pchMode) = 0;
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};
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#define STEAMCONTROLLER_INTERFACE_VERSION "STEAMCONTROLLER_INTERFACE_VERSION"
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// callbacks
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#if defined(VALVE_CALLBACK_PACK_SMALL)
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#pragma pack(push, 4)
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#elif defined(VALVE_CALLBACK_PACK_LARGE)
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#pragma pack(push, 8)
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#else
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#error isteamclient.h must be included
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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/*
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struct ControllerCallback_t
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{
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enum { k_iCallback = k_iSteamControllerCallbacks + 1 };
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};
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*/
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#pragma pack(pop)
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#endif // ISTEAMCONTROLLER_H
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