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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software ; you can redistribute it and / or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation ; either
version 3 of the License , or ( at your option ) any later version .
The Goldberg Emulator is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
Lesser General Public License for more details .
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator ; if not , see
< http : //www.gnu.org/licenses/>. */
# include "base.h"
class Steam_Controller :
public ISteamController001 ,
public ISteamController003 ,
public ISteamController004 ,
public ISteamController005 ,
public ISteamController006 ,
public ISteamController ,
public ISteamInput
{
public :
// Init and Shutdown must be called when starting/ending use of this interface
bool Init ( )
{
PRINT_DEBUG ( " Steam_Controller::Init() \n " ) ;
return true ;
}
bool Init ( const char * pchAbsolutePathToControllerConfigVDF )
{
PRINT_DEBUG ( " Steam_Controller::Init() old \n " ) ;
return Init ( ) ;
}
bool Shutdown ( )
{
PRINT_DEBUG ( " Steam_Controller::Shutdown() \n " ) ;
return true ;
}
void SetOverrideMode ( const char * pchMode )
{
PRINT_DEBUG ( " Steam_Controller::SetOverrideMode \n " ) ;
}
// Synchronize API state with the latest Steam Controller inputs available. This
// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
// possible latency, you call this directly before reading controller state.
void RunFrame ( )
{
PRINT_DEBUG ( " Steam_Controller::RunFrame() \n " ) ;
}
bool GetControllerState ( uint32 unControllerIndex , SteamControllerState001_t * pState )
{
PRINT_DEBUG ( " Steam_Controller::GetControllerState() \n " ) ;
return false ;
}
// 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
int GetConnectedControllers ( ControllerHandle_t * handlesOut )
{
PRINT_DEBUG ( " GetConnectedControllers \n " ) ;
return 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
bool ShowBindingPanel ( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG ( " ShowBindingPanel \n " ) ;
return false ;
}
// 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.
ControllerActionSetHandle_t GetActionSetHandle ( const char * pszActionSetName )
{
PRINT_DEBUG ( " GetActionSetHandle %s \n " , pszActionSetName ) ;
return 124 ;
}
// 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.
void ActivateActionSet ( ControllerHandle_t controllerHandle , ControllerActionSetHandle_t actionSetHandle )
{
PRINT_DEBUG ( " ActivateActionSet \n " ) ;
}
ControllerActionSetHandle_t GetCurrentActionSet ( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG ( " GetCurrentActionSet \n " ) ;
return 124 ;
}
void ActivateActionSetLayer ( ControllerHandle_t controllerHandle , ControllerActionSetHandle_t actionSetLayerHandle )
{
PRINT_DEBUG ( " ActivateActionSetLayer \n " ) ;
}
void DeactivateActionSetLayer ( ControllerHandle_t controllerHandle , ControllerActionSetHandle_t actionSetLayerHandle )
{
PRINT_DEBUG ( " DeactivateActionSetLayer \n " ) ;
}
void DeactivateAllActionSetLayers ( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG ( " DeactivateAllActionSetLayers \n " ) ;
}
int GetActiveActionSetLayers ( ControllerHandle_t controllerHandle , ControllerActionSetHandle_t * handlesOut )
{
PRINT_DEBUG ( " GetActiveActionSetLayers \n " ) ;
return 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.
ControllerDigitalActionHandle_t GetDigitalActionHandle ( const char * pszActionName )
{
PRINT_DEBUG ( " GetDigitalActionHandle %s \n " , pszActionName ) ;
return 123 ;
}
// Returns the current state of the supplied digital game action
ControllerDigitalActionData_t GetDigitalActionData ( ControllerHandle_t controllerHandle , ControllerDigitalActionHandle_t digitalActionHandle )
{
PRINT_DEBUG ( " GetDigitalActionData \n " ) ;
ControllerDigitalActionData_t digitalData ;
digitalData . bActive = false ;
return digitalData ;
}
// 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
int GetDigitalActionOrigins ( ControllerHandle_t controllerHandle , ControllerActionSetHandle_t actionSetHandle , ControllerDigitalActionHandle_t digitalActionHandle , EControllerActionOrigin * originsOut )
{
PRINT_DEBUG ( " GetDigitalActionOrigins \n " ) ;
return 0 ;
}
int GetDigitalActionOrigins ( InputHandle_t inputHandle , InputActionSetHandle_t actionSetHandle , InputDigitalActionHandle_t digitalActionHandle , EInputActionOrigin * originsOut )
{
PRINT_DEBUG ( " GetDigitalActionOrigins steaminput \n " ) ;
return 0 ;
}
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
ControllerAnalogActionHandle_t GetAnalogActionHandle ( const char * pszActionName )
{
PRINT_DEBUG ( " GetAnalogActionHandle %s \n " , pszActionName ) ;
return 125 ;
}
// Returns the current state of these supplied analog game action
ControllerAnalogActionData_t GetAnalogActionData ( ControllerHandle_t controllerHandle , ControllerAnalogActionHandle_t analogActionHandle )
{
PRINT_DEBUG ( " GetAnalogActionData \n " ) ;
ControllerAnalogActionData_t data ;
data . eMode = k_EInputSourceMode_None ;
data . x = data . y = 0 ;
data . bActive = false ;
return data ;
}
// 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
int GetAnalogActionOrigins ( ControllerHandle_t controllerHandle , ControllerActionSetHandle_t actionSetHandle , ControllerAnalogActionHandle_t analogActionHandle , EControllerActionOrigin * originsOut )
{
PRINT_DEBUG ( " GetAnalogActionOrigins \n " ) ;
return 0 ;
}
int GetAnalogActionOrigins ( InputHandle_t inputHandle , InputActionSetHandle_t actionSetHandle , InputAnalogActionHandle_t analogActionHandle , EInputActionOrigin * originsOut )
{
PRINT_DEBUG ( " GetAnalogActionOrigins steaminput \n " ) ;
return 0 ;
}
void StopAnalogActionMomentum ( ControllerHandle_t controllerHandle , ControllerAnalogActionHandle_t eAction )
{
PRINT_DEBUG ( " StopAnalogActionMomentum \n " ) ;
}
// Trigger a haptic pulse on a controller
void TriggerHapticPulse ( ControllerHandle_t controllerHandle , ESteamControllerPad eTargetPad , unsigned short usDurationMicroSec )
{
PRINT_DEBUG ( " TriggerHapticPulse \n " ) ;
}
void TriggerHapticPulse ( uint32 unControllerIndex , ESteamControllerPad eTargetPad , unsigned short usDurationMicroSec )
{
PRINT_DEBUG ( " TriggerHapticPulse old \n " ) ;
TriggerHapticPulse ( unControllerIndex , eTargetPad , usDurationMicroSec ) ;
}
// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
// nFlags is currently unused and reserved for future use.
void TriggerRepeatedHapticPulse ( ControllerHandle_t controllerHandle , ESteamControllerPad eTargetPad , unsigned short usDurationMicroSec , unsigned short usOffMicroSec , unsigned short unRepeat , unsigned int nFlags )
{
PRINT_DEBUG ( " TriggerRepeatedHapticPulse \n " ) ;
}
// Tigger a vibration event on supported controllers.
void TriggerVibration ( ControllerHandle_t controllerHandle , unsigned short usLeftSpeed , unsigned short usRightSpeed )
{
PRINT_DEBUG ( " TriggerVibration \n " ) ;
}
// Set the controller LED color on supported controllers.
void SetLEDColor ( ControllerHandle_t controllerHandle , uint8 nColorR , uint8 nColorG , uint8 nColorB , unsigned int nFlags )
{
PRINT_DEBUG ( " SetLEDColor \n " ) ;
}
// Returns the associated gamepad index for the specified controller, if emulating a gamepad
int GetGamepadIndexForController ( ControllerHandle_t ulControllerHandle )
{
PRINT_DEBUG ( " GetGamepadIndexForController \n " ) ;
return 0 ;
}
// Returns the associated controller handle for the specified emulated gamepad
ControllerHandle_t GetControllerForGamepadIndex ( int nIndex )
{
PRINT_DEBUG ( " GetControllerForGamepadIndex \n " ) ;
return 0 ;
}
// Returns raw motion data from the specified controller
ControllerMotionData_t GetMotionData ( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG ( " GetMotionData \n " ) ;
ControllerMotionData_t data = { } ;
return data ;
}
// Attempt to display origins of given action in the controller HUD, for the currently active action set
// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
bool ShowDigitalActionOrigins ( ControllerHandle_t controllerHandle , ControllerDigitalActionHandle_t digitalActionHandle , float flScale , float flXPosition , float flYPosition )
{
PRINT_DEBUG ( " ShowDigitalActionOrigins \n " ) ;
return true ;
}
bool ShowAnalogActionOrigins ( ControllerHandle_t controllerHandle , ControllerAnalogActionHandle_t analogActionHandle , float flScale , float flXPosition , float flYPosition )
{
PRINT_DEBUG ( " ShowAnalogActionOrigins \n " ) ;
return true ;
}
// Returns a localized string (from Steam's language setting) for the specified origin
const char * GetStringForActionOrigin ( EControllerActionOrigin eOrigin )
{
PRINT_DEBUG ( " GetStringForActionOrigin \n " ) ;
return " Button String " ;
}
const char * GetStringForActionOrigin ( EInputActionOrigin eOrigin )
{
PRINT_DEBUG ( " GetStringForActionOrigin steaminput \n " ) ;
return " Button String " ;
}
// Get a local path to art for on-screen glyph for a particular origin
const char * GetGlyphForActionOrigin ( EControllerActionOrigin eOrigin )
{
PRINT_DEBUG ( " GetGlyphForActionOrigin \n " ) ;
return " " ;
}
const char * GetGlyphForActionOrigin ( EInputActionOrigin eOrigin )
{
PRINT_DEBUG ( " GetGlyphForActionOrigin steaminput \n " ) ;
return " " ;
}
// Returns the input type for a particular handle
ESteamInputType GetInputTypeForHandle ( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG ( " GetInputTypeForHandle \n " ) ;
return k_ESteamInputType_Unknown ;
}
const char * GetStringForXboxOrigin ( EXboxOrigin eOrigin )
{
PRINT_DEBUG ( " GetStringForXboxOrigin \n " ) ;
return " " ;
}
const char * GetGlyphForXboxOrigin ( EXboxOrigin eOrigin )
{
PRINT_DEBUG ( " GetGlyphForXboxOrigin \n " ) ;
return " " ;
}
EControllerActionOrigin GetActionOriginFromXboxOrigin_ ( ControllerHandle_t controllerHandle , EXboxOrigin eOrigin )
{
PRINT_DEBUG ( " GetActionOriginFromXboxOrigin \n " ) ;
return k_EControllerActionOrigin_None ;
}
EInputActionOrigin GetActionOriginFromXboxOrigin ( InputHandle_t inputHandle , EXboxOrigin eOrigin )
{
PRINT_DEBUG ( " GetActionOriginFromXboxOrigin steaminput \n " ) ;
return k_EInputActionOrigin_None ;
}
EControllerActionOrigin TranslateActionOrigin ( ESteamInputType eDestinationInputType , EControllerActionOrigin eSourceOrigin )
{
PRINT_DEBUG ( " TranslateActionOrigin \n " ) ;
return k_EControllerActionOrigin_None ;
}
EInputActionOrigin TranslateActionOrigin ( ESteamInputType eDestinationInputType , EInputActionOrigin eSourceOrigin )
{
PRINT_DEBUG ( " TranslateActionOrigin steaminput \n " ) ;
return k_EInputActionOrigin_None ;
}
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bool GetControllerBindingRevision ( ControllerHandle_t controllerHandle , int * pMajor , int * pMinor )
{
PRINT_DEBUG ( " GetControllerBindingRevision \n " ) ;
return false ;
}
bool GetDeviceBindingRevision ( InputHandle_t inputHandle , int * pMajor , int * pMinor )
{
PRINT_DEBUG ( " GetDeviceBindingRevision \n " ) ;
return false ;
}
uint32 GetRemotePlaySessionID ( InputHandle_t inputHandle )
{
PRINT_DEBUG ( " GetRemotePlaySessionID \n " ) ;
return 0 ;
}
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} ;