#ifndef ISTEAMCONTROLLER007_H #define ISTEAMCONTROLLER007_H #ifdef STEAM_WIN32 #pragma once #endif class ISteamController007 { public: // Init and Shutdown must be called when starting/ending use of this interface virtual bool Init() = 0; virtual bool Shutdown() = 0; // 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. This must // be called from somewhere before GetConnectedControllers will return any handles 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( STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_COUNT, Receives list of connected controllers ) ControllerHandle_t *handlesOut ) = 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; // ACTION SET LAYERS virtual void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0; virtual void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0; virtual void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) = 0; // Enumerate currently active layers // handlesOut should point to a STEAM_CONTROLLER_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles. // Returns the number of handles written to handlesOut virtual int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ACTIVE_LAYERS, Receives list of active layers ) ControllerActionSetHandle_t *handlesOut ) = 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. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of aciton origins ) 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. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of action origins ) EControllerActionOrigin *originsOut ) = 0; // Get a local path to art for on-screen glyph for a particular origin - this call is cheap virtual const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) = 0; // Returns a localized string (from Steam's language setting) for the specified origin - this call is serialized virtual const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) = 0; virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0; // Returns raw motion data from the specified controller virtual ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) = 0; //----------------------------------------------------------------------------- // OUTPUTS //----------------------------------------------------------------------------- // Trigger a haptic pulse on a controller virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; // Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. // nFlags is currently unused and reserved for future use. virtual void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; // Trigger a vibration event on supported controllers. virtual void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0; // Set the controller LED color on supported controllers. virtual void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; //----------------------------------------------------------------------------- // Utility functions availible without using the rest of Steam Input API //----------------------------------------------------------------------------- // Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode // If the user is not in Big Picture Mode it will open up the binding in a new window virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0; // Returns the input type for a particular handle virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0; // Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions // to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input virtual ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) = 0; // Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index virtual int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) = 0; // Returns a localized string (from Steam's language setting) for the specified Xbox controller origin. virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0; // Get a local path to art for on-screen glyph for a particular Xbox controller origin. virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0; // Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for // non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration virtual EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) = 0; // Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EControllerActionOrigin_None virtual EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) = 0; // Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device virtual bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) = 0; }; #endif //ISTEAMCONTROLLER007_H