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goldberg_emulator/dll/steam_controller.h

691 lines
26 KiB
C++

/* 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"
#include "../controller/gamepad.h"
#include <cctype>
struct Controller_Map {
std::map<ControllerDigitalActionHandle_t, std::set<int>> active_digital;
std::map<ControllerAnalogActionHandle_t, std::pair<std::set<int>, enum EInputSourceMode>> active_analog;
};
struct Controller_Action {
ControllerHandle_t controller_handle;
struct Controller_Map active_map;
ControllerDigitalActionHandle_t active_set;
Controller_Action(ControllerHandle_t controller_handle) {
this->controller_handle = controller_handle;
}
void activate_action_set(ControllerDigitalActionHandle_t active_set, std::map<ControllerActionSetHandle_t, struct Controller_Map> &controller_maps) {
auto map = controller_maps.find(active_set);
if (map == controller_maps.end()) return;
this->active_set = active_set;
this->active_map = map->second;
}
std::set<int> button_id(ControllerDigitalActionHandle_t handle) {
auto a = active_map.active_digital.find(handle);
if (a == active_map.active_digital.end()) return {};
return a->second;
}
std::pair<std::set<int>, enum EInputSourceMode> analog_id(ControllerAnalogActionHandle_t handle) {
auto a = active_map.active_analog.find(handle);
if (a == active_map.active_analog.end()) return std::pair<std::set<int>, enum EInputSourceMode>({}, k_EInputSourceMode_None);
return a->second;
}
};
enum EXTRA_GAMEPAD_BUTTONS {
BUTTON_LTRIGGER = BUTTON_COUNT + 1,
BUTTON_RTRIGGER = BUTTON_COUNT + 2,
BUTTON_STICK_LEFT_UP = BUTTON_COUNT + 3,
BUTTON_STICK_LEFT_DOWN = BUTTON_COUNT + 4,
BUTTON_STICK_LEFT_LEFT = BUTTON_COUNT + 5,
BUTTON_STICK_LEFT_RIGHT = BUTTON_COUNT + 6,
BUTTON_STICK_RIGHT_UP = BUTTON_COUNT + 7,
BUTTON_STICK_RIGHT_DOWN = BUTTON_COUNT + 8,
BUTTON_STICK_RIGHT_LEFT = BUTTON_COUNT + 9,
BUTTON_STICK_RIGHT_RIGHT = BUTTON_COUNT + 10,
};
class Steam_Controller :
public ISteamController001,
public ISteamController003,
public ISteamController004,
public ISteamController005,
public ISteamController006,
public ISteamController,
public ISteamInput
{
class Settings *settings;
class SteamCallResults *callback_results;
class SteamCallBacks *callbacks;
class RunEveryRunCB *run_every_runcb;
std::map<std::string, int> button_strings = {
{"DUP", BUTTON_DPAD_UP},
{"DDOWN", BUTTON_DPAD_DOWN},
{"DLEFT", BUTTON_DPAD_LEFT},
{"DRIGHT", BUTTON_DPAD_RIGHT},
{"START", BUTTON_START},
{"BACK", BUTTON_BACK},
{"LSTICK", BUTTON_LEFT_THUMB},
{"RSTICK", BUTTON_RIGHT_THUMB},
{"LBUMPER", BUTTON_LEFT_SHOULDER},
{"RBUMPER", BUTTON_RIGHT_SHOULDER},
{"A", BUTTON_A},
{"B", BUTTON_B},
{"X", BUTTON_X},
{"Y", BUTTON_Y},
{"DLTRIGGER", BUTTON_LTRIGGER},
{"DRTRIGGER", BUTTON_RTRIGGER},
{"DLJOYUP", BUTTON_STICK_LEFT_UP},
{"DLJOYDOWN", BUTTON_STICK_LEFT_DOWN},
{"DLJOYLEFT", BUTTON_STICK_LEFT_LEFT},
{"DLJOYRIGHT", BUTTON_STICK_LEFT_RIGHT},
{"DRJOYUP", BUTTON_STICK_RIGHT_UP},
{"DRJOYDOWN", BUTTON_STICK_RIGHT_DOWN},
{"DRJOYLEFT", BUTTON_STICK_RIGHT_LEFT},
{"DRJOYRIGHT", BUTTON_STICK_RIGHT_RIGHT},
};
std::map<std::string, int> analog_strings = {
{"LTRIGGER", TRIGGER_LEFT},
{"RTRIGGER", TRIGGER_RIGHT},
{"LJOY", STICK_LEFT + 10},
{"RJOY", STICK_RIGHT + 10},
};
std::map<std::string, enum EInputSourceMode> analog_input_modes = {
{"joystick_move", k_EInputSourceMode_JoystickMove},
{"joystick_camera", k_EInputSourceMode_JoystickCamera},
{"trigger", k_EInputSourceMode_Trigger},
};
std::map<std::string, ControllerActionSetHandle_t> action_handles;
std::map<std::string, ControllerDigitalActionHandle_t> digital_action_handles;
std::map<std::string, ControllerAnalogActionHandle_t> analog_action_handles;
std::map<ControllerActionSetHandle_t, struct Controller_Map> controller_maps;
std::map<ControllerHandle_t, struct Controller_Action> controllers;
bool disabled;
void set_handles(std::map<std::string, std::map<std::string, std::pair<std::set<std::string>, std::string>>> action_sets) {
uint64 handle_num = 1;
for (auto & set : action_sets) {
ControllerActionSetHandle_t action_handle_num = handle_num;
++handle_num;
action_handles[set.first] = action_handle_num;
for (auto & config_key : set.second) {
uint64 current_handle_num = handle_num;
++handle_num;
for (auto & button_string : config_key.second.first) {
auto digital = button_strings.find(button_string);
if (digital != button_strings.end()) {
ControllerDigitalActionHandle_t digital_handle_num = current_handle_num;
digital_action_handles[config_key.first] = digital_handle_num;
controller_maps[action_handle_num].active_digital[digital_handle_num].insert(digital->second);
} else {
auto analog = analog_strings.find(button_string);
if (analog != analog_strings.end()) {
ControllerAnalogActionHandle_t analog_handle_num = current_handle_num;
enum EInputSourceMode source_mode;
if (analog->second == TRIGGER_LEFT || analog->second == TRIGGER_RIGHT) {
source_mode = k_EInputSourceMode_Trigger;
} else {
source_mode = k_EInputSourceMode_JoystickMove;
}
auto input_mode = analog_input_modes.find(config_key.second.second);
if (input_mode != analog_input_modes.end()) {
source_mode = input_mode->second;
}
analog_action_handles[config_key.first] = analog_handle_num;
controller_maps[action_handle_num].active_analog[analog_handle_num].first.insert(analog->second);
controller_maps[action_handle_num].active_analog[analog_handle_num].second = source_mode;
} else {
PRINT_DEBUG("Did not recognize controller button %s\n", button_string.c_str());
continue;
}
}
}
}
}
}
public:
static void steam_run_every_runcb(void *object)
{
PRINT_DEBUG("steam_controller_run_every_runcb\n");
Steam_Controller *steam_controller = (Steam_Controller *)object;
steam_controller->RunCallbacks();
}
Steam_Controller(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
{
this->settings = settings;
this->run_every_runcb = run_every_runcb;
this->run_every_runcb->add(&Steam_Controller::steam_run_every_runcb, this);
this->callback_results = callback_results;
this->callbacks = callbacks;
set_handles(settings->controller_settings.action_sets);
disabled = !action_handles.size();
}
~Steam_Controller()
{
//TODO rm network callbacks
this->run_every_runcb->remove(&Steam_Controller::steam_run_every_runcb, this);
}
// Init and Shutdown must be called when starting/ending use of this interface
bool Init()
{
PRINT_DEBUG("Steam_Controller::Init()\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (disabled) {
return true;
}
GamepadInit();
GamepadUpdate();
for (int i = 1; i < 5; ++i) {
controllers.insert(std::pair<ControllerHandle_t, struct Controller_Action>(i, Controller_Action(i)));
}
return true;
}
bool Init( const char *pchAbsolutePathToControllerConfigVDF )
{
PRINT_DEBUG("Steam_Controller::Init() old\n");
return Init();
}
bool Shutdown()
{
PRINT_DEBUG("Steam_Controller::Shutdown()\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (disabled) {
return true;
}
GamepadShutdown();
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");
if (disabled) {
return;
}
GamepadUpdate();
}
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("Steam_Controller::GetConnectedControllers\n");
if (!handlesOut) return 0;
if (disabled) {
return 0;
}
int count = 0;
if (GamepadIsConnected(GAMEPAD_0)) {*handlesOut = GAMEPAD_0 + 1; ++handlesOut; ++count;};
if (GamepadIsConnected(GAMEPAD_1)) {*handlesOut = GAMEPAD_1 + 1; ++handlesOut; ++count;};
if (GamepadIsConnected(GAMEPAD_2)) {*handlesOut = GAMEPAD_2 + 1; ++handlesOut; ++count;};
if (GamepadIsConnected(GAMEPAD_3)) {*handlesOut = GAMEPAD_3 + 1; ++handlesOut; ++count;};
PRINT_DEBUG("returned %i connected controllers\n", count);
return count;
}
// 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("Steam_Controller::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("Steam_Controller::GetActionSetHandle %s\n", pszActionSetName);
if (!pszActionSetName) return 0;
std::string upper_action_name(pszActionSetName);
std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); });
auto set_handle = action_handles.find(upper_action_name);
if (set_handle == action_handles.end()) return 0;
return set_handle->second;
}
// 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("Steam_Controller::ActivateActionSet %llu %llu\n", controllerHandle, actionSetHandle);
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return;
controller->second.activate_action_set(actionSetHandle, controller_maps);
}
ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("Steam_Controller::GetCurrentActionSet %llu\n", controllerHandle);
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return 0;
return controller->second.active_set;
}
void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
{
PRINT_DEBUG("Steam_Controller::ActivateActionSetLayer\n");
}
void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
{
PRINT_DEBUG("Steam_Controller::DeactivateActionSetLayer\n");
}
void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("Steam_Controller::DeactivateAllActionSetLayers\n");
}
int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut )
{
PRINT_DEBUG("Steam_Controller::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("Steam_Controller::GetDigitalActionHandle %s\n", pszActionName);
if (!pszActionName) return 0;
std::string upper_action_name(pszActionName);
std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); });
auto handle = digital_action_handles.find(upper_action_name);
if (handle == digital_action_handles.end()) return 0;
return handle->second;
}
// Returns the current state of the supplied digital game action
ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle )
{
PRINT_DEBUG("Steam_Controller::GetDigitalActionData %llu %llu\n", controllerHandle, digitalActionHandle);
ControllerDigitalActionData_t digitalData;
digitalData.bActive = false;
digitalData.bState = false;
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return digitalData;
std::set<int> buttons = controller->second.button_id(digitalActionHandle);
if (!buttons.size()) return digitalData;
digitalData.bActive = true;
GAMEPAD_DEVICE device = (GAMEPAD_DEVICE)(controllerHandle - 1);
for (auto button : buttons) {
bool pressed = false;
if (button < BUTTON_COUNT) {
pressed = GamepadButtonDown(device, (GAMEPAD_BUTTON)button);
} else {
switch (button) {
case BUTTON_LTRIGGER:
pressed = GamepadTriggerLength(device, TRIGGER_LEFT) > 0.8;
break;
case BUTTON_RTRIGGER:
pressed = GamepadTriggerLength(device, TRIGGER_RIGHT) > 0.8;
break;
case BUTTON_STICK_LEFT_UP:
case BUTTON_STICK_LEFT_DOWN:
case BUTTON_STICK_LEFT_LEFT:
case BUTTON_STICK_LEFT_RIGHT:
pressed = GamepadStickLength(device, STICK_LEFT) > 0.1 &&
((int)GamepadStickDir(device, STICK_LEFT) == ((button - BUTTON_STICK_LEFT_UP) + 1));
break;
case BUTTON_STICK_RIGHT_UP:
case BUTTON_STICK_RIGHT_DOWN:
case BUTTON_STICK_RIGHT_LEFT:
case BUTTON_STICK_RIGHT_RIGHT:
pressed = GamepadStickLength(device, STICK_RIGHT) > 0.1 &&
((int)GamepadStickDir(device, STICK_RIGHT) == ((button - BUTTON_STICK_RIGHT_UP) + 1));
break;
default:
break;
}
}
if (pressed) {
digitalData.bState = true;
break;
}
}
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("Steam_Controller::GetDigitalActionOrigins\n");
return 0;
}
int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut )
{
PRINT_DEBUG("Steam_Controller::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("Steam_Controller::GetAnalogActionHandle %s\n", pszActionName);
if (!pszActionName) return 0;
std::string upper_action_name(pszActionName);
std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); });
auto handle = analog_action_handles.find(upper_action_name);
if (handle == analog_action_handles.end()) return 0;
return handle->second;
}
// Returns the current state of these supplied analog game action
ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle )
{
PRINT_DEBUG("Steam_Controller::GetAnalogActionData %llu %llu\n", controllerHandle, analogActionHandle);
ControllerAnalogActionData_t data;
data.eMode = k_EInputSourceMode_None;
data.x = data.y = 0;
data.bActive = false;
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return data;
auto analog = controller->second.analog_id(analogActionHandle);
if (!analog.first.size()) return data;
data.bActive = true;
data.eMode = analog.second;
for (auto a : analog.first) {
if (a >= 10) {
int joystick_id = a - 10;
GamepadStickNormXY((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id, &data.x, &data.y);
} else {
data.x = GamepadTriggerLength((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_TRIGGER) a);
}
}
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("Steam_Controller::GetAnalogActionOrigins\n");
return 0;
}
int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut )
{
PRINT_DEBUG("Steam_Controller::GetAnalogActionOrigins steaminput\n");
return 0;
}
void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction )
{
PRINT_DEBUG("Steam_Controller::StopAnalogActionMomentum\n");
}
// Trigger a haptic pulse on a controller
void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
{
PRINT_DEBUG("Steam_Controller::TriggerHapticPulse\n");
}
void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
{
PRINT_DEBUG("Steam_Controller::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("Steam_Controller::TriggerRepeatedHapticPulse\n");
}
// Tigger a vibration event on supported controllers.
void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed )
{
PRINT_DEBUG("Steam_Controller::TriggerVibration %hu %hu\n", usLeftSpeed, usRightSpeed);
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return;
GamepadSetRumble((GAMEPAD_DEVICE)(controllerHandle - 1), ((double)usLeftSpeed) / 65535.0, ((double)usRightSpeed) / 65535.0);
}
// Set the controller LED color on supported controllers.
void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
{
PRINT_DEBUG("Steam_Controller::SetLEDColor\n");
}
// Returns the associated gamepad index for the specified controller, if emulating a gamepad
int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
{
PRINT_DEBUG("Steam_Controller::GetGamepadIndexForController\n");
return 0;
}
// Returns the associated controller handle for the specified emulated gamepad
ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
{
PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex\n");
return 0;
}
// Returns raw motion data from the specified controller
ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("Steam_Controller::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("Steam_Controller::ShowDigitalActionOrigins\n");
return true;
}
bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition )
{
PRINT_DEBUG("Steam_Controller::ShowAnalogActionOrigins\n");
return true;
}
// Returns a localized string (from Steam's language setting) for the specified origin
const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetStringForActionOrigin\n");
return "Button String";
}
const char *GetStringForActionOrigin( EInputActionOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::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("Steam_Controller::GetGlyphForActionOrigin\n");
return "";
}
const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin steaminput\n");
return "";
}
// Returns the input type for a particular handle
ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle\n");
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return k_ESteamInputType_Unknown;
return k_ESteamInputType_XBox360Controller;
}
const char *GetStringForXboxOrigin( EXboxOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetStringForXboxOrigin\n");
return "";
}
const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetGlyphForXboxOrigin\n");
return "";
}
EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetActionOriginFromXboxOrigin\n");
return k_EControllerActionOrigin_None;
}
EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin )
{
PRINT_DEBUG("Steam_Controller::GetActionOriginFromXboxOrigin steaminput\n");
return k_EInputActionOrigin_None;
}
EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin )
{
PRINT_DEBUG("Steam_Controller::TranslateActionOrigin\n");
return k_EControllerActionOrigin_None;
}
EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin )
{
PRINT_DEBUG("Steam_Controller::TranslateActionOrigin steaminput\n");
return k_EInputActionOrigin_None;
}
bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor )
{
PRINT_DEBUG("Steam_Controller::GetControllerBindingRevision\n");
return false;
}
bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor )
{
PRINT_DEBUG("Steam_Controller::GetDeviceBindingRevision\n");
return false;
}
uint32 GetRemotePlaySessionID( InputHandle_t inputHandle )
{
PRINT_DEBUG("Steam_Controller::GetRemotePlaySessionID\n");
return 0;
}
void RunCallbacks()
{
RunFrame();
}
};