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+//====== Copyright 1996-2018, Valve Corporation, All rights reserved. =======
+//
+// Purpose: Steam Input is a flexible input API that supports over three hundred devices including all
+// common variants of Xbox, Playstation, Nintendo Switch Pro, and Steam Controllers.
+// For more info including a getting started guide for developers
+// please visit: https://partner.steamgames.com/doc/features/steam_controller
+//
+//=============================================================================
+
+#ifndef ISTEAMINPUT_H
+#define ISTEAMINPUT_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "steam_api_common.h"
+
+#define STEAM_INPUT_MAX_COUNT 16
+
+#define STEAM_INPUT_MAX_ANALOG_ACTIONS 24
+
+#define STEAM_INPUT_MAX_DIGITAL_ACTIONS 256
+
+#define STEAM_INPUT_MAX_ORIGINS 8
+
+#define STEAM_INPUT_MAX_ACTIVE_LAYERS 16
+
+// When sending an option to a specific controller handle, you can send to all devices via this command
+#define STEAM_INPUT_HANDLE_ALL_CONTROLLERS UINT64_MAX
+
+#define STEAM_INPUT_MIN_ANALOG_ACTION_DATA -1.0f
+#define STEAM_INPUT_MAX_ANALOG_ACTION_DATA 1.0f
+
+enum EInputSourceMode
+{
+ k_EInputSourceMode_None,
+ k_EInputSourceMode_Dpad,
+ k_EInputSourceMode_Buttons,
+ k_EInputSourceMode_FourButtons,
+ k_EInputSourceMode_AbsoluteMouse,
+ k_EInputSourceMode_RelativeMouse,
+ k_EInputSourceMode_JoystickMove,
+ k_EInputSourceMode_JoystickMouse,
+ k_EInputSourceMode_JoystickCamera,
+ k_EInputSourceMode_ScrollWheel,
+ k_EInputSourceMode_Trigger,
+ k_EInputSourceMode_TouchMenu,
+ k_EInputSourceMode_MouseJoystick,
+ k_EInputSourceMode_MouseRegion,
+ k_EInputSourceMode_RadialMenu,
+ k_EInputSourceMode_SingleButton,
+ k_EInputSourceMode_Switches
+};
+
+// Note: Please do not use action origins as a way to identify controller types. There is no
+// guarantee that they will be added in a contiguous manner - use GetInputTypeForHandle instead.
+// Versions of Steam that add new controller types in the future will extend this enum so if you're
+// using a lookup table please check the bounds of any origins returned by Steam.
+enum EInputActionOrigin
+{
+ // Steam Controller
+ k_EInputActionOrigin_None,
+ k_EInputActionOrigin_SteamController_A,
+ k_EInputActionOrigin_SteamController_B,
+ k_EInputActionOrigin_SteamController_X,
+ k_EInputActionOrigin_SteamController_Y,
+ k_EInputActionOrigin_SteamController_LeftBumper,
+ k_EInputActionOrigin_SteamController_RightBumper,
+ k_EInputActionOrigin_SteamController_LeftGrip,
+ k_EInputActionOrigin_SteamController_RightGrip,
+ k_EInputActionOrigin_SteamController_Start,
+ k_EInputActionOrigin_SteamController_Back,
+ k_EInputActionOrigin_SteamController_LeftPad_Touch,
+ k_EInputActionOrigin_SteamController_LeftPad_Swipe,
+ k_EInputActionOrigin_SteamController_LeftPad_Click,
+ k_EInputActionOrigin_SteamController_LeftPad_DPadNorth,
+ k_EInputActionOrigin_SteamController_LeftPad_DPadSouth,
+ k_EInputActionOrigin_SteamController_LeftPad_DPadWest,
+ k_EInputActionOrigin_SteamController_LeftPad_DPadEast,
+ k_EInputActionOrigin_SteamController_RightPad_Touch,
+ k_EInputActionOrigin_SteamController_RightPad_Swipe,
+ k_EInputActionOrigin_SteamController_RightPad_Click,
+ k_EInputActionOrigin_SteamController_RightPad_DPadNorth,
+ k_EInputActionOrigin_SteamController_RightPad_DPadSouth,
+ k_EInputActionOrigin_SteamController_RightPad_DPadWest,
+ k_EInputActionOrigin_SteamController_RightPad_DPadEast,
+ k_EInputActionOrigin_SteamController_LeftTrigger_Pull,
+ k_EInputActionOrigin_SteamController_LeftTrigger_Click,
+ k_EInputActionOrigin_SteamController_RightTrigger_Pull,
+ k_EInputActionOrigin_SteamController_RightTrigger_Click,
+ k_EInputActionOrigin_SteamController_LeftStick_Move,
+ k_EInputActionOrigin_SteamController_LeftStick_Click,
+ k_EInputActionOrigin_SteamController_LeftStick_DPadNorth,
+ k_EInputActionOrigin_SteamController_LeftStick_DPadSouth,
+ k_EInputActionOrigin_SteamController_LeftStick_DPadWest,
+ k_EInputActionOrigin_SteamController_LeftStick_DPadEast,
+ k_EInputActionOrigin_SteamController_Gyro_Move,
+ k_EInputActionOrigin_SteamController_Gyro_Pitch,
+ k_EInputActionOrigin_SteamController_Gyro_Yaw,
+ k_EInputActionOrigin_SteamController_Gyro_Roll,
+ k_EInputActionOrigin_SteamController_Reserved0,
+ k_EInputActionOrigin_SteamController_Reserved1,
+ k_EInputActionOrigin_SteamController_Reserved2,
+ k_EInputActionOrigin_SteamController_Reserved3,
+ k_EInputActionOrigin_SteamController_Reserved4,
+ k_EInputActionOrigin_SteamController_Reserved5,
+ k_EInputActionOrigin_SteamController_Reserved6,
+ k_EInputActionOrigin_SteamController_Reserved7,
+ k_EInputActionOrigin_SteamController_Reserved8,
+ k_EInputActionOrigin_SteamController_Reserved9,
+ k_EInputActionOrigin_SteamController_Reserved10,
+
+ // PS4 Dual Shock
+ k_EInputActionOrigin_PS4_X,
+ k_EInputActionOrigin_PS4_Circle,
+ k_EInputActionOrigin_PS4_Triangle,
+ k_EInputActionOrigin_PS4_Square,
+ k_EInputActionOrigin_PS4_LeftBumper,
+ k_EInputActionOrigin_PS4_RightBumper,
+ k_EInputActionOrigin_PS4_Options, //Start
+ k_EInputActionOrigin_PS4_Share, //Back
+ k_EInputActionOrigin_PS4_LeftPad_Touch,
+ k_EInputActionOrigin_PS4_LeftPad_Swipe,
+ k_EInputActionOrigin_PS4_LeftPad_Click,
+ k_EInputActionOrigin_PS4_LeftPad_DPadNorth,
+ k_EInputActionOrigin_PS4_LeftPad_DPadSouth,
+ k_EInputActionOrigin_PS4_LeftPad_DPadWest,
+ k_EInputActionOrigin_PS4_LeftPad_DPadEast,
+ k_EInputActionOrigin_PS4_RightPad_Touch,
+ k_EInputActionOrigin_PS4_RightPad_Swipe,
+ k_EInputActionOrigin_PS4_RightPad_Click,
+ k_EInputActionOrigin_PS4_RightPad_DPadNorth,
+ k_EInputActionOrigin_PS4_RightPad_DPadSouth,
+ k_EInputActionOrigin_PS4_RightPad_DPadWest,
+ k_EInputActionOrigin_PS4_RightPad_DPadEast,
+ k_EInputActionOrigin_PS4_CenterPad_Touch,
+ k_EInputActionOrigin_PS4_CenterPad_Swipe,
+ k_EInputActionOrigin_PS4_CenterPad_Click,
+ k_EInputActionOrigin_PS4_CenterPad_DPadNorth,
+ k_EInputActionOrigin_PS4_CenterPad_DPadSouth,
+ k_EInputActionOrigin_PS4_CenterPad_DPadWest,
+ k_EInputActionOrigin_PS4_CenterPad_DPadEast,
+ k_EInputActionOrigin_PS4_LeftTrigger_Pull,
+ k_EInputActionOrigin_PS4_LeftTrigger_Click,
+ k_EInputActionOrigin_PS4_RightTrigger_Pull,
+ k_EInputActionOrigin_PS4_RightTrigger_Click,
+ k_EInputActionOrigin_PS4_LeftStick_Move,
+ k_EInputActionOrigin_PS4_LeftStick_Click,
+ k_EInputActionOrigin_PS4_LeftStick_DPadNorth,
+ k_EInputActionOrigin_PS4_LeftStick_DPadSouth,
+ k_EInputActionOrigin_PS4_LeftStick_DPadWest,
+ k_EInputActionOrigin_PS4_LeftStick_DPadEast,
+ k_EInputActionOrigin_PS4_RightStick_Move,
+ k_EInputActionOrigin_PS4_RightStick_Click,
+ k_EInputActionOrigin_PS4_RightStick_DPadNorth,
+ k_EInputActionOrigin_PS4_RightStick_DPadSouth,
+ k_EInputActionOrigin_PS4_RightStick_DPadWest,
+ k_EInputActionOrigin_PS4_RightStick_DPadEast,
+ k_EInputActionOrigin_PS4_DPad_North,
+ k_EInputActionOrigin_PS4_DPad_South,
+ k_EInputActionOrigin_PS4_DPad_West,
+ k_EInputActionOrigin_PS4_DPad_East,
+ k_EInputActionOrigin_PS4_Gyro_Move,
+ k_EInputActionOrigin_PS4_Gyro_Pitch,
+ k_EInputActionOrigin_PS4_Gyro_Yaw,
+ k_EInputActionOrigin_PS4_Gyro_Roll,
+ k_EInputActionOrigin_PS4_DPad_Move,
+ k_EInputActionOrigin_PS4_Reserved1,
+ k_EInputActionOrigin_PS4_Reserved2,
+ k_EInputActionOrigin_PS4_Reserved3,
+ k_EInputActionOrigin_PS4_Reserved4,
+ k_EInputActionOrigin_PS4_Reserved5,
+ k_EInputActionOrigin_PS4_Reserved6,
+ k_EInputActionOrigin_PS4_Reserved7,
+ k_EInputActionOrigin_PS4_Reserved8,
+ k_EInputActionOrigin_PS4_Reserved9,
+ k_EInputActionOrigin_PS4_Reserved10,
+
+ // XBox One
+ k_EInputActionOrigin_XBoxOne_A,
+ k_EInputActionOrigin_XBoxOne_B,
+ k_EInputActionOrigin_XBoxOne_X,
+ k_EInputActionOrigin_XBoxOne_Y,
+ k_EInputActionOrigin_XBoxOne_LeftBumper,
+ k_EInputActionOrigin_XBoxOne_RightBumper,
+ k_EInputActionOrigin_XBoxOne_Menu, //Start
+ k_EInputActionOrigin_XBoxOne_View, //Back
+ k_EInputActionOrigin_XBoxOne_LeftTrigger_Pull,
+ k_EInputActionOrigin_XBoxOne_LeftTrigger_Click,
+ k_EInputActionOrigin_XBoxOne_RightTrigger_Pull,
+ k_EInputActionOrigin_XBoxOne_RightTrigger_Click,
+ k_EInputActionOrigin_XBoxOne_LeftStick_Move,
+ k_EInputActionOrigin_XBoxOne_LeftStick_Click,
+ k_EInputActionOrigin_XBoxOne_LeftStick_DPadNorth,
+ k_EInputActionOrigin_XBoxOne_LeftStick_DPadSouth,
+ k_EInputActionOrigin_XBoxOne_LeftStick_DPadWest,
+ k_EInputActionOrigin_XBoxOne_LeftStick_DPadEast,
+ k_EInputActionOrigin_XBoxOne_RightStick_Move,
+ k_EInputActionOrigin_XBoxOne_RightStick_Click,
+ k_EInputActionOrigin_XBoxOne_RightStick_DPadNorth,
+ k_EInputActionOrigin_XBoxOne_RightStick_DPadSouth,
+ k_EInputActionOrigin_XBoxOne_RightStick_DPadWest,
+ k_EInputActionOrigin_XBoxOne_RightStick_DPadEast,
+ k_EInputActionOrigin_XBoxOne_DPad_North,
+ k_EInputActionOrigin_XBoxOne_DPad_South,
+ k_EInputActionOrigin_XBoxOne_DPad_West,
+ k_EInputActionOrigin_XBoxOne_DPad_East,
+ k_EInputActionOrigin_XBoxOne_DPad_Move,
+ k_EInputActionOrigin_XBoxOne_LeftGrip_Lower,
+ k_EInputActionOrigin_XBoxOne_LeftGrip_Upper,
+ k_EInputActionOrigin_XBoxOne_RightGrip_Lower,
+ k_EInputActionOrigin_XBoxOne_RightGrip_Upper,
+ k_EInputActionOrigin_XBoxOne_Share, // Xbox Series X controllers only
+ k_EInputActionOrigin_XBoxOne_Reserved6,
+ k_EInputActionOrigin_XBoxOne_Reserved7,
+ k_EInputActionOrigin_XBoxOne_Reserved8,
+ k_EInputActionOrigin_XBoxOne_Reserved9,
+ k_EInputActionOrigin_XBoxOne_Reserved10,
+
+ // XBox 360
+ k_EInputActionOrigin_XBox360_A,
+ k_EInputActionOrigin_XBox360_B,
+ k_EInputActionOrigin_XBox360_X,
+ k_EInputActionOrigin_XBox360_Y,
+ k_EInputActionOrigin_XBox360_LeftBumper,
+ k_EInputActionOrigin_XBox360_RightBumper,
+ k_EInputActionOrigin_XBox360_Start, //Start
+ k_EInputActionOrigin_XBox360_Back, //Back
+ k_EInputActionOrigin_XBox360_LeftTrigger_Pull,
+ k_EInputActionOrigin_XBox360_LeftTrigger_Click,
+ k_EInputActionOrigin_XBox360_RightTrigger_Pull,
+ k_EInputActionOrigin_XBox360_RightTrigger_Click,
+ k_EInputActionOrigin_XBox360_LeftStick_Move,
+ k_EInputActionOrigin_XBox360_LeftStick_Click,
+ k_EInputActionOrigin_XBox360_LeftStick_DPadNorth,
+ k_EInputActionOrigin_XBox360_LeftStick_DPadSouth,
+ k_EInputActionOrigin_XBox360_LeftStick_DPadWest,
+ k_EInputActionOrigin_XBox360_LeftStick_DPadEast,
+ k_EInputActionOrigin_XBox360_RightStick_Move,
+ k_EInputActionOrigin_XBox360_RightStick_Click,
+ k_EInputActionOrigin_XBox360_RightStick_DPadNorth,
+ k_EInputActionOrigin_XBox360_RightStick_DPadSouth,
+ k_EInputActionOrigin_XBox360_RightStick_DPadWest,
+ k_EInputActionOrigin_XBox360_RightStick_DPadEast,
+ k_EInputActionOrigin_XBox360_DPad_North,
+ k_EInputActionOrigin_XBox360_DPad_South,
+ k_EInputActionOrigin_XBox360_DPad_West,
+ k_EInputActionOrigin_XBox360_DPad_East,
+ k_EInputActionOrigin_XBox360_DPad_Move,
+ k_EInputActionOrigin_XBox360_Reserved1,
+ k_EInputActionOrigin_XBox360_Reserved2,
+ k_EInputActionOrigin_XBox360_Reserved3,
+ k_EInputActionOrigin_XBox360_Reserved4,
+ k_EInputActionOrigin_XBox360_Reserved5,
+ k_EInputActionOrigin_XBox360_Reserved6,
+ k_EInputActionOrigin_XBox360_Reserved7,
+ k_EInputActionOrigin_XBox360_Reserved8,
+ k_EInputActionOrigin_XBox360_Reserved9,
+ k_EInputActionOrigin_XBox360_Reserved10,
+
+
+ // Switch - Pro or Joycons used as a single input device.
+ // This does not apply to a single joycon
+ k_EInputActionOrigin_Switch_A,
+ k_EInputActionOrigin_Switch_B,
+ k_EInputActionOrigin_Switch_X,
+ k_EInputActionOrigin_Switch_Y,
+ k_EInputActionOrigin_Switch_LeftBumper,
+ k_EInputActionOrigin_Switch_RightBumper,
+ k_EInputActionOrigin_Switch_Plus, //Start
+ k_EInputActionOrigin_Switch_Minus, //Back
+ k_EInputActionOrigin_Switch_Capture,
+ k_EInputActionOrigin_Switch_LeftTrigger_Pull,
+ k_EInputActionOrigin_Switch_LeftTrigger_Click,
+ k_EInputActionOrigin_Switch_RightTrigger_Pull,
+ k_EInputActionOrigin_Switch_RightTrigger_Click,
+ k_EInputActionOrigin_Switch_LeftStick_Move,
+ k_EInputActionOrigin_Switch_LeftStick_Click,
+ k_EInputActionOrigin_Switch_LeftStick_DPadNorth,
+ k_EInputActionOrigin_Switch_LeftStick_DPadSouth,
+ k_EInputActionOrigin_Switch_LeftStick_DPadWest,
+ k_EInputActionOrigin_Switch_LeftStick_DPadEast,
+ k_EInputActionOrigin_Switch_RightStick_Move,
+ k_EInputActionOrigin_Switch_RightStick_Click,
+ k_EInputActionOrigin_Switch_RightStick_DPadNorth,
+ k_EInputActionOrigin_Switch_RightStick_DPadSouth,
+ k_EInputActionOrigin_Switch_RightStick_DPadWest,
+ k_EInputActionOrigin_Switch_RightStick_DPadEast,
+ k_EInputActionOrigin_Switch_DPad_North,
+ k_EInputActionOrigin_Switch_DPad_South,
+ k_EInputActionOrigin_Switch_DPad_West,
+ k_EInputActionOrigin_Switch_DPad_East,
+ k_EInputActionOrigin_Switch_ProGyro_Move, // Primary Gyro in Pro Controller, or Right JoyCon
+ k_EInputActionOrigin_Switch_ProGyro_Pitch, // Primary Gyro in Pro Controller, or Right JoyCon
+ k_EInputActionOrigin_Switch_ProGyro_Yaw, // Primary Gyro in Pro Controller, or Right JoyCon
+ k_EInputActionOrigin_Switch_ProGyro_Roll, // Primary Gyro in Pro Controller, or Right JoyCon
+ k_EInputActionOrigin_Switch_DPad_Move,
+ k_EInputActionOrigin_Switch_Reserved1,
+ k_EInputActionOrigin_Switch_Reserved2,
+ k_EInputActionOrigin_Switch_Reserved3,
+ k_EInputActionOrigin_Switch_Reserved4,
+ k_EInputActionOrigin_Switch_Reserved5,
+ k_EInputActionOrigin_Switch_Reserved6,
+ k_EInputActionOrigin_Switch_Reserved7,
+ k_EInputActionOrigin_Switch_Reserved8,
+ k_EInputActionOrigin_Switch_Reserved9,
+ k_EInputActionOrigin_Switch_Reserved10,
+
+ // Switch JoyCon Specific
+ k_EInputActionOrigin_Switch_RightGyro_Move, // Right JoyCon Gyro generally should correspond to Pro's single gyro
+ k_EInputActionOrigin_Switch_RightGyro_Pitch, // Right JoyCon Gyro generally should correspond to Pro's single gyro
+ k_EInputActionOrigin_Switch_RightGyro_Yaw, // Right JoyCon Gyro generally should correspond to Pro's single gyro
+ k_EInputActionOrigin_Switch_RightGyro_Roll, // Right JoyCon Gyro generally should correspond to Pro's single gyro
+ k_EInputActionOrigin_Switch_LeftGyro_Move,
+ k_EInputActionOrigin_Switch_LeftGyro_Pitch,
+ k_EInputActionOrigin_Switch_LeftGyro_Yaw,
+ k_EInputActionOrigin_Switch_LeftGyro_Roll,
+ k_EInputActionOrigin_Switch_LeftGrip_Lower, // Left JoyCon SR Button
+ k_EInputActionOrigin_Switch_LeftGrip_Upper, // Left JoyCon SL Button
+ k_EInputActionOrigin_Switch_RightGrip_Lower, // Right JoyCon SL Button
+ k_EInputActionOrigin_Switch_RightGrip_Upper, // Right JoyCon SR Button
+ k_EInputActionOrigin_Switch_JoyConButton_N, // With a Horizontal JoyCon this will be Y or what would be Dpad Right when vertical
+ k_EInputActionOrigin_Switch_JoyConButton_E, // X
+ k_EInputActionOrigin_Switch_JoyConButton_S, // A
+ k_EInputActionOrigin_Switch_JoyConButton_W, // B
+ k_EInputActionOrigin_Switch_Reserved15,
+ k_EInputActionOrigin_Switch_Reserved16,
+ k_EInputActionOrigin_Switch_Reserved17,
+ k_EInputActionOrigin_Switch_Reserved18,
+ k_EInputActionOrigin_Switch_Reserved19,
+ k_EInputActionOrigin_Switch_Reserved20,
+
+ // Added in SDK 1.51
+ k_EInputActionOrigin_PS5_X,
+ k_EInputActionOrigin_PS5_Circle,
+ k_EInputActionOrigin_PS5_Triangle,
+ k_EInputActionOrigin_PS5_Square,
+ k_EInputActionOrigin_PS5_LeftBumper,
+ k_EInputActionOrigin_PS5_RightBumper,
+ k_EInputActionOrigin_PS5_Option, //Start
+ k_EInputActionOrigin_PS5_Create, //Back
+ k_EInputActionOrigin_PS5_Mute,
+ k_EInputActionOrigin_PS5_LeftPad_Touch,
+ k_EInputActionOrigin_PS5_LeftPad_Swipe,
+ k_EInputActionOrigin_PS5_LeftPad_Click,
+ k_EInputActionOrigin_PS5_LeftPad_DPadNorth,
+ k_EInputActionOrigin_PS5_LeftPad_DPadSouth,
+ k_EInputActionOrigin_PS5_LeftPad_DPadWest,
+ k_EInputActionOrigin_PS5_LeftPad_DPadEast,
+ k_EInputActionOrigin_PS5_RightPad_Touch,
+ k_EInputActionOrigin_PS5_RightPad_Swipe,
+ k_EInputActionOrigin_PS5_RightPad_Click,
+ k_EInputActionOrigin_PS5_RightPad_DPadNorth,
+ k_EInputActionOrigin_PS5_RightPad_DPadSouth,
+ k_EInputActionOrigin_PS5_RightPad_DPadWest,
+ k_EInputActionOrigin_PS5_RightPad_DPadEast,
+ k_EInputActionOrigin_PS5_CenterPad_Touch,
+ k_EInputActionOrigin_PS5_CenterPad_Swipe,
+ k_EInputActionOrigin_PS5_CenterPad_Click,
+ k_EInputActionOrigin_PS5_CenterPad_DPadNorth,
+ k_EInputActionOrigin_PS5_CenterPad_DPadSouth,
+ k_EInputActionOrigin_PS5_CenterPad_DPadWest,
+ k_EInputActionOrigin_PS5_CenterPad_DPadEast,
+ k_EInputActionOrigin_PS5_LeftTrigger_Pull,
+ k_EInputActionOrigin_PS5_LeftTrigger_Click,
+ k_EInputActionOrigin_PS5_RightTrigger_Pull,
+ k_EInputActionOrigin_PS5_RightTrigger_Click,
+ k_EInputActionOrigin_PS5_LeftStick_Move,
+ k_EInputActionOrigin_PS5_LeftStick_Click,
+ k_EInputActionOrigin_PS5_LeftStick_DPadNorth,
+ k_EInputActionOrigin_PS5_LeftStick_DPadSouth,
+ k_EInputActionOrigin_PS5_LeftStick_DPadWest,
+ k_EInputActionOrigin_PS5_LeftStick_DPadEast,
+ k_EInputActionOrigin_PS5_RightStick_Move,
+ k_EInputActionOrigin_PS5_RightStick_Click,
+ k_EInputActionOrigin_PS5_RightStick_DPadNorth,
+ k_EInputActionOrigin_PS5_RightStick_DPadSouth,
+ k_EInputActionOrigin_PS5_RightStick_DPadWest,
+ k_EInputActionOrigin_PS5_RightStick_DPadEast,
+ k_EInputActionOrigin_PS5_DPad_North,
+ k_EInputActionOrigin_PS5_DPad_South,
+ k_EInputActionOrigin_PS5_DPad_West,
+ k_EInputActionOrigin_PS5_DPad_East,
+ k_EInputActionOrigin_PS5_Gyro_Move,
+ k_EInputActionOrigin_PS5_Gyro_Pitch,
+ k_EInputActionOrigin_PS5_Gyro_Yaw,
+ k_EInputActionOrigin_PS5_Gyro_Roll,
+ k_EInputActionOrigin_PS5_DPad_Move,
+ k_EInputActionOrigin_PS5_LeftGrip,
+ k_EInputActionOrigin_PS5_RightGrip,
+ k_EInputActionOrigin_PS5_LeftFn,
+ k_EInputActionOrigin_PS5_RightFn,
+ k_EInputActionOrigin_PS5_Reserved5,
+ k_EInputActionOrigin_PS5_Reserved6,
+ k_EInputActionOrigin_PS5_Reserved7,
+ k_EInputActionOrigin_PS5_Reserved8,
+ k_EInputActionOrigin_PS5_Reserved9,
+ k_EInputActionOrigin_PS5_Reserved10,
+ k_EInputActionOrigin_PS5_Reserved11,
+ k_EInputActionOrigin_PS5_Reserved12,
+ k_EInputActionOrigin_PS5_Reserved13,
+ k_EInputActionOrigin_PS5_Reserved14,
+ k_EInputActionOrigin_PS5_Reserved15,
+ k_EInputActionOrigin_PS5_Reserved16,
+ k_EInputActionOrigin_PS5_Reserved17,
+ k_EInputActionOrigin_PS5_Reserved18,
+ k_EInputActionOrigin_PS5_Reserved19,
+ k_EInputActionOrigin_PS5_Reserved20,
+
+ // Added in SDK 1.53
+ k_EInputActionOrigin_SteamDeck_A,
+ k_EInputActionOrigin_SteamDeck_B,
+ k_EInputActionOrigin_SteamDeck_X,
+ k_EInputActionOrigin_SteamDeck_Y,
+ k_EInputActionOrigin_SteamDeck_L1,
+ k_EInputActionOrigin_SteamDeck_R1,
+ k_EInputActionOrigin_SteamDeck_Menu,
+ k_EInputActionOrigin_SteamDeck_View,
+ k_EInputActionOrigin_SteamDeck_LeftPad_Touch,
+ k_EInputActionOrigin_SteamDeck_LeftPad_Swipe,
+ k_EInputActionOrigin_SteamDeck_LeftPad_Click,
+ k_EInputActionOrigin_SteamDeck_LeftPad_DPadNorth,
+ k_EInputActionOrigin_SteamDeck_LeftPad_DPadSouth,
+ k_EInputActionOrigin_SteamDeck_LeftPad_DPadWest,
+ k_EInputActionOrigin_SteamDeck_LeftPad_DPadEast,
+ k_EInputActionOrigin_SteamDeck_RightPad_Touch,
+ k_EInputActionOrigin_SteamDeck_RightPad_Swipe,
+ k_EInputActionOrigin_SteamDeck_RightPad_Click,
+ k_EInputActionOrigin_SteamDeck_RightPad_DPadNorth,
+ k_EInputActionOrigin_SteamDeck_RightPad_DPadSouth,
+ k_EInputActionOrigin_SteamDeck_RightPad_DPadWest,
+ k_EInputActionOrigin_SteamDeck_RightPad_DPadEast,
+ k_EInputActionOrigin_SteamDeck_L2_SoftPull,
+ k_EInputActionOrigin_SteamDeck_L2,
+ k_EInputActionOrigin_SteamDeck_R2_SoftPull,
+ k_EInputActionOrigin_SteamDeck_R2,
+ k_EInputActionOrigin_SteamDeck_LeftStick_Move,
+ k_EInputActionOrigin_SteamDeck_L3,
+ k_EInputActionOrigin_SteamDeck_LeftStick_DPadNorth,
+ k_EInputActionOrigin_SteamDeck_LeftStick_DPadSouth,
+ k_EInputActionOrigin_SteamDeck_LeftStick_DPadWest,
+ k_EInputActionOrigin_SteamDeck_LeftStick_DPadEast,
+ k_EInputActionOrigin_SteamDeck_LeftStick_Touch,
+ k_EInputActionOrigin_SteamDeck_RightStick_Move,
+ k_EInputActionOrigin_SteamDeck_R3,
+ k_EInputActionOrigin_SteamDeck_RightStick_DPadNorth,
+ k_EInputActionOrigin_SteamDeck_RightStick_DPadSouth,
+ k_EInputActionOrigin_SteamDeck_RightStick_DPadWest,
+ k_EInputActionOrigin_SteamDeck_RightStick_DPadEast,
+ k_EInputActionOrigin_SteamDeck_RightStick_Touch,
+ k_EInputActionOrigin_SteamDeck_L4,
+ k_EInputActionOrigin_SteamDeck_R4,
+ k_EInputActionOrigin_SteamDeck_L5,
+ k_EInputActionOrigin_SteamDeck_R5,
+ k_EInputActionOrigin_SteamDeck_DPad_Move,
+ k_EInputActionOrigin_SteamDeck_DPad_North,
+ k_EInputActionOrigin_SteamDeck_DPad_South,
+ k_EInputActionOrigin_SteamDeck_DPad_West,
+ k_EInputActionOrigin_SteamDeck_DPad_East,
+ k_EInputActionOrigin_SteamDeck_Gyro_Move,
+ k_EInputActionOrigin_SteamDeck_Gyro_Pitch,
+ k_EInputActionOrigin_SteamDeck_Gyro_Yaw,
+ k_EInputActionOrigin_SteamDeck_Gyro_Roll,
+ k_EInputActionOrigin_SteamDeck_Reserved1,
+ k_EInputActionOrigin_SteamDeck_Reserved2,
+ k_EInputActionOrigin_SteamDeck_Reserved3,
+ k_EInputActionOrigin_SteamDeck_Reserved4,
+ k_EInputActionOrigin_SteamDeck_Reserved5,
+ k_EInputActionOrigin_SteamDeck_Reserved6,
+ k_EInputActionOrigin_SteamDeck_Reserved7,
+ k_EInputActionOrigin_SteamDeck_Reserved8,
+ k_EInputActionOrigin_SteamDeck_Reserved9,
+ k_EInputActionOrigin_SteamDeck_Reserved10,
+ k_EInputActionOrigin_SteamDeck_Reserved11,
+ k_EInputActionOrigin_SteamDeck_Reserved12,
+ k_EInputActionOrigin_SteamDeck_Reserved13,
+ k_EInputActionOrigin_SteamDeck_Reserved14,
+ k_EInputActionOrigin_SteamDeck_Reserved15,
+ k_EInputActionOrigin_SteamDeck_Reserved16,
+ k_EInputActionOrigin_SteamDeck_Reserved17,
+ k_EInputActionOrigin_SteamDeck_Reserved18,
+ k_EInputActionOrigin_SteamDeck_Reserved19,
+ k_EInputActionOrigin_SteamDeck_Reserved20,
+
+ k_EInputActionOrigin_Count, // If Steam has added support for new controllers origins will go here.
+ k_EInputActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits.
+};
+
+enum EXboxOrigin
+{
+ k_EXboxOrigin_A,
+ k_EXboxOrigin_B,
+ k_EXboxOrigin_X,
+ k_EXboxOrigin_Y,
+ k_EXboxOrigin_LeftBumper,
+ k_EXboxOrigin_RightBumper,
+ k_EXboxOrigin_Menu, //Start
+ k_EXboxOrigin_View, //Back
+ k_EXboxOrigin_LeftTrigger_Pull,
+ k_EXboxOrigin_LeftTrigger_Click,
+ k_EXboxOrigin_RightTrigger_Pull,
+ k_EXboxOrigin_RightTrigger_Click,
+ k_EXboxOrigin_LeftStick_Move,
+ k_EXboxOrigin_LeftStick_Click,
+ k_EXboxOrigin_LeftStick_DPadNorth,
+ k_EXboxOrigin_LeftStick_DPadSouth,
+ k_EXboxOrigin_LeftStick_DPadWest,
+ k_EXboxOrigin_LeftStick_DPadEast,
+ k_EXboxOrigin_RightStick_Move,
+ k_EXboxOrigin_RightStick_Click,
+ k_EXboxOrigin_RightStick_DPadNorth,
+ k_EXboxOrigin_RightStick_DPadSouth,
+ k_EXboxOrigin_RightStick_DPadWest,
+ k_EXboxOrigin_RightStick_DPadEast,
+ k_EXboxOrigin_DPad_North,
+ k_EXboxOrigin_DPad_South,
+ k_EXboxOrigin_DPad_West,
+ k_EXboxOrigin_DPad_East,
+ k_EXboxOrigin_Count,
+};
+
+enum ESteamControllerPad
+{
+ k_ESteamControllerPad_Left,
+ k_ESteamControllerPad_Right
+};
+
+enum EControllerHapticLocation
+{
+ k_EControllerHapticLocation_Left = ( 1 << k_ESteamControllerPad_Left ),
+ k_EControllerHapticLocation_Right = ( 1 << k_ESteamControllerPad_Right ),
+ k_EControllerHapticLocation_Both = ( 1 << k_ESteamControllerPad_Left | 1 << k_ESteamControllerPad_Right ),
+};
+
+enum EControllerHapticType
+{
+ k_EControllerHapticType_Off,
+ k_EControllerHapticType_Tick,
+ k_EControllerHapticType_Click,
+};
+
+enum ESteamInputType
+{
+ k_ESteamInputType_Unknown,
+ k_ESteamInputType_SteamController,
+ k_ESteamInputType_XBox360Controller,
+ k_ESteamInputType_XBoxOneController,
+ k_ESteamInputType_GenericGamepad, // DirectInput controllers
+ k_ESteamInputType_PS4Controller,
+ k_ESteamInputType_AppleMFiController, // Unused
+ k_ESteamInputType_AndroidController, // Unused
+ k_ESteamInputType_SwitchJoyConPair, // Unused
+ k_ESteamInputType_SwitchJoyConSingle, // Unused
+ k_ESteamInputType_SwitchProController,
+ k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller
+ k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins
+ k_ESteamInputType_PS5Controller, // Added in SDK 151
+ k_ESteamInputType_SteamDeckController, // Added in SDK 153
+ k_ESteamInputType_Count,
+ k_ESteamInputType_MaximumPossibleValue = 255,
+};
+
+// Individual values are used by the GetSessionInputConfigurationSettings bitmask
+enum ESteamInputConfigurationEnableType
+{
+ k_ESteamInputConfigurationEnableType_None = 0x0000,
+ k_ESteamInputConfigurationEnableType_Playstation = 0x0001,
+ k_ESteamInputConfigurationEnableType_Xbox = 0x0002,
+ k_ESteamInputConfigurationEnableType_Generic = 0x0004,
+ k_ESteamInputConfigurationEnableType_Switch = 0x0008,
+};
+
+// These values are passed into SetLEDColor
+enum ESteamInputLEDFlag
+{
+ k_ESteamInputLEDFlag_SetColor,
+ // Restore the LED color to the user's preference setting as set in the controller personalization menu.
+ // This also happens automatically on exit of your game.
+ k_ESteamInputLEDFlag_RestoreUserDefault
+};
+
+// These values are passed into GetGlyphPNGForActionOrigin
+enum ESteamInputGlyphSize
+{
+ k_ESteamInputGlyphSize_Small, // 32x32 pixels
+ k_ESteamInputGlyphSize_Medium, // 128x128 pixels
+ k_ESteamInputGlyphSize_Large, // 256x256 pixels
+ k_ESteamInputGlyphSize_Count,
+};
+
+enum ESteamInputGlyphStyle
+{
+ // Base-styles - cannot mix
+ ESteamInputGlyphStyle_Knockout = 0x0, // Face buttons will have colored labels/outlines on a knocked out background
+ // Rest of inputs will have white detail/borders on a knocked out background
+ ESteamInputGlyphStyle_Light = 0x1, // Black detail/borders on a white background
+ ESteamInputGlyphStyle_Dark = 0x2, // White detail/borders on a black background
+
+ // Modifiers
+ // Default ABXY/PS equivalent glyphs have a solid fill w/ color matching the physical buttons on the device
+ ESteamInputGlyphStyle_NeutralColorABXY = 0x10, // ABXY Buttons will match the base style color instead of their normal associated color
+ ESteamInputGlyphStyle_SolidABXY = 0x20, // ABXY Buttons will have a solid fill
+};
+
+enum ESteamInputActionEventType
+{
+ ESteamInputActionEventType_DigitalAction,
+ ESteamInputActionEventType_AnalogAction,
+};
+
+// InputHandle_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 InputHandle_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 InputActionSetHandle_t;
+typedef uint64 InputDigitalActionHandle_t;
+typedef uint64 InputAnalogActionHandle_t;
+
+#pragma pack( push, 1 )
+
+struct InputAnalogActionData_t
+{
+ // Type of data coming from this action, this will match what got specified in the action set
+ EInputSourceMode 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 InputDigitalActionData_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;
+};
+
+struct InputMotionData_t
+{
+ // Sensor-fused absolute rotation; will drift in heading toward average
+ float rotQuatX;
+ float rotQuatY;
+ float rotQuatZ;
+ float rotQuatW;
+
+ // Positional acceleration
+ float posAccelX;
+ float posAccelY;
+ float posAccelZ;
+
+ // Angular velocity
+ float rotVelX;
+ float rotVelY;
+ float rotVelZ;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: when callbacks are enabled this fires each time a controller action
+// state changes
+//-----------------------------------------------------------------------------
+struct SteamInputActionEvent_t
+{
+ InputHandle_t controllerHandle;
+ ESteamInputActionEventType eEventType;
+ struct AnalogAction_t {
+ InputAnalogActionHandle_t actionHandle;
+ InputAnalogActionData_t analogActionData;
+ };
+ struct DigitalAction_t {
+ InputDigitalActionHandle_t actionHandle;
+ InputDigitalActionData_t digitalActionData;
+ };
+ union {
+ AnalogAction_t analogAction;
+ DigitalAction_t digitalAction;
+ };
+};
+
+//-----------------------------------------------------------------------------
+// Forward declaration for ScePadTriggerEffectParam, defined in isteamdualsense.h
+//-----------------------------------------------------------------------------
+struct ScePadTriggerEffectParam;
+
+#pragma pack( pop )
+
+typedef void ( *SteamInputActionEventCallbackPointer )( SteamInputActionEvent_t * );
+
+//-----------------------------------------------------------------------------
+// Purpose: Steam Input API
+//-----------------------------------------------------------------------------
+class ISteamInput
+{
+public:
+
+ // Init and Shutdown must be called when starting/ending use of this interface.
+ // if bExplicitlyCallRunFrame is called then you will need to manually call RunFrame
+ // each frame, otherwise Steam Input will updated when SteamAPI_RunCallbacks() is called
+ virtual bool Init( bool bExplicitlyCallRunFrame ) = 0;
+ virtual bool Shutdown() = 0;
+
+ // Set the absolute path to the Input Action Manifest file containing the in-game actions
+ // and file paths to the official configurations. Used in games that bundle Steam Input
+ // configurations inside of the game depot instead of using the Steam Workshop
+ virtual bool SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath ) = 0;
+
+ // Synchronize API state with the latest Steam Input action data available. This
+ // is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
+ // possible latency, you call this directly before reading controller state.
+ // Note: This must be called from somewhere before GetConnectedControllers will
+ // return any handles
+ virtual void RunFrame( bool bReservedValue = true ) = 0;
+
+ // Waits on an IPC event from Steam sent when there is new data to be fetched from
+ // the data drop. Returns true when data was recievied before the timeout expires.
+ // Useful for games with a dedicated input thread
+ virtual bool BWaitForData( bool bWaitForever, uint32 unTimeout ) = 0;
+
+ // Returns true if new data has been received since the last time action data was accessed
+ // via GetDigitalActionData or GetAnalogActionData. The game will still need to call
+ // SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream
+ virtual bool BNewDataAvailable() = 0;
+
+ // Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via
+ // the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam.
+ // handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles
+ // Returns the number of handles written to handlesOut
+ virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0;
+
+ //-----------------------------------------------------------------------------
+ // CALLBACKS
+ //-----------------------------------------------------------------------------
+
+ // Controller configuration loaded - these callbacks will always fire if you have
+ // a handler. Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
+ STEAM_CALL_BACK( SteamInputConfigurationLoaded_t )
+
+ // Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks.
+ // Each controller that is already connected will generate a device connected
+ // callback when you enable them
+ virtual void EnableDeviceCallbacks() = 0;
+
+ // Controller Connected - provides info about a single newly connected controller
+ // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
+ STEAM_CALL_BACK( SteamInputDeviceConnected_t )
+
+ // Controller Disconnected - provides info about a single disconnected controller
+ // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
+ STEAM_CALL_BACK( SteamInputDeviceDisconnected_t )
+
+ // Controllers using Gamepad emulation (XInput, DirectInput, etc) will be seated in the order that
+ // input is sent by the device. This callback will fire on first input for each device and when the
+ // a user has manually changed the order via the Steam overlay. This also has the device type info
+ // so that you can change out glyph sets without making additional API calls
+ STEAM_CALL_BACK( SteamInputGamepadSlotChange_t )
+
+ // Enable SteamInputActionEvent_t callbacks. Directly calls your callback function
+ // for lower latency than standard Steam callbacks. Supports one callback at a time.
+ // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks
+ virtual void EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback ) = 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 InputActionSetHandle_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( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) = 0;
+ virtual InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle ) = 0;
+
+ // ACTION SET LAYERS
+ virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
+ virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0;
+ virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0;
+
+ // Enumerate currently active layers.
+ // handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of InputActionSetHandle_t handles
+ // Returns the number of handles written to handlesOut
+ virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_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 InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
+
+ // Returns the current state of the supplied digital game action
+ virtual InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_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_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin 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( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0;
+
+ // Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
+ virtual const char *GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle ) = 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 InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
+
+ // Returns the current state of these supplied analog game action
+ virtual InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_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_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin 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( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0;
+
+ // Get a local path to a PNG file for the provided origin's glyph.
+ virtual const char *GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) = 0;
+
+ // Get a local path to a SVG file for the provided origin's glyph.
+ virtual const char *GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags ) = 0;
+
+ // Get a local path to an older, Big Picture Mode-style PNG file for a particular origin
+ virtual const char *GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin ) = 0;
+
+ // Returns a localized string (from Steam's language setting) for the specified origin.
+ virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0;
+
+ // Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle
+ virtual const char *GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle ) = 0;
+
+ // Stop analog momentum for the action if it is a mouse action in trackball mode
+ virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0;
+
+ // Returns raw motion data from the specified device
+ virtual InputMotionData_t GetMotionData( InputHandle_t inputHandle ) = 0;
+
+ //-----------------------------------------------------------------------------
+ // OUTPUTS
+ //-----------------------------------------------------------------------------
+
+ // Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers
+ virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0;
+
+ // Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers
+ virtual void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) = 0;
+
+ // Send a haptic pulse, works on Steam Deck and Steam Controller devices
+ virtual void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) = 0;
+
+ // Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle
+ // the behavior on exit of your program so you don't need to try restore the default as you are shutting down
+ virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0;
+
+ // Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead.
+ // Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc).
+ virtual void Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
+
+ // Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead.
+ // nFlags is currently unused and reserved for future use.
+ virtual void Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
+
+ //-----------------------------------------------------------------------------
+ // Utility functions available 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( InputHandle_t inputHandle ) = 0;
+
+ // Returns the input type for a particular handle - unlike EInputActionOrigin which update with Steam and may return unrecognized values
+ // ESteamInputType will remain static and only return valid values from your SDK version
+ virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 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 InputHandle_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( InputHandle_t ulinputHandle ) = 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 EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) = 0;
+
+ // Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None
+ // When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned
+ // ex: if a Playstation 5 controller was released this function would return Playstation 4 origins.
+ virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin 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 GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0;
+
+ // Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it
+ // See isteamremoteplay.h for more information on Steam Remote Play sessions
+ virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0;
+
+ // Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.
+ // Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration
+ virtual uint16 GetSessionInputConfigurationSettings() = 0;
+
+ // Set the trigger effect for a DualSense controller
+ virtual void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam ) = 0;
+};
+
+#define STEAMINPUT_INTERFACE_VERSION "SteamInput006"
+
+// Global interface accessor
+inline ISteamInput *SteamInput();
+STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInput *, SteamInput, STEAMINPUT_INTERFACE_VERSION );
+
+#if defined( VALVE_CALLBACK_PACK_SMALL )
+#pragma pack( push, 4 )
+#elif defined( VALVE_CALLBACK_PACK_LARGE )
+#pragma pack( push, 8 )
+#else
+#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: called when a new controller has been connected, will fire once
+// per controller if multiple new controllers connect in the same frame
+//-----------------------------------------------------------------------------
+struct SteamInputDeviceConnected_t
+{
+ enum { k_iCallback = k_iSteamControllerCallbacks + 1 };
+ InputHandle_t m_ulConnectedDeviceHandle; // Handle for device
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: called when a new controller has been connected, will fire once
+// per controller if multiple new controllers connect in the same frame
+//-----------------------------------------------------------------------------
+struct SteamInputDeviceDisconnected_t
+{
+ enum { k_iCallback = k_iSteamControllerCallbacks + 2 };
+ InputHandle_t m_ulDisconnectedDeviceHandle; // Handle for device
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: called when a controller configuration has been loaded, will fire once
+// per controller per focus change for Steam Input enabled controllers
+//-----------------------------------------------------------------------------
+struct SteamInputConfigurationLoaded_t
+{
+ enum { k_iCallback = k_iSteamControllerCallbacks + 3 };
+ AppId_t m_unAppID;
+ InputHandle_t m_ulDeviceHandle; // Handle for device
+ CSteamID m_ulMappingCreator; // May differ from local user when using
+ // an unmodified community or official config
+ uint32 m_unMajorRevision; // Binding revision from In-game Action File.
+ // Same value as queried by GetDeviceBindingRevision
+ uint32 m_unMinorRevision;
+ bool m_bUsesSteamInputAPI; // Does the configuration contain any Analog/Digital actions?
+ bool m_bUsesGamepadAPI; // Does the configuration contain any Xinput bindings?
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: called when controller gamepad slots change - on Linux/macOS these
+// slots are shared for all running apps.
+//-----------------------------------------------------------------------------
+struct SteamInputGamepadSlotChange_t
+{
+ enum { k_iCallback = k_iSteamControllerCallbacks + 4 };
+ AppId_t m_unAppID;
+ InputHandle_t m_ulDeviceHandle; // Handle for device
+ ESteamInputType m_eDeviceType; // Type of device
+ int m_nOldGamepadSlot; // Previous GamepadSlot - can be -1 controller doesn't uses gamepad bindings
+ int m_nNewGamepadSlot; // New Gamepad Slot - can be -1 controller doesn't uses gamepad bindings
+};
+
+#pragma pack( pop )
+
+#endif // ISTEAMINPUT_H