// BlitzSteam - Steam wrapper for Blitz // Copyright (C) 2015 Xaymar (Michael Fabian Dirks) // // This program 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. // // This program 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 General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see . #include "BlitzSteam.h" //----------------------------------------------------------------------------- // Purpose: Native Steam controller support API //----------------------------------------------------------------------------- DLL(ISteamController*) BS_SteamController() { return SteamController(); } // Init and Shutdown must be called when starting/ending use of this interface DLL(int32_t) BS_ISteamController_Init(ISteamController* lpSteamController) { return lpSteamController->Init(); } // Init and Shutdown must be called when starting/ending use of this interface DLL(int32_t) BS_ISteamController_Shutdown(ISteamController* lpSteamController) { return lpSteamController->Shutdown(); } // Pump callback/callresult events // Note: SteamAPI_RunCallbacks will do this for you, so you should never need to call this directly. DLL(void) BS_ISteamController_RunFrame(ISteamController* lpSteamController) { lpSteamController->RunFrame(); } // 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 DLL(int32_t) BS_ISteamController_GetConnectedControllers(ISteamController* lpSteamController, ControllerHandle_t* pHandlesOut) { return lpSteamController->GetConnectedControllers(pHandlesOut); } ControllerHandle_t* pControllerHandles = new ControllerHandle_t[STEAM_CONTROLLER_MAX_COUNT]; DLL(int32_t) BS_ISteamController_GetConnectedControllersSimple(ISteamController* lpSteamController) { return lpSteamController->GetConnectedControllers(pControllerHandles); } DLL(ControllerHandle_t*) BS_ISteamController_GetConnectedControllersSimple_Index(uint32_t index) { if (index >= STEAM_CONTROLLER_MAX_COUNT) index = STEAM_CONTROLLER_MAX_COUNT - 1; return &(pControllerHandles[index]); } // 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 DLL(int32_t) BS_ISteamController_ShowBindingPanel(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle) { return lpSteamController->ShowBindingPanel(*pControllerHandle); } // 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. DLL(ControllerActionSetHandle_t*) BS_ISteamController_GetActionSetHandle(ISteamController* lpSteamController, const char* pszActionSetName) { return new ControllerActionSetHandle_t(lpSteamController->GetActionSetHandle(pszActionSetName)); } // 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. DLL(void) BS_ISteamController_ActivateActionSet(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerActionSetHandle_t* pActionSetHandle) { lpSteamController->ActivateActionSet(*pControllerHandle, *pActionSetHandle); } DLL(ControllerActionSetHandle_t*) BS_ISteamController_GetCurrentActionSet(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle) { return new ControllerActionSetHandle_t(lpSteamController->GetCurrentActionSet(*pControllerHandle)); } // Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls. DLL(ControllerDigitalActionHandle_t*) BS_ISteamController_GetDigitalActionHandle(ISteamController* lpSteamController, const char* pszActionName) { return new ControllerDigitalActionHandle_t(lpSteamController->GetDigitalActionHandle(pszActionName)); } // Returns the current state of the supplied digital game action DLL(ControllerDigitalActionData_t*) BS_ISteamController_GetDigitalActionData(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerDigitalActionHandle_t* pDigitalActionHandle) { return &lpSteamController->GetDigitalActionData(*pControllerHandle, *pDigitalActionHandle); } // 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 DLL(int32_t) BS_ISteamController_GetDigitalActionOrigins(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerActionSetHandle_t* pActionSetHandle, ControllerDigitalActionHandle_t* pDigitalActionHandle, EControllerActionOrigin *pEControllerActionOrigin) { return lpSteamController->GetDigitalActionOrigins(*pControllerHandle, *pActionSetHandle, *pDigitalActionHandle, pEControllerActionOrigin); } // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. DLL(ControllerAnalogActionHandle_t*) BS_ISteamController_GetAnalogActionHandle(ISteamController* lpSteamController, const char *pszActionName) { return new ControllerAnalogActionHandle_t(lpSteamController->GetAnalogActionHandle(pszActionName)); } // Returns the current state of these supplied analog game action DLL(ControllerAnalogActionData_t*) BS_ISteamController_GetAnalogActionData(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerAnalogActionHandle_t* pAnalogActionHandle) { return &lpSteamController->GetAnalogActionData(*pControllerHandle, *pAnalogActionHandle); } // 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 DLL(int32_t) BS_ISteamController_GetAnalogActionOrigins(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerActionSetHandle_t* pActionSetHandle, ControllerAnalogActionHandle_t* pAnalogActionHandle, EControllerActionOrigin *pEControllerActionOrigin) { return lpSteamController->GetAnalogActionOrigins(*pControllerHandle, *pActionSetHandle, *pAnalogActionHandle, pEControllerActionOrigin); } DLL(void) BS_ISteamController_StopAnalogActionMomentum(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ControllerAnalogActionHandle_t* pAnalogActionHandle) { lpSteamController->StopAnalogActionMomentum(*pControllerHandle, *pAnalogActionHandle); } // Trigger a haptic pulse on a controller DLL(void) BS_ISteamController_TriggerHapticPulse(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ESteamControllerPad eTargetPad, uint32_t usDurationMicroSec) { lpSteamController->TriggerHapticPulse(*pControllerHandle, eTargetPad, (uint16_t)usDurationMicroSec); } DLL(void) BS_ISteamController_TriggerRepeatedHapticPulse(ISteamController* lpSteamController, ControllerHandle_t* pControllerHandle, ESteamControllerPad eTargetPad, uint32_t usDurationMicroSec, uint32_t usOffMicroSec, uint32_t unRepeat, uint32_t nFlags) { lpSteamController->TriggerRepeatedHapticPulse(*pControllerHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); }