325 lines
19 KiB
C#
325 lines
19 KiB
C#
// This file is provided under The MIT License as part of Steamworks.NET.
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// Copyright (c) 2013-2019 Riley Labrecque
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// Please see the included LICENSE.txt for additional information.
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// This file is automatically generated.
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// Changes to this file will be reverted when you update Steamworks.NET
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#if UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || UNITY_TVOS || UNITY_WEBGL || UNITY_WSA || UNITY_PS4 || UNITY_WII || UNITY_XBOXONE || UNITY_SWITCH
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#define DISABLESTEAMWORKS
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#endif
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#if !DISABLESTEAMWORKS
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using System.Runtime.InteropServices;
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using IntPtr = System.IntPtr;
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namespace Steamworks {
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public static class SteamController {
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/// <summary>
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/// <para> Init and Shutdown must be called when starting/ending use of this interface</para>
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/// </summary>
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public static bool Init() {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_Init(CSteamAPIContext.GetSteamController());
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}
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public static bool Shutdown() {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_Shutdown(CSteamAPIContext.GetSteamController());
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}
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/// <summary>
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/// <para> Synchronize API state with the latest Steam Controller inputs available. This</para>
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/// <para> is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest</para>
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/// <para> possible latency, you call this directly before reading controller state. This must</para>
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/// <para> be called from somewhere before GetConnectedControllers will return any handles</para>
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/// </summary>
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public static void RunFrame() {
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InteropHelp.TestIfAvailableClient();
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NativeMethods.ISteamController_RunFrame(CSteamAPIContext.GetSteamController());
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}
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/// <summary>
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/// <para> Enumerate currently connected controllers</para>
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/// <para> handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles</para>
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/// <para> Returns the number of handles written to handlesOut</para>
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/// </summary>
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public static int GetConnectedControllers(ControllerHandle_t[] handlesOut) {
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InteropHelp.TestIfAvailableClient();
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if (handlesOut != null && handlesOut.Length != Constants.STEAM_CONTROLLER_MAX_COUNT) {
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throw new System.ArgumentException("handlesOut must be the same size as Constants.STEAM_CONTROLLER_MAX_COUNT!");
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}
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return NativeMethods.ISteamController_GetConnectedControllers(CSteamAPIContext.GetSteamController(), handlesOut);
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}
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/// <summary>
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/// <para>-----------------------------------------------------------------------------</para>
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/// <para> ACTION SETS</para>
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/// <para>-----------------------------------------------------------------------------</para>
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/// <para> Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.</para>
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/// </summary>
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public static ControllerActionSetHandle_t GetActionSetHandle(string pszActionSetName) {
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InteropHelp.TestIfAvailableClient();
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using (var pszActionSetName2 = new InteropHelp.UTF8StringHandle(pszActionSetName)) {
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return (ControllerActionSetHandle_t)NativeMethods.ISteamController_GetActionSetHandle(CSteamAPIContext.GetSteamController(), pszActionSetName2);
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}
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}
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/// <summary>
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/// <para> Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')</para>
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/// <para> This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in</para>
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/// <para> your state loops, instead of trying to place it in all of your state transitions.</para>
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/// </summary>
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public static void ActivateActionSet(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle) {
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InteropHelp.TestIfAvailableClient();
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NativeMethods.ISteamController_ActivateActionSet(CSteamAPIContext.GetSteamController(), controllerHandle, actionSetHandle);
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}
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public static ControllerActionSetHandle_t GetCurrentActionSet(ControllerHandle_t controllerHandle) {
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InteropHelp.TestIfAvailableClient();
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return (ControllerActionSetHandle_t)NativeMethods.ISteamController_GetCurrentActionSet(CSteamAPIContext.GetSteamController(), controllerHandle);
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}
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/// <summary>
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/// <para> ACTION SET LAYERS</para>
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/// </summary>
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public static void ActivateActionSetLayer(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle) {
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InteropHelp.TestIfAvailableClient();
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NativeMethods.ISteamController_ActivateActionSetLayer(CSteamAPIContext.GetSteamController(), controllerHandle, actionSetLayerHandle);
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}
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public static void DeactivateActionSetLayer(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle) {
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InteropHelp.TestIfAvailableClient();
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NativeMethods.ISteamController_DeactivateActionSetLayer(CSteamAPIContext.GetSteamController(), controllerHandle, actionSetLayerHandle);
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}
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public static void DeactivateAllActionSetLayers(ControllerHandle_t controllerHandle) {
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InteropHelp.TestIfAvailableClient();
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NativeMethods.ISteamController_DeactivateAllActionSetLayers(CSteamAPIContext.GetSteamController(), controllerHandle);
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}
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/// <summary>
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/// <para> Enumerate currently active layers</para>
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/// <para> handlesOut should point to a STEAM_CONTROLLER_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles.</para>
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/// <para> Returns the number of handles written to handlesOut</para>
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/// </summary>
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public static int GetActiveActionSetLayers(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t[] handlesOut) {
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InteropHelp.TestIfAvailableClient();
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if (handlesOut != null && handlesOut.Length != Constants.STEAM_CONTROLLER_MAX_ACTIVE_LAYERS) {
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throw new System.ArgumentException("handlesOut must be the same size as Constants.STEAM_CONTROLLER_MAX_ACTIVE_LAYERS!");
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}
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return NativeMethods.ISteamController_GetActiveActionSetLayers(CSteamAPIContext.GetSteamController(), controllerHandle, handlesOut);
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}
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/// <summary>
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/// <para>-----------------------------------------------------------------------------</para>
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/// <para> ACTIONS</para>
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/// <para>-----------------------------------------------------------------------------</para>
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/// <para> Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.</para>
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/// </summary>
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public static ControllerDigitalActionHandle_t GetDigitalActionHandle(string pszActionName) {
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InteropHelp.TestIfAvailableClient();
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using (var pszActionName2 = new InteropHelp.UTF8StringHandle(pszActionName)) {
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return (ControllerDigitalActionHandle_t)NativeMethods.ISteamController_GetDigitalActionHandle(CSteamAPIContext.GetSteamController(), pszActionName2);
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}
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}
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/// <summary>
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/// <para> Returns the current state of the supplied digital game action</para>
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/// </summary>
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public static ControllerDigitalActionData_t GetDigitalActionData(ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle) {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_GetDigitalActionData(CSteamAPIContext.GetSteamController(), controllerHandle, digitalActionHandle);
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}
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/// <summary>
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/// <para> 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.</para>
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/// <para> 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</para>
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/// <para> the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.</para>
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/// </summary>
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public static int GetDigitalActionOrigins(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin[] originsOut) {
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InteropHelp.TestIfAvailableClient();
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if (originsOut != null && originsOut.Length != Constants.STEAM_CONTROLLER_MAX_ORIGINS) {
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throw new System.ArgumentException("originsOut must be the same size as Constants.STEAM_CONTROLLER_MAX_ORIGINS!");
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}
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return NativeMethods.ISteamController_GetDigitalActionOrigins(CSteamAPIContext.GetSteamController(), controllerHandle, actionSetHandle, digitalActionHandle, originsOut);
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}
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/// <summary>
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/// <para> Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.</para>
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/// </summary>
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public static ControllerAnalogActionHandle_t GetAnalogActionHandle(string pszActionName) {
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InteropHelp.TestIfAvailableClient();
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using (var pszActionName2 = new InteropHelp.UTF8StringHandle(pszActionName)) {
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return (ControllerAnalogActionHandle_t)NativeMethods.ISteamController_GetAnalogActionHandle(CSteamAPIContext.GetSteamController(), pszActionName2);
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}
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}
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/// <summary>
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/// <para> Returns the current state of these supplied analog game action</para>
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/// </summary>
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public static ControllerAnalogActionData_t GetAnalogActionData(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle) {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_GetAnalogActionData(CSteamAPIContext.GetSteamController(), controllerHandle, analogActionHandle);
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}
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/// <summary>
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/// <para> 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.</para>
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/// <para> 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</para>
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/// <para> the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.</para>
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/// </summary>
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public static int GetAnalogActionOrigins(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin[] originsOut) {
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InteropHelp.TestIfAvailableClient();
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if (originsOut != null && originsOut.Length != Constants.STEAM_CONTROLLER_MAX_ORIGINS) {
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throw new System.ArgumentException("originsOut must be the same size as Constants.STEAM_CONTROLLER_MAX_ORIGINS!");
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}
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return NativeMethods.ISteamController_GetAnalogActionOrigins(CSteamAPIContext.GetSteamController(), controllerHandle, actionSetHandle, analogActionHandle, originsOut);
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}
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/// <summary>
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/// <para> Get a local path to art for on-screen glyph for a particular origin - this call is cheap</para>
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/// </summary>
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public static string GetGlyphForActionOrigin(EControllerActionOrigin eOrigin) {
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InteropHelp.TestIfAvailableClient();
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return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamController_GetGlyphForActionOrigin(CSteamAPIContext.GetSteamController(), eOrigin));
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}
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/// <summary>
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/// <para> Returns a localized string (from Steam's language setting) for the specified origin - this call is serialized</para>
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/// </summary>
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public static string GetStringForActionOrigin(EControllerActionOrigin eOrigin) {
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InteropHelp.TestIfAvailableClient();
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return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamController_GetStringForActionOrigin(CSteamAPIContext.GetSteamController(), eOrigin));
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}
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public static void StopAnalogActionMomentum(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction) {
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InteropHelp.TestIfAvailableClient();
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NativeMethods.ISteamController_StopAnalogActionMomentum(CSteamAPIContext.GetSteamController(), controllerHandle, eAction);
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}
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/// <summary>
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/// <para> Returns raw motion data from the specified controller</para>
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/// </summary>
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public static ControllerMotionData_t GetMotionData(ControllerHandle_t controllerHandle) {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_GetMotionData(CSteamAPIContext.GetSteamController(), controllerHandle);
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}
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/// <summary>
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/// <para>-----------------------------------------------------------------------------</para>
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/// <para> OUTPUTS</para>
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/// <para>-----------------------------------------------------------------------------</para>
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/// <para> Trigger a haptic pulse on a controller</para>
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/// </summary>
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public static void TriggerHapticPulse(ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec) {
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InteropHelp.TestIfAvailableClient();
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NativeMethods.ISteamController_TriggerHapticPulse(CSteamAPIContext.GetSteamController(), controllerHandle, eTargetPad, usDurationMicroSec);
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}
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/// <summary>
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/// <para> Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.</para>
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/// <para> nFlags is currently unused and reserved for future use.</para>
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/// </summary>
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public static void TriggerRepeatedHapticPulse(ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags) {
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InteropHelp.TestIfAvailableClient();
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NativeMethods.ISteamController_TriggerRepeatedHapticPulse(CSteamAPIContext.GetSteamController(), controllerHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags);
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}
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/// <summary>
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/// <para> Trigger a vibration event on supported controllers.</para>
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/// </summary>
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public static void TriggerVibration(ControllerHandle_t controllerHandle, ushort usLeftSpeed, ushort usRightSpeed) {
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InteropHelp.TestIfAvailableClient();
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NativeMethods.ISteamController_TriggerVibration(CSteamAPIContext.GetSteamController(), controllerHandle, usLeftSpeed, usRightSpeed);
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}
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/// <summary>
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/// <para> Set the controller LED color on supported controllers.</para>
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/// </summary>
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public static void SetLEDColor(ControllerHandle_t controllerHandle, byte nColorR, byte nColorG, byte nColorB, uint nFlags) {
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InteropHelp.TestIfAvailableClient();
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NativeMethods.ISteamController_SetLEDColor(CSteamAPIContext.GetSteamController(), controllerHandle, nColorR, nColorG, nColorB, nFlags);
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}
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/// <summary>
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/// <para>-----------------------------------------------------------------------------</para>
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/// <para> Utility functions availible without using the rest of Steam Input API</para>
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/// <para>-----------------------------------------------------------------------------</para>
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/// <para> Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode</para>
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/// <para> If the user is not in Big Picture Mode it will open up the binding in a new window</para>
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/// </summary>
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public static bool ShowBindingPanel(ControllerHandle_t controllerHandle) {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_ShowBindingPanel(CSteamAPIContext.GetSteamController(), controllerHandle);
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}
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/// <summary>
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/// <para> Returns the input type for a particular handle</para>
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/// </summary>
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public static ESteamInputType GetInputTypeForHandle(ControllerHandle_t controllerHandle) {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_GetInputTypeForHandle(CSteamAPIContext.GetSteamController(), controllerHandle);
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}
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/// <summary>
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/// <para> Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions</para>
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/// <para> to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input</para>
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/// </summary>
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public static ControllerHandle_t GetControllerForGamepadIndex(int nIndex) {
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InteropHelp.TestIfAvailableClient();
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return (ControllerHandle_t)NativeMethods.ISteamController_GetControllerForGamepadIndex(CSteamAPIContext.GetSteamController(), nIndex);
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}
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/// <summary>
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/// <para> Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index</para>
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/// </summary>
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public static int GetGamepadIndexForController(ControllerHandle_t ulControllerHandle) {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_GetGamepadIndexForController(CSteamAPIContext.GetSteamController(), ulControllerHandle);
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}
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/// <summary>
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/// <para> Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.</para>
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/// </summary>
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public static string GetStringForXboxOrigin(EXboxOrigin eOrigin) {
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InteropHelp.TestIfAvailableClient();
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return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamController_GetStringForXboxOrigin(CSteamAPIContext.GetSteamController(), eOrigin));
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}
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/// <summary>
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/// <para> Get a local path to art for on-screen glyph for a particular Xbox controller origin.</para>
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/// </summary>
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public static string GetGlyphForXboxOrigin(EXboxOrigin eOrigin) {
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InteropHelp.TestIfAvailableClient();
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return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamController_GetGlyphForXboxOrigin(CSteamAPIContext.GetSteamController(), eOrigin));
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}
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/// <summary>
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/// <para> Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for</para>
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/// <para> 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</para>
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/// </summary>
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public static EControllerActionOrigin GetActionOriginFromXboxOrigin(ControllerHandle_t controllerHandle, EXboxOrigin eOrigin) {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_GetActionOriginFromXboxOrigin(CSteamAPIContext.GetSteamController(), controllerHandle, eOrigin);
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}
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/// <summary>
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/// <para> Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EControllerActionOrigin_None</para>
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/// </summary>
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public static EControllerActionOrigin TranslateActionOrigin(ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin) {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_TranslateActionOrigin(CSteamAPIContext.GetSteamController(), eDestinationInputType, eSourceOrigin);
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}
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/// <summary>
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/// <para> 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</para>
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/// </summary>
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public static bool GetControllerBindingRevision(ControllerHandle_t controllerHandle, out int pMajor, out int pMinor) {
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InteropHelp.TestIfAvailableClient();
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return NativeMethods.ISteamController_GetControllerBindingRevision(CSteamAPIContext.GetSteamController(), controllerHandle, out pMajor, out pMinor);
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}
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}
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}
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#endif // !DISABLESTEAMWORKS
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