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695 lines
24 KiB
695 lines
24 KiB
//=========== Copyright Valve Corporation, All rights reserved. ===============// |
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// |
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// Purpose: Native Steam Controller Interface |
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//=============================================================================// |
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#include "inputsystem.h" |
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#include "key_translation.h" |
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#include "filesystem.h" |
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#include "steam/isteamcontroller.h" |
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#include "math.h" |
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#ifndef UINT64_MAX |
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const uint64 UINT64_MAX = 0xffffffffffffffff; |
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#endif |
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#if !defined( NO_STEAM ) |
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#include "steam/steam_api.h" |
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#endif //NO_STEAM |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include <tier0/memdbgon.h> |
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ConVar sc_joystick_map( "sc_joystick_map", "1", FCVAR_ARCHIVE, "How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square." ); |
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#define STEAMPAD_MAX_ANALOGSAMPLE_GYRO 32768 |
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#define STEAMPAD_MAX_ANALOGSAMPLE_TRIGGER 32768 |
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#define STEAMPAD_MAX_ANALOGSAMPLE_LEFT 32768 |
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#define STEAMPAD_MAX_ANALOGSAMPLE_RIGHT 32767 |
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#define STEAMPAD_MAX_ANALOGSAMPLE_DOWN 32768 |
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#define STEAMPAD_MAX_ANALOGSAMPLE_UP 32767 |
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#define STEAMPAD_MAX_ANALOGSAMPLE_MAX 32768 |
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#define STEAMPAD_ANALOG_SCALE_LEFT(x) ( ( float )STEAMPAD_MAX_ANALOGSAMPLE_LEFT/( float )( STEAMPAD_MAX_ANALOGSAMPLE_LEFT-(x) ) ) |
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#define STEAMPAD_ANALOG_SCALE_RIGHT(x) ( ( float )STEAMPAD_MAX_ANALOGSAMPLE_RIGHT/( float )( STEAMPAD_MAX_ANALOGSAMPLE_RIGHT-(x) ) ) |
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#define STEAMPAD_ANALOG_SCALE_DOWN(x) ( ( float )STEAMPAD_MAX_ANALOGSAMPLE_DOWN/( float )( STEAMPAD_MAX_ANALOGSAMPLE_DOWN-(x) ) ) |
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#define STEAMPAD_ANALOG_SCALE_UP(x) ( ( float )STEAMPAD_MAX_ANALOGSAMPLE_UP/( float )( STEAMPAD_MAX_ANALOGSAMPLE_UP-(x) ) ) |
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#define STEAMPAD_ANALOG_TRIGGER_THRESHOLD ( ( int )( STEAMPAD_MAX_ANALOGSAMPLE_TRIGGER * 0.5f ) ) |
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#define STEAMPAD_ANALOG_PAD_THRESHOLD ( ( int )( STEAMPAD_MAX_ANALOGSAMPLE_MAX * 0.25f ) ) |
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#define STEAMPAD_ANALOG_GYRO_THRESHOLD ( ( int ) ( STEAMPAD_MAX_ANALOGSAMPLE_GYRO * 0.3f ) ) |
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#define STEAMPAD_DIGITAL_PAD_THRESHOLD ( ( int )( STEAMPAD_MAX_ANALOGSAMPLE_MAX * 0.52f ) ) |
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#define STEAMPAD_AXIS_REPEAT_INTERVAL_START 0.6f |
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#define STEAMPAD_AXIS_REPEAT_INTERVAL_END 0.05f |
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#define STEAMPAD_AXIS_REPEAT_CURVE_TIME 1.75f |
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#define PAD_ANALOG_BUTTON_THRESHOLD ( ( int )( STEAMPAD_MAX_ANALOGSAMPLE_MAX * 0.285f ) ) |
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#define PAD_ANALOG_BUTTON_THRESHOLD_STRONG ( ( int )( STEAMPAD_MAX_ANALOGSAMPLE_MAX * 0.68f ) ) |
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#define SQRT2 1.414213562 |
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// key translation |
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typedef struct |
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{ |
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uint64 steampadinput; |
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ButtonCode_t steampadkey; |
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} steampadInputTosteampadKey_t; |
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static const int s_nSteamPadDeadZoneTable[] = |
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{ |
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STEAMPAD_ANALOG_PAD_THRESHOLD, // LEFTPAD_AXIS_X |
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STEAMPAD_ANALOG_PAD_THRESHOLD, // LEFTPAD_AXIS_Y |
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STEAMPAD_ANALOG_PAD_THRESHOLD, // RIGHTPAD_AXIS_X |
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STEAMPAD_ANALOG_PAD_THRESHOLD, // RIGHTPAD_AXIS_Y |
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STEAMPAD_ANALOG_TRIGGER_THRESHOLD, //LEFT_TRIGGER_AXIS |
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STEAMPAD_ANALOG_TRIGGER_THRESHOLD, //RIGHT_TRIGGER_AXIS |
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STEAMPAD_ANALOG_GYRO_THRESHOLD, //GYRO_AXIS_PITCH |
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STEAMPAD_ANALOG_GYRO_THRESHOLD, //GYRO_AXIS_ROLL |
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STEAMPAD_ANALOG_GYRO_THRESHOLD, //GYRO_AXIS_YAW |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Counts the number of active gamepads connected |
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//----------------------------------------------------------------------------- |
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uint32 CInputSystem::GetNumSteamControllersConnected() |
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{ |
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return m_unNumConnected; |
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} |
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struct SDigitalMenuAction |
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{ |
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const char *strName; |
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ButtonCode_t buttonCode; |
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ControllerDigitalActionHandle_t handle; |
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bool bState[STEAM_CONTROLLER_MAX_COUNT]; |
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bool bAwaitingDebounce[STEAM_CONTROLLER_MAX_COUNT]; |
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}; |
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static SDigitalMenuAction g_DigitalMenuActions[] = { |
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{ "menu_left", STEAMCONTROLLER_DPAD_LEFT, 0, { false }, { false } }, |
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{ "menu_right", STEAMCONTROLLER_DPAD_RIGHT, 0, { false }, { false } }, |
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{ "menu_up", STEAMCONTROLLER_DPAD_UP, 0, { false }, { false } }, |
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{ "menu_down", STEAMCONTROLLER_DPAD_DOWN, 0, { false }, { false } }, |
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{ "menu_cancel", STEAMCONTROLLER_B, 0, { false }, { false } }, |
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{ "menu_select", STEAMCONTROLLER_A, 0, { false }, { false } }, |
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{ "resume_esc", STEAMCONTROLLER_START, 0, { false }, { false } }, |
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{ "cl_trigger_first_notification", STEAMCONTROLLER_F1, 0, { false }, { false } }, // Command is in the in-game action set (use for hitting accept/ok on dialogs) |
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{ "cl_decline_first_notification", STEAMCONTROLLER_F2, 0, { false }, { false } }, // Command is in the in-game action set (use for hitting cancel/decline on dialogs) |
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{ "menu_toggle_function", STEAMCONTROLLER_Y, 0, { false }, { false }, }, // Command is in the in-game HUD action set |
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{ "menu_alt_function", STEAMCONTROLLER_X, 0, { false }, { false } }, // Command is in the in-game HUD action set |
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{ "cancelselect", STEAMCONTROLLER_START, 0, { false }, { false } }, // Command is in the in-game action set |
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{ "toggleready", STEAMCONTROLLER_F4, 0, { false }, { false } }, // Command is in the in-game action set |
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}; |
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struct SAnalogAction |
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{ |
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const char *strName; |
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JoystickAxis_t joystickAxisX, joystickAxisY; |
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ControllerAnalogActionHandle_t handle; |
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}; |
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struct SGameActionSet |
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{ |
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const char *strName; |
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GameActionSet_t eGameActionSet; |
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ControllerActionSetHandle_t handle; |
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}; |
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static SGameActionSet g_GameActionSets[] = { |
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{ "MenuControls", GAME_ACTION_SET_MENUCONTROLS, 0 }, |
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{ "FPSControls", GAME_ACTION_SET_FPSCONTROLS, 0 }, |
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{ "InGameHUDControls", GAME_ACTION_SET_IN_GAME_HUD, 0 }, |
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{ "SpectatorControls", GAME_ACTION_SET_SPECTATOR, 0 }, |
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}; |
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// Table that maps a physical steam controller origin to the corresponding character in our icon font. |
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// If the EControllerActionOrigin enum or the font changes, this table must be changed to match. |
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static const wchar_t* g_MapSteamControllerOriginToIconFont[] = { |
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L"", // k_EControllerActionOrigin_None |
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L"A", // k_EControllerActionOrigin_A |
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L"B", // k_EControllerActionOrigin_B |
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L"X", // k_EControllerActionOrigin_X |
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L"Y", // k_EControllerActionOrigin_Y |
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L"2", // k_EControllerActionOrigin_LeftBumper |
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L"3", // k_EControllerActionOrigin_RightBumper |
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L"(", // k_EControllerActionOrigin_LeftGrip |
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L")", // k_EControllerActionOrigin_RightGrip |
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L"5", // k_EControllerActionOrigin_Start |
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L"4", // k_EControllerActionOrigin_Back |
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L"q", // k_EControllerActionOrigin_LeftPad_Touch |
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L"w", // k_EControllerActionOrigin_LeftPad_Swipe |
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L"e", // k_EControllerActionOrigin_LeftPad_Click |
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L"a", // k_EControllerActionOrigin_LeftPad_DPadNorth |
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L"s", // k_EControllerActionOrigin_LeftPad_DPadSouth |
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L"d", // k_EControllerActionOrigin_LeftPad_DPadWest |
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L"f", // k_EControllerActionOrigin_LeftPad_DPadEast |
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L"y", // k_EControllerActionOrigin_RightPad_Touch |
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L"u", // k_EControllerActionOrigin_RightPad_Swipe |
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L"i", // k_EControllerActionOrigin_RightPad_Click |
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L"h", // k_EControllerActionOrigin_RightPad_DPadNorth |
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L"j", // k_EControllerActionOrigin_RightPad_DPadSouth |
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L"k", // k_EControllerActionOrigin_RightPad_DPadWest |
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L"l", // k_EControllerActionOrigin_RightPad_DEast |
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L"z", // k_EControllerActionOrigin_LeftTrigger_Pull |
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L"x", // k_EControllerActionOrigin_LeftTrigger_Click |
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L"n", // k_EControllerActionOrigin_RightTrigger_Pull |
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L"m", // k_EControllerActionOrigin_RightTrigger_Click |
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L"C", // k_EControllerActionOrigin_LeftStick_Move |
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L"V", // k_EControllerActionOrigin_LeftStick_Click |
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L"7", // k_EControllerActionOrigin_LeftStick_DPadNorth |
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L"8", // k_EControllerActionOrigin_LeftStick_DPadSouth |
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L"9", // k_EControllerActionOrigin_LeftStick_DPadWest |
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L"0", // k_EControllerActionOrigin_LeftStick_DPadEast |
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L"6", // k_EControllerActionOrigin_Gyro_Move |
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L"6", // k_EControllerActionOrigin_Gyro_Pitch |
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L"6", // k_EControllerActionOrigin_Gyro_Yaw |
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L"6", // k_EControllerActionOrigin_Gyro_Roll |
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}; |
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// Table that maps a physical steam controller origin to a short description string for user display (only use this |
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// if it's impractical to use the icon font). |
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// If the EControllerActionOrigin enum changes, this table must be changed to match. |
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static const wchar_t* g_MapSteamControllerOriginToDescription[] = { |
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L"", // k_EControllerActionOrigin_None |
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L"A", // k_EControllerActionOrigin_A |
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L"B", // k_EControllerActionOrigin_B |
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L"X", // k_EControllerActionOrigin_X |
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L"Y", // k_EControllerActionOrigin_Y |
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L"LB", // k_EControllerActionOrigin_LeftBumper |
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L"RB", // k_EControllerActionOrigin_RightBumper |
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L"LG", // k_EControllerActionOrigin_LeftGrip |
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L"RG", // k_EControllerActionOrigin_RightGrip |
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L"START", // k_EControllerActionOrigin_Start |
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L"BACK", // k_EControllerActionOrigin_Back |
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L"LPTOUCH", // k_EControllerActionOrigin_LeftPad_Touch |
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L"LPSWIPE", // k_EControllerActionOrigin_LeftPad_Swipe |
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L"LPCLICK", // k_EControllerActionOrigin_LeftPad_Click |
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L"LPUP", // k_EControllerActionOrigin_LeftPad_DPadNorth |
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L"LPDOWN", // k_EControllerActionOrigin_LeftPad_DPadSouth |
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L"LPLEFT", // k_EControllerActionOrigin_LeftPad_DPadWest |
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L"LPRIGHT", // k_EControllerActionOrigin_LeftPad_DPadEast |
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L"RPTOUCH", // k_EControllerActionOrigin_RightPad_Touch |
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L"RPSWIPE", // k_EControllerActionOrigin_RightPad_Swipe |
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L"RPCLICK", // k_EControllerActionOrigin_RightPad_Click |
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L"RPUP", // k_EControllerActionOrigin_RightPad_DPadNorth |
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L"RPDOWN", // k_EControllerActionOrigin_RightPad_DPadSouth |
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L"RPLEFT", // k_EControllerActionOrigin_RightPad_DPadWest |
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L"RPRIGHT", // k_EControllerActionOrigin_RightPad_DEast |
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L"LT", // k_EControllerActionOrigin_LeftTrigger_Pull |
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L"LT", // k_EControllerActionOrigin_LeftTrigger_Click |
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L"LT", // k_EControllerActionOrigin_RightTrigger_Pull |
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L"LT", // k_EControllerActionOrigin_RightTrigger_Click |
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L"LS", // k_EControllerActionOrigin_LeftStick_Move |
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L"LSCLICK", // k_EControllerActionOrigin_LeftStick_Click |
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L"LSUP", // k_EControllerActionOrigin_LeftStick_DPadNorth |
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L"LSDOWN", // k_EControllerActionOrigin_LeftStick_DPadSouth |
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L"LSLEFT", // k_EControllerActionOrigin_LeftStick_DPadWest |
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L"LSRIGHT", // k_EControllerActionOrigin_LeftStick_DPadEast |
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L"GYRO", // k_EControllerActionOrigin_Gyro_Move |
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L"GYRO", // k_EControllerActionOrigin_Gyro_Pitch |
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L"GYRO", // k_EControllerActionOrigin_Gyro_Yaw |
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L"GYRO", // k_EControllerActionOrigin_Gyro_Roll |
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}; |
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bool CInputSystem::InitializeSteamControllerActionSets() |
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{ |
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auto psteamcontroller = g_pInputSystem->SteamControllerInterface(); |
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if ( !psteamcontroller ) |
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{ |
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return false; |
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} |
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bool bGotHandles = true; |
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for ( int i = 0; i != ARRAYSIZE( g_DigitalMenuActions ); ++i ) |
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{ |
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g_DigitalMenuActions[i].handle = psteamcontroller->GetDigitalActionHandle( g_DigitalMenuActions[i].strName ); |
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bGotHandles = bGotHandles && ( g_DigitalMenuActions[i].handle != 0 ); |
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// Init the button state array |
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for( int j = 0; j < STEAM_CONTROLLER_MAX_COUNT; j++ ) |
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{ |
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g_DigitalMenuActions[i].bState[j] = false; |
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} |
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} |
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for ( int i = 0; i != ARRAYSIZE( g_GameActionSets ); ++i ) |
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{ |
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g_GameActionSets[i].handle = psteamcontroller->GetActionSetHandle( g_GameActionSets[i].strName ); |
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bGotHandles = bGotHandles && g_GameActionSets[i].handle; |
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} |
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return bGotHandles; |
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} |
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ConVar sc_debug_sets( "sc_debug_sets", "0", FCVAR_ARCHIVE, "Debugging" ); |
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void CInputSystem::PollSteamControllers( void ) |
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{ |
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// Make sure we've got the appropriate connections to Steam |
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auto steamcontroller = SteamControllerInterface(); |
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if ( !steamcontroller ) |
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{ |
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return; |
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} |
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steamcontroller->RunFrame(); |
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uint64 nControllerHandles[STEAM_CONTROLLER_MAX_COUNT]; |
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m_unNumConnected = steamcontroller->GetConnectedControllers( nControllerHandles ); |
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if ( m_unNumConnected > 0 ) |
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{ |
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if ( !m_bSteamControllerActionsInitialized ) |
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{ |
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// Retry initialization of controller actions if we didn't acquire them all before for some reason. |
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m_bSteamControllerActionsInitialized = m_bSteamController && InitializeSteamControllerActionSets(); |
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g_pInputSystem->ActivateSteamControllerActionSet( GAME_ACTION_SET_MENUCONTROLS ); |
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} |
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if ( m_bSteamControllerActionsInitialized ) |
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{ |
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// If we successfully initialized all the actions, and we have a connected controller, then we're considered "active". |
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m_bSteamControllerActive = true; |
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// For each digital action |
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for ( int i = 0; i != ARRAYSIZE( g_DigitalMenuActions ); ++i ) |
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{ |
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SDigitalMenuAction& action = g_DigitalMenuActions[i]; |
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// and for each controller |
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for ( uint64 j = 0; j < m_unNumConnected; ++j ) |
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{ |
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// Get the action's current state |
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ControllerDigitalActionData_t data = steamcontroller->GetDigitalActionData( nControllerHandles[j], action.handle ); |
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// We only care if the action is active |
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if ( data.bActive ) |
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{ |
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action.bAwaitingDebounce[j] = action.bAwaitingDebounce[j] && data.bState; |
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// If the action's state has changed |
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if ( data.bState != action.bState[j] ) |
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{ |
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action.bState[j] = data.bState; |
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// Press the key for the correct controller |
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ButtonCode_t buttonCode = ButtonCodeToJoystickButtonCode( action.buttonCode, j ); |
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if ( action.bState[j] ) |
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{ |
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if ( !action.bAwaitingDebounce[j] ) |
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{ |
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PostButtonPressedEvent( IE_ButtonPressed, m_nLastSampleTick, buttonCode, buttonCode ); |
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} |
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} |
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else |
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{ |
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PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, buttonCode, buttonCode ); |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
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else |
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{ |
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// If no controllers are connected, unflag the active state. |
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m_bSteamControllerActive = false; |
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} |
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} |
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bool CInputSystem::GetRadialMenuStickValues( int nSlot, float &fX, float &fY ) |
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{ |
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fX = m_pRadialMenuStickVal[nSlot][0]; |
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fY = m_pRadialMenuStickVal[nSlot][1]; |
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return true; |
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} |
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bool CInputSystem::IsSteamControllerActive( void ) |
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{ |
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return m_bSteamControllerActive; |
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} |
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bool CInputSystem::InitializeSteamControllers() |
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{ |
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m_flLastSteamControllerInput = -FLT_MAX; |
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auto steamcontroller = SteamControllerInterface(); |
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if ( steamcontroller ) |
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{ |
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if ( !steamcontroller->Init() ) |
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{ |
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return false; |
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} |
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} |
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else |
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{ |
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return false; |
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} |
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for( int i=0; i<STEAM_CONTROLLER_MAX_COUNT; i++ ) |
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{ |
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m_pRadialMenuStickVal[i][0] = 0.0f; |
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m_pRadialMenuStickVal[i][1] = 0.0f; |
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} |
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// We have to account for other joysticks prior to adding steam controllers |
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// So we get the baseline number here when first initializing |
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m_nJoystickBaseline = m_nJoystickCount; |
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if ( steamcontroller ) |
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{ |
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uint64 nControllerHandles[STEAM_CONTROLLER_MAX_COUNT]; |
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m_unNumConnected = steamcontroller->GetConnectedControllers( nControllerHandles ); |
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steamcontroller->RunFrame(); |
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if ( m_unNumConnected > 0 ) |
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{ |
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for ( uint32 i = 0; i < m_unNumConnected; i++ ) |
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{ |
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if ( m_Device[i].m_nJoystickIndex == INVALID_USER_ID ) |
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{ |
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int nJoystickIndex = i; |
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m_Device[i].m_nJoystickIndex = nJoystickIndex; |
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m_Device[i].m_nHardwareIndex = i; |
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} |
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m_nControllerType[m_Device[i].m_nJoystickIndex] = INPUT_TYPE_STEAMCONTROLLER; |
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} |
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} |
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return true; |
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} |
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return false; |
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} |
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ControllerActionSetHandle_t CInputSystem::GetActionSetHandle( GameActionSet_t eActionSet ) |
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{ |
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return g_GameActionSets[eActionSet].handle; |
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} |
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ControllerActionSetHandle_t CInputSystem::GetActionSetHandle( const char* szActionSet ) |
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{ |
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for ( int i = 0; i != ARRAYSIZE( g_GameActionSets ); ++i ) |
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{ |
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if ( !Q_strcmp( szActionSet, g_GameActionSets[i].strName ) ) |
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{ |
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return g_GameActionSets[i].handle; |
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} |
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} |
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return 0; |
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} |
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void CInputSystem::ActivateSteamControllerActionSetForSlot( uint64 nSlot, GameActionSet_t eActionSet ) |
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{ |
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auto steamcontroller = SteamControllerInterface(); |
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bool bChangedActionSet = false; |
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if ( steamcontroller ) |
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{ |
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if ( nSlot == STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS ) |
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{ |
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for ( int i = 0; i < STEAM_CONTROLLER_MAX_COUNT; i++ ) |
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{ |
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if ( m_currentActionSet[i] != eActionSet ) |
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{ |
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bChangedActionSet = true; |
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m_currentActionSet[i] = eActionSet; |
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} |
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} |
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steamcontroller->ActivateActionSet( STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS, g_GameActionSets[eActionSet].handle ); |
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} |
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else |
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{ |
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uint64 nControllerHandles[STEAM_CONTROLLER_MAX_COUNT]; |
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int unNumConnected = steamcontroller->GetConnectedControllers( nControllerHandles ); |
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if( nSlot < unNumConnected ) |
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{ |
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if ( m_currentActionSet[nSlot] != eActionSet ) |
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{ |
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bChangedActionSet = true; |
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m_currentActionSet[nSlot] = eActionSet; |
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} |
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steamcontroller->ActivateActionSet( nControllerHandles[nSlot], g_GameActionSets[eActionSet].handle ); |
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} |
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} |
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} |
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if ( bChangedActionSet ) |
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{ |
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// If we changed action set, then flag everything for a debounce (meaning we demand to see an unpressed state before we'll register a pressed one) |
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for ( int i = 0; i < STEAM_CONTROLLER_MAX_COUNT; i++ ) |
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{ |
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for ( int j = 0; j != ARRAYSIZE( g_DigitalMenuActions ); ++j ) |
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{ |
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g_DigitalMenuActions[j].bAwaitingDebounce[i] = true; |
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} |
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} |
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} |
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} |
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const int CInputSystem::GetSteamPadDeadZone( ESteamPadAxis axis ) |
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{ |
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int nDeadzone = s_nSteamPadDeadZoneTable[ axis ]; |
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// Do modifications if required here? |
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return nDeadzone; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Processes data for controller |
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//----------------------------------------------------------------------------- |
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void CInputSystem::ReadSteamController( int iIndex ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Pulse haptic feedback |
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//----------------------------------------------------------------------------- |
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/* void CInputSystem::PulseHapticOnSteamController( uint32 nControllerIndex, ESteamControllerPad ePad, unsigned short durationMicroSec ) |
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{ |
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auto steamcontroller = SteamControllerInterface(); |
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if ( steamcontroller ) |
|
{ |
|
steamcontroller->TriggerHapticPulse( nControllerIndex, ePad, durationMicroSec ); |
|
} |
|
}*/ |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the controller State for a particular joystick slot |
|
//----------------------------------------------------------------------------- |
|
bool CInputSystem::GetControllerStateForSlot( int nSlot ) |
|
{ |
|
return false; |
|
} |
|
|
|
int CInputSystem::GetSteamControllerIndexForSlot( int nSlot ) |
|
{ |
|
for ( int i = 0; i < Q_ARRAYSIZE( m_Device ); i++ ) |
|
{ |
|
if ( m_Device[i].active && (int)m_Device[i].m_nJoystickIndex == nSlot ) |
|
{ |
|
return m_Device[i].m_nHardwareIndex; |
|
} |
|
} |
|
return -1; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Post events, ignoring key repeats |
|
//----------------------------------------------------------------------------- |
|
void CInputSystem::PostKeyEvent( int iIndex, sKey_t sKey, int nSample ) |
|
{ |
|
// Rework of xbox code here : |
|
|
|
AnalogCode_t code = ANALOG_CODE_LAST; |
|
float value = 0.f; |
|
//int nMsgSlot = iIndex; |
|
int nMsgSlot = m_Device[iIndex].m_nJoystickIndex; |
|
int nSampleThreshold = 1; |
|
|
|
// Look for changes on the analog axes |
|
switch( sKey ) |
|
{ |
|
case SK_BUTTON_LPAD_LEFT: |
|
case SK_BUTTON_LPAD_RIGHT: |
|
{ |
|
code = (AnalogCode_t)JOYSTICK_AXIS( nMsgSlot, JOY_AXIS_X ); |
|
value = ( sKey == SK_BUTTON_LPAD_LEFT ) ? -nSample : nSample; |
|
// Kind of a hack to horizontal values for menu selection items in Portal 2 |
|
// The additional 5k helps accidental horizontals in menus. |
|
nSampleThreshold = ( int )( STEAMPAD_DIGITAL_PAD_THRESHOLD ) + 5000; |
|
} |
|
break; |
|
|
|
case SK_BUTTON_LPAD_UP: |
|
case SK_BUTTON_LPAD_DOWN: |
|
{ |
|
code = (AnalogCode_t)JOYSTICK_AXIS( nMsgSlot, JOY_AXIS_Y ); |
|
value = ( sKey == SK_BUTTON_LPAD_UP ) ? -nSample : nSample; |
|
nSampleThreshold = ( int )( STEAMPAD_DIGITAL_PAD_THRESHOLD ); |
|
} |
|
break; |
|
|
|
case SK_BUTTON_RPAD_LEFT: |
|
case SK_BUTTON_RPAD_RIGHT: |
|
{ |
|
code = (AnalogCode_t)JOYSTICK_AXIS( nMsgSlot, JOY_AXIS_U ); |
|
value = ( sKey == SK_BUTTON_RPAD_LEFT ) ? -nSample : nSample; |
|
// Kind of a hack to horizontal values for menu selection items in Portal 2 |
|
// The additional 5k helps accidental horizontals in menus. |
|
nSampleThreshold = ( int )( STEAMPAD_DIGITAL_PAD_THRESHOLD ) + 5000;; |
|
} |
|
break; |
|
|
|
case SK_BUTTON_RPAD_UP: |
|
case SK_BUTTON_RPAD_DOWN: |
|
{ |
|
code = (AnalogCode_t)JOYSTICK_AXIS( nMsgSlot, JOY_AXIS_R ); |
|
value = ( sKey == SK_BUTTON_RPAD_UP ) ? -nSample : nSample; |
|
nSampleThreshold = ( int )( STEAMPAD_DIGITAL_PAD_THRESHOLD ); |
|
} |
|
break; |
|
} |
|
|
|
// Store the analog event |
|
if ( ANALOG_CODE_LAST != code ) |
|
{ |
|
InputState_t &state = m_InputState[ m_bIsPolling ]; |
|
state.m_pAnalogDelta[ code ] = ( int )( value - state.m_pAnalogValue[ code ] ); |
|
state.m_pAnalogValue[ code ] = ( int )value; |
|
if ( state.m_pAnalogDelta[ code ] != 0 ) |
|
{ |
|
PostEvent( IE_AnalogValueChanged, m_nLastSampleTick, code, ( int )value, state.m_pAnalogDelta[ code ] ); |
|
} |
|
} |
|
|
|
// store the key |
|
m_Device[iIndex].m_appSKeys[sKey].sample = nSample; |
|
if ( nSample > nSampleThreshold ) |
|
{ |
|
m_Device[iIndex].m_appSKeys[sKey].repeats++; |
|
} |
|
else |
|
{ |
|
m_Device[iIndex].m_appSKeys[sKey].repeats = 0; |
|
nSample = 0; |
|
} |
|
|
|
if ( m_Device[iIndex].m_appSKeys[sKey].repeats > 1 ) |
|
{ |
|
// application cannot handle streaming keys |
|
// first keypress is the only edge trigger |
|
return; |
|
} |
|
|
|
// package the key |
|
ButtonCode_t buttonCode = SKeyToButtonCode( nMsgSlot, sKey ); |
|
if ( nSample ) |
|
{ |
|
PostButtonPressedEvent( IE_ButtonPressed, m_nLastSampleTick, buttonCode, buttonCode ); |
|
} |
|
else |
|
{ |
|
PostButtonReleasedEvent( IE_ButtonReleased, m_nLastSampleTick, buttonCode, buttonCode ); |
|
} |
|
} |
|
|
|
// Gets the action origin (i.e. which physical input) maps to the given virtual button for the given action set |
|
EControllerActionOrigin CInputSystem::GetSteamControllerActionOrigin( const char* action, GameActionSet_t action_set ) |
|
{ |
|
auto pSC = SteamControllerInterface(); |
|
if ( pSC ) |
|
{ |
|
ControllerHandle_t hConnected[STEAM_CONTROLLER_MAX_COUNT]; |
|
auto nConnected = pSC->GetConnectedControllers( hConnected ); |
|
if ( nConnected == 0 ) |
|
{ |
|
return k_EControllerActionOrigin_None; |
|
} |
|
|
|
SGameActionSet* pActionSet = nullptr; |
|
for ( int i = 0; i < ARRAYSIZE( g_GameActionSets ); i++ ) |
|
{ |
|
if ( g_GameActionSets[i].eGameActionSet == action_set ) |
|
{ |
|
pActionSet = &g_GameActionSets[i]; |
|
break; |
|
} |
|
} |
|
|
|
if ( pActionSet ) |
|
{ |
|
auto actionHandle = pSC->GetDigitalActionHandle( action ); |
|
EControllerActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS]; |
|
int nOrigins = pSC->GetDigitalActionOrigins( hConnected[0], pActionSet->handle, actionHandle, origins ); |
|
if ( nOrigins > 0 ) |
|
{ |
|
return origins[0]; |
|
} |
|
} |
|
} |
|
|
|
return k_EControllerActionOrigin_None; |
|
} |
|
|
|
// Gets the action origin (i.e. which physical input) maps to the given virtual button for the given action set |
|
EControllerActionOrigin CInputSystem::GetSteamControllerActionOrigin( const char* action, ControllerActionSetHandle_t action_set_handle ) |
|
{ |
|
auto pSC = SteamControllerInterface(); |
|
if ( pSC && action_set_handle ) |
|
{ |
|
ControllerHandle_t hConnected[STEAM_CONTROLLER_MAX_COUNT]; |
|
auto nConnected = pSC->GetConnectedControllers( hConnected ); |
|
if ( nConnected == 0 ) |
|
{ |
|
return k_EControllerActionOrigin_None; |
|
} |
|
|
|
auto actionHandle = pSC->GetDigitalActionHandle( action ); |
|
EControllerActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS]; |
|
int nOrigins = pSC->GetDigitalActionOrigins( hConnected[0], action_set_handle, actionHandle, origins ); |
|
if ( nOrigins > 0 ) |
|
{ |
|
return origins[0]; |
|
} |
|
} |
|
|
|
return k_EControllerActionOrigin_None; |
|
} |
|
|
|
// Maps a Steam Controller action origin to a string (consisting of a single character) in our SC icon font |
|
const wchar_t* CInputSystem::GetSteamControllerFontCharacterForActionOrigin( EControllerActionOrigin origin ) |
|
{ |
|
if ( origin >= 0 && origin < ARRAYSIZE( g_MapSteamControllerOriginToIconFont ) ) |
|
{ |
|
return g_MapSteamControllerOriginToIconFont[origin]; |
|
} |
|
else |
|
{ |
|
return L""; |
|
} |
|
} |
|
|
|
// Maps a Steam Controller action origin to a short text string (e.g. "X", "LB", "LDOWN") describing the control. |
|
// Prefer to actually use the icon font wherever possible. |
|
const wchar_t* CInputSystem::GetSteamControllerDescriptionForActionOrigin( EControllerActionOrigin origin ) |
|
{ |
|
if ( origin >= 0 && origin < ARRAYSIZE( g_MapSteamControllerOriginToDescription ) ) |
|
{ |
|
return g_MapSteamControllerOriginToDescription[origin]; |
|
} |
|
else |
|
{ |
|
return L""; |
|
} |
|
}
|
|
|