mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-27 23:25:55 +03:00
577 lines
28 KiB
C++
577 lines
28 KiB
C++
//====== Copyright 1996-2018, Valve Corporation, All rights reserved. =======
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// Note: The older ISteamController interface has been deprecated in favor of ISteamInput - this interface
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// was updated in this SDK but will be removed from future SDK's. The Steam Client will retain
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// compatibility with the older interfaces so your any existing integrations should be unaffected.
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//
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// Purpose: Steam Input is a flexible input API that supports over three hundred devices including all
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// common variants of Xbox, Playstation, Nintendo Switch Pro, and Steam Controllers.
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// For more info including a getting started guide for developers
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// please visit: https://partner.steamgames.com/doc/features/steam_controller
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//
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//=============================================================================
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#ifndef ISTEAMCONTROLLER_H
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#define ISTEAMCONTROLLER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steam_api_common.h"
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#include "isteaminput.h"
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#define STEAM_CONTROLLER_MAX_COUNT 16
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#define STEAM_CONTROLLER_MAX_ANALOG_ACTIONS 16
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#define STEAM_CONTROLLER_MAX_DIGITAL_ACTIONS 128
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#define STEAM_CONTROLLER_MAX_ORIGINS 8
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#define STEAM_CONTROLLER_MAX_ACTIVE_LAYERS 16
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// When sending an option to a specific controller handle, you can send to all controllers via this command
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#define STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS UINT64_MAX
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#define STEAM_CONTROLLER_MIN_ANALOG_ACTION_DATA -1.0f
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#define STEAM_CONTROLLER_MAX_ANALOG_ACTION_DATA 1.0f
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#ifndef ISTEAMINPUT_H
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enum ESteamControllerPad
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{
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k_ESteamControllerPad_Left,
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k_ESteamControllerPad_Right
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};
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#endif
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// Note: Please do not use action origins as a way to identify controller types. There is no
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// guarantee that they will be added in a contiguous manner - use GetInputTypeForHandle instead
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// Versions of Steam that add new controller types in the future will extend this enum if you're
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// using a lookup table please check the bounds of any origins returned by Steam.
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enum EControllerActionOrigin
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{
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// Steam Controller
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k_EControllerActionOrigin_None,
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k_EControllerActionOrigin_A,
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k_EControllerActionOrigin_B,
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k_EControllerActionOrigin_X,
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k_EControllerActionOrigin_Y,
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k_EControllerActionOrigin_LeftBumper,
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k_EControllerActionOrigin_RightBumper,
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k_EControllerActionOrigin_LeftGrip,
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k_EControllerActionOrigin_RightGrip,
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k_EControllerActionOrigin_Start,
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k_EControllerActionOrigin_Back,
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k_EControllerActionOrigin_LeftPad_Touch,
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k_EControllerActionOrigin_LeftPad_Swipe,
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k_EControllerActionOrigin_LeftPad_Click,
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k_EControllerActionOrigin_LeftPad_DPadNorth,
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k_EControllerActionOrigin_LeftPad_DPadSouth,
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k_EControllerActionOrigin_LeftPad_DPadWest,
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k_EControllerActionOrigin_LeftPad_DPadEast,
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k_EControllerActionOrigin_RightPad_Touch,
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k_EControllerActionOrigin_RightPad_Swipe,
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k_EControllerActionOrigin_RightPad_Click,
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k_EControllerActionOrigin_RightPad_DPadNorth,
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k_EControllerActionOrigin_RightPad_DPadSouth,
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k_EControllerActionOrigin_RightPad_DPadWest,
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k_EControllerActionOrigin_RightPad_DPadEast,
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k_EControllerActionOrigin_LeftTrigger_Pull,
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k_EControllerActionOrigin_LeftTrigger_Click,
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k_EControllerActionOrigin_RightTrigger_Pull,
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k_EControllerActionOrigin_RightTrigger_Click,
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k_EControllerActionOrigin_LeftStick_Move,
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k_EControllerActionOrigin_LeftStick_Click,
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k_EControllerActionOrigin_LeftStick_DPadNorth,
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k_EControllerActionOrigin_LeftStick_DPadSouth,
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k_EControllerActionOrigin_LeftStick_DPadWest,
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k_EControllerActionOrigin_LeftStick_DPadEast,
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k_EControllerActionOrigin_Gyro_Move,
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k_EControllerActionOrigin_Gyro_Pitch,
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k_EControllerActionOrigin_Gyro_Yaw,
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k_EControllerActionOrigin_Gyro_Roll,
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// PS4 Dual Shock
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k_EControllerActionOrigin_PS4_X,
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k_EControllerActionOrigin_PS4_Circle,
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k_EControllerActionOrigin_PS4_Triangle,
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k_EControllerActionOrigin_PS4_Square,
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k_EControllerActionOrigin_PS4_LeftBumper,
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k_EControllerActionOrigin_PS4_RightBumper,
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k_EControllerActionOrigin_PS4_Options, //Start
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k_EControllerActionOrigin_PS4_Share, //Back
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k_EControllerActionOrigin_PS4_LeftPad_Touch,
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k_EControllerActionOrigin_PS4_LeftPad_Swipe,
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k_EControllerActionOrigin_PS4_LeftPad_Click,
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k_EControllerActionOrigin_PS4_LeftPad_DPadNorth,
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k_EControllerActionOrigin_PS4_LeftPad_DPadSouth,
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k_EControllerActionOrigin_PS4_LeftPad_DPadWest,
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k_EControllerActionOrigin_PS4_LeftPad_DPadEast,
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k_EControllerActionOrigin_PS4_RightPad_Touch,
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k_EControllerActionOrigin_PS4_RightPad_Swipe,
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k_EControllerActionOrigin_PS4_RightPad_Click,
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k_EControllerActionOrigin_PS4_RightPad_DPadNorth,
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k_EControllerActionOrigin_PS4_RightPad_DPadSouth,
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k_EControllerActionOrigin_PS4_RightPad_DPadWest,
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k_EControllerActionOrigin_PS4_RightPad_DPadEast,
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k_EControllerActionOrigin_PS4_CenterPad_Touch,
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k_EControllerActionOrigin_PS4_CenterPad_Swipe,
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k_EControllerActionOrigin_PS4_CenterPad_Click,
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k_EControllerActionOrigin_PS4_CenterPad_DPadNorth,
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k_EControllerActionOrigin_PS4_CenterPad_DPadSouth,
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k_EControllerActionOrigin_PS4_CenterPad_DPadWest,
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k_EControllerActionOrigin_PS4_CenterPad_DPadEast,
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k_EControllerActionOrigin_PS4_LeftTrigger_Pull,
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k_EControllerActionOrigin_PS4_LeftTrigger_Click,
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k_EControllerActionOrigin_PS4_RightTrigger_Pull,
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k_EControllerActionOrigin_PS4_RightTrigger_Click,
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k_EControllerActionOrigin_PS4_LeftStick_Move,
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k_EControllerActionOrigin_PS4_LeftStick_Click,
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k_EControllerActionOrigin_PS4_LeftStick_DPadNorth,
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k_EControllerActionOrigin_PS4_LeftStick_DPadSouth,
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k_EControllerActionOrigin_PS4_LeftStick_DPadWest,
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k_EControllerActionOrigin_PS4_LeftStick_DPadEast,
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k_EControllerActionOrigin_PS4_RightStick_Move,
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k_EControllerActionOrigin_PS4_RightStick_Click,
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k_EControllerActionOrigin_PS4_RightStick_DPadNorth,
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k_EControllerActionOrigin_PS4_RightStick_DPadSouth,
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k_EControllerActionOrigin_PS4_RightStick_DPadWest,
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k_EControllerActionOrigin_PS4_RightStick_DPadEast,
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k_EControllerActionOrigin_PS4_DPad_North,
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k_EControllerActionOrigin_PS4_DPad_South,
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k_EControllerActionOrigin_PS4_DPad_West,
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k_EControllerActionOrigin_PS4_DPad_East,
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k_EControllerActionOrigin_PS4_Gyro_Move,
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k_EControllerActionOrigin_PS4_Gyro_Pitch,
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k_EControllerActionOrigin_PS4_Gyro_Yaw,
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k_EControllerActionOrigin_PS4_Gyro_Roll,
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// XBox One
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k_EControllerActionOrigin_XBoxOne_A,
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k_EControllerActionOrigin_XBoxOne_B,
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k_EControllerActionOrigin_XBoxOne_X,
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k_EControllerActionOrigin_XBoxOne_Y,
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k_EControllerActionOrigin_XBoxOne_LeftBumper,
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k_EControllerActionOrigin_XBoxOne_RightBumper,
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k_EControllerActionOrigin_XBoxOne_Menu, //Start
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k_EControllerActionOrigin_XBoxOne_View, //Back
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k_EControllerActionOrigin_XBoxOne_LeftTrigger_Pull,
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k_EControllerActionOrigin_XBoxOne_LeftTrigger_Click,
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k_EControllerActionOrigin_XBoxOne_RightTrigger_Pull,
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k_EControllerActionOrigin_XBoxOne_RightTrigger_Click,
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k_EControllerActionOrigin_XBoxOne_LeftStick_Move,
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k_EControllerActionOrigin_XBoxOne_LeftStick_Click,
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k_EControllerActionOrigin_XBoxOne_LeftStick_DPadNorth,
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k_EControllerActionOrigin_XBoxOne_LeftStick_DPadSouth,
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k_EControllerActionOrigin_XBoxOne_LeftStick_DPadWest,
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k_EControllerActionOrigin_XBoxOne_LeftStick_DPadEast,
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k_EControllerActionOrigin_XBoxOne_RightStick_Move,
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k_EControllerActionOrigin_XBoxOne_RightStick_Click,
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k_EControllerActionOrigin_XBoxOne_RightStick_DPadNorth,
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k_EControllerActionOrigin_XBoxOne_RightStick_DPadSouth,
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k_EControllerActionOrigin_XBoxOne_RightStick_DPadWest,
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k_EControllerActionOrigin_XBoxOne_RightStick_DPadEast,
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k_EControllerActionOrigin_XBoxOne_DPad_North,
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k_EControllerActionOrigin_XBoxOne_DPad_South,
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k_EControllerActionOrigin_XBoxOne_DPad_West,
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k_EControllerActionOrigin_XBoxOne_DPad_East,
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// XBox 360
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k_EControllerActionOrigin_XBox360_A,
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k_EControllerActionOrigin_XBox360_B,
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k_EControllerActionOrigin_XBox360_X,
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k_EControllerActionOrigin_XBox360_Y,
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k_EControllerActionOrigin_XBox360_LeftBumper,
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k_EControllerActionOrigin_XBox360_RightBumper,
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k_EControllerActionOrigin_XBox360_Start, //Start
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k_EControllerActionOrigin_XBox360_Back, //Back
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k_EControllerActionOrigin_XBox360_LeftTrigger_Pull,
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k_EControllerActionOrigin_XBox360_LeftTrigger_Click,
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k_EControllerActionOrigin_XBox360_RightTrigger_Pull,
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k_EControllerActionOrigin_XBox360_RightTrigger_Click,
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k_EControllerActionOrigin_XBox360_LeftStick_Move,
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k_EControllerActionOrigin_XBox360_LeftStick_Click,
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k_EControllerActionOrigin_XBox360_LeftStick_DPadNorth,
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k_EControllerActionOrigin_XBox360_LeftStick_DPadSouth,
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k_EControllerActionOrigin_XBox360_LeftStick_DPadWest,
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k_EControllerActionOrigin_XBox360_LeftStick_DPadEast,
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k_EControllerActionOrigin_XBox360_RightStick_Move,
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k_EControllerActionOrigin_XBox360_RightStick_Click,
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k_EControllerActionOrigin_XBox360_RightStick_DPadNorth,
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k_EControllerActionOrigin_XBox360_RightStick_DPadSouth,
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k_EControllerActionOrigin_XBox360_RightStick_DPadWest,
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k_EControllerActionOrigin_XBox360_RightStick_DPadEast,
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k_EControllerActionOrigin_XBox360_DPad_North,
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k_EControllerActionOrigin_XBox360_DPad_South,
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k_EControllerActionOrigin_XBox360_DPad_West,
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k_EControllerActionOrigin_XBox360_DPad_East,
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// SteamController V2
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k_EControllerActionOrigin_SteamV2_A,
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k_EControllerActionOrigin_SteamV2_B,
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k_EControllerActionOrigin_SteamV2_X,
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k_EControllerActionOrigin_SteamV2_Y,
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k_EControllerActionOrigin_SteamV2_LeftBumper,
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k_EControllerActionOrigin_SteamV2_RightBumper,
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k_EControllerActionOrigin_SteamV2_LeftGrip_Lower,
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k_EControllerActionOrigin_SteamV2_LeftGrip_Upper,
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k_EControllerActionOrigin_SteamV2_RightGrip_Lower,
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k_EControllerActionOrigin_SteamV2_RightGrip_Upper,
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k_EControllerActionOrigin_SteamV2_LeftBumper_Pressure,
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k_EControllerActionOrigin_SteamV2_RightBumper_Pressure,
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k_EControllerActionOrigin_SteamV2_LeftGrip_Pressure,
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k_EControllerActionOrigin_SteamV2_RightGrip_Pressure,
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k_EControllerActionOrigin_SteamV2_LeftGrip_Upper_Pressure,
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k_EControllerActionOrigin_SteamV2_RightGrip_Upper_Pressure,
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k_EControllerActionOrigin_SteamV2_Start,
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k_EControllerActionOrigin_SteamV2_Back,
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k_EControllerActionOrigin_SteamV2_LeftPad_Touch,
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k_EControllerActionOrigin_SteamV2_LeftPad_Swipe,
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k_EControllerActionOrigin_SteamV2_LeftPad_Click,
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k_EControllerActionOrigin_SteamV2_LeftPad_Pressure,
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k_EControllerActionOrigin_SteamV2_LeftPad_DPadNorth,
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k_EControllerActionOrigin_SteamV2_LeftPad_DPadSouth,
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k_EControllerActionOrigin_SteamV2_LeftPad_DPadWest,
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k_EControllerActionOrigin_SteamV2_LeftPad_DPadEast,
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k_EControllerActionOrigin_SteamV2_RightPad_Touch,
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k_EControllerActionOrigin_SteamV2_RightPad_Swipe,
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k_EControllerActionOrigin_SteamV2_RightPad_Click,
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k_EControllerActionOrigin_SteamV2_RightPad_Pressure,
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k_EControllerActionOrigin_SteamV2_RightPad_DPadNorth,
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k_EControllerActionOrigin_SteamV2_RightPad_DPadSouth,
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k_EControllerActionOrigin_SteamV2_RightPad_DPadWest,
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k_EControllerActionOrigin_SteamV2_RightPad_DPadEast,
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k_EControllerActionOrigin_SteamV2_LeftTrigger_Pull,
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k_EControllerActionOrigin_SteamV2_LeftTrigger_Click,
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k_EControllerActionOrigin_SteamV2_RightTrigger_Pull,
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k_EControllerActionOrigin_SteamV2_RightTrigger_Click,
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k_EControllerActionOrigin_SteamV2_LeftStick_Move,
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k_EControllerActionOrigin_SteamV2_LeftStick_Click,
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k_EControllerActionOrigin_SteamV2_LeftStick_DPadNorth,
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k_EControllerActionOrigin_SteamV2_LeftStick_DPadSouth,
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k_EControllerActionOrigin_SteamV2_LeftStick_DPadWest,
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k_EControllerActionOrigin_SteamV2_LeftStick_DPadEast,
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k_EControllerActionOrigin_SteamV2_Gyro_Move,
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k_EControllerActionOrigin_SteamV2_Gyro_Pitch,
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k_EControllerActionOrigin_SteamV2_Gyro_Yaw,
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k_EControllerActionOrigin_SteamV2_Gyro_Roll,
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// Switch - Pro or Joycons used as a single input device.
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// This does not apply to a single joycon
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k_EControllerActionOrigin_Switch_A,
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k_EControllerActionOrigin_Switch_B,
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k_EControllerActionOrigin_Switch_X,
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k_EControllerActionOrigin_Switch_Y,
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k_EControllerActionOrigin_Switch_LeftBumper,
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k_EControllerActionOrigin_Switch_RightBumper,
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k_EControllerActionOrigin_Switch_Plus, //Start
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k_EControllerActionOrigin_Switch_Minus, //Back
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k_EControllerActionOrigin_Switch_Capture,
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k_EControllerActionOrigin_Switch_LeftTrigger_Pull,
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k_EControllerActionOrigin_Switch_LeftTrigger_Click,
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k_EControllerActionOrigin_Switch_RightTrigger_Pull,
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k_EControllerActionOrigin_Switch_RightTrigger_Click,
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k_EControllerActionOrigin_Switch_LeftStick_Move,
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k_EControllerActionOrigin_Switch_LeftStick_Click,
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k_EControllerActionOrigin_Switch_LeftStick_DPadNorth,
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k_EControllerActionOrigin_Switch_LeftStick_DPadSouth,
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k_EControllerActionOrigin_Switch_LeftStick_DPadWest,
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k_EControllerActionOrigin_Switch_LeftStick_DPadEast,
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k_EControllerActionOrigin_Switch_RightStick_Move,
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k_EControllerActionOrigin_Switch_RightStick_Click,
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k_EControllerActionOrigin_Switch_RightStick_DPadNorth,
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k_EControllerActionOrigin_Switch_RightStick_DPadSouth,
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k_EControllerActionOrigin_Switch_RightStick_DPadWest,
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k_EControllerActionOrigin_Switch_RightStick_DPadEast,
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k_EControllerActionOrigin_Switch_DPad_North,
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k_EControllerActionOrigin_Switch_DPad_South,
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k_EControllerActionOrigin_Switch_DPad_West,
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k_EControllerActionOrigin_Switch_DPad_East,
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k_EControllerActionOrigin_Switch_ProGyro_Move, // Primary Gyro in Pro Controller, or Right JoyCon
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k_EControllerActionOrigin_Switch_ProGyro_Pitch, // Primary Gyro in Pro Controller, or Right JoyCon
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k_EControllerActionOrigin_Switch_ProGyro_Yaw, // Primary Gyro in Pro Controller, or Right JoyCon
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k_EControllerActionOrigin_Switch_ProGyro_Roll, // Primary Gyro in Pro Controller, or Right JoyCon
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// Switch JoyCon Specific
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k_EControllerActionOrigin_Switch_RightGyro_Move, // Right JoyCon Gyro generally should correspond to Pro's single gyro
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k_EControllerActionOrigin_Switch_RightGyro_Pitch, // Right JoyCon Gyro generally should correspond to Pro's single gyro
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k_EControllerActionOrigin_Switch_RightGyro_Yaw, // Right JoyCon Gyro generally should correspond to Pro's single gyro
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k_EControllerActionOrigin_Switch_RightGyro_Roll, // Right JoyCon Gyro generally should correspond to Pro's single gyro
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k_EControllerActionOrigin_Switch_LeftGyro_Move,
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k_EControllerActionOrigin_Switch_LeftGyro_Pitch,
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k_EControllerActionOrigin_Switch_LeftGyro_Yaw,
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k_EControllerActionOrigin_Switch_LeftGyro_Roll,
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k_EControllerActionOrigin_Switch_LeftGrip_Lower, // Left JoyCon SR Button
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k_EControllerActionOrigin_Switch_LeftGrip_Upper, // Left JoyCon SL Button
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k_EControllerActionOrigin_Switch_RightGrip_Lower, // Right JoyCon SL Button
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k_EControllerActionOrigin_Switch_RightGrip_Upper, // Right JoyCon SR Button
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// Added in SDK 1.45
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k_EControllerActionOrigin_PS4_DPad_Move,
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k_EControllerActionOrigin_XBoxOne_DPad_Move,
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k_EControllerActionOrigin_XBox360_DPad_Move,
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k_EControllerActionOrigin_Switch_DPad_Move,
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k_EControllerActionOrigin_Count, // If Steam has added support for new controllers origins will go here.
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k_EControllerActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits.
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};
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#ifndef ISTEAMINPUT_H
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enum EXboxOrigin
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{
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k_EXboxOrigin_A,
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k_EXboxOrigin_B,
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k_EXboxOrigin_X,
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k_EXboxOrigin_Y,
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k_EXboxOrigin_LeftBumper,
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k_EXboxOrigin_RightBumper,
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k_EXboxOrigin_Menu, //Start
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k_EXboxOrigin_View, //Back
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k_EXboxOrigin_LeftTrigger_Pull,
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k_EXboxOrigin_LeftTrigger_Click,
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k_EXboxOrigin_RightTrigger_Pull,
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k_EXboxOrigin_RightTrigger_Click,
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k_EXboxOrigin_LeftStick_Move,
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k_EXboxOrigin_LeftStick_Click,
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k_EXboxOrigin_LeftStick_DPadNorth,
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k_EXboxOrigin_LeftStick_DPadSouth,
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k_EXboxOrigin_LeftStick_DPadWest,
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k_EXboxOrigin_LeftStick_DPadEast,
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k_EXboxOrigin_RightStick_Move,
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k_EXboxOrigin_RightStick_Click,
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k_EXboxOrigin_RightStick_DPadNorth,
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k_EXboxOrigin_RightStick_DPadSouth,
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k_EXboxOrigin_RightStick_DPadWest,
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k_EXboxOrigin_RightStick_DPadEast,
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k_EXboxOrigin_DPad_North,
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k_EXboxOrigin_DPad_South,
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k_EXboxOrigin_DPad_West,
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k_EXboxOrigin_DPad_East,
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};
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enum ESteamInputType
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{
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k_ESteamInputType_Unknown,
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k_ESteamInputType_SteamController,
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k_ESteamInputType_XBox360Controller,
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k_ESteamInputType_XBoxOneController,
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k_ESteamInputType_GenericGamepad, // DirectInput controllers
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k_ESteamInputType_PS4Controller,
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k_ESteamInputType_AppleMFiController, // Unused
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k_ESteamInputType_AndroidController, // Unused
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k_ESteamInputType_SwitchJoyConPair, // Unused
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k_ESteamInputType_SwitchJoyConSingle, // Unused
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k_ESteamInputType_SwitchProController,
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k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller
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k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins
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k_ESteamInputType_Count,
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k_ESteamInputType_MaximumPossibleValue = 255,
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};
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#endif
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enum ESteamControllerLEDFlag
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{
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k_ESteamControllerLEDFlag_SetColor,
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k_ESteamControllerLEDFlag_RestoreUserDefault
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};
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// ControllerHandle_t is used to refer to a specific controller.
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// This handle will consistently identify a controller, even if it is disconnected and re-connected
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typedef uint64 ControllerHandle_t;
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// These handles are used to refer to a specific in-game action or action set
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// All action handles should be queried during initialization for performance reasons
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typedef uint64 ControllerActionSetHandle_t;
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typedef uint64 ControllerDigitalActionHandle_t;
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typedef uint64 ControllerAnalogActionHandle_t;
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#pragma pack( push, 1 )
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#ifdef ISTEAMINPUT_H
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#define ControllerAnalogActionData_t InputAnalogActionData_t
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#define ControllerDigitalActionData_t InputDigitalActionData_t
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#define ControllerMotionData_t InputMotionData_t
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#else
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struct ControllerAnalogActionData_t
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{
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// Type of data coming from this action, this will match what got specified in the action set
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EControllerSourceMode eMode;
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// The current state of this action; will be delta updates for mouse actions
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float x, y;
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// Whether or not this action is currently available to be bound in the active action set
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bool bActive;
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};
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struct ControllerDigitalActionData_t
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{
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// The current state of this action; will be true if currently pressed
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bool bState;
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// Whether or not this action is currently available to be bound in the active action set
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bool bActive;
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};
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struct ControllerMotionData_t
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{
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// Sensor-fused absolute rotation; will drift in heading
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float rotQuatX;
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float rotQuatY;
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float rotQuatZ;
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float rotQuatW;
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// Positional acceleration
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float posAccelX;
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float posAccelY;
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float posAccelZ;
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// Angular velocity
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float rotVelX;
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float rotVelY;
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float rotVelZ;
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};
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#endif
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#pragma pack( pop )
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//-----------------------------------------------------------------------------
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// Purpose: Steam Input API
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//-----------------------------------------------------------------------------
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class ISteamController
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{
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public:
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// Init and Shutdown must be called when starting/ending use of this interface
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virtual bool Init() = 0;
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virtual bool Shutdown() = 0;
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// Synchronize API state with the latest Steam Controller inputs available. This
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// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
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// possible latency, you call this directly before reading controller state. This must
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// be called from somewhere before GetConnectedControllers will return any handles
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virtual void RunFrame() = 0;
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// Enumerate currently connected controllers
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// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
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// Returns the number of handles written to handlesOut
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virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_COUNT, Receives list of connected controllers ) ControllerHandle_t *handlesOut ) = 0;
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//-----------------------------------------------------------------------------
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// ACTION SETS
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//-----------------------------------------------------------------------------
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// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
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virtual ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0;
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// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
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// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
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// your state loops, instead of trying to place it in all of your state transitions.
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virtual void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) = 0;
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virtual ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) = 0;
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// ACTION SET LAYERS
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virtual void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0;
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virtual void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0;
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virtual void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) = 0;
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// Enumerate currently active layers
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// handlesOut should point to a STEAM_CONTROLLER_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles.
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// Returns the number of handles written to handlesOut
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virtual int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ACTIVE_LAYERS, Receives list of active layers ) ControllerActionSetHandle_t *handlesOut ) = 0;
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//-----------------------------------------------------------------------------
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// ACTIONS
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//-----------------------------------------------------------------------------
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// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
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virtual ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
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// Returns the current state of the supplied digital game action
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virtual ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) = 0;
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// 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.
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// 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
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// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
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virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of aciton origins ) EControllerActionOrigin *originsOut ) = 0;
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// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
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virtual ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
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// Returns the current state of these supplied analog game action
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virtual ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) = 0;
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// 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.
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// 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
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// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
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virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of action origins ) EControllerActionOrigin *originsOut ) = 0;
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// Get a local path to art for on-screen glyph for a particular origin - this call is cheap
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virtual const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) = 0;
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// Returns a localized string (from Steam's language setting) for the specified origin - this call is serialized
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virtual const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) = 0;
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virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0;
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// Returns raw motion data from the specified controller
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virtual ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) = 0;
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//-----------------------------------------------------------------------------
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// OUTPUTS
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//-----------------------------------------------------------------------------
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// Trigger a haptic pulse on a controller
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virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;
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// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
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// nFlags is currently unused and reserved for future use.
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virtual void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
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// Trigger a vibration event on supported controllers.
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virtual void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0;
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// Set the controller LED color on supported controllers.
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virtual void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0;
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//-----------------------------------------------------------------------------
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// Utility functions availible without using the rest of Steam Input API
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//-----------------------------------------------------------------------------
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// Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode
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// If the user is not in Big Picture Mode it will open up the binding in a new window
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virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0;
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// Returns the input type for a particular handle
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virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0;
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// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
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// to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
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virtual ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) = 0;
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// Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
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virtual int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) = 0;
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// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
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virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0;
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// Get a local path to art for on-screen glyph for a particular Xbox controller origin.
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virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0;
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// Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for
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// 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
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virtual EControllerActionOrigin GetActionOriginFromXboxOrigin( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) = 0;
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// Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EControllerActionOrigin_None
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virtual EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) = 0;
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// 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
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virtual bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) = 0;
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};
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#define STEAMCONTROLLER_INTERFACE_VERSION "SteamController007"
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// Global interface accessor
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inline ISteamController *SteamController();
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STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamController *, SteamController, STEAMCONTROLLER_INTERFACE_VERSION );
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#endif // ISTEAMCONTROLLER_H
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