forked from BilalY/Rasagar
57 lines
2.1 KiB
C#
57 lines
2.1 KiB
C#
#if (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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namespace UnityEngine.InputSystem.Steam
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{
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/// <summary>
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/// This is a wrapper around the Steamworks SDK controller API.
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/// </summary>
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/// <seealso href="https://partner.steamgames.com/doc/api/ISteamController"/>
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public interface ISteamControllerAPI
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{
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void RunFrame();
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int GetConnectedControllers(SteamHandle<SteamController>[] outHandles);
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SteamHandle<InputActionMap> GetActionSetHandle(string actionSetName);
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SteamHandle<InputAction> GetDigitalActionHandle(string actionName);
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SteamHandle<InputAction> GetAnalogActionHandle(string actionName);
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void ActivateActionSet(SteamHandle<SteamController> controllerHandle, SteamHandle<InputActionMap> actionSetHandle);
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SteamHandle<InputActionMap> GetCurrentActionSet(SteamHandle<SteamController> controllerHandle);
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void ActivateActionSetLayer(SteamHandle<SteamController> controllerHandle,
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SteamHandle<InputActionMap> actionSetLayerHandle);
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void DeactivateActionSetLayer(SteamHandle<SteamController> controllerHandle,
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SteamHandle<InputActionMap> actionSetLayerHandle);
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void DeactivateAllActionSetLayers(SteamHandle<SteamController> controllerHandle);
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int GetActiveActionSetLayers(SteamHandle<SteamController> controllerHandle,
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out SteamHandle<InputActionMap> handlesOut);
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SteamAnalogActionData GetAnalogActionData(SteamHandle<SteamController> controllerHandle,
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SteamHandle<InputAction> analogActionHandle);
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SteamDigitalActionData GetDigitalActionData(SteamHandle<SteamController> controllerHandle,
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SteamHandle<InputAction> digitalActionHandle);
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}
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public struct SteamDigitalActionData
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{
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public bool active { get; set; }
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public bool pressed { get; set; }
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}
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public struct SteamAnalogActionData
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{
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public bool active { get; set; }
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public Vector2 position { get; set; }
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}
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}
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#endif // (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT
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