Groundwork for Steam Controller support
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#include <steam/steam_api.h>
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#include "InputProxy.h"
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class SteamControllerInputHandler : public InputHandler
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{
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public:
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SteamControllerInputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
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: InputHandler(eventBroker, inputProxy)
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{
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SteamController()->Init();
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}
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~SteamControllerInputHandler()
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{
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SteamController()->Shutdown();
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}
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void Update(double dt) override
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{
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std::array<ControllerHandle_t, STEAM_CONTROLLER_MAX_COUNT> controllers;
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int numControllers = SteamController()->GetConnectedControllers(controllers.data());
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for (int i = 0; i < numControllers; i++) {
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auto controllerHandle = controllers.at(i);
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auto actionSetHandle = SteamController()->GetActionSetHandle("InGameControls");
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//SteamController()->ShowBindingPanel(controllerHandle);
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SteamController()->ActivateActionSet(controllerHandle, actionSetHandle);
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for (auto& command : m_Commands) {
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Events::InputCommand ic;
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ic.PlayerID = i + 1;
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ic.Command = command.first;
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auto digitalActionHandle = m_DigitalActionHandles.at(ic.Command);
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auto handle = SteamController()->GetDigitalActionHandle("DebugReload");
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auto data = SteamController()->GetDigitalActionData(controllerHandle, handle);
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LOG_DEBUG("Controller %i, active %i, value %i", i, data.bActive, data.bState);
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if (data.bState) {
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ic.Value = command.second;
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} else {
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ic.Value = 0.f;
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}
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//m_InputProxy->Publish(ic);
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}
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}
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}
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bool BindOrigin(std::string origin, std::string command, float value) override
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{
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if (origin != "SteamController") {
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return false;
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}
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m_Commands[command] = value;
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m_DigitalActionHandles[command] = SteamController()->GetDigitalActionHandle(command.c_str());
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return true;
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}
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private:
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std::map<std::string, float> m_Commands;
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std::map<std::string, ControllerDigitalActionHandle_t> m_DigitalActionHandles;
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//std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandKeyboardValues; // command string -> keyboard key value for command
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std::unordered_map<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
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EventRelay<InputHandler, Events::KeyDown> m_EKeyDown;
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bool OnKeyDown(const Events::KeyDown& e)
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{
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auto it = m_KeyBindings.find(e.KeyCode);
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if (it == m_KeyBindings.end()) {
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return false;
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}
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Events::InputCommand ic;
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ic.PlayerID = 0;
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std::tie(ic.Command, ic.Value) = it->second;
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m_InputProxy->Publish(ic);
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return true;
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}
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EventRelay<InputHandler, Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp& e)
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{
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auto it = m_KeyBindings.find(e.KeyCode);
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if (it == m_KeyBindings.end()) {
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return false;
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}
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Events::InputCommand ic;
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ic.PlayerID = 0;
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std::tie(ic.Command, std::ignore) = it->second;
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ic.Value = 0;
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m_InputProxy->Publish(ic);
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return true;
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}
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};
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