#if (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT using System; using System.Collections.Generic; using System.Security.Cryptography.X509Certificates; using UnityEngine.InputSystem.Utilities; #if UNITY_EDITOR using UnityEngine.InputSystem.Steam.Editor; #endif ////TODO: support action set layers namespace UnityEngine.InputSystem.Steam { /// /// Base class for controllers made available through the Steam controller API. /// /// /// Unlike other controllers, the Steam controller is somewhat of an amorphous input /// device which gains specific shape only in combination with an "In-Game Action File" /// in VDF format installed alongside the application. These files specify the actions /// that are supported by the application and are internally bound to specific controls /// on a controller inside the Steam runtime. The bindings are set up in the Steam client /// through its own binding UI. /// /// Note that as the Steam controller API supports PS4 and Xbox controllers as well, /// the actual hardware device behind a SteamController instance may not be a /// Steam Controller. The property can be used what kind /// of controller the Steam runtime is talking to internally. /// /// This class is abstract. Specific Steam controller interfaces can either be implemented /// manually based on this class or generated automatically from Steam IGA files using /// . This can be done in the editor by right-clicking /// a .VDF file containing the actions and then selecting "Steam >> Generate Unity Input Device...". /// The result is a newly generated device layout that will automatically register itself /// with the input system and will represent a Steam controller with the specific action /// sets and actions found in the .VDF file. The Steam handles for sets and actions will /// automatically be exposed from the device and controls will be set up that correspond /// to each action defined in the .VDF file. /// /// Devices based on SteamController can be used in one of two ways. /// /// The first method is by manually managing active action sets on a controller. This is done by /// calling the various APIs (such as ) that correspond /// to the methods in the Steam controller API. The /// controller handle is implicit in this case and corresponds to the /// of the controller the methods are called on. /// /// The second method is by using /// /// /// /// /// /// By default, Steam controllers will automatically activate action set layers in /// response to action maps being enabled and disabled. The correlation between Unity /// actions and action maps and Steam actions and action sets happens entirely by name. /// E.g. a Unity action map called "gameplay" will be looked up as a Steam action set /// using the same name "gameplay". /// [Scripting.Preserve] public abstract class SteamController : InputDevice { internal const string kSteamInterface = "Steam"; /// /// Handle in the Steam API for the controller. /// public SteamHandle steamControllerHandle { get; internal set; } /* * TODO public SteamControllerType steamControllerType { get { throw new NotImplementedException(); } }*/ /// /// The list of Steam action sets supported by this controller. /// /// /// Steam action sets are implicitly supplied to the Steam runtime rather than explicitly configured /// by the application. ... /// public abstract ReadOnlyArray steamActionSets { get; } /// /// Determine whether the controller automatically activates and deactivates action set /// layers in response to input action map being enabled /// and disabled. /// /// /// This is on by default. /// /// When on, if an action map has bindings to a SteamController /// and is enabled or disabled, the SteamController will automatically enable or disable /// the correspondingly named Steam action set. /// public bool autoActivateSets { get; set; } protected SteamController() { autoActivateSets = true; } public void ActivateSteamActionSet(SteamHandle actionSet) { SteamSupport.GetAPIAndRequireItToBeSet().ActivateActionSet(steamControllerHandle, actionSet); } public SteamHandle currentSteamActionSet { get { return SteamSupport.GetAPIAndRequireItToBeSet().GetCurrentActionSet(steamControllerHandle); } } protected abstract void ResolveSteamActions(ISteamControllerAPI api); protected abstract void Update(ISteamControllerAPI api); // These methods avoid having an 'internal' modifier that every override needs to carry along. internal void InvokeResolveSteamActions() { ResolveSteamActions(SteamSupport.GetAPIAndRequireItToBeSet()); } internal void InvokeUpdate() { Update(SteamSupport.GetAPIAndRequireItToBeSet()); } public struct SteamActionSetInfo { public string name { get; set; } public SteamHandle handle { get; set; } } } } #endif // (UNITY_STANDALONE || UNITY_EDITOR) && UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT