Restructuring of the files
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102
Facepunch.Steamworks/SteamInput.cs
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102
Facepunch.Steamworks/SteamInput.cs
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using Facepunch.Steamworks.Data;
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using System.Collections.Generic;
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namespace Facepunch.Steamworks
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{
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public class SteamInput : SteamClientClass<SteamInput>
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{
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internal static ISteamInput Internal => Interface as ISteamInput;
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internal override void InitializeInterface( bool server )
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{
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SetInterface( server, new ISteamInput( server ) );
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}
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internal const int STEAM_CONTROLLER_MAX_COUNT = 16;
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/// <summary>
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/// You shouldn't really need to call this because it get called by RunCallbacks on SteamClient
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/// but Valve think it might be a nice idea if you call it right before you get input info -
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/// just to make sure the info you're getting is 100% up to date.
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/// </summary>
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public static void RunFrame()
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{
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Internal.RunFrame();
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}
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static readonly InputHandle_t[] queryArray = new InputHandle_t[STEAM_CONTROLLER_MAX_COUNT];
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/// <summary>
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/// Return a list of connected controllers.
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/// </summary>
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public static IEnumerable<Controller> Controllers
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{
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get
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{
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var num = Internal.GetConnectedControllers( queryArray );
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for ( int i = 0; i < num; i++ )
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{
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yield return new Controller( queryArray[i] );
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}
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}
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}
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/// <summary>
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/// Return an absolute path to the PNG image glyph for the provided digital action name. The current
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/// action set in use for the controller will be used for the lookup. You should cache the result and
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/// maintain your own list of loaded PNG assets.
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/// </summary>
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/// <param name="controller"></param>
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/// <param name="action"></param>
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/// <returns></returns>
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public static string GetDigitalActionGlyph( Controller controller, string action )
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{
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InputActionOrigin origin = InputActionOrigin.None;
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Internal.GetDigitalActionOrigins(
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controller.Handle,
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Internal.GetCurrentActionSet(controller.Handle),
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GetDigitalActionHandle(action),
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ref origin
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);
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return Internal.GetGlyphForActionOrigin(origin);
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}
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internal static Dictionary<string, InputDigitalActionHandle_t> DigitalHandles = new Dictionary<string, InputDigitalActionHandle_t>();
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internal static InputDigitalActionHandle_t GetDigitalActionHandle( string name )
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{
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if ( DigitalHandles.TryGetValue( name, out var val ) )
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return val;
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val = Internal.GetDigitalActionHandle( name );
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DigitalHandles.Add( name, val );
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return val;
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}
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internal static Dictionary<string, InputAnalogActionHandle_t> AnalogHandles = new Dictionary<string, InputAnalogActionHandle_t>();
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internal static InputAnalogActionHandle_t GetAnalogActionHandle( string name )
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{
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if ( AnalogHandles.TryGetValue( name, out var val ) )
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return val;
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val = Internal.GetAnalogActionHandle( name );
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AnalogHandles.Add( name, val );
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return val;
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}
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internal static Dictionary<string, InputActionSetHandle_t> ActionSets = new Dictionary<string, InputActionSetHandle_t>();
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internal static InputActionSetHandle_t GetActionSetHandle( string name )
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{
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if ( ActionSets.TryGetValue( name, out var val ) )
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return val;
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val = Internal.GetActionSetHandle( name );
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ActionSets.Add( name, val );
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return val;
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}
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}
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}
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