//====== Copyright 1996-2013, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to valve controller
//
//=============================================================================

#ifndef ISTEAMCONTROLLER_H
#define ISTEAMCONTROLLER_H
#ifdef _WIN32
#pragma once
#endif

#include "isteamclient.h"

#define STEAM_CONTROLLER_MAX_COUNT 16

#define STEAM_CONTROLLER_MAX_ANALOG_ACTIONS 16

#define STEAM_CONTROLLER_MAX_DIGITAL_ACTIONS 128

#define STEAM_CONTROLLER_MAX_ORIGINS 8

// When sending an option to a specific controller handle, you can send to all controllers via this command
#define STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS UINT64_MAX

#define STEAM_CONTROLLER_MIN_ANALOG_ACTION_DATA -1.0f
#define STEAM_CONTROLLER_MAX_ANALOG_ACTION_DATA 1.0f

enum ESteamControllerPad
{
	k_ESteamControllerPad_Left,
	k_ESteamControllerPad_Right
};

enum EControllerSource
{
	k_EControllerSource_None,
	k_EControllerSource_LeftTrackpad,
	k_EControllerSource_RightTrackpad,
	k_EControllerSource_Joystick,
	k_EControllerSource_ABXY,
	k_EControllerSource_Switch,
	k_EControllerSource_LeftTrigger,
	k_EControllerSource_RightTrigger,
	k_EControllerSource_Gyro,
	k_EControllerSource_Count
};

enum EControllerSourceMode
{
	k_EControllerSourceMode_None,
	k_EControllerSourceMode_Dpad,
	k_EControllerSourceMode_Buttons,
	k_EControllerSourceMode_FourButtons,
	k_EControllerSourceMode_AbsoluteMouse,
	k_EControllerSourceMode_RelativeMouse,
	k_EControllerSourceMode_JoystickMove,
	k_EControllerSourceMode_JoystickCamera,
	k_EControllerSourceMode_ScrollWheel,
	k_EControllerSourceMode_Trigger,
	k_EControllerSourceMode_TouchMenu,
	k_EControllerSourceMode_MouseJoystick,
	k_EControllerSourceMode_MouseRegion
};

enum EControllerActionOrigin
{
	k_EControllerActionOrigin_None,
	k_EControllerActionOrigin_A,
	k_EControllerActionOrigin_B,
	k_EControllerActionOrigin_X,
	k_EControllerActionOrigin_Y,
	k_EControllerActionOrigin_LeftBumper,
	k_EControllerActionOrigin_RightBumper,
	k_EControllerActionOrigin_LeftGrip,
	k_EControllerActionOrigin_RightGrip,
	k_EControllerActionOrigin_Start,
	k_EControllerActionOrigin_Back,
	k_EControllerActionOrigin_LeftPad_Touch,
	k_EControllerActionOrigin_LeftPad_Swipe,
	k_EControllerActionOrigin_LeftPad_Click,
	k_EControllerActionOrigin_LeftPad_DPadNorth,
	k_EControllerActionOrigin_LeftPad_DPadSouth,
	k_EControllerActionOrigin_LeftPad_DPadWest,
	k_EControllerActionOrigin_LeftPad_DPadEast,
	k_EControllerActionOrigin_RightPad_Touch,
	k_EControllerActionOrigin_RightPad_Swipe,
	k_EControllerActionOrigin_RightPad_Click,
	k_EControllerActionOrigin_RightPad_DPadNorth,
	k_EControllerActionOrigin_RightPad_DPadSouth,
	k_EControllerActionOrigin_RightPad_DPadWest,
	k_EControllerActionOrigin_RightPad_DPadEast,
	k_EControllerActionOrigin_LeftTrigger_Pull,
	k_EControllerActionOrigin_LeftTrigger_Click,
	k_EControllerActionOrigin_RightTrigger_Pull,
	k_EControllerActionOrigin_RightTrigger_Click,
	k_EControllerActionOrigin_LeftStick_Move,
	k_EControllerActionOrigin_LeftStick_Click,
	k_EControllerActionOrigin_LeftStick_DPadNorth,
	k_EControllerActionOrigin_LeftStick_DPadSouth,
	k_EControllerActionOrigin_LeftStick_DPadWest,
	k_EControllerActionOrigin_LeftStick_DPadEast,
	k_EControllerActionOrigin_Gyro_Move,
	k_EControllerActionOrigin_Gyro_Pitch,
	k_EControllerActionOrigin_Gyro_Yaw,
	k_EControllerActionOrigin_Gyro_Roll,
	
	k_EControllerActionOrigin_Count
};

// ControllerHandle_t is used to refer to a specific controller.
// This handle will consistently identify a controller, even if it is disconnected and re-connected
typedef uint64 ControllerHandle_t;


// These handles are used to refer to a specific in-game action or action set
// All action handles should be queried during initialization for performance reasons
typedef uint64 ControllerActionSetHandle_t;
typedef uint64 ControllerDigitalActionHandle_t;
typedef uint64 ControllerAnalogActionHandle_t;

#pragma pack( push, 1 )

struct ControllerAnalogActionData_t
{
	// Type of data coming from this action, this will match what got specified in the action set
	EControllerSourceMode eMode;
	
	// The current state of this action; will be delta updates for mouse actions
	float x, y;
	
	// Whether or not this action is currently available to be bound in the active action set
	bool bActive;
};

struct ControllerDigitalActionData_t
{
	// The current state of this action; will be true if currently pressed
	bool bState;
	
	// Whether or not this action is currently available to be bound in the active action set
	bool bActive;
};

#pragma pack( pop )


//-----------------------------------------------------------------------------
// Purpose: Native Steam controller support API
//-----------------------------------------------------------------------------
class ISteamController
{
public:
	
	// Init and Shutdown must be called when starting/ending use of this interface
	virtual bool Init() = 0;
	virtual bool Shutdown() = 0;
	
	// Synchronize API state with the latest Steam Controller inputs available. This
	// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
	// possible latency, you call this directly before reading controller state.
	virtual void RunFrame() = 0;

	// Enumerate currently connected controllers
	// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
	// Returns the number of handles written to handlesOut
	virtual int GetConnectedControllers( ControllerHandle_t *handlesOut ) = 0;
	
	// Invokes the Steam overlay and brings up the binding screen
	// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
	virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0;
	
	// ACTION SETS
	// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
	virtual ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0;
	
	// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
	// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
	// your state loops, instead of trying to place it in all of your state transitions.
	virtual void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) = 0;
	virtual ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) = 0;
	
	// ACTIONS
	// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
	virtual ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;
	
	// Returns the current state of the supplied digital game action
	virtual ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) = 0;
	
	// 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.
	// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
	virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut ) = 0;
	
	// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
	virtual ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;
	
	// Returns the current state of these supplied analog game action
	virtual ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) = 0;

	// 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.
	// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
	virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut ) = 0;
		
	virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0;
	
	// Trigger a haptic pulse on a controller
	virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;

	virtual void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;
};

#define STEAMCONTROLLER_INTERFACE_VERSION "SteamController003"

#endif // ISTEAMCONTROLLER_H