11 Commits over 31 Days - 0.01cph!
Final code/doc cleanup, fix Controller.All returning disconnected ones
Add Input.GetAnalog( InputAnalog ) returns a Vector2 of either Move, Look or Trigger - can be used serverside too.
Strip XInput / Joystick methods completely from InputSystem, remove workarounds / hacks around it since we just do it all in C# now
Add Input.GetGlyph( InputAnalog ) - split InputAnalog.Trigger into LeftTrigger, RightTrigger so you can get the glyphs
Add action manifest file with PS4 / Xbox One configs ( other controllers should derive nicely from these )
Very simple controller settings button in main menu to open bindings
Don't cache invalid handles in the Controller API, seems to be a few ms where handles are invalid when a controller is plugged in.
Update Steamworks SDK 1.53
Resolve deprecated SteamNetworkingSockets usage
Controller API in Sandbox.Engine wrapping Steam Input internally with proper async glyph loading
Use Controller API for Input, all InputButton are bindable from Steam Input.
New methods:
* Input.UsingController - true if the last input from a user was from a controller (accessible serverside too)
* Input.GetGlyph( InputButton ) - Get a controller-specific glyph texture for the bound InputButton ( if using controller )
* Input.GetButtonOrigin( InputButton ) - Get context specific button, e.g InputButton.Jump would return 'SPACE' or 'A Button'
InputButton: Obsolete a bunch of unused/unbound buttons that made no sense
Remove old Steam Controller initialization from C++ engine and disable XInput
Remove dead or legacy code / tidy InputSystem/UserCmd
Fix generated ISteamInput interface not handling arrays for originsOut which would just crash if a user has multiple buttons for an action
Remove InputButton enums that were completely unused and unbound to avoid API confusion
Ditch seperate DigitalAction enum, let Steam Input bind any InputButton as a digital action.
Make Controller an internal class that we use from the public Input class instead
Add clientside Input.GetGlyph( InputButton ) and Input.GetButtonOriginName( InputButton ) which return dependent on active input device. ( Need to source some M+KB glyphs really )
Update Steamworks SDK 1.53
Resolve deprecated SteamNetworkingSockets usage
Add ISteamInput interface to managed and callback forwarders
Controller API using Steam Input; glyph textures, multiple controller support, analog states, etc.
Use C# Controller API in InputBuilder to replicate default Source behaviour with Steam Input & disable XInput devices in C++ engine
Don't spam the Event.Controller events if Steam Input spams us, derive Controller hash code from handle, add missing AnalogAction glyph getter
Add action manifest files and load them, add default configs for Xbox One / PS4 controllers ( I think everything else should derive from this )
Update Steamworks SDK 1.53
Resolve deprecated SteamNetworkingSockets usage
Add ISteamInput interface to managed and callback forwarders
Controller API using Steam Input; glyph textures, multiple controller support, analog states, etc.
Use C# Controller API in InputBuilder to replicate default Source behaviour with Steam Input & disable XInput devices in C++ engine
Add ISteamInput interface from Facepunch.Steamworks
Initialize Steam Input from managed
Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers
Update Steamworks 1.53 for Steam Input improvements including Steam Deck support
Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58
SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug?
Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres
Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly
Chuck up some debug panels in the input settings menu for each connected controller to debug features
Async steam input glyph texture loader
Generalize Steam Input into a Controller API, abstract all actions into enums close to our pre-existing IN_ actions
Quick button prompt panel e.g `<ControllerActionHint ActionName="Jump">`, uses relevant user's bound controller glyphs.
Forward SteamInput callbacks to C# Steamworks properly
Poll action handles until they're non zero, workaround for a known bug where we shouldn't be needing to do this
Update IGA file to match enums and action manifest, add a basic PS4 controller manifest
Remove dead code
Manage controller connected with callbacks and add events for connected / disconnected, this should keep handles in place too on reconnects
Controller.TriggerVibration: accept normalized floats instead of 0 <-> ushort.MaxValue and support Xbox trigger impusle rumble.
Disable XInput init / polling in inputsystem, handle it all in managed via Steam Input
Controller API Init/Poll in Sandbox.Client too
Iterate more on Controller API, replicate Down/Pressed/Up methods of InputBuilder, document more shit
Create controller input in InputBuilder from managed Controller API ( maybe this should be in base instead so the user can override it for whatever reason? )
Initial work on UI navigation with controller
Remove dead code
Manage controller connected with callbacks and add events for connected / disconnected, this should keep handles in place too on reconnects
Controller.TriggerVibration: accept normalized floats instead of 0 <-> ushort.MaxValue and support Xbox trigger impusle rumble.
Forward SteamInput callbacks to C# Steamworks properly
Poll action handles until they're non zero, workaround for a known bug where we shouldn't be needing to do this
Update IGA file to match enums and action manifest, add a basic PS4 controller manifest
Add ISteamInput interface from Facepunch.Steamworks
Initialize Steam Input from managed
Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers
Update Steamworks 1.53 for Steam Input improvements including Steam Deck support
Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58
SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug?
Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres
Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly
Chuck up some debug panels in the input settings menu for each connected controller to debug features
Async steam input glyph texture loader
Generalize Steam Input into a Controller API, abstract all actions into enums close to our pre-existing IN_ actions
Quick button prompt panel e.g `<ControllerActionHint ActionName="Jump">`, uses relevant user's bound controller glyphs.
Support loading font files with SemiLight (350) or ExtraBlack (950) names
Add ISteamInput interface from Facepunch.Steamworks
Initialize Steam Input from managed
Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers
Update Steamworks 1.53 for Steam Input improvements including Steam Deck support
Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58
SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug?
Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres
Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly
Chuck up some debug panels in the input settings menu for each connected controller to debug features