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Implement ISteamInput #23
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- add forgotten getControllerForGamepadIndex
Wrote the docs so it's ready for a full review! 🎉 |
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Thanks for this!
That's A LOT of new functions. Did you test any of these in an actual game? If so, let me know, will make it easier to review.
The overall implementation seems fine, I left a few comments mostly around consistency with the rest of the code. Didn't look at the docs yet, will do once you do these changes.
Thanks, @yancouto! I think I addressed everything you mentioned.
Tested a few of them, but limited to the vibration functions, |
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It's great to hear you tested some of these and they work :)
Some final things to be addressed and it should be good to merge.
src/input.cpp
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// void TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ); | ||
EXTERN int luasteam_triggerRepeatedHapticPulse(lua_State *L) { | ||
uint64 inputHandle = luasteam::checkuint64(L, 1); | ||
bool eTargetPad = lua_toboolean(L, 2); |
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- Add examples for EInputActionOrigin parameters - Make left/right pad into an enum - Change module shutdown order
Sorry for making you repeat yourself with certain comments. Everything should be addressed now :) Thanks! |
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Looks good now! Thanks a lot, this is a great contribution.
Do you plan to submit other PR's soon? (If you don't, I'll make a release with these changes soon, otherwise I'll wait for your other changes to make a single release)
I think this is the only module we needed for our project that wasn't already implemented, so I don't think I'll be pushing any more PRs any time soon. Thanks for the review! |
This was just release on 1.2.0. Thanks @Davidobot ! |
An implementation of the ISteamInput Interface.
Docs written and ready for full review and merging.