Steam Input as the primary guest-input path (optional, SDK-gated)

Add SteamInputSource: initializes SteamAPI + Steam Input, loads a bundled action
manifest via SetInputActionManifestFilePath (no partner-backend config needed),
and reads the GameControls action set into CoopPadState -- falling back to XInput
per slot, and to pure XInput if Steam isn't available, so the host always runs.

Enabled automatically when the Steamworks SDK is vendored at
third_party/steamworks_sdk/ (auto-detected by CMake; gitignored and never
committed -- the build is XInput-only without it). Stages steam_api64.dll + the
manifest next to the host and builds coop_steam_input_probe (a console smoke test).

Verified: the probe initializes against the live Steam client and enumerates
controllers; the host degrades gracefully when launched standalone. All 5 tests
pass. Reading actual controller state needs a pad bound through Steam Input for
the running (donor) appid, which XInput otherwise covers.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-20 11:51:58 +02:00
parent b1f8783321
commit edf2da69d8
8 changed files with 528 additions and 7 deletions

4
.gitignore vendored
View File

@@ -10,3 +10,7 @@ CMakeUserPresets.json
x64
Debug
Release
# Steamworks SDK: vendored locally, not redistributable -- never commit it.
/steamworks_sdk_*.zip
/third_party/steamworks_sdk/