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>
17 lines
227 B
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17 lines
227 B
Plaintext
.vs
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*.vcxproj.user
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*.args.json
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/bin
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/build
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/build-clangd
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CMakeUserPresets.json
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x64
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Debug
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Release
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# Steamworks SDK: vendored locally, not redistributable -- never commit it.
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/steamworks_sdk_*.zip
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/third_party/steamworks_sdk/
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