public static ControllerActionSetHandle GetCurrentActionSet(ControllerHandle controllerHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return((ControllerActionSetHandle)NativeMethods.ISteamController_GetCurrentActionSet(controllerHandle));
 }
 /// <summary>
 /// <para> Returns the current state of the supplied digital game action</para>
 /// </summary>
 public static ControllerDigitalActionData GetDigitalActionData(ControllerHandle controllerHandle, ControllerDigitalActionHandle digitalActionHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamController_GetDigitalActionData(controllerHandle, digitalActionHandle));
 }
 /// <summary>
 /// <para> Invokes the Steam overlay and brings up the binding screen</para>
 /// <para> Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode</para>
 /// </summary>
 public static bool ShowBindingPanel(ControllerHandle controllerHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamController_ShowBindingPanel(controllerHandle));
 }
 /// <summary>
 /// <para> Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')</para>
 /// <para> This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in</para>
 /// <para> your state loops, instead of trying to place it in all of your state transitions.</para>
 /// </summary>
 public static void ActivateActionSet(ControllerHandle controllerHandle, ControllerActionSetHandle actionSetHandle)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamController_ActivateActionSet(controllerHandle, actionSetHandle);
 }
 public static void TriggerRepeatedHapticPulse(ControllerHandle controllerHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamController_TriggerRepeatedHapticPulse(controllerHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags);
 }
 /// <summary>
 /// <para> Trigger a haptic pulse on a controller</para>
 /// </summary>
 public static void TriggerHapticPulse(ControllerHandle controllerHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamController_TriggerHapticPulse(controllerHandle, eTargetPad, usDurationMicroSec);
 }
 public static void StopAnalogActionMomentum(ControllerHandle controllerHandle, ControllerAnalogActionHandle eAction)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamController_StopAnalogActionMomentum(controllerHandle, eAction);
 }
 /// <summary>
 /// <para> 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.</para>
 /// <para> originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles</para>
 /// </summary>
 public static int GetAnalogActionOrigins(ControllerHandle controllerHandle, ControllerActionSetHandle actionSetHandle, ControllerAnalogActionHandle analogActionHandle, EControllerActionOrigin[] originsOut)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamController_GetAnalogActionOrigins(controllerHandle, actionSetHandle, analogActionHandle, originsOut));
 }
 /// <summary>
 /// <para> Returns the current state of these supplied analog game action</para>
 /// </summary>
 public static ControllerAnalogActionData GetAnalogActionData(ControllerHandle controllerHandle, ControllerAnalogActionHandle analogActionHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamController_GetAnalogActionData(controllerHandle, analogActionHandle));
 }