/// Print to a string, with or without the port. Mapped IPv4 addresses are printed /// as dotted decimal (12.34.56.78), otherwise this will print the canonical /// form according to RFC5952. If you include the port, IPv6 will be surrounded by /// brackets, e.g. [::1:2]:80. Your buffer should be at least k_cchMaxString bytes /// to avoid truncation /// /// See also SteamNetworkingIdentityRender public void ToString(out string buf, bool bWithPort) { IntPtr buf2 = Marshal.AllocHGlobal(k_cchMaxString); NativeMethods.SteamAPI_SteamNetworkingIPAddr_ToString(ref this, buf2, k_cchMaxString, bWithPort); buf = InteropHelp.PtrToStringUTF8(buf2); Marshal.FreeHGlobal(buf2); }
// Returns nullptr if not generic string type public string GetGenericString() { return InteropHelp.PtrToStringUTF8(NativeMethods.SteamAPI_SteamNetworkingIdentity_GetGenericString(ref this)); }
public static string GetSessionClientName(RemotePlaySessionID_t unSessionID) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamRemotePlay_GetSessionClientName(CSteamAPIContext.GetSteamRemotePlay(), unSessionID))); }
/// Print to a human-readable string. This is suitable for debug messages /// or any other time you need to encode the identity as a string. It has a /// URL-like format (type:<type-data>). Your buffer should be at least /// k_cchMaxString bytes big to avoid truncation. /// /// See also SteamNetworkingIPAddrRender public void ToString(out string buf) { IntPtr buf2 = Marshal.AllocHGlobal(k_cchMaxString); NativeMethods.SteamNetworkingIdentity_ToString(ref this, buf2, k_cchMaxString); buf = InteropHelp.PtrToStringUTF8(buf2); Marshal.FreeHGlobal(buf2); }
/// <summary> /// <para> Get a local path to art for on-screen glyph for a particular Xbox controller origin</para> /// </summary> public static string GetGlyphForXboxOrigin(EXboxOrigin eOrigin) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamInput_GetGlyphForXboxOrigin(CSteamAPIContext.GetSteamInput(), eOrigin))); }