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)); }