Esempio n. 1
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 /// <summary>
 /// <para> ACTION SET LAYERS</para>
 /// </summary>
 public static void ActivateActionSetLayer(InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamInput_ActivateActionSetLayer(CSteamAPIContext.GetSteamInput(), inputHandle, actionSetLayerHandle);
 }
Esempio n. 2
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 /// <summary>
 /// <para> Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it</para>
 /// <para> See isteamremoteplay.h for more information on Steam Remote Play sessions</para>
 /// </summary>
 public static uint GetRemotePlaySessionID(InputHandle_t inputHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamInput_GetRemotePlaySessionID(CSteamAPIContext.GetSteamInput(), inputHandle));
 }
Esempio n. 3
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 public static InputActionSetHandle_t GetCurrentActionSet(InputHandle_t inputHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return((InputActionSetHandle_t)NativeMethods.ISteamInput_GetCurrentActionSet(CSteamAPIContext.GetSteamInput(), inputHandle));
 }
Esempio n. 4
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 /// <summary>
 /// <para> Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for</para>
 /// <para> non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration</para>
 /// </summary>
 public static EInputActionOrigin GetActionOriginFromXboxOrigin(InputHandle_t inputHandle, EXboxOrigin eOrigin)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamInput_GetActionOriginFromXboxOrigin(CSteamAPIContext.GetSteamInput(), inputHandle, eOrigin));
 }
Esempio n. 5
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 /// <summary>
 /// <para> Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device</para>
 /// </summary>
 public static bool GetDeviceBindingRevision(InputHandle_t inputHandle, out int pMajor, out int pMinor)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamInput_GetDeviceBindingRevision(CSteamAPIContext.GetSteamInput(), inputHandle, out pMajor, out pMinor));
 }
Esempio n. 6
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 /// <summary>
 /// <para> Returns the input type for a particular handle</para>
 /// </summary>
 public static ESteamInputType GetInputTypeForHandle(InputHandle_t inputHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamInput_GetInputTypeForHandle(CSteamAPIContext.GetSteamInput(), inputHandle));
 }
Esempio n. 7
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 /// <summary>
 /// <para> Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index</para>
 /// </summary>
 public static int GetGamepadIndexForController(InputHandle_t ulinputHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamInput_GetGamepadIndexForController(CSteamAPIContext.GetSteamInput(), ulinputHandle));
 }
Esempio n. 8
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 /// <summary>
 /// <para> Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead.</para>
 /// <para> nFlags is currently unused and reserved for future use.</para>
 /// </summary>
 public static void TriggerRepeatedHapticPulse(InputHandle_t inputHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamInput_TriggerRepeatedHapticPulse(CSteamAPIContext.GetSteamInput(), inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags);
 }
Esempio n. 9
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 /// <summary>
 /// <para>-----------------------------------------------------------------------------</para>
 /// <para> Utility functions availible without using the rest of Steam Input API</para>
 /// <para>-----------------------------------------------------------------------------</para>
 /// <para> Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode</para>
 /// <para> If the user is not in Big Picture Mode it will open up the binding in a new window</para>
 /// </summary>
 public static bool ShowBindingPanel(InputHandle_t inputHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamInput_ShowBindingPanel(CSteamAPIContext.GetSteamInput(), inputHandle));
 }
Esempio n. 10
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 /// <summary>
 /// <para> Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle</para>
 /// <para> the behavior on exit of your program so you don't need to try restore the default as you are shutting down</para>
 /// </summary>
 public static void SetLEDColor(InputHandle_t inputHandle, byte nColorR, byte nColorG, byte nColorB, uint nFlags)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamInput_SetLEDColor(CSteamAPIContext.GetSteamInput(), inputHandle, nColorR, nColorG, nColorB, nFlags);
 }
Esempio n. 11
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 /// <summary>
 /// <para>-----------------------------------------------------------------------------</para>
 /// <para> OUTPUTS</para>
 /// <para>-----------------------------------------------------------------------------</para>
 /// <para> Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers</para>
 /// </summary>
 public static void TriggerVibration(InputHandle_t inputHandle, ushort usLeftSpeed, ushort usRightSpeed)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamInput_TriggerVibration(CSteamAPIContext.GetSteamInput(), inputHandle, usLeftSpeed, usRightSpeed);
 }
Esempio n. 12
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 /// <summary>
 /// <para> Returns raw motion data from the specified device</para>
 /// </summary>
 public static InputMotionData_t GetMotionData(InputHandle_t inputHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamInput_GetMotionData(CSteamAPIContext.GetSteamInput(), inputHandle));
 }
Esempio n. 13
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 /// <summary>
 /// <para> Stop analog momentum for the action if it is a mouse action in trackball mode</para>
 /// </summary>
 public static void StopAnalogActionMomentum(InputHandle_t inputHandle, InputAnalogActionHandle_t eAction)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamInput_StopAnalogActionMomentum(CSteamAPIContext.GetSteamInput(), inputHandle, eAction);
 }
Esempio n. 14
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 public static void DeactivateAllActionSetLayers(InputHandle_t inputHandle)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamInput_DeactivateAllActionSetLayers(CSteamAPIContext.GetSteamInput(), inputHandle);
 }