/// <summary> /// <para> Enumerate currently connected controllers</para> /// <para> handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles</para> /// <para> Returns the number of handles written to handlesOut</para> /// </summary> public static int GetConnectedControllers(ControllerHandle_t[] handlesOut) { InteropHelp.TestIfAvailableClient(); if (handlesOut.Length != Constants.STEAM_CONTROLLER_MAX_COUNT) { throw new ArgumentException("handlesOut must be the same size as Constants.STEAM_CONTROLLER_MAX_COUNT!"); } return NativeMethods.ISteamController_GetConnectedControllers(handlesOut); }
internal void TriggerHapticPulse(ControllerHandle_t controllerHandle, SteamControllerPad eTargetPad, ushort usDurationMicroSec) { _TriggerHapticPulse(Self, controllerHandle, eTargetPad, usDurationMicroSec); }
public static extern int ISteamController_GetAnalogActionOrigins(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, [In, Out] EControllerActionOrigin[] originsOut);
public static extern void ISteamController_ActivateActionSet(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle);
/// <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_t controllerHandle, ControllerActionSetHandle_t actionSetHandle) { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamController_ActivateActionSet(controllerHandle, actionSetHandle); }
public static void StopAnalogActionMomentum(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction) { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamController_StopAnalogActionMomentum(controllerHandle, eAction); }
public static extern ControllerMotionData_t ISteamController_GetMotionData(ControllerHandle_t controllerHandle);
public static ControllerActionSetHandle_t GetCurrentActionSet(ControllerHandle_t controllerHandle) { InteropHelp.TestIfAvailableClient(); return((ControllerActionSetHandle_t)NativeMethods.ISteamController_GetCurrentActionSet(controllerHandle)); }
internal void SetLEDColor(ControllerHandle_t controllerHandle, byte nColorR, byte nColorG, byte nColorB, uint nFlags) { _SetLEDColor(Self, controllerHandle, nColorR, nColorG, nColorB, nFlags); }
private static extern void _SetLEDColor(IntPtr self, ControllerHandle_t controllerHandle, byte nColorR, byte nColorG, byte nColorB, uint nFlags);
internal void TriggerVibration(ControllerHandle_t controllerHandle, ushort usLeftSpeed, ushort usRightSpeed) { _TriggerVibration(Self, controllerHandle, usLeftSpeed, usRightSpeed); }
private static extern void _TriggerVibration(IntPtr self, ControllerHandle_t controllerHandle, ushort usLeftSpeed, ushort usRightSpeed);
internal void TriggerRepeatedHapticPulse(ControllerHandle_t controllerHandle, SteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags) { _TriggerRepeatedHapticPulse(Self, controllerHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); }
private static extern void _TriggerRepeatedHapticPulse(IntPtr self, ControllerHandle_t controllerHandle, SteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags);
/// <summary> /// <para> Trigger a haptic pulse on a controller</para> /// </summary> public static void TriggerHapticPulse(ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec) { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamController_TriggerHapticPulse(controllerHandle, eTargetPad, usDurationMicroSec); }
/// <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_t controllerHandle) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamController_ShowBindingPanel(controllerHandle)); }
private static extern bool _ShowBindingPanel(IntPtr self, ControllerHandle_t controllerHandle);
public static extern void ISteamController_SetLEDColor(ControllerHandle_t controllerHandle, byte nColorR, byte nColorG, byte nColorB, uint nFlags);
internal bool ShowBindingPanel(ControllerHandle_t controllerHandle) { var returnValue = _ShowBindingPanel(Self, controllerHandle); return(returnValue); }
public static extern bool ISteamController_ShowAnalogActionOrigins(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition);
private static extern InputType _GetInputTypeForHandle(IntPtr self, ControllerHandle_t controllerHandle);
/// <summary> /// <para> Enumerate currently connected controllers</para> /// <para> handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles</para> /// <para> Returns the number of handles written to handlesOut</para> /// </summary> public static int GetConnectedControllers(ControllerHandle_t[] handlesOut) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamController_GetConnectedControllers(handlesOut); }
internal InputType GetInputTypeForHandle(ControllerHandle_t controllerHandle) { var returnValue = _GetInputTypeForHandle(Self, controllerHandle); return(returnValue); }
/// <summary> /// <para> Returns the current state of the supplied digital game action</para> /// </summary> public static ControllerDigitalActionData_t GetDigitalActionData(ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamController_GetDigitalActionData(controllerHandle, digitalActionHandle); }
private static extern int _GetGamepadIndexForController(IntPtr self, ControllerHandle_t ulControllerHandle);
public static extern ControllerDigitalActionData_t ISteamController_GetDigitalActionData(ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle);
internal int GetGamepadIndexForController(ControllerHandle_t ulControllerHandle) { var returnValue = _GetGamepadIndexForController(Self, ulControllerHandle); return(returnValue); }
public static extern void ISteamController_TriggerHapticPulse(ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec);
private static extern ControllerActionOrigin _GetActionOriginFromXboxOrigin(IntPtr self, ControllerHandle_t controllerHandle, XboxOrigin eOrigin);
internal ControllerActionOrigin GetActionOriginFromXboxOrigin(ControllerHandle_t controllerHandle, XboxOrigin eOrigin) { var returnValue = _GetActionOriginFromXboxOrigin(Self, controllerHandle, eOrigin); return(returnValue); }
public static void TriggerRepeatedHapticPulse(ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags) { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamController_TriggerRepeatedHapticPulse(controllerHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); }
private static extern bool _GetControllerBindingRevision(IntPtr self, ControllerHandle_t controllerHandle, ref int pMajor, ref int pMinor);
internal bool GetControllerBindingRevision(ControllerHandle_t controllerHandle, ref int pMajor, ref int pMinor) { var returnValue = _GetControllerBindingRevision(Self, controllerHandle, ref pMajor, ref pMinor); return(returnValue); }
public static extern void ISteamController_TriggerVibration(ControllerHandle_t controllerHandle, ushort usLeftSpeed, ushort usRightSpeed);
private static extern void _ActivateActionSet(IntPtr self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle);
public static extern int ISteamController_GetGamepadIndexForController(ControllerHandle_t ulControllerHandle);
internal void ActivateActionSet(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle) { _ActivateActionSet(Self, controllerHandle, actionSetHandle); }
public static extern bool ISteamController_ShowDigitalActionOrigins(ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition);
private static extern ControllerActionSetHandle_t _GetCurrentActionSet(IntPtr self, ControllerHandle_t controllerHandle);
/// <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_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin[] originsOut) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamController_GetAnalogActionOrigins(controllerHandle, actionSetHandle, analogActionHandle, originsOut); }
internal ControllerActionSetHandle_t GetCurrentActionSet(ControllerHandle_t controllerHandle) { var returnValue = _GetCurrentActionSet(Self, controllerHandle); return(returnValue); }
/// <summary> /// <para> Tigger a vibration event on supported controllers.</para> /// </summary> public static void TriggerVibration(ControllerHandle_t controllerHandle, ushort usLeftSpeed, ushort usRightSpeed) { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamController_TriggerVibration(controllerHandle, usLeftSpeed, usRightSpeed); }
/// <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_t controllerHandle) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamController_ShowBindingPanel(controllerHandle); }
/// <summary> /// <para> Set the controller LED color on supported controllers.</para> /// </summary> public static void SetLEDColor(ControllerHandle_t controllerHandle, byte nColorR, byte nColorG, byte nColorB, uint nFlags) { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamController_SetLEDColor(controllerHandle, nColorR, nColorG, nColorB, nFlags); }
public static ControllerActionSetHandle_t GetCurrentActionSet(ControllerHandle_t controllerHandle) { InteropHelp.TestIfAvailableClient(); return (ControllerActionSetHandle_t)NativeMethods.ISteamController_GetCurrentActionSet(controllerHandle); }
/// <summary> /// <para> Returns the associated gamepad index for the specified controller, if emulating a gamepad</para> /// </summary> public static int GetGamepadIndexForController(ControllerHandle_t ulControllerHandle) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamController_GetGamepadIndexForController(ulControllerHandle); }
public static extern bool ISteamController_ShowBindingPanel(ControllerHandle_t controllerHandle);
public static bool ShowAnalogActionOrigins(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamController_ShowAnalogActionOrigins(controllerHandle, analogActionHandle, flScale, flXPosition, flYPosition); }
public static extern ulong ISteamController_GetCurrentActionSet(ControllerHandle_t controllerHandle);
public static extern ControllerAnalogActionData_t ISteamController_GetAnalogActionData(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle);
/// <summary> /// <para> Returns the current state of these supplied analog game action</para> /// </summary> public static ControllerAnalogActionData_t GetAnalogActionData(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamController_GetAnalogActionData(controllerHandle, analogActionHandle)); }
public static extern void ISteamController_StopAnalogActionMomentum(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t 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_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin[] originsOut) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamController_GetAnalogActionOrigins(controllerHandle, actionSetHandle, analogActionHandle, originsOut)); }
public static extern void ISteamController_TriggerRepeatedHapticPulse(ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags);
private static extern void _TriggerHapticPulse(IntPtr self, ControllerHandle_t controllerHandle, SteamControllerPad eTargetPad, ushort usDurationMicroSec);