internal bool ShowGamepadTextInput(GamepadTextInputMode eInputMode, GamepadTextInputLineMode eLineInputMode, [MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(Utf8StringToNative))] string pchDescription, uint unCharMax, [MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(Utf8StringToNative))] string pchExistingText) { var returnValue = _ShowGamepadTextInput(Self, eInputMode, eLineInputMode, pchDescription, unCharMax, pchExistingText); return(returnValue); }
// bool public bool ShowGamepadTextInput(GamepadTextInputMode eInputMode /*EGamepadTextInputMode*/, GamepadTextInputLineMode eLineInputMode /*EGamepadTextInputLineMode*/, string pchDescription /*const char **/, uint unCharMax /*uint32*/, string pchExistingText /*const char **/) { return(platform.ISteamUtils_ShowGamepadTextInput(eInputMode, eLineInputMode, pchDescription, unCharMax, pchExistingText)); }
private static extern bool _ShowGamepadTextInput(IntPtr self, GamepadTextInputMode eInputMode, GamepadTextInputLineMode eLineInputMode, [MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(Utf8StringToNative))] string pchDescription, uint unCharMax, [MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(Utf8StringToNative))] string pchExistingText);
internal bool ShowGamepadTextInput(GamepadTextInputMode eInputMode, GamepadTextInputLineMode eLineInputMode, string pchDescription, uint unCharMax, string pchExistingText) { return(_ShowGamepadTextInput(Self, eInputMode, eLineInputMode, pchDescription, unCharMax, pchExistingText)); }
public static bool ShowGamepadTextInput(GamepadTextInputMode inputMode, GamepadTextInputLineMode lineInputMode, string description, int maxChars, string existingText = "") { bool flag = SteamUtils.Internal.ShowGamepadTextInput(inputMode, lineInputMode, description, (uint)maxChars, existingText); return(flag); }
internal bool ShowGamepadTextInput(GamepadTextInputMode eInputMode, GamepadTextInputLineMode eLineInputMode, string pchDescription, uint unCharMax, string pchExistingText) { bool self = this._ShowGamepadTextInput(this.Self, eInputMode, eLineInputMode, pchDescription, unCharMax, pchExistingText); return(self); }
public bool ShowGamepadTextInput(GamepadTextInputMode inputMode, GamepadTextInputLineMode lineInputMode, string description, uint charMax) { CheckIfUsable(); return(NativeMethods.Utils_ShowGamepadTextInput((int)inputMode, (int)lineInputMode, description, charMax)); }