public static extern void ISteamController_ActivateActionSet(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle);
public static extern int ISteamController_GetAnalogActionOrigins(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, [In, Out] EControllerActionOrigin[] originsOut);
/// <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); }
/// <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 SteamControllerAction(ControllerActionSetHandle_t value) { ControllerAction = value; }
internal void ActivateActionSet(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle) { _ActivateActionSet(Self, controllerHandle, actionSetHandle); }
/// <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)); }
private static extern void _ActivateActionSet(IntPtr self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle);
internal int GetAnalogActionOrigins(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, ref ControllerActionOrigin originsOut) { var returnValue = _GetAnalogActionOrigins(Self, controllerHandle, actionSetHandle, analogActionHandle, ref originsOut); return(returnValue); }
private static extern int _GetAnalogActionOrigins(IntPtr self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, ref ControllerActionOrigin originsOut);
private static extern int _GetDigitalActionOrigins(IntPtr self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, ref ControllerActionOrigin originsOut);
internal void DeactivateActionSetLayer(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle) { _DeactivateActionSetLayer(Self, controllerHandle, actionSetLayerHandle); }