internal int GetDigitalActionOrigins(InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, ref InputActionOrigin originsOut) { var returnValue = _GetDigitalActionOrigins(Self, inputHandle, actionSetHandle, digitalActionHandle, ref originsOut); return(returnValue); }
private static extern int _GetDigitalActionOrigins(IntPtr self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, ref InputActionOrigin originsOut);
internal DigitalState GetDigitalActionData(InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle) { var returnValue = _GetDigitalActionData(Self, inputHandle, digitalActionHandle); return(returnValue); }
private static extern DigitalState _GetDigitalActionData(IntPtr self, InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle);
/// <summary> /// <para> Get the origin(s) for a digital 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_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to</para> /// <para> the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.</para> /// </summary> public static int GetDigitalActionOrigins(InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin[] originsOut) { InteropHelp.TestIfAvailableClient(); if (originsOut != null && originsOut.Length != Constants.STEAM_INPUT_MAX_ORIGINS) { throw new System.ArgumentException("originsOut must be the same size as Constants.STEAM_INPUT_MAX_ORIGINS!"); } return(NativeMethods.ISteamInput_GetDigitalActionOrigins(CSteamAPIContext.GetSteamInput(), inputHandle, actionSetHandle, digitalActionHandle, originsOut)); }
/// <summary> /// <para> Returns the current state of the supplied digital game action</para> /// </summary> public static InputDigitalActionData_t GetDigitalActionData(InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamInput_GetDigitalActionData(CSteamAPIContext.GetSteamInput(), inputHandle, digitalActionHandle)); }