Пример #1
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		/// <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);
 }
Пример #3
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		public static extern int ISteamController_GetAnalogActionOrigins(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, [In, Out] EControllerActionOrigin[] originsOut);
Пример #4
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		public static extern void ISteamController_ActivateActionSet(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle);
Пример #5
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		/// <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);
		}
Пример #6
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		public static void StopAnalogActionMomentum(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction) {
			InteropHelp.TestIfAvailableClient();
			NativeMethods.ISteamController_StopAnalogActionMomentum(controllerHandle, eAction);
		}
Пример #7
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		public static extern ControllerMotionData_t ISteamController_GetMotionData(ControllerHandle_t controllerHandle);
Пример #8
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 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);
 }
Пример #10
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 private static extern void _SetLEDColor(IntPtr self, ControllerHandle_t controllerHandle, byte nColorR, byte nColorG, byte nColorB, uint nFlags);
Пример #11
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 internal void TriggerVibration(ControllerHandle_t controllerHandle, ushort usLeftSpeed, ushort usRightSpeed)
 {
     _TriggerVibration(Self, controllerHandle, usLeftSpeed, usRightSpeed);
 }
Пример #12
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 private static extern void _TriggerVibration(IntPtr self, ControllerHandle_t controllerHandle, ushort usLeftSpeed, ushort usRightSpeed);
Пример #13
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 internal void TriggerRepeatedHapticPulse(ControllerHandle_t controllerHandle, SteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags)
 {
     _TriggerRepeatedHapticPulse(Self, controllerHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags);
 }
Пример #14
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 private static extern void _TriggerRepeatedHapticPulse(IntPtr self, ControllerHandle_t controllerHandle, SteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags);
Пример #15
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 /// <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);
 }
Пример #16
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 /// <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));
 }
Пример #17
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 private static extern bool _ShowBindingPanel(IntPtr self, ControllerHandle_t controllerHandle);
Пример #18
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		public static extern void ISteamController_SetLEDColor(ControllerHandle_t controllerHandle, byte nColorR, byte nColorG, byte nColorB, uint nFlags);
Пример #19
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        internal bool ShowBindingPanel(ControllerHandle_t controllerHandle)
        {
            var returnValue = _ShowBindingPanel(Self, controllerHandle);

            return(returnValue);
        }
Пример #20
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		public static extern bool ISteamController_ShowAnalogActionOrigins(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition);
Пример #21
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 private static extern InputType _GetInputTypeForHandle(IntPtr self, ControllerHandle_t controllerHandle);
Пример #22
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		/// <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);
		}
Пример #23
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        internal InputType GetInputTypeForHandle(ControllerHandle_t controllerHandle)
        {
            var returnValue = _GetInputTypeForHandle(Self, controllerHandle);

            return(returnValue);
        }
Пример #24
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		/// <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);
		}
Пример #25
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 private static extern int _GetGamepadIndexForController(IntPtr self, ControllerHandle_t ulControllerHandle);
Пример #26
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		public static extern ControllerDigitalActionData_t ISteamController_GetDigitalActionData(ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle);
Пример #27
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        internal int GetGamepadIndexForController(ControllerHandle_t ulControllerHandle)
        {
            var returnValue = _GetGamepadIndexForController(Self, ulControllerHandle);

            return(returnValue);
        }
Пример #28
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		public static extern void ISteamController_TriggerHapticPulse(ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec);
Пример #29
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 private static extern ControllerActionOrigin _GetActionOriginFromXboxOrigin(IntPtr self, ControllerHandle_t controllerHandle, XboxOrigin eOrigin);
Пример #30
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 public static void StopAnalogActionMomentum(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamController_StopAnalogActionMomentum(controllerHandle, eAction);
 }
Пример #31
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        internal ControllerActionOrigin GetActionOriginFromXboxOrigin(ControllerHandle_t controllerHandle, XboxOrigin eOrigin)
        {
            var returnValue = _GetActionOriginFromXboxOrigin(Self, controllerHandle, eOrigin);

            return(returnValue);
        }
Пример #32
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 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);
 }
Пример #33
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 private static extern bool _GetControllerBindingRevision(IntPtr self, ControllerHandle_t controllerHandle, ref int pMajor, ref int pMinor);
Пример #34
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 /// <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);
 }
Пример #35
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        internal bool GetControllerBindingRevision(ControllerHandle_t controllerHandle, ref int pMajor, ref int pMinor)
        {
            var returnValue = _GetControllerBindingRevision(Self, controllerHandle, ref pMajor, ref pMinor);

            return(returnValue);
        }
Пример #36
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		public static extern void ISteamController_TriggerVibration(ControllerHandle_t controllerHandle, ushort usLeftSpeed, ushort usRightSpeed);
Пример #37
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 private static extern void _ActivateActionSet(IntPtr self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle);
Пример #38
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		public static extern int ISteamController_GetGamepadIndexForController(ControllerHandle_t ulControllerHandle);
Пример #39
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 internal void ActivateActionSet(ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle)
 {
     _ActivateActionSet(Self, controllerHandle, actionSetHandle);
 }
Пример #40
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		public static extern bool ISteamController_ShowDigitalActionOrigins(ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition);
Пример #41
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 private static extern ControllerActionSetHandle_t _GetCurrentActionSet(IntPtr self, ControllerHandle_t controllerHandle);
Пример #42
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		/// <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);
		}
Пример #43
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        internal ControllerActionSetHandle_t GetCurrentActionSet(ControllerHandle_t controllerHandle)
        {
            var returnValue = _GetCurrentActionSet(Self, controllerHandle);

            return(returnValue);
        }
Пример #44
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		/// <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);
		}
Пример #45
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		/// <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);
		}
Пример #46
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		/// <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);
		}
Пример #47
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		/// <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);
		}
Пример #48
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		public static ControllerActionSetHandle_t GetCurrentActionSet(ControllerHandle_t controllerHandle) {
			InteropHelp.TestIfAvailableClient();
			return (ControllerActionSetHandle_t)NativeMethods.ISteamController_GetCurrentActionSet(controllerHandle);
		}
Пример #49
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		/// <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);
		}
Пример #50
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		public static extern bool ISteamController_ShowBindingPanel(ControllerHandle_t controllerHandle);
Пример #51
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		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);
		}
Пример #52
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		public static extern ulong ISteamController_GetCurrentActionSet(ControllerHandle_t controllerHandle);
Пример #53
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		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);
		}
Пример #54
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		public static extern ControllerAnalogActionData_t ISteamController_GetAnalogActionData(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle);
Пример #55
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 /// <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));
 }
Пример #56
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		public static extern void ISteamController_StopAnalogActionMomentum(ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction);
Пример #57
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 /// <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));
 }
Пример #58
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		public static extern void ISteamController_TriggerRepeatedHapticPulse(ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, ushort usDurationMicroSec, ushort usOffMicroSec, ushort unRepeat, uint nFlags);
Пример #59
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 private static extern void _TriggerHapticPulse(IntPtr self, ControllerHandle_t controllerHandle, SteamControllerPad eTargetPad, ushort usDurationMicroSec);