ISteamInputExtensions extension
Methods
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activateActionSet(InputHandle inputHandle, InputActionSetHandle actionSetHandle)
→ void
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activateActionSetLayer(InputHandle inputHandle, InputActionSetHandle actionSetLayerHandle)
→ void
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bNewDataAvailable()
→ bool
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bWaitForData(bool waitForever, int timeout)
→ bool
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deactivateActionSetLayer(InputHandle inputHandle, InputActionSetHandle actionSetLayerHandle)
→ void
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deactivateAllActionSetLayers(InputHandle inputHandle)
→ void
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enableDeviceCallbacks()
→ void
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getActionOriginFromXboxOrigin(InputHandle inputHandle, EXboxOrigin origin)
→ EInputActionOrigin
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getActionSetHandle(Pointer<Utf8> pszActionSetName)
→ InputActionSetHandle
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getActiveActionSetLayers(InputHandle inputHandle, Pointer<UnsignedLongLong> handlesOut)
→ int
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getAnalogActionData(InputHandle inputHandle, InputAnalogActionHandle analogActionHandle)
→ InputAnalogActionData
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getAnalogActionHandle(Pointer<Utf8> pszActionName)
→ InputAnalogActionHandle
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getAnalogActionOrigins(InputHandle inputHandle, InputActionSetHandle actionSetHandle, InputAnalogActionHandle analogActionHandle, Pointer<EInputActionOriginAliasC> originsOut)
→ int
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getConnectedControllers(Pointer<UnsignedLongLong> handlesOut)
→ int
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getControllerForGamepadIndex(int nIndex)
→ InputHandle
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getCurrentActionSet(InputHandle inputHandle)
→ InputActionSetHandle
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getDeviceBindingRevision(InputHandle inputHandle, Pointer<Int> pMajor, Pointer<Int> pMinor)
→ bool
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getDigitalActionData(InputHandle inputHandle, InputDigitalActionHandle digitalActionHandle)
→ InputDigitalActionData
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getDigitalActionHandle(Pointer<Utf8> pszActionName)
→ InputDigitalActionHandle
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getDigitalActionOrigins(InputHandle inputHandle, InputActionSetHandle actionSetHandle, InputDigitalActionHandle digitalActionHandle, Pointer<EInputActionOriginAliasC> originsOut)
→ int
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getGamepadIndexForController(InputHandle ulinputHandle)
→ int
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getGlyphForActionOriginLegacy(EInputActionOrigin origin)
→ Pointer<Utf8>
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getGlyphForXboxOrigin(EXboxOrigin origin)
→ Pointer<Utf8>
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getGlyphPNGForActionOrigin(EInputActionOrigin origin, ESteamInputGlyphSize size, int flags)
→ Pointer<Utf8>
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getGlyphSVGForActionOrigin(EInputActionOrigin origin, int flags)
→ Pointer<Utf8>
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getInputTypeForHandle(InputHandle inputHandle)
→ ESteamInputType
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getMotionData(InputHandle inputHandle)
→ InputMotionData
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getRemotePlaySessionId(InputHandle inputHandle)
→ int
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getSessionInputConfigurationSettings()
→ int
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getStringForActionOrigin(EInputActionOrigin origin)
→ Pointer<Utf8>
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getStringForAnalogActionName(InputAnalogActionHandle actionHandle)
→ Pointer<Utf8>
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getStringForDigitalActionName(InputDigitalActionHandle actionHandle)
→ Pointer<Utf8>
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getStringForXboxOrigin(EXboxOrigin origin)
→ Pointer<Utf8>
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init(bool explicitlyCallRunFrame)
→ bool
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legacyTriggerHapticPulse(InputHandle inputHandle, ESteamControllerPad targetPad, int durationMicroSec)
→ void
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legacyTriggerRepeatedHapticPulse(InputHandle inputHandle, ESteamControllerPad targetPad, int durationMicroSec, int offMicroSec, int repeat, int nFlags)
→ void
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runFrame(bool reservedValue)
→ void
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setInputActionManifestFilePath(Pointer<Utf8> inputActionManifestAbsolutePath)
→ bool
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setLedColor(InputHandle inputHandle, int nColorR, int nColorG, int nColorB, int nFlags)
→ void
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showBindingPanel(InputHandle inputHandle)
→ bool
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shutdown()
→ bool
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stopAnalogActionMomentum(InputHandle inputHandle, InputAnalogActionHandle action)
→ void
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translateActionOrigin(ESteamInputType destinationInputType, EInputActionOrigin sourceOrigin)
→ EInputActionOrigin
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triggerSimpleHapticEvent(InputHandle inputHandle, EControllerHapticLocation hapticLocation, int nIntensity, int nGainDB, int nOtherIntensity, int nOtherGainDB)
→ void
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triggerVibration(InputHandle inputHandle, int leftSpeed, int rightSpeed)
→ void
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triggerVibrationExtended(InputHandle inputHandle, int leftSpeed, int rightSpeed, int leftTriggerSpeed, int rightTriggerSpeed)
→ void
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