Struct steamworks::Input
source · pub struct Input<Manager> { /* private fields */ }
Expand description
Access to the steam input interface
Implementations§
source§impl<Manager> Input<Manager>
impl<Manager> Input<Manager>
sourcepub fn init(&self, explicitly_call_run_frame: bool)
pub fn init(&self, explicitly_call_run_frame: bool)
Init must be called when starting use of this interface. if explicitly_call_run_frame is called then you will need to manually call RunFrame each frame, otherwise Steam Input will updated when SteamAPI_RunCallbacks() is called
sourcepub fn run_frame(&self)
pub fn run_frame(&self)
Synchronize API state with the latest Steam Input action data available. This is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest possible latency, you call this directly before reading controller state. Note: This must be called from somewhere before GetConnectedControllers will return any handles
sourcepub fn get_connected_controllers(&self) -> Vec<InputHandle_t>
pub fn get_connected_controllers(&self) -> Vec<InputHandle_t>
Returns a list of the currently connected controllers
sourcepub fn get_connected_controllers_slice(
&self,
controllers: impl AsMut<[InputHandle_t]>
) -> usize
pub fn get_connected_controllers_slice( &self, controllers: impl AsMut<[InputHandle_t]> ) -> usize
Returns a list of the currently connected controllers without allocating, and the count
sourcepub fn get_action_set_handle(
&self,
action_set_name: &str
) -> InputActionSetHandle_t
pub fn get_action_set_handle( &self, action_set_name: &str ) -> InputActionSetHandle_t
Returns the associated ControllerActionSet handle for the specified controller,
sourcepub fn activate_action_set_handle(
&self,
input_handle: InputHandle_t,
action_set_handle: InputActionSetHandle_t
)
pub fn activate_action_set_handle( &self, input_handle: InputHandle_t, action_set_handle: InputActionSetHandle_t )
Reconfigure the controller to use the specified action set This is cheap, and can be safely called repeatedly.
sourcepub fn get_digital_action_handle(
&self,
action_name: &str
) -> InputDigitalActionHandle_t
pub fn get_digital_action_handle( &self, action_name: &str ) -> InputDigitalActionHandle_t
Get the handle of the specified Digital action.
sourcepub fn get_analog_action_handle(
&self,
action_name: &str
) -> InputAnalogActionHandle_t
pub fn get_analog_action_handle( &self, action_name: &str ) -> InputAnalogActionHandle_t
Get the handle of the specified Analog action.
sourcepub fn get_digital_action_data(
&self,
input_handle: InputHandle_t,
action_handle: InputDigitalActionHandle_t
) -> InputDigitalActionData_t
pub fn get_digital_action_data( &self, input_handle: InputHandle_t, action_handle: InputDigitalActionHandle_t ) -> InputDigitalActionData_t
Returns the current state of the supplied digital game action.
sourcepub fn get_analog_action_data(
&self,
input_handle: InputHandle_t,
action_handle: InputAnalogActionHandle_t
) -> InputAnalogActionData_t
pub fn get_analog_action_data( &self, input_handle: InputHandle_t, action_handle: InputAnalogActionHandle_t ) -> InputAnalogActionData_t
Returns the current state of the supplied analog game action.