Struct steamworks::Input

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pub struct Input<Manager> { /* private fields */ }
Expand description

Access to the steam input interface

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impl<Manager> Input<Manager>

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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

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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

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pub fn get_connected_controllers(&self) -> Vec<InputHandle_t>

Returns a list of the currently connected controllers

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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

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pub fn get_action_set_handle( &self, action_set_name: &str ) -> InputActionSetHandle_t

Returns the associated ControllerActionSet handle for the specified controller,

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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.

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pub fn get_digital_action_handle( &self, action_name: &str ) -> InputDigitalActionHandle_t

Get the handle of the specified Digital action.

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pub fn get_analog_action_handle( &self, action_name: &str ) -> InputAnalogActionHandle_t

Get the handle of the specified Analog action.

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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.

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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.

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pub fn get_motion_data(&self, input_handle: InputHandle_t) -> InputMotionData_t

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pub fn shutdown(&self)

Shutdown must be called when ending use of this interface.

Auto Trait Implementations§

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impl<Manager> RefUnwindSafe for Input<Manager>
where Manager: RefUnwindSafe,

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impl<Manager> !Send for Input<Manager>

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impl<Manager> !Sync for Input<Manager>

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impl<Manager> Unpin for Input<Manager>

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impl<Manager> UnwindSafe for Input<Manager>
where Manager: RefUnwindSafe,

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.