Steamworks Documentation
ISteamInput Interface
Steam Input API is a flexible action-based API that supports all major controller types - Xbox, PlayStation, Nintendo Switch Pro, and Steam Controllers.

See the Steam Input documentation for more information.

Member Functions

Member functions for ISteamInput are called through the global accessor function SteamInput().

ActivateActionSet

void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to activate an action set for.
actionSetHandleInputActionSetHandle_tThe handle of the action set you want to activate.

Reconfigure the controller to use the specified action set (i.e. "Menu", "Walk", or "Drive").

This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in your state loops, instead of trying to place it in all of your state transitions.

Example:
void updateStateLoop() { switch( currentState ) { case MENU: SteamInput()->ActivateActionSet( inputHandle1, menuSetHandle ); doMenuStuff(); break; case WALKING: SteamInput()->ActivateActionSet( inputHandle1, walkingSetHandle ); doWalkingStuff(); break; case DRIVING: SteamInput()->ActivateActionSet( inputHandle1, drivingSetHandle ); doDrivingStuff(); break; case FIGHTING: SteamInput()->ActivateActionSet( inputHandle1, fightingSetHandle ); doFightingStuff(); break; } }

Activate All Controllers

Oftentimes, you'll want to activate all the controllers at once, rather than a single device. For this you should use the constant STEAM_INPUT_HANDLE_ALL_CONTROLLERS as your controller handle. You can likewise use this value in any other function that calls for an individual controller handle.

Example:
void updateStateLoop() { switch( currentState ) { case MENU: SteamInput()->ActivateActionSet( STEAM_INPUT_HANDLE_ALL_CONTROLLERS, menuSetHandle ); doMenuStuff(); break; case WALKING: SteamInput()->ActivateActionSet( STEAM_INPUT_HANDLE_ALL_CONTROLLERS, walkingSetHandle ); doWalkingStuff(); break; case DRIVING: SteamInput()->ActivateActionSet( STEAM_INPUT_HANDLE_ALL_CONTROLLERS, drivingSetHandle ); doDrivingStuff(); break; case FIGHTING: SteamInput()->ActivateActionSet( STEAM_INPUT_HANDLE_ALL_CONTROLLERS, fightingSetHandle ); doFightingStuff(); break; } }

ActivateActionSetLayer

void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to activate an action set layer for.
actionSetHandleInputActionSetHandle_tThe handle of the action set layer you want to activate.

Reconfigure the controller to use the specified action set layer.

See the Action Set Layers article for full details and an in-depth practical example.

Example:
SteamInput()->ActivateActionSetLayer( inputHandle1, myActionSetLayer );

DeactivateActionSetLayer

void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to deactivate an action set layer for.
actionSetHandleInputActionSetHandle_tThe handle of the action set layer you want to deactivate.

Reconfigure the controller to stop using the specified action set layer.

Example:
SteamInput()->DeactivateActionSetLayer( inputHandle1, myActionSetLayer );

DeactivateAllActionSetLayers

void DeactivateAllActionSetLayers( InputHandle_t inputHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to deactivate all action set layers for.

Reconfigure the controller to stop using all action set layers.

Example:
SteamInput()->DeactivateAllActionSetLayers( inputHandle1 );

GetActiveActionSetLayers

int GetActiveActionSetLayers( InputHandle_t inputHandle, InputActionSetHandle_t *handlesOut );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to get active action set layers for.
handlesOutInputActionSetHandle_t*This must point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t.

Fill an array with all of the currently active action set layers for a specified controller handle.

Example:
InputHandle_t *handlesOut = new InputHandle_t []; SteamInput()->GetActiveActionSetLayers( inputHandle1, &handlesOut );

GetActionSetHandle

InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName );
NameTypeDescription
pszActionSetNameconst char *The string identifier of an action set defined in the game's VDF file.

Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.

Returns: InputActionSetHandle_t
The handle of the specified action set.

Example:
InputActionSetHandle_t fightingSetHandle = SteamInput()->GetActionSetHandle( "fighting" );

GetAnalogActionData

InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to query.
analogActionHandleInputAnalogActionHandle_tThe handle of the analog action you want to query.

Returns the current state of the supplied analog game action.

Returns: InputAnalogActionData_t
The current state of the specified analog action.

Example:
InputAnalogActionData_t data = SteamInput()->GetAnalogActionData( controller1Handle, moveHandle );

GetAnalogActionHandle

InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName );
NameTypeDescription
pszActionNameconst char *The string identifier of the analog action defined in the game's VDF file.

Get the handle of the specified Analog action.

NOTE: This function does not take an action set handle parameter. That means that each action in your VDF file must have a unique string identifier. In other words, if you use an action called "up" in two different action sets, this function will only ever return one of them and the other will be ignored.

Returns: InputAnalogActionHandle_t
The handle of the specified analog action.

Example:
InputAnalogActionHandle_t moveHandle = SteamInput()->GetAnalogActionHandle( "move" );

GetAnalogActionOrigins

int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to query.
actionSetHandleInputActionSetHandle_tThe handle of the action set you want to query.
analogActionHandleInputAnalogActionHandle_tThe handle of the analog action you want to query.
originsOutEInputActionOrigin *A STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles.

Get the origin(s) for an analog action within an action set by filling originsOut with EInputActionOrigin handles. Use this to display the appropriate on-screen prompt for the action.

Returns: int
The number of origins supplied in originsOut.

Example:
EInputActionOrigin *origins = new EInputActionOrigin[]; SteamInput()->GetAnalogActionOrigins( controller1Handle, walkingSetHandle, moveHandle, origins );

GetConnectedControllers

int GetConnectedControllers( InputHandle_t *handlesOut );
NameTypeDescription
handlesOutInputHandle_t *This must point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t.

Enumerates currently connected controllers by filling handlesOut with controller handles.

Returns: int
The number of handles written to handlesOut.

Example:
InputHandle_t *inputHandles = new InputHandle_t[]; SteamInput()->GetConnectedControllers( inputHandles );

GetControllerForGamepadIndex

InputHandle_t GetControllerForGamepadIndex( int nIndex );
NameTypeDescription
nIndexintThe index of the emulated gamepad you want to get a controller handle for.

Returns the associated controller handle for the specified emulated gamepad. Can be used with GetInputTypeForHandle to determine the type of controller using Steam Input Gamepad Emulation.

Returns: InputHandle_t


Example:
// Replace with the XInput Slot you are querying for. This number is between 0 and 3 int nXinputSlotIndex = 0; InputHandle_t inputHandle = SteamInput()->GetControllerForGamepadIndex( nXinputSlotIndex ); if ( inputHandle == 0 ) { // Valid Input handles are non-zero, this is a normal Xbox controller. } else { ESteamInputType inputType = SteamInput()->GetInputTypeForHandle( inputHandle ); switch( inputType ) { case k_ESteamInputType_Unknown: printf( "unknown!\n" ); break; case k_ESteamInputType_SteamController: printf( "Steam controller!\n" ); break; case k_ESteamInputType_XBox360Controller: printf( "XBox 360 controller!\n" ); break; case k_ESteamInputType_XBoxOneController: printf( "XBox One controller!\n" ); break; case k_ESteamInputType_GenericXInput: printf( "Generic XInput!\n" ); break; case k_ESteamInputType_PS4Controller: printf( "PS4 controller!\n" ); break; } }

GetCurrentActionSet

InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to query.

Get the currently active action set for the specified controller.

Returns: InputActionSetHandle_t
The handle of the action set activated for the specified controller.

Example:
InputActionSetHandle_t controller1Set = SteamInput()->GetCurrentActionSet(controller1Handle);

GetDigitalActionData

InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to query.
digitalActionHandleInputDigitalActionHandle_tThe handle of the digital action you want to query.

Returns the current state of the supplied digital game action.

Returns: InputDigitalActionData_t
The current state of the specified digital action.

GetDigitalActionHandle

InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName );
NameTypeDescription
pszActionNameconst char *The string identifier of the digital action defined in the game's VDF file.

Get the handle of the specified digital action.

NOTE: This function does not take an action set handle parameter. That means that each action in your VDF file must have a unique string identifier. In other words, if you use an action called "up" in two different action sets, this function will only ever return one of them and the other will be ignored.

Returns: InputDigitalActionHandle_t
The handle of the specified digital action.

Example:
InputDigitalActionHandle_t punchHandle = SteamInput()->GetDigitalActionHandle( "punch" );

GetDigitalActionOrigins

int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to query.
actionSetHandleInputActionSetHandle_tThe handle of the action set you want to query.
digitalActionHandleInputDigitalActionHandle_tThe handle of the digital action you want to query.
originsOutEInputActionOrigin *A STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles.

Get the origin(s) for a digital action within an action set by filling originsOut with EInputActionOrigin handles. Use this to display the appropriate on-screen prompt for the action.

Returns: int
The number of origins supplied in originsOut.

Example:
EInputActionOrigin *origins = new EInputActionOrigin[]; SteamInput()->GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle, origins );

GetGamepadIndexForController

int GetGamepadIndexForController( InputHandle_t ulControllerHandle );
NameTypeDescription
ulControllerHandleInputHandle_tThe handle of the controller you want to get a gamepad index for.

Returns the associated gamepad index for the specified controller, if emulating a gamepad.

Returns: int


Example:
int gamepadIndex = SteamInput()->GetGamepadIndexForController( controller1Handle );

GetGlyphForActionOrigin

const char * GetGlyphForActionOrigin( EInputActionOrigin eOrigin );
NameTypeDescription
eOriginEInputActionOrigin

Get a local path to art for on-screen glyph for a particular origin.

Returns: const char *
The path to the png file for the glyph.
E.g. "C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png"

Example:
// Gets origins for "punch" EInputActionOrigin *origins = new EInputActionOrigin[]; SteamInput()->GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle, origins ); EInputActionOrigin firstOrigin = origins[0]; //i.e, k_EInputActionOrigin_PS4_X // This is a function from the game itself that tries to get custom glyph art int glyphTextureID = getHardCodedButtonGlyphTexture( firstOrigin ); // We didn't ship any art in our game for this origin! I guess Steam has added support for // a new controller or we just forgot to add this art! //(i.e, we only have Steam Controller glyphs, but it's a PlayStation 4 Controller) if( glyphTextureID == -1 ) { // Just get the image from the Steam client instead. const char *localGlyphPath = SteamInput()->GetGlyphForActionOrigin( firstOrigin ); printf( "path = %s\n", localGlyphPath ); // "path = C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png" //a function from the game that turns a file path into a usable game texture glyphTextureID = loadButtonGlyphTextureFromLocalPath( localGlyphPath ); }

GetInputTypeForHandle

ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller whose input type (device model) you want to query

Returns the input type (device model) for the specified controller. This tells you if a given controller is a Steam controller, Xbox 360 controller, PS4 controller, etc.

Returns: ESteamInputType


Example:
ESteamInputType inputType = SteamInput()->GetInputTypeForHandle(controller1Handle); switch(inputType) { case k_ESteamInputType_Unknown: printf("unknown!\n"); break; case k_ESteamInputType_SteamController: printf("Steam controller!\n"); break; case k_ESteamInputType_XBox360Controller: printf("XBox 360 controller!\n"); break; case k_ESteamInputType_XBoxOneController: printf("XBox One controller!\n"); break; case k_ESteamInputType_GenericXInput: printf("Generic XInput!\n"); break; case k_ESteamInputType_PS4Controller: printf("PS4 controller!\n"); break; }

GetMotionData

InputMotionData_t GetMotionData( InputHandle_t inputHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to get motion data for.

Returns raw motion data for the specified controller.

Returns: InputMotionData_t


Example:
InputMotionData_t motionData = SteamInput()->GetControllerMotionData( inputHandle );

GetStringForActionOrigin

const char * GetStringForActionOrigin( EInputActionOrigin eOrigin );
NameTypeDescription
eOriginEInputActionOrigin

Returns a localized string (from Steam's language setting) for the specified origin.

Returns: const char *


Example:
EInputActionOrigin *origins = new EInputActionOrigin[]; SteamInput()->GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle, origins ); const char * punchString = SteamInput()->GetStringForActionOrigin( origins[0] ); printf("punch = %s\n",punchString);

Init

bool Init();
Must be called when starting use of the ISteamInput interface.

Returns: bool
Always returns true.

Example:
SteamInput()->Init();

RunFrame

void RunFrame();
Synchronize API state with the latest Steam Controller inputs available. This is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest possible latency, you can call this directly before reading controller state.

Example:
SteamInput()->RunFrame();

SetDualSenseTriggerEffect

void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to affect.
pParam ScePadTriggerEffectParamThe trigger parameter, defined in isteamdualsense.h

Set the trigger effect for a DualSense controller.

Example:
ScePadTriggerEffectParam param; memset( &param, 0, sizeof( param ) ); param.triggerMask = SCE_PAD_TRIGGER_EFFECT_TRIGGER_MASK_R2; param.command[SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2].mode = SCE_PAD_TRIGGER_EFFECT_MODE_VIBRATION; param.command[SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2].commandData.vibrationParam.position = 5; param.command[SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2].commandData.vibrationParam.amplitude = 5; param.command[SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2].commandData.vibrationParam.frequency = 8; SteamInput()->SetDualSenseTriggerEffect( controller1Handle, &param );

SetLEDColor

void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to affect.
nColorRuint8The red component of the color to set (0-255).
nColorGuint8The green component of the color to set (0-255).
nColorBuint8The blue component of the color to set (0-255).
nFlagsunsigned intBit-masked flags combined from values defined in ESteamControllerLEDFlag.

Set the controller LED color on supported controllers.

Notes:
The VSC does not support any color but white, and will interpret the RGB values as a greyscale value affecting the brightness of the Steam button LED.
The DS4 responds to full color information and uses the values to set the color & brightness of the lightbar.

Example:
// Restore the user default color for controller 1: SteamInput()->SetLEDColor( controller1Handle, 0, 0, 0, k_ESteamControllerLEDFlag_RestoreUserDefault ); // Set the color to magenta for controller 2: SteamInput()->SetLEDColor( controller2Handle, 255, 0, 255, k_ESteamControllerLEDFlag_SetColor );

ShowAnalogActionOrigins

bool ShowAnalogActionOrigins( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition );
NameTypeDescription
inputHandleInputHandle_t
analogActionHandleInputAnalogActionHandle_t
flScalefloat
flXPositionfloat
flYPositionfloat

Deprecated.

Returns: bool
Always returns true.

ShowBindingPanel

bool ShowBindingPanel( InputHandle_t inputHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller you want to bring up the binding screen for.

Invokes the Steam overlay and brings up the binding screen.

Returns: bool
true for success; false if overlay is disabled/unavailable. If the player is using Big Picture Mode the configuration will open in the overlay. In desktop mode a popup window version of Big Picture will be created and open the configuration.

Example:
SteamInput()->ShowBindingPanel( myControllerHandle );

ShowDigitalActionOrigins

bool ShowDigitalActionOrigins( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition );
NameTypeDescription
inputHandleInputHandle_t
digitalActionHandleInputDigitalActionHandle_t
flScalefloat
flXPositionfloat
flYPositionfloat

Deprecated.

Returns: bool
Always returns true.

Shutdown

bool Shutdown();
Must be called when ending use of the ISteamInput interface.

Returns: bool
Always returns true.

Example:
SteamInput()->Shutdown();

StopAnalogActionMomentum

void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to affect.
eActionInputAnalogActionHandle_tThe analog action to stop momentum for.

Stops the momentum of an analog action (where applicable, i.e. a touchpad w/ virtual trackball settings).

NOTE:
This will also stop all associated haptics. This is useful for situations where you want to indicate to the user that the limit of an action has been reached, such as spinning a carousel or scrolling a webpage.

Example:
SteamInput()->StopAnalogActionMomentum( controller1Handle, moveHandle );

TriggerHapticPulse

void TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to affect.
eTargetPadESteamControllerPadWhich haptic touchpad to affect.
usDurationMicroSecunsigned shortDuration of the pulse, in microseconds (1/1,000,000th of a second)

Triggers a (low-level) haptic pulse on supported controllers.

Notes:
Currently only the VSC supports haptic pulses.
This API call will be ignored for all other controller models.
The typical max value of an unsigned short is 65535, which means the longest haptic pulse you can trigger with this method has a duration of 0.065535 seconds (ie, less than 1/10th of a second). This function should be thought of as a low-level primitive meant to be repeatedly used in higher-level user functions to generate more sophisticated behavior.

Example:
//Pulse once for 1/20th of a second SteamInput()->TriggerHapticPulse(controller1Handle, k_ESteamControllerPad_Left, 50000);

TriggerRepeatedHapticPulse

void TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to affect.
eTargetPadESteamControllerPadWhich haptic touchpad to affect.
usDurationMicroSecunsigned shortDuration of the pulse, in microseconds (1/1,000,000th of a second).
usOffMicroSecunsigned shortDuration of the pause between pulses, in microseconds.
unRepeatunsigned shortNumber of times to repeat the usDurationMicroSec / usOffMicroSec duty cycle.
nFlagsunsigned intCurrently unused and reserved for future use.

Triggers a repeated haptic pulse on supported controllers.

Notes:
Currently only the Steam Controller, Steam Deck, and Nintendo Switch Pro Controller devices support haptic pulses.
This API call will be ignored for incompatible controller models.
This is a more user-friendly function to call than TriggerHapticPulse as it can generate pulse patterns long enough to be actually noticed by the user.
Changing the usDurationMicroSec and usOffMicroSec parameters will change the "texture" of the haptic pulse.

Example:
//Pulse for 1 second with an on/off pulse pattern of 1/20th of a second each SteamInput()->TriggerRepeatedHapticPulse( controller1Handle, k_ESteamControllerPad_Left, 50000, 50000, 10 );

TriggerVibration

void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to affect.
usLeftSpeedunsigned shortThe intensity value for the left rumble motor.
usRightSpeedunsigned shortThe intensity value of the right rumble motor.

Trigger a vibration event on supported controllers.

Notes:
This API call will be ignored for incompatible controller models.
This generates the traditional "rumble" vibration effect.
The VSC will emulate traditional rumble using its haptics.

Example:
SteamInput()->TriggerVibration( controller1Handle, 10000, 10000 );

TriggerVibrationExtended

void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to affect.
usLeftSpeedunsigned shortThe intensity value for the left rumble motor.
usRightSpeedunsigned shortThe intensity value of the right rumble motor.
usLeftTriggerSpeedunsigned shortThe intensity value for the left Xbox Impulse Trigger motor.
usRightTriggerSpeedunsigned shortThe intensity value of the right Xbox Impulse Trigger motor.

Trigger a vibration event on supported controllers, including Xbox Impulse Trigger motor values.

Notes:
On Windows support for Xbox Impulse Trigger motor values requires user installation of the Xbox Extended Feature support driver.
The Steam Controller and Steam Deck will emulate traditional rumble using their haptics.

Example:
SteamInput()->TriggerVibrationExtended( controller1Handle, 10000, 10000, 10000, 10000 );

GetActionOriginFromXboxOrigin

EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to affect. You can use GetControllerForGamepadIndex to get this handle
eOriginEXboxOriginThis is the button you want to get the image for ex: k_EXboxOrigin_A

Returns: EInputActionOrigin

Get an action origin that you can use in your glyph look up table or passed into GetGlyphForActionOrigin or GetStringForActionOrigin


Example:
int nXinputSlot = 1; // Substitute whatever the correct Xinput slot is for your player InputHandle_t controller1Handle = GetControllerForGamepadIndex( nXinputSlot ); EInputActionOrigin buttonOrigin = SteamInput()->GetActionOriginFromXboxOrigin( controller1Handle, k_EXboxOrigin_A ); // Gets the image from the Steam client . const char *localGlyphPath = SteamInput()->GetGlyphForActionOrigin( buttonOrigin ); printf( "path = %s\n", localGlyphPath ); // "path = C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png" //a function from the game that turns a file path into a usable game texture glyphTextureID = loadButtonGlyphTextureFromLocalPath( localGlyphPath );

TranslateActionOrigin

EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to affect. You can use GetControllerForGamepadIndex to get this handle
eDestinationInputTypeESteamInputTypeThe controller type you want to translate to. Steam will pick the closest type from your SDK version if k_ESteamInputType_Unknown is used
eSourceOriginEInputActionOriginThis is the button you want to translate

Returns: EInputActionOrigin

Get the equivalent origin for a given controller type or the closest controller type that existed in the SDK you built into your game if eDestinationInputType is k_ESteamInputType_Unknown. This action origin can be used in your glyph look up table or passed into GetGlyphForActionOrigin or GetStringForActionOrigin


Example:
int nXinputSlot = 1; // Substitutes whatever the correct Xinput slot is for your player InputHandle_t controller1Handle = GetControllerForGamepadIndex( nXinputSlot ); EInputActionOrigin buttonOrigin = SteamInput()->GetActionOriginFromXboxOrigin( controller1Handle, k_EXboxOrigin_A ); //i.e, k_EInputActionOrigin_PS4_X if ( buttonOrigin >= k_EInputActionOrigin_Count ) { // We didn't ship any art in our game for this origin! I guess Steam has added support for // a new controller. Let's get the closest value that was supported by the SDK we built against buttonOrigin = SteamInput()->TranslateActionOrigin( k_ESteamInputType_Unknown, buttonOrigin ) } // This is a function from the game itself that tries to get custom glyph art int glyphTextureID = getHardCodedButtonGlyphTexture( actionOrigin );

GetDeviceBindingRevision

bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to query.
pMajorint * Pointer to int that Major binding revision will be populated into
pMinorint * Pointer to int that Minor binding revision will be populated into

Returns: bool - true if a device binding was successfully found and false if the binding is still loading.

Gets the major and minor device binding revisions for Steam Input API configurations. Major revisions are to be used when changing the number of action sets or otherwise reworking configurations to the degree that older configurations are no longer usable. When a user's binding disagrees with the major revision of the current official configuration Steam will forcibly update the user to the new configuration. New configurations will need to be made for every controller when updating the major revision. Minor revisions are for small changes such as adding a new optional action or updating localization in the configuration. When updating the minor revision you generally can update a single configuration and check the "Use Action Block" to apply the action block changes to the other configurations.

Example Code:
int nMajorRevision = -1; int nMinorRevision= -1; const int nCurrentMajorRevision = 1; const int nCurrentMinorRevision = 1; if ( GetDeviceBindingRevision( inputHandle, &nMajorRevision , &nMinorRevision ) ) { if ( nMinorRevision != nCurrentMinorRevision ) { // The minor version out of date, but that's ok // next time they edit their config this will get fixed } if ( nMajorRevision != nCurrentMajorRevision ) { // This should only happen briefly while Steam detects // and then force-updates the user to the latest official config } } else { // The configuration isn't loaded for this controller yet }

Example In-game Action File Usage:
"In Game Actions" { "major_revision" "0" "minor_revision" "1" "actions" { ...

GetRemotePlaySessionID

uint32 GetRemotePlaySessionID( InputHandle_t inputHandle );
NameTypeDescription
inputHandleInputHandle_tThe handle of the controller to query.

Returns: uint32 - Steam Remote Play session ID

Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it. See isteamremoteplay.h for more information on Steam Remote Play sessions.

Structs

These are structs which functions in ISteamInput may return and/or interact with.

InputAnalogActionData_t

Represents the current state of an analog action.

Notes:
  • The exact values, range, etc, depend on the configuration, but (broadly speaking) traditional analog actions will provide normalized float values in the ballpark of -1.0 to 1.0, whereas mouse-like actions will provide delta updates which indicate the number of "pixels" moved since the last frame. The upshot of this is that mouse-like actions will provide much larger absolute x and y values, and are relative to the last recorded input position, whereas traditional analog actions are smaller and relative to a central physical anchor point.
  • While the delta provided by mouse-like actions is very similar to pixel deltas as provided by an OS, the SC deltas are floats, not ints. This means less potential quantization and loss of precision when mapping this data to a camera rotation.
  • In the case of single-axis analog inputs (such as analog triggers), only the x axis will contain data; the y axis will always be zero.

NameTypeDescription
eModeEControllerSourceModeThe type of data coming from this action, this will match what was specified in the action set's VDF definition.
xfloatThe current state of this action on the horizontal axis.
yfloatThe current state of this action vertical axis.
bActiveboolWhether or not this action is currently available to be bound in the active action set. If it is not available, OR does not belong to the active action set, this will be false.

InputDigitalActionData_t

Represents the current state of a digital action.

NameTypeDescription
bStateboolThe current state of this action; true if the action is currently pressed, otherwise false.
bActiveboolWhether or not this action is currently available to be bound in the active action set.

InputMotionData_t

Represents the current state of a device's motion sensor(s).

NOTE: For rotQuatX/rotQuatY/rotQuatZ/rotQuatW, the inertial measurement unit on the controller will create a quaternion based on fusing the gyro and the accelerometer. This value is the absolute orientation of the controller, but it will drift on the yaw axis.

Positional acceleration is reported as an interpolated value between INT16_MIN and INT16_MAX where the extents are clamped to ±2G (1G = 9.80665 m/s2).

Angular velocity is reported as an interpolated value between INT16_MIN and INT16_MAX where the extents are clamped to ±2000 degrees per second.

NameTypeDescription
rotQuatXfloatSensor-fused absolute rotation (will drift in heading), x axis
rotQuatYfloatSensor-fused absolute rotation (will drift in heading), y axis
rotQuatZfloatSensor-fused absolute rotation (will drift in heading), z axis
rotQuatWfloatSensor-fused absolute rotation (will drift in heading), w axis
posAccelXfloatPositional acceleration, x axis
posAccelYfloatPositional acceleration, y axis
posAccelZfloatPositional acceleration, z axis
rotVelXfloatAngular velocity, x axis
rotVelYfloatAngular velocity, y axis
rotVelZfloatAngular velocity, z axis

Enums

These are enums which are defined for use with ISteamInput.

EInputActionOrigin

Inputs the player binds to actions in the Steam Input Configurator. The chief purpose of these values is to direct which on-screen button glyphs should appear for a given action, such as "Press [A] to Jump".

NameValueDescription
k_EInputActionOrigin_None0
k_EInputActionOrigin_A1(Valve Steam Controller) digital face button A
k_EInputActionOrigin_B2(Valve Steam Controller) digital face button B
k_EInputActionOrigin_X3(Valve Steam Controller) digital face button X
k_EInputActionOrigin_Y4(Valve Steam Controller) digital face button Y
k_EInputActionOrigin_LeftBumper5(Valve Steam Controller) digital left shoulder button (aka left bumper)
k_EInputActionOrigin_RightBumper6(Valve Steam Controller) digital right shoulder button (aka right bumper)
k_EInputActionOrigin_LeftGrip7(Valve Steam Controller) digital left grip paddle
k_EInputActionOrigin_RightGrip8(Valve Steam Controller) digital right grip paddle
k_EInputActionOrigin_Start9(Valve Steam Controller) digital start button
k_EInputActionOrigin_Back10(Valve Steam Controller) digital back button
k_EInputActionOrigin_LeftPad_Touch11(Valve Steam Controller) left haptic touchpad, in simple contact with a finger
k_EInputActionOrigin_LeftPad_Swipe12(Valve Steam Controller) left haptic touchpad, touch input on any axis
k_EInputActionOrigin_LeftPad_Click13(Valve Steam Controller) left haptic touchpad, digital click (for the whole thing)
k_EInputActionOrigin_LeftPad_DPadNorth14(Valve Steam Controller) left haptic touchpad, digital click (upper quadrant)
k_EInputActionOrigin_LeftPad_DPadSouth15(Valve Steam Controller) left haptic touchpad, digital click (lower quadrant)
k_EInputActionOrigin_LeftPad_DPadWest16(Valve Steam Controller) left haptic touchpad, digital click (left quadrant)
k_EInputActionOrigin_LeftPad_DPadEast17(Valve Steam Controller) left haptic touchpad, digital click (right quadrant)
k_EInputActionOrigin_RightPad_Touch18(Valve Steam Controller) right haptic touchpad, in simple contact with a finger
k_EInputActionOrigin_RightPad_Swipe19(Valve Steam Controller) right haptic touchpad, touch input on any axis
k_EInputActionOrigin_RightPad_Click20(Valve Steam Controller) right haptic touchpad, digital click (for the whole thing)
k_EInputActionOrigin_RightPad_DPadNorth21(Valve Steam Controller) right haptic touchpad, digital click (upper quadrant)
k_EInputActionOrigin_RightPad_DPadSouth22(Valve Steam Controller) right haptic touchpad, digital click (lower quadrant)
k_EInputActionOrigin_RightPad_DPadWest23(Valve Steam Controller) right haptic touchpad, digital click (left quadrant)
k_EInputActionOrigin_RightPad_DPadEast24(Valve Steam Controller) right haptic touchpad, digital click (right quadrant)
k_EInputActionOrigin_LeftTrigger_Pull25(Valve Steam Controller) left analog trigger, pulled by any amount (analog value)
k_EInputActionOrigin_LeftTrigger_Click26(Valve Steam Controller) left analog trigger, pulled in all the way (digital value)
k_EInputActionOrigin_RightTrigger_Pull27(Valve Steam Controller) right analog trigger, pulled by any amount (analog value)
k_EInputActionOrigin_RightTrigger_Click28(Valve Steam Controller) right analog trigger, pulled in all the way (digital value)
k_EInputActionOrigin_LeftStick_Move29(Valve Steam Controller) left joystick, movement on any axis (analog value)
k_EInputActionOrigin_LeftStick_Click30(Valve Steam Controller) left joystick, clicked in (digital value)
k_EInputActionOrigin_LeftStick_DPadNorth31(Valve Steam Controller) left joystick, digital movement (upper quadrant)
k_EInputActionOrigin_LeftStick_DPadSouth32(Valve Steam Controller) left joystick, digital movement (lower quadrant)
k_EInputActionOrigin_LeftStick_DPadWest33(Valve Steam Controller) left joystick, digital movement (left quadrant)
k_EInputActionOrigin_LeftStick_DPadEast34(Valve Steam Controller) left joystick, digital movement (right quadrant)
k_EInputActionOrigin_Gyro_Move35(Valve Steam Controller) gyroscope, analog movement in any axis
k_EInputActionOrigin_Gyro_Pitch36(Valve Steam Controller) gyroscope, analog movement on the Pitch axis (point head up to ceiling, point head down to floor)
k_EInputActionOrigin_Gyro_Yaw37(Valve Steam Controller) gyroscope, analog movement on the Yaw axis (turn head left to face one wall, turn head right to face other)
k_EInputActionOrigin_Gyro_Roll38(Valve Steam Controller) gyroscope, analog movement on the Roll axis (tilt head left towards shoulder, tilt head right towards other)
k_EInputActionOrigin_SteamController_Reserved039Reserved for future use
k_EInputActionOrigin_SteamController_Reserved140Reserved for future use
k_EInputActionOrigin_SteamController_Reserved241Reserved for future use
k_EInputActionOrigin_SteamController_Reserved342Reserved for future use
k_EInputActionOrigin_SteamController_Reserved443Reserved for future use
k_EInputActionOrigin_SteamController_Reserved544Reserved for future use
k_EInputActionOrigin_SteamController_Reserved645Reserved for future use
k_EInputActionOrigin_SteamController_Reserved746Reserved for future use
k_EInputActionOrigin_SteamController_Reserved847Reserved for future use
k_EInputActionOrigin_SteamController_Reserved948Reserved for future use
k_EInputActionOrigin_SteamController_Reserved1049Reserved for future use
k_EInputActionOrigin_PS4_X50(Sony Dualshock 4) digital face button X
k_EInputActionOrigin_PS4_Circle51(Sony Dualshock 4) digital face button Circle
k_EInputActionOrigin_PS4_Triangle52(Sony Dualshock 4) digital face button Triangle
k_EInputActionOrigin_PS4_Square53(Sony Dualshock 4) digital face button Square
k_EInputActionOrigin_PS4_LeftBumper54(Sony Dualshock 4) digital left shoulder button (aka left bumper)
k_EInputActionOrigin_PS4_RightBumper55(Sony Dualshock 4) digital right shoulder button (aka right bumper)
k_EInputActionOrigin_PS4_Options56(Sony Dualshock 4) digital options button (aka Start)
k_EInputActionOrigin_PS4_Share57(Sony Dualshock 4) digital share button (aka Back)
k_EInputActionOrigin_PS4_LeftPad_Touch58(Sony Dualshock 4) left half of the touchpad, in simple contact with a finger
k_EInputActionOrigin_PS4_LeftPad_Swipe59(Sony Dualshock 4) left half of the touchpad, touch input on any axis
k_EInputActionOrigin_PS4_LeftPad_Click60(Sony Dualshock 4) left half of the touchpad, digital click (for the whole thing)
k_EInputActionOrigin_PS4_LeftPad_DPadNorth61(Sony Dualshock 4) left half of the touchpad, digital click (upper quadrant)
k_EInputActionOrigin_PS4_LeftPad_DPadSouth62(Sony Dualshock 4) left half of the touchpad, digital click (lower quadrant)
k_EInputActionOrigin_PS4_LeftPad_DPadWest63(Sony Dualshock 4) left half of the touchpad, digital click (left quadrant)
k_EInputActionOrigin_PS4_LeftPad_DPadEast64(Sony Dualshock 4) left half of the touchpad, digital click (right quadrant)
k_EInputActionOrigin_PS4_RightPad_Touch65(Sony Dualshock 4) right half of the touchpad, in simple contact with a finger
k_EInputActionOrigin_PS4_RightPad_Swipe66(Sony Dualshock 4) right half of the touchpad, touch input on any axis
k_EInputActionOrigin_PS4_RightPad_Click67(Sony Dualshock 4) right half of the touchpad, digital click (for the whole thing)
k_EInputActionOrigin_PS4_RightPad_DPadNorth68(Sony Dualshock 4) right half of the touchpad, digital click (upper quadrant)
k_EInputActionOrigin_PS4_RightPad_DPadSouth69(Sony Dualshock 4) right half of the touchpad, digital click (lower quadrant)
k_EInputActionOrigin_PS4_RightPad_DPadWest70(Sony Dualshock 4) right half of the touchpad, digital click (left quadrant)
k_EInputActionOrigin_PS4_RightPad_DPadEast71(Sony Dualshock 4) right half of the touchpad, digital click (right quadrant)
k_EInputActionOrigin_PS4_CenterPad_Touch72(Sony Dualshock 4) unified touchpad, in simple contact with a finger
k_EInputActionOrigin_PS4_CenterPad_Swipe73(Sony Dualshock 4) unified touchpad, touch input on any axis
k_EInputActionOrigin_PS4_CenterPad_Click74(Sony Dualshock 4) unified touchpad, digital click (for the whole thing)
k_EInputActionOrigin_PS4_CenterPad_DPadNorth75(Sony Dualshock 4) unified touchpad, digital click (upper quadrant)
k_EInputActionOrigin_PS4_CenterPad_DPadSouth76(Sony Dualshock 4) unified touchpad, digital click (lower quadrant)
k_EInputActionOrigin_PS4_CenterPad_DPadWest77(Sony Dualshock 4) unified touchpad, digital click (left quadrant)
k_EInputActionOrigin_PS4_CenterPad_DPadEast78(Sony Dualshock 4) unified touchpad, digital click (right quadrant)
k_EInputActionOrigin_PS4_LeftTrigger_Pull79(Sony Dualshock 4) left analog trigger, pulled by any amount (analog value)
k_EInputActionOrigin_PS4_LeftTrigger_Click80(Sony Dualshock 4) left analog trigger, pulled in all the way (digital value)
k_EInputActionOrigin_PS4_RightTrigger_Pull81(Sony Dualshock 4) right analog trigger, pulled by any amount (analog value)
k_EInputActionOrigin_PS4_RightTrigger_Click82(Sony Dualshock 4) right analog trigger, pulled in all the way (digital value)
k_EInputActionOrigin_PS4_LeftStick_Move83(Sony Dualshock 4) left joystick, movement on any axis (analog value)
k_EInputActionOrigin_PS4_LeftStick_Click84(Sony Dualshock 4) left joystick, clicked in (digital value)
k_EInputActionOrigin_PS4_LeftStick_DPadNorth85(Sony Dualshock 4) left joystick, digital movement (upper quadrant)
k_EInputActionOrigin_PS4_LeftStick_DPadSouth86(Sony Dualshock 4) left joystick, digital movement (lower quadrant)
k_EInputActionOrigin_PS4_LeftStick_DPadWest87(Sony Dualshock 4) left joystick, digital movement (left quadrant)
k_EInputActionOrigin_PS4_LeftStick_DPadEast88(Sony Dualshock 4) left joystick, digital movement (right quadrant)
k_EInputActionOrigin_PS4_RightStick_Move89(Sony Dualshock 4) right joystick, movement on any axis (analog value)
k_EInputActionOrigin_PS4_RightStick_Click90(Sony Dualshock 4) right joystick, clicked in (digital value)
k_EInputActionOrigin_PS4_RightStick_DPadNorth91(Sony Dualshock 4) right joystick, digital movement (upper quadrant)
k_EInputActionOrigin_PS4_RightStick_DPadSouth92(Sony Dualshock 4) right joystick, digital movement (lower quadrant)
k_EInputActionOrigin_PS4_RightStick_DPadWest93(Sony Dualshock 4) right joystick, digital movement (left quadrant)
k_EInputActionOrigin_PS4_RightStick_DPadEast94(Sony Dualshock 4) right joystick, digital movement (right quadrant)
k_EInputActionOrigin_PS4_DPad_North95(Sony Dualshock 4) digital pad, pressed (upper quadrant)
k_EInputActionOrigin_PS4_DPad_South96(Sony Dualshock 4) digital pad, pressed (lower quadrant)
k_EInputActionOrigin_PS4_DPad_West97(Sony Dualshock 4) digital pad, pressed (left quadrant)
k_EInputActionOrigin_PS4_DPad_East98(Sony Dualshock 4) digital pad, pressed (right quadrant)
k_EInputActionOrigin_PS4_Gyro_Move99(Sony Dualshock 4) gyroscope, analog movement in any axis
k_EInputActionOrigin_PS4_Gyro_Pitch100(Sony Dualshock 4) gyroscope, analog movement on the Pitch axis (point head up to ceiling, point head down to floor)
k_EInputActionOrigin_PS4_Gyro_Yaw101(Sony Dualshock 4) gyroscope, analog movement on the Yaw axis (turn head left to face one wall, turn head right to face other)
k_EInputActionOrigin_PS4_Gyro_Roll102(Sony Dualshock 4) gyroscope, analog movement on the Roll axis (tilt head left towards shoulder, tilt head right towards other shoulder)
k_EInputActionOrigin_PS4_Reserved0103Reserved for future use
k_EInputActionOrigin_PS4_Reserved1104Reserved for future use
k_EInputActionOrigin_PS4_Reserved2105Reserved for future use
k_EInputActionOrigin_PS4_Reserved3106Reserved for future use
k_EInputActionOrigin_PS4_Reserved4107Reserved for future use
k_EInputActionOrigin_PS4_Reserved5108Reserved for future use
k_EInputActionOrigin_PS4_Reserved6109Reserved for future use
k_EInputActionOrigin_PS4_Reserved7110Reserved for future use
k_EInputActionOrigin_PS4_Reserved8111Reserved for future use
k_EInputActionOrigin_PS4_Reserved9112Reserved for future use
k_EInputActionOrigin_PS4_Reserved10113Reserved for future use
k_EInputActionOrigin_XBoxOne_A114(XB1) digital face button A
k_EInputActionOrigin_XBoxOne_B115(XB1) digital face button B
k_EInputActionOrigin_XBoxOne_X116(XB1) digital face button Cross
k_EInputActionOrigin_XBoxOne_Y117(XB1) digital face button Y
k_EInputActionOrigin_XBoxOne_LeftBumper118(XB1) digital left shoulder button (aka left bumper)
k_EInputActionOrigin_XBoxOne_RightBumper119(XB1) digital right shoulder button (aka right bumper)
k_EInputActionOrigin_XBoxOne_Menu120(XB1) digital menu button (aka start)
k_EInputActionOrigin_XBoxOne_View121(XB1) digital view button (aka back)
k_EInputActionOrigin_XBoxOne_LeftTrigger_Pull122(XB1) left analog trigger, pulled by any amount (analog value)
k_EInputActionOrigin_XBoxOne_LeftTrigger_Click123(XB1) left analog trigger, pulled in all the way (digital value)
k_EInputActionOrigin_XBoxOne_RightTrigger_Pull124(XB1) right analog trigger, pulled by any amount (analog value)
k_EInputActionOrigin_XBoxOne_RightTrigger_Click125(XB1) right analog trigger, pulled in all the way (digital value)
k_EInputActionOrigin_XBoxOne_LeftStick_Move126(XB1) left joystick, movement on any axis (analog value)
k_EInputActionOrigin_XBoxOne_LeftStick_Click127(XB1) left joystick, clicked in (digital value)
k_EInputActionOrigin_XBoxOne_LeftStick_DPadNorth128(XB1) left joystick, digital movement (upper quadrant)
k_EInputActionOrigin_XBoxOne_LeftStick_DPadSouth129(XB1) left joystick, digital movement (lower quadrant)
k_EInputActionOrigin_XBoxOne_LeftStick_DPadWest130(XB1) left joystick, digital movement (left quadrant)
k_EInputActionOrigin_XBoxOne_LeftStick_DPadEast131(XB1) left joystick, digital movement (right quadrant)
k_EInputActionOrigin_XBoxOne_RightStick_Move132(XB1) right joystick, movement on any axis (analog value)
k_EInputActionOrigin_XBoxOne_RightStick_Click133(XB1) right joystick, clicked in (digital value)
k_EInputActionOrigin_XBoxOne_RightStick_DPadNorth134(XB1) right joystick, digital movement (upper quadrant)
k_EInputActionOrigin_XBoxOne_RightStick_DPadSouth135(XB1) right joystick, digital movement (lower quadrant)
k_EInputActionOrigin_XBoxOne_RightStick_DPadWest136(XB1) right joystick, digital movement (left quadrant)
k_EInputActionOrigin_XBoxOne_RightStick_DPadEast137(XB1) right joystick, digital movement (right quadrant)
k_EInputActionOrigin_XBoxOne_DPad_North138(XB1) digital pad, pressed (upper quadrant)
k_EInputActionOrigin_XBoxOne_DPad_South139(XB1) digital pad, pressed (lower quadrant)
k_EInputActionOrigin_XBoxOne_DPad_West140(XB1) digital pad, pressed (left quadrant)
k_EInputActionOrigin_XBoxOne_DPad_East141(XB1) digital pad, pressed (right quadrant)
k_EInputActionOrigin_XBoxOne_Reserved0142Reserved for future use
k_EInputActionOrigin_XBoxOne_Reserved1143Reserved for future use
k_EInputActionOrigin_XBoxOne_Reserved2144Reserved for future use
k_EInputActionOrigin_XBoxOne_Reserved3145Reserved for future use
k_EInputActionOrigin_XBoxOne_Reserved4146Reserved for future use
k_EInputActionOrigin_XBoxOne_Reserved5147Reserved for future use
k_EInputActionOrigin_XBoxOne_Reserved6148Reserved for future use
k_EInputActionOrigin_XBoxOne_Reserved7149Reserved for future use
k_EInputActionOrigin_XBoxOne_Reserved8150Reserved for future use
k_EInputActionOrigin_XBoxOne_Reserved9151Reserved for future use
k_EInputActionOrigin_XBoxOne_Reserved10152Reserved for future use
k_EInputActionOrigin_XBox360_A153(X360) digital face button A
k_EInputActionOrigin_XBox360_B154(X360) digital face button B
k_EInputActionOrigin_XBox360_X155(X360) digital face button X
k_EInputActionOrigin_XBox360_Y156(X360) digital face button Y
k_EInputActionOrigin_XBox360_LeftBumper157(X360) digital left shoulder button (aka left bumper)
k_EInputActionOrigin_XBox360_RightBumper158(X360) digital right shoulder button (aka right bumper)
k_EInputActionOrigin_XBox360_Start159(X360) digital start button
k_EInputActionOrigin_XBox360_Back160(X360) digital back button
k_EInputActionOrigin_XBox360_LeftTrigger_Pull161(X360) left analog trigger, pulled by any amount (analog value)
k_EInputActionOrigin_XBox360_LeftTrigger_Click162(X360) left analog trigger, pulled in all the way (digital value)
k_EInputActionOrigin_XBox360_RightTrigger_Pull163(X360) right analog trigger, pulled by any amount (analog value)
k_EInputActionOrigin_XBox360_RightTrigger_Click164(X360) right analog trigger, pulled in all the way (digital value)
k_EInputActionOrigin_XBox360_LeftStick_Move165(X360) left joystick, movement on any axis (analog value)
k_EInputActionOrigin_XBox360_LeftStick_Click166(X360) left joystick, clicked in (digital value)
k_EInputActionOrigin_XBox360_LeftStick_DPadNorth167(X360) left joystick, digital movement (upper quadrant)
k_EInputActionOrigin_XBox360_LeftStick_DPadSouth168(X360) left joystick, digital movement (lower quadrant)
k_EInputActionOrigin_XBox360_LeftStick_DPadWest169(X360) left joystick, digital movement (left quadrant)
k_EInputActionOrigin_XBox360_LeftStick_DPadEast170(X360) left joystick, digital movement (right quadrant)
k_EInputActionOrigin_XBox360_RightStick_Move171(X360) right joystick, movement on any axis (analog value)
k_EInputActionOrigin_XBox360_RightStick_Click172(X360) right joystick, clicked in (digital value)
k_EInputActionOrigin_XBox360_RightStick_DPadNorth173(X360) right joystick, digital movement (upper quadrant)
k_EInputActionOrigin_XBox360_RightStick_DPadSouth174(X360) right joystick, digital movement (lower quadrant)
k_EInputActionOrigin_XBox360_RightStick_DPadWest175(X360) right joystick, digital movement (left quadrant)
k_EInputActionOrigin_XBox360_RightStick_DPadEast176(X360) right joystick, digital movement (right quadrant)
k_EInputActionOrigin_XBox360_DPad_North177(X360) digital pad, pressed (upper quadrant)
k_EInputActionOrigin_XBox360_DPad_South178(X360) digital pad, pressed (lower quadrant)
k_EInputActionOrigin_XBox360_DPad_West179(X360) digital pad, pressed (left quadrant)
k_EInputActionOrigin_XBox360_DPad_East180(X360) digital pad, pressed (right quadrant)
k_EInputActionOrigin_XBox360_Reserved0181Reserved for future use
k_EInputActionOrigin_XBox360_Reserved1182Reserved for future use
k_EInputActionOrigin_XBox360_Reserved2183Reserved for future use
k_EInputActionOrigin_XBox360_Reserved3184Reserved for future use
k_EInputActionOrigin_XBox360_Reserved4185Reserved for future use
k_EInputActionOrigin_XBox360_Reserved5186Reserved for future use
k_EInputActionOrigin_XBox360_Reserved6187Reserved for future use
k_EInputActionOrigin_XBox360_Reserved7188Reserved for future use
k_EInputActionOrigin_XBox360_Reserved8189Reserved for future use
k_EInputActionOrigin_XBox360_Reserved9190Reserved for future use
k_EInputActionOrigin_XBox360_Reserved10191Reserved for future use
k_EInputActionOrigin_Switch_A192(Nintendo Switch Pro) digital face button A
k_EInputActionOrigin_Switch_B193(Nintendo Switch Pro) digital face button B
k_EInputActionOrigin_Switch_X194(Nintendo Switch Pro) digital face button X
k_EInputActionOrigin_Switch_Y195(Nintendo Switch Pro) digital face button Y
k_EInputActionOrigin_Switch_LeftBumper196(Nintendo Switch Pro) digital left shoulder button (aka left bumper)
k_EInputActionOrigin_Switch_RightBumper197(Nintendo Switch Pro) digital right shoulder button (aka right bumper)
k_EInputActionOrigin_Switch_Plus198(Nintendo Switch Pro) plus button
k_EInputActionOrigin_Switch_Minus199(Nintendo Switch Pro) minus button
k_EInputActionOrigin_Switch_Capture200(Nintendo Switch Pro) digital capture button
k_EInputActionOrigin_Switch_LeftTrigger_Pull201(Nintendo Switch Pro) left trigger, clicked
k_EInputActionOrigin_Switch_LeftTrigger_Click202(Nintendo Switch Pro) left trigger, clicked (same as previous value)
k_EInputActionOrigin_Switch_RightTrigger_Pull203(Nintendo Switch Pro) right trigger, clicked
k_EInputActionOrigin_Switch_RightTrigger_Click204(Nintendo Switch Pro) right trigger, clicked (same as previous value)
k_EInputActionOrigin_Switch_LeftStick_Move205(Nintendo Switch Pro) left joystick, movement on any axis (analog value)
k_EInputActionOrigin_Switch_LeftStick_Click206(Nintendo Switch Pro) left joystick, clicked in (digital value)
k_EInputActionOrigin_Switch_LeftStick_DPadNorth207(Nintendo Switch Pro) left joystick, digital movement (upper quadrant)
k_EInputActionOrigin_Switch_LeftStick_DPadSouth208(Nintendo Switch Pro) left joystick, digital movement (lower quadrant)
k_EInputActionOrigin_Switch_LeftStick_DPadWest209(Nintendo Switch Pro) left joystick, digital movement (left quadrant)
k_EInputActionOrigin_Switch_LeftStick_DPadEast210(Nintendo Switch Pro) left joystick, digital movement (right quadrant)
k_EInputActionOrigin_Switch_RightStick_Move211(Nintendo Switch Pro) right joystick, movement on any axis (analog value)
k_EInputActionOrigin_Switch_RightStick_Click212(Nintendo Switch Pro) right joystick, clicked in (digital value)
k_EInputActionOrigin_Switch_RightStick_DPadNorth213(Nintendo Switch Pro) right joystick, digital movement (upper quadrant)
k_EInputActionOrigin_Switch_RightStick_DPadSouth214(Nintendo Switch Pro) right joystick, digital movement (lower quadrant)
k_EInputActionOrigin_Switch_RightStick_DPadWest215(Nintendo Switch Pro) right joystick, digital movement (left quadrant)
k_EInputActionOrigin_Switch_RightStick_DPadEast216(Nintendo Switch Pro) right joystick, digital movement (right quadrant)
k_EInputActionOrigin_Switch_DPad_North217(Nintendo Switch Pro) digital pad, pressed (upper quadrant)
k_EInputActionOrigin_Switch_DPad_South218(Nintendo Switch Pro) digital pad, pressed (lower quadrant)
k_EInputActionOrigin_Switch_DPad_West219(Nintendo Switch Pro) digital pad, pressed (left quadrant)
k_EInputActionOrigin_Switch_DPad_East220(Nintendo Switch Pro) digital pad, pressed (right quadrant)
k_EInputActionOrigin_SwitchProGyro_Move221(Nintendo Switch Pro) gyroscope, analog movement in any axis
k_EInputActionOrigin_SwitchProGyro_Pitch222(Nintendo Switch Pro) gyroscope, analog movement on the Pitch axis (point head up to ceiling, point head down to floor)
k_EInputActionOrigin_SwitchProGyro_Yaw223(Nintendo Switch Pro) gyroscope, analog movement on the Yaw axis (turn head left to face one wall, turn head right to face other)
k_EInputActionOrigin_SwitchProGyro_Roll224(Nintendo Switch Pro) gyroscope, analog movement on the Roll axis (tilt head left towards shoulder, tilt head right towards other shoulder)
k_EInputActionOrigin_Switch_Reserved0225Reserved for future use
k_EInputActionOrigin_Switch_Reserved1226Reserved for future use
k_EInputActionOrigin_Switch_Reserved2227Reserved for future use
k_EInputActionOrigin_Switch_Reserved3228Reserved for future use
k_EInputActionOrigin_Switch_Reserved4229Reserved for future use
k_EInputActionOrigin_Switch_Reserved5230Reserved for future use
k_EInputActionOrigin_Switch_Reserved6231Reserved for future use
k_EInputActionOrigin_Switch_Reserved7232Reserved for future use
k_EInputActionOrigin_Switch_Reserved8233Reserved for future use
k_EInputActionOrigin_Switch_Reserved9234Reserved for future use
k_EInputActionOrigin_Switch_Reserved10235Reserved for future use
k_EInputActionOrigin_Count258The number of values in this enum, useful for iterating.
k_EInputActionOrigin_MaximumPossibleValue32767The number of values in this enum, useful for iterating.

EControllerSource

A region of the controller that can be thought of as a larger abstract modular unit that one of many modes can be applied to and output meaningful data. For example, a joystick can be treated as either a single analog input, or broken up into four discrete digital forming a virtual DPAD. Likewise, the ABXY face buttons form a natural group that be treated as four independent buttons, or as components of a virtual DPAD, etc.

NameValueDescription
k_EInputSource_None0No controller source.
k_EInputSource_LeftTrackpad1The left touchpad, or the left half of a central touchpad.
k_EInputSource_RightTrackpad2The right touchpad, or the right half of a central touchpad.
k_EInputSource_Joystick3The joystick, or if there is more than one joystick, the left joystick.
k_EInputSource_ABXY4The four main face buttons.
k_EInputSource_Switch5Switches/buttons on the controller that don't belong to any other specific source. This includes bumpers, start/select, and grips. This special case of misfits don't fit into the larger paradigm and thus get their own source of digital buttons and a corresponding mode that processes them.
k_EInputSource_LeftTrigger6The left analog trigger.
k_EInputSource_RightTrigger7The right analog trigger.
k_EInputSource_Gyro8The internal gyroscope.
k_EInputSource_CenterTrackpad9The central touchpad. (DS4 only)
k_EInputSource_RightJoystick10The right joystick. If there is only one joystick, this source is not used.
k_EInputSource_DPad11The digital pad.
k_EInputSource_Key12Keyboard key (for keyboards with scan codes).
k_EInputSource_Mouse13Traditional mouse
k_EInputSource_Count14The number of enums, useful for iterating.

EControllerSourceMode

The virtual input mode imposed by the configurator upon a controller source. For instance, the configurator can make an analog joystick behave like a Dpad with four digital inputs; the EControllerSource would be k_EInputSource_Joystick and the EControllerSourceMode would be k_EInputSourceMode_Dpad. The mode also changes the input data received by any associated actions.

NameValueDescription
k_EInputSourceMode_None0No input mode.
k_EInputSourceMode_Dpad1A digital pad -- four digital directional buttons fused together in a cross pattern, such that only one button from each axis can be pressed at any given time.
k_EInputSourceMode_Buttons2
k_EInputSourceMode_FourButtons3Four digital face buttons, any of which can be pressed simultaneously
k_EInputSourceMode_AbsoluteMouse4
k_EInputSourceMode_RelativeMouse5
k_EInputSourceMode_JoystickMove6
k_EInputSourceMode_JoystickMouse7
k_EInputSourceMode_JoystickCamera8
k_EInputSourceMode_ScrollWheel9
k_EInputSourceMode_Trigger10
k_EInputSourceMode_TouchMenu11
k_EInputSourceMode_MouseJoystick12
k_EInputSourceMode_MouseRegion13
k_EInputSourceMode_RadialMenu14
k_EInputSourceMode_SingleButton15
k_EInputSourceMode_Switches16

ESteamControllerLEDFlag

Controls the color of a Steam Controller Device's LED (if the device indeed has one).

Notes:
The VSC has an LED, but only its brightness will be affected (the color is always white).
The DS4's LED is the lightbar, whose color and brightness can both be configured.

NameValueDescription
k_ESteamControllerLEDFlag_SetColor0Set the color to the specified values
k_ESteamControllerLEDFlag_RestoreUserDefault1Restore the color to default (out-of-game) settings

ESteamInputType

Represents the device model for a given piece of hardware.

NameValueDescription
k_ESteamInputType_Unknown0Catch-all for unrecognized devices
k_ESteamInputType_SteamController1Valve's Steam Controller
k_ESteamInputType_XBox360Controller2Microsoft's XBox 360 Controller
k_ESteamInputType_XBoxOneController3Microsoft's XBox One Controller
k_ESteamInputType_GenericXInput4Any generic 3rd-party XInput device
k_ESteamInputType_PS4Controller5Sony's PlayStation 4 Controller
k_ESteamInputType_AppleMFiController6Unused
k_ESteamInputType_AndroidController7Unused
k_ESteamInputType_SwitchJoyConPair8Unused
k_ESteamInputType_SwitchJoyConSingle9Unused
k_ESteamInputType_SwitchProController10Nintendo's Switch Pro Controller
k_ESteamInputType_MobileTouch11Steam Link App's Mobile Touch Controller
k_ESteamInputType_PS3Controller12Sony's PlayStation 3 Controller or PS3/PS4 compatible fight stick
k_ESteamInputType_Count13Current number of values returned
k_ESteamInputType_MaximumPossibleValue255Maximum possible value returned

ESteamControllerPad

A touchpad region on a Steam Controller Device.

Notes:
On the VSC, the values correspond to the left & right haptic touchpads.
On the DS4, the values correspond to the left & right halves of the single, central touchpad.

NameValueDescription
k_ESteamControllerPad_Left0The left touchpad region on a Steam Controller Device. Compatible models: VSC, DS4
k_ESteamControllerPad_Right1The right region on a Steam Controller Device. Compatible models: VSC, DS4

Typedefs

These are typedefs which are defined for use with ISteamInput.

NameBase typeDescription
InputActionSetHandle_tuint64These handles are used to refer to a specific in-game action or action set
All action handles should be queried during initialization for performance reasons
InputAnalogActionHandle_tuint64A handle to an analog action. This can be obtained from ISteamInput::GetAnalogActionHandle.
InputDigitalActionHandle_tuint64A handle to a digital action. This can be obtained from ISteamInput::GetDigitalActionHandle.
InputHandle_tuint64This handle will consistently identify a controller, even if it is disconnected and re-connected

Constants

These are constants which are defined for use with ISteamInput.

NameTypeValueDescription
STEAMINPUT_INTERFACE_VERSIONconst char *"SteamInput001"
STEAM_INPUT_HANDLE_ALL_CONTROLLERSintUINT64_MAXWhen sending an option to a specific controller handle, you can use this special value in the place of a handle to send the option to all controllers instead.
STEAM_INPUT_MAX_ANALOG_ACTIONSint16The maximum number of analog actions that can be performed on each controller.
STEAM_INPUT_MAX_ANALOG_ACTION_DATAfloat1.0fThe maximum value that can be reported by an analog action on any given axis.
STEAM_INPUT_MAX_COUNTint16The maximum number of controllers that can be used simultaneously with the Steam Input Configurator.
STEAM_INPUT_MAX_DIGITAL_ACTIONSint128The maximum number of digital actions that can be performed on each controller.
STEAM_INPUT_MAX_ORIGINSint8The maximum number of input origins that can be attached to a single action.
STEAM_INPUT_MIN_ANALOG_ACTION_DATAfloat-1.0fThe minimum value that can be reported by an analog action on any given axis.