Steamworks-Dokumentation
ISteamInput-Schnittstelle
Die Steam-Eingabe-API ist eine flexible aktionsbasierte API, die alle gängigen Controllertypen unterstützt: Xbox, PlayStation, Nintendo Switch Pro und Steam Controller.

Weitere Informationen finden Sie hier: Steam-Eingabe.

Memberfunktionen

Memberfunktionen für ISteamInput werden über die globale Accessorfunktion SteamInput() aufgerufen.

ActivateActionSet

void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des Controllers, für den ein Aktionsset aktiviert werden soll.
actionSetHandleInputActionSetHandle_tDer Handle des zu aktivierenden Aktionssets.

Rekonfiguriert den Controller so, dass er das angegebene Aktionsset (d. h. „Menü“, „Gehen“ oder „Fahren“) verwendet.

Das ist ressourcenschonend und kann bedenkenlos mehrmals aufgerufen werden. Es ist oft einfacher, diese Funktion wiederholt in Zustandsschleifen aufzurufen, statt zu versuchen, sie bei jeder Zustandsänderung zu verwenden.

Beispiel:
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; } }

Alle Controller aktivieren

Es empfiehlt sich immer, alle Controller auf einmal zu aktivieren. Verwenden Sie in dem Fall als Controller-Handle die Konstante STEAM_INPUT_HANDLE_ALL_CONTROLLERS. Sie können diesen Wert auch in anderen Funktionen verwenden, die als Parameter einen einzelnen Controller-Handle erfordern.

Beispiel:
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 );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des Controllers, für den eine Aktionssetebene aktiviert werden soll.
actionSetHandleInputActionSetHandle_tDer Handle der zu aktivierenden Aktionssetebene.

Rekonfiguriert den Controller so, dass er die angegebene Aktionssetebene verwendet.

Weitere Einzelheiten und ein ausführliches praktisches Beispiel finden Sie im Artikel Aktionssetebenen.

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

DeactivateActionSetLayer

void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des Controllers, für den eine Aktionssetebene deaktiviert werden soll.
actionSetHandleInputActionSetHandle_tDer Handle der zu deaktivierenden Aktionssetebene.

Rekonfiguriert den Controller so, dass er die angegebene Aktionssetebene nicht mehr verwendet.

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

DeactivateAllActionSetLayers

void DeactivateAllActionSetLayers( InputHandle_t inputHandle );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des Controllers, für den sämtliche Aktionssetebenen deaktiviert werden sollen.

Rekonfiguriert den Controller so, dass keine Aktionssetebenen mehr verwendet werden.

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

GetActiveActionSetLayers

int GetActiveActionSetLayers( InputHandle_t inputHandle, InputActionSetHandle_t *handlesOut );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des Controllers, für den die aktiven Aktionssetebenen abgefragt werden sollen.
handlesOutInputActionSetHandle_t*Dies muss auf ein Array des Typs InputHandle_t mit der Größe STEAM_INPUT_MAX_COUNT zeigen.

Füllt ein Array mit allen aktiven Aktionssetebenen für den angegeben Controller-Handle.

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

GetActionSetHandle

InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName );
NameTypBeschreibung
pszActionSetNameconst char *Der in der VDF-Datei des Spiels definierte String-Bezeichner eines Aktionssets.

Fragt den Handle eines Aktionssets ab. Am besten tun Sie dies einmal beim Start und speichern die Handles für alle zukünftigen API-Aufrufe.

Rückgabewert: InputActionSetHandle_t
Der Handle des angegebenen Aktionssets.

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

GetAnalogActionData

InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des abzufragenden Controllers.
analogActionHandleInputAnalogActionHandle_tDer Handle der abzufragenden analogen Aktion.

Gibt den aktuellen Zustand der bereitgestellten analogen Spielaktion zurück.

Rückgabewert: InputAnalogActionData_t
Der aktuelle Zustand der angegebenen analogen Aktion.

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

GetAnalogActionHandle

InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName );
NameTypBeschreibung
pszActionNameconst char *Der in der VDF-Datei des Spiels definierte String-Bezeichner der analogen Aktion.

Ruft den Handle der angegebenen analogen Aktion ab.

HINWEIS: Diese Funktion akzeptiert keinen Aktionsset-Handle-Parameter. Dies bedeutet, dass jede Aktion in Ihrer VDF-Datei einen eindeutigen String-Bezeichner haben muss. Mit anderen Worten: Wenn Sie eine Aktion namens „oben“ in zwei verschiedenen Aktionssets verwenden, gibt diese Funktion immer nur eine davon zurück und die andere wird ignoriert.

Rückgabewert: InputAnalogActionHandle_t
Der Handle der angegebenen analogen Aktion.

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

GetAnalogActionOrigins

int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des abzufragenden Controllers.
actionSetHandleInputActionSetHandle_tDer Handle des abzufragenden Aktionssets.
analogActionHandleInputAnalogActionHandle_tDer Handle der abzufragenden analogen Aktion.
originsOutEInputActionOrigin *Ein Array von EInputActionOrigin-Handles mit der Größe STEAM_INPUT_MAX_ORIGINS.

Ruft die Aktionsquelle(n) für eine analoge Aktion innerhalb eines Aktionssets ab, indem originsOut mit EInputActionOrigin-Handles befüllt wird. Sie können diese verwenden, um auf dem Bildschirm die entsprechende Eingabeaufforderung für die Aktion anzuzeigen.

Rückgabewert: int
Die Anzahl der Aktionsquellen, mit denen originsOut befüllt wurde.

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

GetConnectedControllers

int GetConnectedControllers( InputHandle_t *handlesOut );
NameTypBeschreibung
handlesOutInputHandle_t *Dies muss auf ein Array des Typs InputHandle_t mit der Größe STEAM_INPUT_MAX_COUNT zeigen.

Zählt derzeit angeschlossene Controller auf, indem handlesOut mit Controller-Handles befüllt wird.

Rückgabewert: int
Die Anzahl der Handles, mit denen handlesOut befüllt wurde.

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

GetControllerForGamepadIndex

InputHandle_t GetControllerForGamepadIndex( int nIndex );
NameTypBeschreibung
nIndexintDer Index des emulierten Gamepads, für das ein Controller-Handle abgerufen werden soll.

Gibt den zugehörigen Controller-Handle für den angegebenen emulierten Controller zurück. Kann gemeinsam mit GetInputTypeForHandle verwendet werden, um den Controllertyp eines Controllers mit der Controller-Emulation der Steam-Eingabe zu ermitteln.

Rückgabewert: InputHandle_t


Beispiel:
// Abzufragender XInputSlot. Diese Zahl liegt zwischen 0 und 3. int nXinputSlotIndex = 0; InputHandle_t inputHandle = SteamInput()->GetControllerForGamepadIndex( nXinputSlotIndex ); if ( inputHandle == 0 ) { // Gültige Eingabe-Handles sind nicht gleich 0. Dies ist ein normaler Xbox-Controller. } else { ESteamInputType inputType = SteamInput()->GetInputTypeForHandle( inputHandle ); switch( inputType ) { case k_ESteamInputType_Unknown: printf( "unbekannt!\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( "Generisches XInput!\n" ); break; case k_ESteamInputType_PS4Controller: printf( "PS4 Controller!\n" ); break; } }

GetCurrentActionSet

InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des abzufragenden Controllers.

Ruft das aktive Aktionsset für den angegebenen Controller ab.

Rückgabewert: InputActionSetHandle_t
Der Handle des aktivierten Aktionssets für den angegebenen Controller.

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

GetDigitalActionData

InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des abzufragenden Controllers.
digitalActionHandleInputDigitalActionHandle_tDer Handle der abzufragenden digitalen Aktion.

Gibt den aktuellen Zustand der bereitgestellten digitalen Spielaktion zurück.

Rückgabewert: InputDigitalActionData_t
Der aktuelle Zustand der angegebenen digitalen Aktion.

GetDigitalActionHandle

InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName );
NameTypBeschreibung
pszActionNameconst char *Der in der VDF-Datei des Spiels definierte String-Bezeichner der digitalen Aktion.

Ruft den Handle der angegebenen digitalen Aktion ab.

HINWEIS: Diese Funktion akzeptiert keinen Aktionsset-Handle-Parameter. Dies bedeutet, dass jede Aktion in Ihrer VDF-Datei einen eindeutigen String-Bezeichner haben muss. Mit anderen Worten: Wenn Sie eine Aktion namens „oben“ in zwei verschiedenen Aktionssets verwenden, gibt diese Funktion immer nur eine davon zurück und die andere wird ignoriert.

Rückgabewert: InputDigitalActionHandle_t
Der Handle der angegebenen digitalen Aktion.

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

GetDigitalActionOrigins

int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des abzufragenden Controllers.
actionSetHandleInputActionSetHandle_tDer Handle des abzufragenden Aktionssets.
digitalActionHandleInputDigitalActionHandle_tDer Handle der abzufragenden digitalen Aktion.
originsOutEInputActionOrigin *Ein Array von EInputActionOrigin-Handles mit der Größe STEAM_INPUT_MAX_ORIGINS.

Ruft die Aktionsquelle(n) für eine digitale Aktion innerhalb eines Aktionssets ab, indem originsOut mit EInputActionOrigin-Handles befüllt wird. Sie können diese verwenden, um auf dem Bildschirm die entsprechende Eingabeaufforderung für die Aktion anzuzeigen.

Rückgabewert: int
Die Anzahl der Ursprünge, mit denen originsOut befüllt wurde.

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

GetGamepadIndexForController

int GetGamepadIndexForController( InputHandle_t ulControllerHandle );
NameTypBeschreibung
ulControllerHandleInputHandle_tDer Handle des Controllers, für den ein Gamepad-Index abgerufen werden soll.

Gibt den entsprechenden Gamepad-Index für den angegebenen Controller zurück, wenn ein Gamepad emuliert wird.

Rückgabewert: int


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

GetGlyphForActionOrigin

const char * GetGlyphForActionOrigin( EInputActionOrigin eOrigin );
NameTypBeschreibung
eOriginEInputActionOrigin

Ruft den lokalen Pfad zu einer Grafik für eine Bildschirmglyphe für eine bestimmten Aktionsquelle ab.

Rückgabewert: const char *
Der Pfad zur PNG-Datei für die Glyphe.
Z. B. „C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png“

Beispiel:
// Aktionsquellen für „punch“ abrufen EInputActionOrigin *origins = new EInputActionOrigin[]; SteamInput()->GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle, origins ); EInputActionOrigin firstOrigin = origins[0]; //d. h., k_EInputActionOrigin_PS4_X // Dies ist eine Funktion des Spiels selbst, die versucht, benutzerdefinierte Glyphenbilder abzurufen int glyphTextureID = getHardCodedButtonGlyphTexture( firstOrigin ); // Wir haben unser Spiel ohne Bild für diese Aktionsquelle bereitgestellt! Wir nehmen an, dass Steam Unterstützung für // einen neuen Controller hinzugefügt hat. Oder wir haben dieses Bild einfach vergessen! //(d. h., wir haben nur Steam-Controller-Glyphen, aber es ist ein PlayStation 4 Controller) if( glyphTextureID == -1 ) { // Holen Sie das Bild stattdessen einfach vom Steam-Client. 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" //eine Funktion des Spiels, die einen Dateipfad in eine verwendbare Spieltextur umwandelt glyphTextureID = loadButtonGlyphTextureFromLocalPath( localGlyphPath ); }

GetInputTypeForHandle

ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des Controllers, dessen Eingabetyp (Gerätemodell) abgefragt werden soll.

Gibt den Eingabetyp (Gerätemodell) des angegebenen Controllers zurück. Hierdurch erfahren Sie, ob ein bestimmter Controller ein Steam Controller, Xbox 360 Controller, PS4 Controller, usw. ist.

Rückgabewert: ESteamInputType


Beispiel:
ESteamInputType inputType = SteamInput()->GetInputTypeForHandle(controller1Handle); switch(inputType) { case k_ESteamInputType_Unknown: printf("unbekannt!\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("Generisches XInput!\n"); break; case k_ESteamInputType_PS4Controller: printf("PS4 Controller!\n"); break; }

GetMotionData

InputMotionData_t GetMotionData( InputHandle_t inputHandle );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des Controllers, für den Bewegungsdaten abgerufen werden sollen.

Gibt Rohbewegungsdaten für den angegebenen Controller zurück.

Rückgabewert: InputMotionData_t


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

GetStringForActionOrigin

const char * GetStringForActionOrigin( EInputActionOrigin eOrigin );
NameTypBeschreibung
eOriginEInputActionOrigin

Gibt einen lokalisierten String (aus der Spracheinstellung von Steam) für die angegebene Aktionsquelle zurück.

Rückgabewert: const char *


Beispiel:
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();
Muss aufgerufen werden, wenn mit der Verwendung der ISteamInput-Schnittstelle begonnen wird.

Rückgabewert: bool
Gibt immer true zurück.

Beispiel:
SteamInput()->Init();

RunFrame

void RunFrame();
Synchronisiert den API-Status mit den neuesten verfügbaren Steam-Controller-Eingaben. Dies wird von SteamAPI_RunCallbacks automatisch durchgeführt. Für eine möglichst geringe Latenz können Sie dies jedoch direkt vor dem Lesen des Controllerstatus aufrufen.

Beispiel:
SteamInput()->RunFrame();

SetDualSenseTriggerEffect

void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des betreffenden Controllers.
pParam ScePadTriggerEffectParamDer in isteamdualsense.h definierte Trigger-Parameter.

Stellt den Trigger-Effekt für einen DualSense-Controller ein.

Beispiel:
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 );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des betreffenden Controllers.
nColorRuint8Die Rot-Komponente der einzustellenden Farbe (0–255).
nColorGuint8Die Grün-Komponente der einzustellenden Farbe (0–255).
nColorBuint8Die Blau-Komponente der einzustellenden Farbe (0–255).
nFlagsunsigned intBitmaskierte Flags; eine Kombination von in ESteamControllerLEDFlag definierten Werten.

Stellt bei unterstützten Controllern die Farbe der Controller-LED ein.

Hinweise:
Der VSC unterstützt keine andere Farbe als Weiß und interpretiert die RGB-Werte als Graustufenwerte, die sich auf die Helligkeit der Steam-Tasten-LED auswirken.
Der DS4 reagiert auf volle Farbinformationen und verwendet die Werte dazu, die Farbe & Helligkeit der Leuchtleiste einzustellen.

Beispiel:
// Stellt für Controller 1 die Farbe aus der Benutzervoreinstellung wieder her: SteamInput()->SetLEDColor( controller1Handle, 0, 0, 0, k_ESteamControllerLEDFlag_RestoreUserDefault ); // Stellt die Farbe für Controller 2 Magenta ein: SteamInput()->SetLEDColor( controller2Handle, 255, 0, 255, k_ESteamControllerLEDFlag_SetColor );

ShowAnalogActionOrigins

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

Veraltet.

Rückgabewert: bool
Gibt immer true zurück.

ShowBindingPanel

bool ShowBindingPanel( InputHandle_t inputHandle );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des Controllers, für den der Zuweisungsbildschirm geöffnet werden soll.

Ruft das Steam-Overlay auf und öffnet den Zuweisungsbildschirm.

Rückgabewert: bool
true bei Erfolg; false, wenn das Overlay deaktiviert/nicht verfügbar ist. Wenn sich der Spieler im Big-Picture-Modus befindet, wird der Zuweisungsbildschirm im Overlay geöffnet. Im Desktop-Modus wird eine Popup-Version vom Big-Picture-Modus mit dem Zuweisungsbildschirm geöffnet.

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

ShowDigitalActionOrigins

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

Veraltet.

Rückgabewert: bool
Gibt immer true zurück.

Shutdown

bool Shutdown();
Muss aufgerufen werden, wenn die Verwendung der ISteamInput-Schnittstelle beendet wird.

Rückgabewert: bool
Gibt immer true zurück.

Beispiel:
SteamInput()->Shutdown();

StopAnalogActionMomentum

void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des betreffenden Controllers.
eActionInputAnalogActionHandle_tDie analoge Aktion, für die die Dynamik gestoppt werden soll.

Stoppt die Dynamik einer analogen Aktion (wo dies anwendbar ist, d. h. bei einem Touchpad mit virtuellen Trackball-Einstellungen).

HINWEIS:
Dadurch werden auch alle damit verbundenen haptischen Effekte gestoppt. Dies ist nützlich für Situationen, in denen Sie dem Nutzer signalisieren möchten, dass das Limit einer Aktion erreicht wurde, z. B. beim Drehen eines Karussells oder beim Scrollen einer Website.

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

TriggerHapticPulse

void TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des betreffenden Controllers.
eTargetPadESteamControllerPadDas betreffende haptische Touchpad.
usDurationMicroSecunsigned shortDauer des Impulses in Mikrosekunden (1 millionstel Sekunde).

Löst bei unterstützten Controllern einen (schwachen) haptischen Impuls aus.

Hinweise:
Derzeit unterstützt nur der VSC haptische Impulse.
Dieser API-Aufruf wird für alle anderen Controller-Modelle ignoriert.
Der typische maximale Wert einer kurzen Ganzzahl ohne Vorzeichen ist 65535, was bedeutet, dass der längste haptische Impuls, der mit dieser Methode ausgelöst werden kann, eine Dauer von 0,065535 Sekunden (d. h. weniger als eine Zehntelsekunde) hat. Man kann sich diese Funktion als ein Primitiv auf niedriger Stufe vorstellen, das dazu vorgesehen ist, in Benutzerfunktionen einer höheren Stufe mehrmals wiederholt zu werden, um ein komplexeres Verhalten zu erzeugen.

Beispiel:
//Einmaliger Impuls für 1 zwanzigstel Sekunde. 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 );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des betreffenden Controllers.
eTargetPadESteamControllerPadDas betreffende haptische Touchpad.
usDurationMicroSecunsigned shortDauer des Impulses in Mikrosekunden (1 millionstel Sekunde).
usOffMicroSecunsigned shortDauer der Pause zwischen Impulsen in Mikrosekunden.
unRepeatunsigned shortAnzahl der Wiederholungen des Zyklus usDurationMicroSec/usOffMicroSec.
nFlagsunsigned intDerzeit nicht verwendet und für eine zukünftige Verwendung reserviert.

Löst bei unterstützten Controllern einen wiederholten haptischen Impuls aus.

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.

Beispiel:
//Impuls für 1 Sekunde mit einem An-/Aus-Impulsmuster von jeweils 1 zwanzigstel Sekunde SteamInput()->TriggerRepeatedHapticPulse( controller1Handle, k_ESteamControllerPad_Left, 50000, 50000, 10 );

TriggerVibration

void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des betreffenden Controllers.
usLeftSpeedunsigned shortDer Intensitätswert des linken Vibrationsmotors.
usRightSpeedunsigned shortDer Intensitätswert des rechten Vibrationsmotors.

Löst bei unterstützten Controllern ein Vibrationsevent aus.

Hinweise:
Dieser API-Aufruf wird für inkompatible Controller-Modelle ignoriert.
Diese Funktion erzeugt den traditionellen Vibrationseffekt.
Der VSC emuliert mit seinem haptischen Feedback eine traditionelle Vibration.

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

TriggerVibrationExtended

void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed );
NameTypBeschreibung
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.

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

GetActionOriginFromXboxOrigin

EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des betreffenden Controllers. Sie können GetControllerForGamepadIndex verwenden, um dieses Handle zu erhalten.
eOriginEXboxOriginThis is the button you want to get the image for ex: k_EXboxOrigin_A

Rückgabewert: EInputActionOrigin

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


Beispiel:
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 );
NameTypBeschreibung
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 );
NameTypBeschreibung
inputHandleInputHandle_tDer Handle des abzufragenden Controllers.
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 );
NameTypBeschreibung
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.

Strukturen

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

InputAnalogActionData_t

Represents the current state of an analog action.

Notes:
  • Die genauen Werte, Intervalle usw. hängen von der Konfiguration ab, aber im Allgemeinen liefern herkömmliche analoge Aktionen normalisierte Fließkommawerte in der Größenordnung von −1,0 bis 1,0, wohingegen mausähnliche Aktionen Delta-Updates liefern, die die Anzahl der seit dem letzten Frame bewegten „Pixel“ angeben. Daraus ergibt sich, dass mausähnliche Aktionen viel größere absolute x- und y-Werte liefern und relativ zur letzten aufgezeichneten Eingabeposition sind, während herkömmliche analoge Aktionen kleiner und relativ zu einem zentralen physischen Ankerpunkt sind.
  • Während die von mausähnlichen Aktionen gelieferten Deltawerte sehr den von einem Betriebssystem gelieferten Pixeldeltawerten ähneln, sind die SC-Deltawerte keine Ganzzahlenwerte, sondern Fließkommawerte. Dies bedeutet weniger potenzielle Quantisierung und weniger Präzisionsverlust bei der Abbildung dieser Daten auf eine Kameradrehung.
  • Bei einachsigen analogen Eingaben (z. B. analoge Trigger) enthält nur die x-Achse Daten; die y-Achse ist immer Null.

NameTypBeschreibung
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.

NameTypBeschreibung
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.

Die Positionsbeschleunigung wird mit einem interpolierten Wert zwischen INT16_MIN und INT16_MAX angegeben, wobei die Extremwerte auf einen Bereich zwischen ±2G (1G = 9.80665 m/s2) eingeschränkt sind.

Die Winkelgeschwindigkeit wird mit einem interpolierten Wert zwischen INT16_MIN und INT16_MAX angegeben, wobei die Extremwerte auf einen Bereich zwischen ±2000 Grad pro Sekunde eingeschränkt ist.

NameTypeBeschreibung
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

Aufzählungstypen

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".

NameWertBeschreibung
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.

NameWertBeschreibung
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_RightTrigger6The 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.

NameWertBeschreibung
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

ESteamInputType

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.

NameWertBeschreibung
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.

NameWertBeschreibung
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.

NameValueBeschreibung
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

Typdefinitionen

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

Konstanten

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.