You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Hello! I just wanted to submit an issue ticket regarding a few issues that I noticed with these C# bindings while I was bringing over some of my Unity code for SteamInput support.
One thing that I noticed with the bindings is that the Steam.GetConnectedControllers(), Steam.GetInputTypeForHandle() function cannot take an InputHandle_t type (in the case of what the code for these bindings use, a ulong) as an input:
Likewise, Steam.GetAnalogActionData() cannot take an ActionHandle as an input unless it's converted from a ulong to a long.
Steam.GetDigitalActionHandle() returns the incorrect type that's needed to run the Steam.GetDigitalActionData() function (in this case, a long, rather than a ulong). I'm unsure if simply casting the variable to the correct type using (long) would fix this or not.
The current usage of dictionaries for GetAnalogActionData does not allow me to grab the mode used, which would be the InputSourceMode, or if the action data is active. The same applies with GetDigitalActionData, but with the addition of State on top of Active.
Right now, I don't think there's a way of accessing constants (at least in these bindings) that are declared in GodotSteam's constants file. For example, in my use case for SteamInput, I would need to access:
Hello! I just wanted to submit an issue ticket regarding a few issues that I noticed with these C# bindings while I was bringing over some of my Unity code for SteamInput support.
One thing that I noticed with the bindings is that the
Steam.GetConnectedControllers()
,Steam.GetInputTypeForHandle()
function cannot take anInputHandle_t
type (in the case of what the code for these bindings use, aulong
) as an input:Likewise,
Steam.GetAnalogActionData()
cannot take an ActionHandle as an input unless it's converted from a ulong to a long.Steam.GetDigitalActionHandle()
returns the incorrect type that's needed to run theSteam.GetDigitalActionData()
function (in this case, along
, rather than aulong
). I'm unsure if simply casting the variable to the correct type using(long)
would fix this or not.The current usage of dictionaries for
GetAnalogActionData
does not allow me to grab the mode used, which would be the InputSourceMode, or if the action data is active. The same applies withGetDigitalActionData
, but with the addition of State on top of Active.Right now, I don't think there's a way of accessing constants (at least in these bindings) that are declared in GodotSteam's constants file. For example, in my use case for SteamInput, I would need to access:
STEAM_INPUT_MAX_COUNT
STEAM_INPUT_MAX_ANALOG_ACTIONS
STEAM_INPUT_MAX_DIGITAL_ACTIONS``
STEAM_INPUT_MAX_ORIGINSThere is a typo with the
XboxOrigin
enumerator with LeftStickDpadEast, which is spelled like DpadEat:https://github.com/LauraWebdev/GodotSteam_CSharpBindings/blob/main/addons/godotsteam_csharpbindings/Steam.Generated.Data.cs#L200
The text was updated successfully, but these errors were encountered: