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https://github.com/Facepunch/Facepunch.Steamworks.git
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These should be static
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@ -272,7 +272,7 @@ namespace Steamworks
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/// Filters the provided input message and places the filtered result into pchOutFilteredText,
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/// Filters the provided input message and places the filtered result into pchOutFilteredText,
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/// using legally required filtering and additional filtering based on the context and user settings.
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/// using legally required filtering and additional filtering based on the context and user settings.
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/// </summary>
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/// </summary>
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public string FilterText( TextFilteringContext context, SteamId sourceSteamID, string inputMessage )
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public static string FilterText( TextFilteringContext context, SteamId sourceSteamID, string inputMessage )
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{
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{
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Internal.FilterText( context, sourceSteamID, inputMessage, out var filteredString );
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Internal.FilterText( context, sourceSteamID, inputMessage, out var filteredString );
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return filteredString;
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return filteredString;
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@ -281,14 +281,14 @@ namespace Steamworks
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/// <summary>
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/// <summary>
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/// returns true if Steam itself is running on the Steam Deck
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/// returns true if Steam itself is running on the Steam Deck
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/// </summary>
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/// </summary>
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public bool IsRunningOnSteamDeck => Internal.IsSteamRunningOnSteamDeck();
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public static bool IsRunningOnSteamDeck => Internal.IsSteamRunningOnSteamDeck();
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/// <summary>
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/// <summary>
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/// In game launchers that don't have controller support you can call this to have
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/// In game launchers that don't have controller support you can call this to have
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/// Steam Input translate the controller input into mouse/kb to navigate the launcher
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/// Steam Input translate the controller input into mouse/kb to navigate the launcher
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/// </summary>
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/// </summary>
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public void SetGameLauncherMode( bool mode ) => Internal.SetGameLauncherMode( mode );
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public static void SetGameLauncherMode( bool mode ) => Internal.SetGameLauncherMode( mode );
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//public void ShowFloatingGamepadTextInput( TextInputMode mode, int left, int top, int width, int height )
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//public void ShowFloatingGamepadTextInput( TextInputMode mode, int left, int top, int width, int height )
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//{
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//{
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