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Please provide a description of the function:def setOverlayFlag(self, ulOverlayHandle, eOverlayFlag, bEnabled): fn = self.function_table.setOverlayFlag result = fn(ulOverlayHandle, eOverlayFlag, bEnabled) return result
[ "Specify flag setting for a given overlay" ]
Please provide a description of the function:def getOverlayFlag(self, ulOverlayHandle, eOverlayFlag): fn = self.function_table.getOverlayFlag pbEnabled = openvr_bool() result = fn(ulOverlayHandle, eOverlayFlag, byref(pbEnabled)) return result, pbEnabled
[ "Sets flag setting for a given overlay" ]
Please provide a description of the function:def setOverlayColor(self, ulOverlayHandle, fRed, fGreen, fBlue): fn = self.function_table.setOverlayColor result = fn(ulOverlayHandle, fRed, fGreen, fBlue) return result
[ "Sets the color tint of the overlay quad. Use 0.0 to 1.0 per channel." ]
Please provide a description of the function:def getOverlayColor(self, ulOverlayHandle): fn = self.function_table.getOverlayColor pfRed = c_float() pfGreen = c_float() pfBlue = c_float() result = fn(ulOverlayHandle, byref(pfRed), byref(pfGreen), byref(pfBlue)) r...
[ "Gets the color tint of the overlay quad." ]
Please provide a description of the function:def setOverlayAlpha(self, ulOverlayHandle, fAlpha): fn = self.function_table.setOverlayAlpha result = fn(ulOverlayHandle, fAlpha) return result
[ "Sets the alpha of the overlay quad. Use 1.0 for 100 percent opacity to 0.0 for 0 percent opacity." ]
Please provide a description of the function:def getOverlayAlpha(self, ulOverlayHandle): fn = self.function_table.getOverlayAlpha pfAlpha = c_float() result = fn(ulOverlayHandle, byref(pfAlpha)) return result, pfAlpha.value
[ "Gets the alpha of the overlay quad. By default overlays are rendering at 100 percent alpha (1.0)." ]
Please provide a description of the function:def setOverlayTexelAspect(self, ulOverlayHandle, fTexelAspect): fn = self.function_table.setOverlayTexelAspect result = fn(ulOverlayHandle, fTexelAspect) return result
[ "\n Sets the aspect ratio of the texels in the overlay. 1.0 means the texels are square. 2.0 means the texels\n are twice as wide as they are tall. Defaults to 1.0.\n " ]
Please provide a description of the function:def getOverlayTexelAspect(self, ulOverlayHandle): fn = self.function_table.getOverlayTexelAspect pfTexelAspect = c_float() result = fn(ulOverlayHandle, byref(pfTexelAspect)) return result, pfTexelAspect.value
[ "Gets the aspect ratio of the texels in the overlay. Defaults to 1.0" ]
Please provide a description of the function:def setOverlaySortOrder(self, ulOverlayHandle, unSortOrder): fn = self.function_table.setOverlaySortOrder result = fn(ulOverlayHandle, unSortOrder) return result
[ "\n Sets the rendering sort order for the overlay. Overlays are rendered this order:\n Overlays owned by the scene application\n Overlays owned by some other application\n *\tWithin a category overlays are rendered lowest sort order to highest sort order. Overlays with the same...
Please provide a description of the function:def getOverlaySortOrder(self, ulOverlayHandle): fn = self.function_table.getOverlaySortOrder punSortOrder = c_uint32() result = fn(ulOverlayHandle, byref(punSortOrder)) return result, punSortOrder.value
[ "Gets the sort order of the overlay. See SetOverlaySortOrder for how this works." ]
Please provide a description of the function:def setOverlayWidthInMeters(self, ulOverlayHandle, fWidthInMeters): fn = self.function_table.setOverlayWidthInMeters result = fn(ulOverlayHandle, fWidthInMeters) return result
[ "Sets the width of the overlay quad in meters. By default overlays are rendered on a quad that is 1 meter across" ]
Please provide a description of the function:def getOverlayWidthInMeters(self, ulOverlayHandle): fn = self.function_table.getOverlayWidthInMeters pfWidthInMeters = c_float() result = fn(ulOverlayHandle, byref(pfWidthInMeters)) return result, pfWidthInMeters.value
[ "Returns the width of the overlay quad in meters. By default overlays are rendered on a quad that is 1 meter across" ]
Please provide a description of the function:def setOverlayAutoCurveDistanceRangeInMeters(self, ulOverlayHandle, fMinDistanceInMeters, fMaxDistanceInMeters): fn = self.function_table.setOverlayAutoCurveDistanceRangeInMeters result = fn(ulOverlayHandle, fMinDistanceInMeters, fMaxDistanceInMeter...
[ "\n For high-quality curved overlays only, sets the distance range in meters from the overlay used to automatically curve\n the surface around the viewer. Min is distance is when the surface will be most curved. Max is when least curved.\n " ]
Please provide a description of the function:def getOverlayAutoCurveDistanceRangeInMeters(self, ulOverlayHandle): fn = self.function_table.getOverlayAutoCurveDistanceRangeInMeters pfMinDistanceInMeters = c_float() pfMaxDistanceInMeters = c_float() result = fn(ulOverlayHandle, b...
[ "\n For high-quality curved overlays only, gets the distance range in meters from the overlay used to automatically curve\n the surface around the viewer. Min is distance is when the surface will be most curved. Max is when least curved.\n " ]
Please provide a description of the function:def setOverlayTextureColorSpace(self, ulOverlayHandle, eTextureColorSpace): fn = self.function_table.setOverlayTextureColorSpace result = fn(ulOverlayHandle, eTextureColorSpace) return result
[ "\n Sets the colorspace the overlay texture's data is in. Defaults to 'auto'.\n If the texture needs to be resolved, you should call SetOverlayTexture with the appropriate colorspace instead.\n " ]
Please provide a description of the function:def getOverlayTextureColorSpace(self, ulOverlayHandle): fn = self.function_table.getOverlayTextureColorSpace peTextureColorSpace = EColorSpace() result = fn(ulOverlayHandle, byref(peTextureColorSpace)) return result, peTextureColorSp...
[ "Gets the overlay's current colorspace setting." ]
Please provide a description of the function:def getOverlayRenderModel(self, ulOverlayHandle, pchValue, unBufferSize): fn = self.function_table.getOverlayRenderModel pColor = HmdColor_t() pError = EVROverlayError() result = fn(ulOverlayHandle, pchValue, unBufferSize, byref(pCol...
[ "Gets render model to draw behind this overlay" ]
Please provide a description of the function:def setOverlayRenderModel(self, ulOverlayHandle, pchRenderModel): fn = self.function_table.setOverlayRenderModel pColor = HmdColor_t() result = fn(ulOverlayHandle, pchRenderModel, byref(pColor)) return result, pColor
[ "\n Sets render model to draw behind this overlay and the vertex color to use, pass null for pColor to match the overlays vertex color. \n The model is scaled by the same amount as the overlay, with a default of 1m.\n " ]
Please provide a description of the function:def getOverlayTransformType(self, ulOverlayHandle): fn = self.function_table.getOverlayTransformType peTransformType = VROverlayTransformType() result = fn(ulOverlayHandle, byref(peTransformType)) return result, peTransformType
[ "Returns the transform type of this overlay." ]
Please provide a description of the function:def setOverlayTransformAbsolute(self, ulOverlayHandle, eTrackingOrigin): fn = self.function_table.setOverlayTransformAbsolute pmatTrackingOriginToOverlayTransform = HmdMatrix34_t() result = fn(ulOverlayHandle, eTrackingOrigin, byref(pmatTrac...
[ "Sets the transform to absolute tracking origin." ]
Please provide a description of the function:def setOverlayTransformTrackedDeviceRelative(self, ulOverlayHandle, unTrackedDevice): fn = self.function_table.setOverlayTransformTrackedDeviceRelative pmatTrackedDeviceToOverlayTransform = HmdMatrix34_t() result = fn(ulOverlayHandle, unTrac...
[ "Sets the transform to relative to the transform of the specified tracked device." ]
Please provide a description of the function:def setOverlayTransformTrackedDeviceComponent(self, ulOverlayHandle, unDeviceIndex, pchComponentName): fn = self.function_table.setOverlayTransformTrackedDeviceComponent result = fn(ulOverlayHandle, unDeviceIndex, pchComponentName) return re...
[ "\n Sets the transform to draw the overlay on a rendermodel component mesh instead of a quad. This will only draw when the system is\n drawing the device. Overlays with this transform type cannot receive mouse events.\n " ]
Please provide a description of the function:def getOverlayTransformTrackedDeviceComponent(self, ulOverlayHandle, pchComponentName, unComponentNameSize): fn = self.function_table.getOverlayTransformTrackedDeviceComponent punDeviceIndex = TrackedDeviceIndex_t() result = fn(ulOverlayHand...
[ "Gets the transform information when the overlay is rendering on a component." ]
Please provide a description of the function:def setOverlayTransformOverlayRelative(self, ulOverlayHandle, ulOverlayHandleParent): fn = self.function_table.setOverlayTransformOverlayRelative pmatParentOverlayToOverlayTransform = HmdMatrix34_t() result = fn(ulOverlayHandle, ulOverlayHan...
[ "Sets the transform to relative to the transform of the specified overlay. This overlays visibility will also track the parents visibility" ]
Please provide a description of the function:def showOverlay(self, ulOverlayHandle): fn = self.function_table.showOverlay result = fn(ulOverlayHandle) return result
[ "Shows the VR overlay. For dashboard overlays, only the Dashboard Manager is allowed to call this." ]
Please provide a description of the function:def hideOverlay(self, ulOverlayHandle): fn = self.function_table.hideOverlay result = fn(ulOverlayHandle) return result
[ "Hides the VR overlay. For dashboard overlays, only the Dashboard Manager is allowed to call this." ]
Please provide a description of the function:def isOverlayVisible(self, ulOverlayHandle): fn = self.function_table.isOverlayVisible result = fn(ulOverlayHandle) return result
[ "Returns true if the overlay is visible." ]
Please provide a description of the function:def getTransformForOverlayCoordinates(self, ulOverlayHandle, eTrackingOrigin, coordinatesInOverlay): fn = self.function_table.getTransformForOverlayCoordinates pmatTransform = HmdMatrix34_t() result = fn(ulOverlayHandle, eTrackingOrigin, coo...
[ "Get the transform in 3d space associated with a specific 2d point in the overlay's coordinate space (where 0,0 is the lower left). -Z points out of the overlay" ]
Please provide a description of the function:def pollNextOverlayEvent(self, ulOverlayHandle, uncbVREvent): fn = self.function_table.pollNextOverlayEvent pEvent = VREvent_t() result = fn(ulOverlayHandle, byref(pEvent), uncbVREvent) return result, pEvent
[ "\n Returns true and fills the event with the next event on the overlay's event queue, if there is one. \n If there are no events this method returns false. uncbVREvent should be the size in bytes of the VREvent_t struct\n " ]
Please provide a description of the function:def getOverlayInputMethod(self, ulOverlayHandle): fn = self.function_table.getOverlayInputMethod peInputMethod = VROverlayInputMethod() result = fn(ulOverlayHandle, byref(peInputMethod)) return result, peInputMethod
[ "Returns the current input settings for the specified overlay." ]
Please provide a description of the function:def setOverlayInputMethod(self, ulOverlayHandle, eInputMethod): fn = self.function_table.setOverlayInputMethod result = fn(ulOverlayHandle, eInputMethod) return result
[ "Sets the input settings for the specified overlay." ]
Please provide a description of the function:def getOverlayMouseScale(self, ulOverlayHandle): fn = self.function_table.getOverlayMouseScale pvecMouseScale = HmdVector2_t() result = fn(ulOverlayHandle, byref(pvecMouseScale)) return result, pvecMouseScale
[ "\n Gets the mouse scaling factor that is used for mouse events. The actual texture may be a different size, but this is\n typically the size of the underlying UI in pixels.\n " ]
Please provide a description of the function:def computeOverlayIntersection(self, ulOverlayHandle): fn = self.function_table.computeOverlayIntersection pParams = VROverlayIntersectionParams_t() pResults = VROverlayIntersectionResults_t() result = fn(ulOverlayHandle, byref(pPara...
[ "\n Computes the overlay-space pixel coordinates of where the ray intersects the overlay with the\n specified settings. Returns false if there is no intersection.\n " ]
Please provide a description of the function:def setGamepadFocusOverlay(self, ulNewFocusOverlay): fn = self.function_table.setGamepadFocusOverlay result = fn(ulNewFocusOverlay) return result
[ "Sets the current Gamepad focus overlay" ]
Please provide a description of the function:def setOverlayNeighbor(self, eDirection, ulFrom, ulTo): fn = self.function_table.setOverlayNeighbor result = fn(eDirection, ulFrom, ulTo) return result
[ "\n Sets an overlay's neighbor. This will also set the neighbor of the \"to\" overlay\n to point back to the \"from\" overlay. If an overlay's neighbor is set to invalid both\n ends will be cleared\n " ]
Please provide a description of the function:def moveGamepadFocusToNeighbor(self, eDirection, ulFrom): fn = self.function_table.moveGamepadFocusToNeighbor result = fn(eDirection, ulFrom) return result
[ "\n Changes the Gamepad focus from one overlay to one of its neighbors. Returns VROverlayError_NoNeighbor if there is no\n neighbor in that direction\n " ]
Please provide a description of the function:def setOverlayDualAnalogTransform(self, ulOverlay, eWhich, fRadius): fn = self.function_table.setOverlayDualAnalogTransform pvCenter = HmdVector2_t() result = fn(ulOverlay, eWhich, byref(pvCenter), fRadius) return result, pvCenter
[ "Sets the analog input to Dual Analog coordinate scale for the specified overlay." ]
Please provide a description of the function:def getOverlayDualAnalogTransform(self, ulOverlay, eWhich): fn = self.function_table.getOverlayDualAnalogTransform pvCenter = HmdVector2_t() pfRadius = c_float() result = fn(ulOverlay, eWhich, byref(pvCenter), byref(pfRadius)) ...
[ "Gets the analog input to Dual Analog coordinate scale for the specified overlay." ]
Please provide a description of the function:def setOverlayTexture(self, ulOverlayHandle): fn = self.function_table.setOverlayTexture pTexture = Texture_t() result = fn(ulOverlayHandle, byref(pTexture)) return result, pTexture
[ "\n Texture to draw for the overlay. This function can only be called by the overlay's creator or renderer process (see SetOverlayRenderingPid) .\n * OpenGL dirty state:\n glBindTexture\n " ]
Please provide a description of the function:def clearOverlayTexture(self, ulOverlayHandle): fn = self.function_table.clearOverlayTexture result = fn(ulOverlayHandle) return result
[ "Use this to tell the overlay system to release the texture set for this overlay." ]
Please provide a description of the function:def setOverlayRaw(self, ulOverlayHandle, pvBuffer, unWidth, unHeight, unDepth): fn = self.function_table.setOverlayRaw result = fn(ulOverlayHandle, pvBuffer, unWidth, unHeight, unDepth) return result
[ "\n Separate interface for providing the data as a stream of bytes, but there is an upper bound on data \n that can be sent. This function can only be called by the overlay's renderer process.\n " ]
Please provide a description of the function:def setOverlayFromFile(self, ulOverlayHandle, pchFilePath): fn = self.function_table.setOverlayFromFile result = fn(ulOverlayHandle, pchFilePath) return result
[ "\n Separate interface for providing the image through a filename: can be png or jpg, and should not be bigger than 1920x1080.\n This function can only be called by the overlay's renderer process\n " ]
Please provide a description of the function:def getOverlayTexture(self, ulOverlayHandle, pNativeTextureRef): fn = self.function_table.getOverlayTexture pNativeTextureHandle = c_void_p() pWidth = c_uint32() pHeight = c_uint32() pNativeFormat = c_uint32() pAPITyp...
[ "\n Get the native texture handle/device for an overlay you have created.\n On windows this handle will be a ID3D11ShaderResourceView with a ID3D11Texture2D bound.\n * The texture will always be sized to match the backing texture you supplied in SetOverlayTexture above.\n * You MUST call...
Please provide a description of the function:def releaseNativeOverlayHandle(self, ulOverlayHandle, pNativeTextureHandle): fn = self.function_table.releaseNativeOverlayHandle result = fn(ulOverlayHandle, pNativeTextureHandle) return result
[ "\n Release the pNativeTextureHandle provided from the GetOverlayTexture call, this allows the system to free the underlying GPU resources for this object,\n so only do it once you stop rendering this texture.\n " ]
Please provide a description of the function:def getOverlayTextureSize(self, ulOverlayHandle): fn = self.function_table.getOverlayTextureSize pWidth = c_uint32() pHeight = c_uint32() result = fn(ulOverlayHandle, byref(pWidth), byref(pHeight)) return result, pWidth.value...
[ "Get the size of the overlay texture" ]
Please provide a description of the function:def createDashboardOverlay(self, pchOverlayKey, pchOverlayFriendlyName): fn = self.function_table.createDashboardOverlay pMainHandle = VROverlayHandle_t() pThumbnailHandle = VROverlayHandle_t() result = fn(pchOverlayKey, pchOverlayFr...
[ "Creates a dashboard overlay and returns its handle" ]
Please provide a description of the function:def isActiveDashboardOverlay(self, ulOverlayHandle): fn = self.function_table.isActiveDashboardOverlay result = fn(ulOverlayHandle) return result
[ "returns true if the dashboard is visible and the specified overlay is the active system Overlay" ]
Please provide a description of the function:def setDashboardOverlaySceneProcess(self, ulOverlayHandle, unProcessId): fn = self.function_table.setDashboardOverlaySceneProcess result = fn(ulOverlayHandle, unProcessId) return result
[ "Sets the dashboard overlay to only appear when the specified process ID has scene focus" ]
Please provide a description of the function:def getDashboardOverlaySceneProcess(self, ulOverlayHandle): fn = self.function_table.getDashboardOverlaySceneProcess punProcessId = c_uint32() result = fn(ulOverlayHandle, byref(punProcessId)) return result, punProcessId.value
[ "Gets the process ID that this dashboard overlay requires to have scene focus" ]
Please provide a description of the function:def showKeyboard(self, eInputMode, eLineInputMode, pchDescription, unCharMax, pchExistingText, bUseMinimalMode, uUserValue): fn = self.function_table.showKeyboard result = fn(eInputMode, eLineInputMode, pchDescription, unCharMax, pchExistingText, bU...
[ "Show the virtual keyboard to accept input" ]
Please provide a description of the function:def getKeyboardText(self, pchText, cchText): fn = self.function_table.getKeyboardText result = fn(pchText, cchText) return result
[ "Get the text that was entered into the text input" ]
Please provide a description of the function:def setKeyboardTransformAbsolute(self, eTrackingOrigin): fn = self.function_table.setKeyboardTransformAbsolute pmatTrackingOriginToKeyboardTransform = HmdMatrix34_t() fn(eTrackingOrigin, byref(pmatTrackingOriginToKeyboardTransform)) ...
[ "Set the position of the keyboard in world space" ]
Please provide a description of the function:def setKeyboardPositionForOverlay(self, ulOverlayHandle, avoidRect): fn = self.function_table.setKeyboardPositionForOverlay fn(ulOverlayHandle, avoidRect)
[ "Set the position of the keyboard in overlay space by telling it to avoid a rectangle in the overlay. Rectangle coords have (0,0) in the bottom left" ]
Please provide a description of the function:def setOverlayIntersectionMask(self, ulOverlayHandle, unNumMaskPrimitives, unPrimitiveSize): fn = self.function_table.setOverlayIntersectionMask pMaskPrimitives = VROverlayIntersectionMaskPrimitive_t() result = fn(ulOverlayHandle, byref(pMas...
[ "\n Sets a list of primitives to be used for controller ray intersection\n typically the size of the underlying UI in pixels (not in world space).\n " ]
Please provide a description of the function:def showMessageOverlay(self, pchText, pchCaption, pchButton0Text, pchButton1Text, pchButton2Text, pchButton3Text): fn = self.function_table.showMessageOverlay result = fn(pchText, pchCaption, pchButton0Text, pchButton1Text, pchButton2Text, pchButton...
[ "Show the message overlay. This will block and return you a result." ]
Please provide a description of the function:def loadRenderModel_Async(self, pchRenderModelName): fn = self.function_table.loadRenderModel_Async ppRenderModel = POINTER(RenderModel_t)() result = fn(pchRenderModelName, byref(ppRenderModel)) if ppRenderModel: ppRender...
[ "\n Loads and returns a render model for use in the application. pchRenderModelName should be a render model name\n from the Prop_RenderModelName_String property or an absolute path name to a render model on disk. \n * The resulting render model is valid until VR_Shutdown() is called or until F...
Please provide a description of the function:def freeRenderModel(self): fn = self.function_table.freeRenderModel pRenderModel = RenderModel_t() fn(byref(pRenderModel)) return pRenderModel
[ "\n Frees a previously returned render model\n It is safe to call this on a null ptr.\n " ]
Please provide a description of the function:def loadTexture_Async(self, textureId): fn = self.function_table.loadTexture_Async ppTexture = POINTER(RenderModel_TextureMap_t)() result = fn(textureId, byref(ppTexture)) return result, ppTexture
[ "Loads and returns a texture for use in the application." ]
Please provide a description of the function:def freeTexture(self): fn = self.function_table.freeTexture pTexture = RenderModel_TextureMap_t() fn(byref(pTexture)) return pTexture
[ "\n Frees a previously returned texture\n It is safe to call this on a null ptr.\n " ]
Please provide a description of the function:def loadTextureD3D11_Async(self, textureId, pD3D11Device): fn = self.function_table.loadTextureD3D11_Async ppD3D11Texture2D = c_void_p() result = fn(textureId, pD3D11Device, byref(ppD3D11Texture2D)) return result, ppD3D11Texture2D.va...
[ "Creates a D3D11 texture and loads data into it." ]
Please provide a description of the function:def loadIntoTextureD3D11_Async(self, textureId, pDstTexture): fn = self.function_table.loadIntoTextureD3D11_Async result = fn(textureId, pDstTexture) return result
[ "Helper function to copy the bits into an existing texture." ]
Please provide a description of the function:def getRenderModelName(self, unRenderModelIndex, pchRenderModelName, unRenderModelNameLen): fn = self.function_table.getRenderModelName result = fn(unRenderModelIndex, pchRenderModelName, unRenderModelNameLen) return result
[ "\n Use this to get the names of available render models. Index does not correlate to a tracked device index, but\n is only used for iterating over all available render models. If the index is out of range, this function will return 0.\n Otherwise, it will return the size of the buffer requir...
Please provide a description of the function:def getComponentCount(self, pchRenderModelName): fn = self.function_table.getComponentCount result = fn(pchRenderModelName) return result
[ "\n Returns the number of components of the specified render model.\n Components are useful when client application wish to draw, label, or otherwise interact with components of tracked objects.\n Examples controller components:\n renderable things such as triggers, buttons\n ...
Please provide a description of the function:def getComponentName(self, pchRenderModelName, unComponentIndex, pchComponentName, unComponentNameLen): fn = self.function_table.getComponentName result = fn(pchRenderModelName, unComponentIndex, pchComponentName, unComponentNameLen) return ...
[ "\n Use this to get the names of available components. Index does not correlate to a tracked device index, but\n is only used for iterating over all available components. If the index is out of range, this function will return 0.\n Otherwise, it will return the size of the buffer required for...
Please provide a description of the function:def getComponentRenderModelName(self, pchRenderModelName, pchComponentName, pchComponentRenderModelName, unComponentRenderModelNameLen): fn = self.function_table.getComponentRenderModelName result = fn(pchRenderModelName, pchComponentName, pchCompon...
[ "\n Use this to get the render model name for the specified rendermode/component combination, to be passed to LoadRenderModel.\n If the component name is out of range, this function will return 0.\n Otherwise, it will return the size of the buffer required for the name.\n " ]
Please provide a description of the function:def getComponentStateForDevicePath(self, pchRenderModelName, pchComponentName, devicePath): fn = self.function_table.getComponentStateForDevicePath pState = RenderModel_ControllerMode_State_t() pComponentState = RenderModel_ComponentState_t(...
[ "\n Use this to query information about the component, as a function of the controller state.\n * For dynamic controller components (ex: trigger) values will reflect component motions\n For static components this will return a consistent value independent of the VRControllerState_t\n * I...
Please provide a description of the function:def getComponentState(self, pchRenderModelName, pchComponentName): fn = self.function_table.getComponentState pControllerState = VRControllerState_t() pState = RenderModel_ControllerMode_State_t() pComponentState = RenderModel_Compon...
[ "This version of GetComponentState takes a controller state block instead of an action origin. This function is deprecated. You should use the new input system and GetComponentStateForDevicePath instead." ]
Please provide a description of the function:def renderModelHasComponent(self, pchRenderModelName, pchComponentName): fn = self.function_table.renderModelHasComponent result = fn(pchRenderModelName, pchComponentName) return result
[ "Returns true if the render model has a component with the specified name" ]
Please provide a description of the function:def getRenderModelThumbnailURL(self, pchRenderModelName, pchThumbnailURL, unThumbnailURLLen): fn = self.function_table.getRenderModelThumbnailURL peError = EVRRenderModelError() result = fn(pchRenderModelName, pchThumbnailURL, unThumbnailURL...
[ "Returns the URL of the thumbnail image for this rendermodel" ]
Please provide a description of the function:def getRenderModelOriginalPath(self, pchRenderModelName, pchOriginalPath, unOriginalPathLen): fn = self.function_table.getRenderModelOriginalPath peError = EVRRenderModelError() result = fn(pchRenderModelName, pchOriginalPath, unOriginalPath...
[ "\n Provides a render model path that will load the unskinned model if the model name provided has been replace by the user. If the model\n hasn't been replaced the path value will still be a valid path to load the model. Pass this to LoadRenderModel_Async, etc. to load the\n model.\n " ...
Please provide a description of the function:def getRenderModelErrorNameFromEnum(self, error): fn = self.function_table.getRenderModelErrorNameFromEnum result = fn(error) return result
[ "Returns a string for a render model error" ]
Please provide a description of the function:def createNotification(self, ulOverlayHandle, ulUserValue, type_, pchText, style): fn = self.function_table.createNotification pImage = NotificationBitmap_t() pNotificationId = VRNotificationId() result = fn(ulOverlayHandle, ulUserVa...
[ "\n Create a notification and enqueue it to be shown to the user.\n An overlay handle is required to create a notification, as otherwise it would be impossible for a user to act on it.\n To create a two-line notification, use a line break ('\\n') to split the text into two lines.\n The p...
Please provide a description of the function:def removeNotification(self, notificationId): fn = self.function_table.removeNotification result = fn(notificationId) return result
[ "Destroy a notification, hiding it first if it currently shown to the user." ]
Please provide a description of the function:def sync(self, bForce): fn = self.function_table.sync peError = EVRSettingsError() result = fn(bForce, byref(peError)) return result, peError
[ "Returns true if file sync occurred (force or settings dirty)" ]
Please provide a description of the function:def getBool(self, pchSection, pchSettingsKey): fn = self.function_table.getBool peError = EVRSettingsError() result = fn(pchSection, pchSettingsKey, byref(peError)) return result, peError
[ "\n Users of the system need to provide a proper default in default.vrsettings in the resources/settings/ directory\n of either the runtime or the driver_xxx directory. Otherwise the default will be false, 0, 0.0 or \"\"\n " ]
Please provide a description of the function:def requestScreenshot(self, type_, pchPreviewFilename, pchVRFilename): fn = self.function_table.requestScreenshot pOutScreenshotHandle = ScreenshotHandle_t() result = fn(byref(pOutScreenshotHandle), type_, pchPreviewFilename, pchVRFilename) ...
[ "\n Request a screenshot of the requested type.\n A request of the VRScreenshotType_Stereo type will always\n work. Other types will depend on the underlying application\n support.\n The first file name is for the preview image and should be a\n regular screenshot (ide...
Please provide a description of the function:def hookScreenshot(self, numTypes): fn = self.function_table.hookScreenshot pSupportedTypes = EVRScreenshotType() result = fn(byref(pSupportedTypes), numTypes) return result, pSupportedTypes
[ "\n Called by the running VR application to indicate that it\n wishes to be in charge of screenshots. If the\n application does not call this, the Compositor will only\n support VRScreenshotType_Stereo screenshots that will be\n captured without notification to the running ap...
Please provide a description of the function:def getScreenshotPropertyType(self, screenshotHandle): fn = self.function_table.getScreenshotPropertyType pError = EVRScreenshotError() result = fn(screenshotHandle, byref(pError)) return result, pError
[ "\n When your application receives a\n VREvent_RequestScreenshot event, call these functions to get\n the details of the screenshot request.\n " ]
Please provide a description of the function:def getScreenshotPropertyFilename(self, screenshotHandle, filenameType, pchFilename, cchFilename): fn = self.function_table.getScreenshotPropertyFilename pError = EVRScreenshotError() result = fn(screenshotHandle, filenameType, pchFilename, ...
[ "\n Get the filename for the preview or vr image (see\n vr::EScreenshotPropertyFilenames). The return value is\n the size of the string.\n " ]
Please provide a description of the function:def updateScreenshotProgress(self, screenshotHandle, flProgress): fn = self.function_table.updateScreenshotProgress result = fn(screenshotHandle, flProgress) return result
[ "\n Call this if the application is taking the screen shot\n will take more than a few ms processing. This will result\n in an overlay being presented that shows a completion\n bar.\n " ]
Please provide a description of the function:def takeStereoScreenshot(self, pchPreviewFilename, pchVRFilename): fn = self.function_table.takeStereoScreenshot pOutScreenshotHandle = ScreenshotHandle_t() result = fn(byref(pOutScreenshotHandle), pchPreviewFilename, pchVRFilename) ...
[ "\n Tells the compositor to take an internal screenshot of\n type VRScreenshotType_Stereo. It will take the current\n submitted scene textures of the running application and\n write them into the preview image and a side-by-side file\n for the VR image.\n This is simil...
Please provide a description of the function:def submitScreenshot(self, screenshotHandle, type_, pchSourcePreviewFilename, pchSourceVRFilename): fn = self.function_table.submitScreenshot result = fn(screenshotHandle, type_, pchSourcePreviewFilename, pchSourceVRFilename) return result
[ "\n Submit the completed screenshot. If Steam is running\n this will call into the Steam client and upload the\n screenshot to the screenshots section of the library for\n the running application. If Steam is not running, this\n function will display a notification to the us...
Please provide a description of the function:def loadSharedResource(self, pchResourceName, pchBuffer, unBufferLen): fn = self.function_table.loadSharedResource result = fn(pchResourceName, pchBuffer, unBufferLen) return result
[ "\n Loads the specified resource into the provided buffer if large enough.\n Returns the size in bytes of the buffer required to hold the specified resource.\n " ]
Please provide a description of the function:def getResourceFullPath(self, pchResourceName, pchResourceTypeDirectory, pchPathBuffer, unBufferLen): fn = self.function_table.getResourceFullPath result = fn(pchResourceName, pchResourceTypeDirectory, pchPathBuffer, unBufferLen) return resu...
[ "\n Provides the full path to the specified resource. Resource names can include named directories for\n drivers and other things, and this resolves all of those and returns the actual physical path. \n pchResourceTypeDirectory is the subdirectory of resources to look in.\n " ]
Please provide a description of the function:def getDriverName(self, nDriver, pchValue, unBufferSize): fn = self.function_table.getDriverName result = fn(nDriver, pchValue, unBufferSize) return result
[ "Returns the length of the number of bytes necessary to hold this string including the trailing null." ]
Please provide a description of the function:def setActionManifestPath(self, pchActionManifestPath): fn = self.function_table.setActionManifestPath result = fn(pchActionManifestPath) return result
[ "\n Sets the path to the action manifest JSON file that is used by this application. If this information\n was set on the Steam partner site, calls to this function are ignored. If the Steam partner site\n setting and the path provided by this call are different, VRInputError_MismatchedActionMa...
Please provide a description of the function:def getActionSetHandle(self, pchActionSetName): fn = self.function_table.getActionSetHandle pHandle = VRActionSetHandle_t() result = fn(pchActionSetName, byref(pHandle)) return result, pHandle
[ "Returns a handle for an action set. This handle is used for all performance-sensitive calls." ]
Please provide a description of the function:def getActionHandle(self, pchActionName): fn = self.function_table.getActionHandle pHandle = VRActionHandle_t() result = fn(pchActionName, byref(pHandle)) return result, pHandle
[ "Returns a handle for an action. This handle is used for all performance-sensitive calls." ]
Please provide a description of the function:def getInputSourceHandle(self, pchInputSourcePath): fn = self.function_table.getInputSourceHandle pHandle = VRInputValueHandle_t() result = fn(pchInputSourcePath, byref(pHandle)) return result, pHandle
[ "Returns a handle for any path in the input system. E.g. /user/hand/right" ]
Please provide a description of the function:def updateActionState(self, unSizeOfVRSelectedActionSet_t, unSetCount): fn = self.function_table.updateActionState pSets = VRActiveActionSet_t() result = fn(byref(pSets), unSizeOfVRSelectedActionSet_t, unSetCount) return result, pSet...
[ "\n Reads the current state into all actions. After this call, the results of Get*Action calls \n will be the same until the next call to UpdateActionState.\n " ]
Please provide a description of the function:def getDigitalActionData(self, action, unActionDataSize, ulRestrictToDevice): fn = self.function_table.getDigitalActionData pActionData = InputDigitalActionData_t() result = fn(action, byref(pActionData), unActionDataSize, ulRestrictToDevice...
[ "\n Reads the state of a digital action given its handle. This will return VRInputError_WrongType if the type of\n action is something other than digital\n " ]
Please provide a description of the function:def getAnalogActionData(self, action, unActionDataSize, ulRestrictToDevice): fn = self.function_table.getAnalogActionData pActionData = InputAnalogActionData_t() result = fn(action, byref(pActionData), unActionDataSize, ulRestrictToDevice) ...
[ "\n Reads the state of an analog action given its handle. This will return VRInputError_WrongType if the type of\n action is something other than analog\n " ]
Please provide a description of the function:def getPoseActionData(self, action, eOrigin, fPredictedSecondsFromNow, unActionDataSize, ulRestrictToDevice): fn = self.function_table.getPoseActionData pActionData = InputPoseActionData_t() result = fn(action, eOrigin, fPredictedSecondsFrom...
[ "Reads the state of a pose action given its handle." ]
Please provide a description of the function:def getSkeletalActionData(self, action, unActionDataSize): fn = self.function_table.getSkeletalActionData pActionData = InputSkeletalActionData_t() result = fn(action, byref(pActionData), unActionDataSize) return result, pActionData
[ "Reads the state of a skeletal action given its handle." ]
Please provide a description of the function:def getBoneCount(self, action): fn = self.function_table.getBoneCount pBoneCount = c_uint32() result = fn(action, byref(pBoneCount)) return result, pBoneCount.value
[ "Reads the number of bones in skeleton associated with the given action" ]
Please provide a description of the function:def getBoneHierarchy(self, action, unIndexArayCount): fn = self.function_table.getBoneHierarchy pParentIndices = BoneIndex_t() result = fn(action, byref(pParentIndices), unIndexArayCount) return result, pParentIndices
[ "Fills the given array with the index of each bone's parent in the skeleton associated with the given action" ]
Please provide a description of the function:def getBoneName(self, action, nBoneIndex, pchBoneName, unNameBufferSize): fn = self.function_table.getBoneName result = fn(action, nBoneIndex, pchBoneName, unNameBufferSize) return result
[ "Fills the given buffer with the name of the bone at the given index in the skeleton associated with the given action" ]
Please provide a description of the function:def getSkeletalReferenceTransforms(self, action, eTransformSpace, eReferencePose, unTransformArrayCount): fn = self.function_table.getSkeletalReferenceTransforms pTransformArray = VRBoneTransform_t() result = fn(action, eTransformSpace, eRef...
[ "Fills the given buffer with the transforms for a specific static skeletal reference pose" ]
Please provide a description of the function:def getSkeletalTrackingLevel(self, action): fn = self.function_table.getSkeletalTrackingLevel pSkeletalTrackingLevel = EVRSkeletalTrackingLevel() result = fn(action, byref(pSkeletalTrackingLevel)) return result, pSkeletalTrackingLeve...
[ "Reads the level of accuracy to which the controller is able to track the user to recreate a skeletal pose" ]
Please provide a description of the function:def getSkeletalBoneData(self, action, eTransformSpace, eMotionRange, unTransformArrayCount): fn = self.function_table.getSkeletalBoneData pTransformArray = VRBoneTransform_t() result = fn(action, eTransformSpace, eMotionRange, byref(pTransfo...
[ "Reads the state of the skeletal bone data associated with this action and copies it into the given buffer." ]