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steamcontroller's Issues

Read controller events asynchronously

I'm trying to figure out if there is a way to use this library asynchronously.
Currently I'm using the following (utilizing c++11 threads):

void handleController()
{
    while(running)
    {
        SteamControllerEvent sce;
        for(auto dev : devices)
            SteamController_ReadEvent(dev, &sce);
    }
}
// ...
std::thread hC(handleController);
// do something
hC.join();

The problem is that SteamController_ReadEvent blocks all execution until the next event is received. Which means that my application does not close until I press some button or move the joystick.
I also tried adding the following before hC.join(); hoping that it would cancel reading the events, but to no avail.

for(auto dev : devices)
    SteamController_Close(dev);

What's the intended way to do this? Or is this even possible?

Windows support?

Hi, your readme is a little confusing - it says "This is a little C library for Linux based operating systems", however there does seem to be some Windows-specific stuff in here.
I want to be able to read input from an SC in my remapping application (UCR) which is a Windows C# app.
Would it be possible to use this library to read input from the SC from arbitrary C# code?

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