NvGamepad Class Reference
Class representing the state of all gamepads. More...
#include <NvGamepad.h>
Classes | |
struct | State |
The state of a single gamepad. More... | |
Public Member Functions | |
virtual bool | getState (int32_t padID, State &state)=0 |
Get the state of a gamepad. | |
virtual void | setMaxGamepadCount (int32_t max)=0 |
Sets the maximum number of simultaneous gamepads. | |
virtual int32_t | getMaxGamepadCount ()=0 |
Gets the maximum number of simultaneous gamepads. | |
virtual bool | isReady () |
Whether there are gamepads ready to query, system is ready for use. | |
virtual uint32_t | pollGamepads ()=0 |
Static Public Attributes | |
static const uint32_t | BUTTON_DPAD_UP = 0x00000001 |
Mask for DPAD up direction. | |
static const uint32_t | BUTTON_DPAD_DOWN = 0x00000002 |
Mask for DPAD down direction. | |
static const uint32_t | BUTTON_DPAD_LEFT = 0x00000004 |
Mask for DPAD left direction. | |
static const uint32_t | BUTTON_DPAD_RIGHT = 0x00000008 |
Mask for DPAD right direction. | |
static const uint32_t | BUTTON_START = 0x00000010 |
Mask for START button. | |
static const uint32_t | BUTTON_BACK = 0x00000020 |
Mask for BACK button. | |
static const uint32_t | BUTTON_LEFT_THUMB = 0x00000040 |
Mask for left thumbstick click. | |
static const uint32_t | BUTTON_RIGHT_THUMB = 0x00000080 |
Mask for right thumbstick click. | |
static const uint32_t | BUTTON_LEFT_SHOULDER = 0x00000100 |
Mask for left shoulder button (AKA L1). | |
static const uint32_t | BUTTON_RIGHT_SHOULDER = 0x00000200 |
Mask for right shoulder button (AKA R1). | |
static const uint32_t | BUTTON_PLAY_PAUSE = 0x00000400 |
Mask for a media play/pause button (AKA remotes). | |
static const uint32_t | BUTTON_CENTER = 0x00000800 |
Mask for center button (AKA X, NV, PS). | |
static const uint32_t | BUTTON_A = 0x00001000 |
Mask for A action button. | |
static const uint32_t | BUTTON_B = 0x00002000 |
Mask for B action button. | |
static const uint32_t | BUTTON_X = 0x00004000 |
Mask for X action button. | |
static const uint32_t | BUTTON_Y = 0x00008000 |
Mask for Y action button. | |
static const int32_t | MAX_GAMEPADS = 4 |
Max number of supported, simultaneous gamepads. |
Detailed Description
Class representing the state of all gamepads.Class representing the state of all attached gamepads, designed to be used by consumers of gamepad events. This represents the digital buttons and analog axes of multiple gamepads. This is an interface class. The platform will make a concrete instance of this available to the consumer through some method external to this API
Member Function Documentation
virtual int32_t NvGamepad::getMaxGamepadCount | ( | ) | [pure virtual] |
Gets the maximum number of simultaneous gamepads.
- Returns:
- the current maximum number of gamepads. Default is MAX_GAMEPADS
virtual bool NvGamepad::getState | ( | int32_t | padID, | |
State & | state | |||
) | [pure virtual] |
Get the state of a gamepad.
Queries the state of the desired gamepad, copying it into an application-supplied status structure
- Parameters:
-
[in] padID the index of the pad to read [0, MAX_GAMEPADS) [out] state the current state of the queried gamepad
- Returns:
- True on success, false if no pad connected at padID
- See also:
- State
virtual bool NvGamepad::isReady | ( | ) | [inline, virtual] |
Whether there are gamepads ready to query, system is ready for use.
- Returns:
- true by default, subclasses may determine situations to return false.
virtual void NvGamepad::setMaxGamepadCount | ( | int32_t | max | ) | [pure virtual] |
Sets the maximum number of simultaneous gamepads.
Sets the maximum number of gamepads that the system should track For apps that will not support more than a fixed count of controllers, this could lower the expense of the library. This is purely a hint
- Parameters:
-
[in] sets the maximum number of expected gamepads [1, MAX_GAMEPADS]
The documentation for this class was generated from the following file: