C# Class Nez.GamePadData

Show file Open project: prime31/Nez Class Usage Examples

Public Properties

Property Type Description
isLeftStickVertcialInverted bool
isRightStickVertcialInverted bool

Public Methods

Method Description
getLeftStick ( ) : Vector2
getLeftStick ( float deadzone ) : Vector2
getLeftTriggerRaw ( ) : float
getRightStick ( ) : Vector2
getRightStick ( float deadzone ) : Vector2
getRightTriggerRaw ( ) : float
isButtonDown ( Buttons button ) : bool

true the entire time the button is down

isButtonPressed ( Buttons button ) : bool

only true if down this frame

isButtonReleased ( Buttons button ) : bool

true only the frame the button is released

isConnected ( ) : bool

returns true if this game pad is connected

isLeftStickDown ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
isLeftStickDownPressed ( float deadzone = Input.DEFAULT_DEADZONE ) : bool

true only the frame the stick passes the deadzone in the direction

isLeftStickLeft ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
isLeftStickLeftPressed ( float deadzone = Input.DEFAULT_DEADZONE ) : bool

true only the frame the stick passes the deadzone in the direction

isLeftStickRight ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
isLeftStickRightPressed ( float deadzone = Input.DEFAULT_DEADZONE ) : bool

true only the frame the stick passes the deadzone in the direction

isLeftStickUp ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
isLeftStickUpPressed ( float deadzone = Input.DEFAULT_DEADZONE ) : bool

true only the frame the stick passes the deadzone in the direction

isLeftTriggerDown ( float threshold = 0.2f ) : bool

true whenever the trigger is down past the threshold

isLeftTriggerPressed ( float threshold = 0.2f ) : bool

true only the frame that the trigger passed the threshold

isLeftTriggerReleased ( float threshold = 0.2f ) : bool

true the frame the trigger is released

isRightStickDown ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
isRightStickLeft ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
isRightStickRight ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
isRightStickUp ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
isRightTriggerDown ( float threshold = 0.2f ) : bool

true whenever the trigger is down past the threshold

isRightTriggerPressed ( float threshold = 0.2f ) : bool

true only the frame that the trigger passed the threshold

isRightTriggerReleased ( float threshold = 0.2f ) : bool

true the frame the trigger is released

setVibration ( float left, float right, float duration ) : void
stopVibration ( ) : void
update ( ) : void

Private Methods

Method Description
GamePadData ( PlayerIndex playerIndex ) : Microsoft.Xna.Framework

Method Details

getLeftStick() public method

public getLeftStick ( ) : Vector2
return Vector2

getLeftStick() public method

public getLeftStick ( float deadzone ) : Vector2
deadzone float
return Vector2

getLeftTriggerRaw() public method

public getLeftTriggerRaw ( ) : float
return float

getRightStick() public method

public getRightStick ( ) : Vector2
return Vector2

getRightStick() public method

public getRightStick ( float deadzone ) : Vector2
deadzone float
return Vector2

getRightTriggerRaw() public method

public getRightTriggerRaw ( ) : float
return float

isButtonDown() public method

true the entire time the button is down
public isButtonDown ( Buttons button ) : bool
button Buttons Button.
return bool

isButtonPressed() public method

only true if down this frame
public isButtonPressed ( Buttons button ) : bool
button Buttons Button.
return bool

isButtonReleased() public method

true only the frame the button is released
public isButtonReleased ( Buttons button ) : bool
button Buttons Button.
return bool

isConnected() public method

returns true if this game pad is connected
public isConnected ( ) : bool
return bool

isLeftStickDown() public method

public isLeftStickDown ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float
return bool

isLeftStickDownPressed() public method

true only the frame the stick passes the deadzone in the direction
public isLeftStickDownPressed ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float Deadzone.
return bool

isLeftStickLeft() public method

public isLeftStickLeft ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float
return bool

isLeftStickLeftPressed() public method

true only the frame the stick passes the deadzone in the direction
public isLeftStickLeftPressed ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float Deadzone.
return bool

isLeftStickRight() public method

public isLeftStickRight ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float
return bool

isLeftStickRightPressed() public method

true only the frame the stick passes the deadzone in the direction
public isLeftStickRightPressed ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float Deadzone.
return bool

isLeftStickUp() public method

public isLeftStickUp ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float
return bool

isLeftStickUpPressed() public method

true only the frame the stick passes the deadzone in the direction
public isLeftStickUpPressed ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float Deadzone.
return bool

isLeftTriggerDown() public method

true whenever the trigger is down past the threshold
public isLeftTriggerDown ( float threshold = 0.2f ) : bool
threshold float Threshold.
return bool

isLeftTriggerPressed() public method

true only the frame that the trigger passed the threshold
public isLeftTriggerPressed ( float threshold = 0.2f ) : bool
threshold float Threshold.
return bool

isLeftTriggerReleased() public method

true the frame the trigger is released
public isLeftTriggerReleased ( float threshold = 0.2f ) : bool
threshold float Threshold.
return bool

isRightStickDown() public method

public isRightStickDown ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float
return bool

isRightStickLeft() public method

public isRightStickLeft ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float
return bool

isRightStickRight() public method

public isRightStickRight ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float
return bool

isRightStickUp() public method

public isRightStickUp ( float deadzone = Input.DEFAULT_DEADZONE ) : bool
deadzone float
return bool

isRightTriggerDown() public method

true whenever the trigger is down past the threshold
public isRightTriggerDown ( float threshold = 0.2f ) : bool
threshold float Threshold.
return bool

isRightTriggerPressed() public method

true only the frame that the trigger passed the threshold
public isRightTriggerPressed ( float threshold = 0.2f ) : bool
threshold float Threshold.
return bool

isRightTriggerReleased() public method

true the frame the trigger is released
public isRightTriggerReleased ( float threshold = 0.2f ) : bool
threshold float Threshold.
return bool

setVibration() public method

public setVibration ( float left, float right, float duration ) : void
left float
right float
duration float
return void

stopVibration() public method

public stopVibration ( ) : void
return void

update() public method

public update ( ) : void
return void

Property Details

isLeftStickVertcialInverted public property

toggles inverting the left sticks vertical value
public bool isLeftStickVertcialInverted
return bool

isRightStickVertcialInverted public property

toggles inverting the right sticks vertical value
public bool isRightStickVertcialInverted
return bool