Méthode |
Description |
|
AnyButtonPushed ( ) : bool |
Returns whether any button was pushed on this Xbox360GamePad. This considers face buttons, trigger buttons, shoulder buttons, and d pad. |
|
ButtonDown ( Button button ) : bool |
|
|
ButtonPushed ( Button button ) : bool |
|
|
ButtonReleased ( Button button ) : bool |
|
|
ButtonRepeatRate ( Button button ) : bool |
|
|
ButtonRepeatRate ( Button button, double timeAfterPush, double timeBetweenRepeating ) : bool |
|
|
Clear ( ) : void |
|
|
ControlPositionedObject ( PositionedObject positionedObject ) : void |
|
|
ControlPositionedObject ( PositionedObject positionedObject, float velocity ) : void |
|
|
ControlPositionedObjectAcceleration ( PositionedObject positionedObject, float acceleration ) : void |
|
|
ControlPositionedObjectDPad ( PositionedObject positionedObject, float velocity ) : void |
|
|
ControlPositionedObjectFpsStyle ( PositionedObject positionedObject, Vector3 up ) : void |
|
|
CreateDefaultButtonMap ( ) : void |
Creates a ButtomMap for this controller using the default bindings. This is a quick way to simulate an Xbox360 controller using the keyboard. This creates the following bindings: * Left analog stick = arrow keys * A button = A key * B button = S key * X button = Q key * Y button = W key * Left trigger = E key * Right trigger = R key * Left shoulder = D key * Right Shoulder = F key * Back button = Backspace key * Start button = Enter key This will not simulate that the controller is connected, so you will have to set FakeIsConnected to true if your game checks the connected state. |
|
GetButton ( Button button ) : Xbox360ButtonReference |
|
|
IgnoreButtonForOneFrame ( Button buttonToIgnore ) : void |
Makes this Xbox360Gamepad ignore the argument button for the rest of the current frame. |
|
SetVibration ( float leftMotor, float rightMotor ) : bool |
Sets the vibration of the game pad. |
|
ToString ( ) : string |
|
|
Update ( GamePadState gamepadState ) : void |
Updates the Xbox360Gamepad according to the argument gamepadState. This is publicly available for games which need to simulate Xbox360Gamepads. This function is normally called automatically by the FlatRedBall Engine in its regular update loop. You only need to call this function if you want to override the behavior of the gamepad. Be sure to call this function after FlatRedBallServices.Update, but before any custom game logic (such as ScreenManager.Activity). |
|