Axis state.
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void | clear () |
| Clear value to 0.
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Vector2 | combineFocus (Vector2 result) |
| Combine focus.
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Vector2 | combineMouse (Vector2 result) |
| Combine mouse movement.
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bool | matches (InputEventSource system, int device, int axis) |
| Axis state matches event parameters.
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AxisState | new (InputEventSource system, int device, int axis, AxisTarget target) |
| Create axis state.
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void | update (GamepadController controller, float value) |
| Update axis state using value sending events to controller if required.
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◆ clear()
void Dragengine.Gui.GamepadController.AxisState.clear |
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◆ combineFocus()
Vector2 Dragengine.Gui.GamepadController.AxisState.combineFocus |
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Vector2 |
result | ) |
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◆ combineMouse()
Vector2 Dragengine.Gui.GamepadController.AxisState.combineMouse |
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Vector2 |
result | ) |
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◆ matches()
bool Dragengine.Gui.GamepadController.AxisState.matches |
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InputEventSource |
system, |
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int |
device, |
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int |
axis |
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) |
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Axis state matches event parameters.
◆ new()
AxisState Dragengine.Gui.GamepadController.AxisState.new |
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InputEventSource |
system, |
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int |
device, |
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int |
axis, |
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AxisTarget |
target |
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) |
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◆ update()
void Dragengine.Gui.GamepadController.AxisState.update |
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GamepadController |
controller, |
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float |
value |
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) |
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Update axis state using value sending events to controller if required.
◆ pAxis
int Dragengine.Gui.GamepadController.AxisState.pAxis |
◆ pDevice
int Dragengine.Gui.GamepadController.AxisState.pDevice |
◆ pSystem
InputEventSource Dragengine.Gui.GamepadController.AxisState.pSystem |
◆ pTarget
AxisTarget Dragengine.Gui.GamepadController.AxisState.pTarget |
◆ pValue
float Dragengine.Gui.GamepadController.AxisState.pValue |
The documentation for this class was generated from the following file: