Package apple.gamecontroller
Class GCController
- java.lang.Object
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- org.moe.natj.general.NativeObject
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- org.moe.natj.objc.ObjCObject
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- apple.NSObject
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- apple.gamecontroller.GCController
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public class GCController extends NSObject implements GCDevice
Controllers are available to an application that links to GameController.framework. There are 2 ways to access controllers paired to the system, adopt both to ensure the best user experience: 1: Querying for the the current array or controllers using [GCController controllers]. 2: Registering for Connection/Disconnection notifications from NSNotificationCenter. Only controllers that support one of the allowed profiles, such as GCExtendedGamepad, will be enumerated. Check for the profile supported before using a controller in your application. Ignore a controller that doesn't support a profile that suits your application, as the user will expect their controller to either be fully supported or not supported at all.
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Nested Class Summary
Nested Classes Modifier and Type Class Description static interfaceGCController.Block_controllerPausedHandler_retstatic interfaceGCController.Block_setControllerPausedHandlerstatic interfaceGCController.Block_startWirelessControllerDiscoveryWithCompletionHandler-
Nested classes/interfaces inherited from class apple.NSObject
NSObject.Function_instanceMethodForSelector_ret, NSObject.Function_methodForSelector_ret
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Constructor Summary
Constructors Modifier Constructor Description protectedGCController(org.moe.natj.general.Pointer peer)
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Method Summary
All Methods Static Methods Instance Methods Concrete Methods Modifier and Type Method Description static booleanaccessInstanceVariablesDirectly()static GCControlleralloc()static java.lang.ObjectallocWithZone(org.moe.natj.general.ptr.VoidPtr zone)static booleanautomaticallyNotifiesObserversForKey(java.lang.String key)GCDeviceBatterybattery()Gets the battery information if controller supports one This property is useful when you try to notify your user to change or charge controller before it runs out of battery life or simply display the current battery level and status.static voidcancelPreviousPerformRequestsWithTarget(java.lang.Object aTarget)static voidcancelPreviousPerformRequestsWithTargetSelectorObject(java.lang.Object aTarget, org.moe.natj.objc.SEL aSelector, java.lang.Object anArgument)GCControllercapture()Polls the state vector of the controller and saves it to a new and writable instance of GCController.static NSArray<java.lang.String>classFallbacksForKeyedArchiver()static org.moe.natj.objc.ClassclassForKeyedUnarchiver()GCController.Block_controllerPausedHandler_retcontrollerPausedHandler()Set this block to be notified when a user intends to suspend or resume the current game state.static NSArray<? extends GCController>controllers()Get a list of controllers currently attached to the system.static GCControllercontrollerWithExtendedGamepad()Creates a controller with an extended gamepad profile.static GCControllercontrollerWithMicroGamepad()Creates a controller with a micro gamepad profile.static GCControllercurrent()The most recently used game controller.static java.lang.StringdebugDescription_static()static java.lang.Stringdescription_static()GCExtendedGamepadextendedGamepad()GCGamepadgamepad()Gets the profile for the controller that suits current application.NSObjecthandlerQueue()The dispatch queue that element value change handlers are submitted on.GCDeviceHapticshaptics()Gets the haptics for the controller, if one exists.static longhash_static()GCControllerinit()static NSObject.Function_instanceMethodForSelector_retinstanceMethodForSelector(org.moe.natj.objc.SEL aSelector)static NSMethodSignatureinstanceMethodSignatureForSelector(org.moe.natj.objc.SEL aSelector)static booleaninstancesRespondToSelector(org.moe.natj.objc.SEL aSelector)booleanisAttachedToDevice()A controller may be form fitting or otherwise closely attached to the device.booleanisSnapshot()A controller may represent a real device managed by the operating system, or a virtual snapshot created by the developer.static booleanisSubclassOfClass(org.moe.natj.objc.Class aClass)static NSSet<java.lang.String>keyPathsForValuesAffectingValueForKey(java.lang.String key)GCDeviceLightlight()Gets the light for the controller, if one exists.GCMicroGamepadmicroGamepad()GCMotionmotion()Gets the motion input profile.static java.lang.Objectnew_objc()GCPhysicalInputProfilephysicalInputProfile()Gets the physical input profile for the device.longplayerIndex()A player index for the controller, defaults to GCControllerPlayerIndexUnset.java.lang.StringproductCategory()The product category the controller belongs to.static booleanresolveClassMethod(org.moe.natj.objc.SEL sel)static booleanresolveInstanceMethod(org.moe.natj.objc.SEL sel)voidsetControllerPausedHandler(GCController.Block_setControllerPausedHandler value)Set this block to be notified when a user intends to suspend or resume the current game state.voidsetHandlerQueue(NSObject value)The dispatch queue that element value change handlers are submitted on.voidsetPlayerIndex(long value)A player index for the controller, defaults to GCControllerPlayerIndexUnset.static voidsetVersion_static(long aVersion)static voidstartWirelessControllerDiscoveryWithCompletionHandler(GCController.Block_startWirelessControllerDiscoveryWithCompletionHandler completionHandler)Start discovery of new wireless controllers that are discoverable.static voidstopWirelessControllerDiscovery()If no more controllers are needed, depending on game state or number of controllers supported by a game, the discovery process can be stopped.static org.moe.natj.objc.Classsuperclass_static()java.lang.StringvendorName()A vendor supplied name.static longversion_static()-
Methods inherited from class apple.NSObject
accessibilityActivate, accessibilityActivationPoint, accessibilityAssistiveTechnologyFocusedIdentifiers, accessibilityAttributedHint, accessibilityAttributedLabel, accessibilityAttributedUserInputLabels, accessibilityAttributedValue, accessibilityContainerType, accessibilityCustomActions, accessibilityCustomRotors, accessibilityDecrement, accessibilityDragSourceDescriptors, accessibilityDropPointDescriptors, accessibilityElementAtIndex, accessibilityElementCount, accessibilityElementDidBecomeFocused, accessibilityElementDidLoseFocus, accessibilityElementIsFocused, accessibilityElements, accessibilityElementsHidden, accessibilityFrame, accessibilityHint, accessibilityIncrement, accessibilityLabel, accessibilityLanguage, accessibilityNavigationStyle, accessibilityPath, accessibilityPerformEscape, accessibilityPerformMagicTap, accessibilityRespondsToUserInteraction, accessibilityScroll, accessibilityTextualContext, accessibilityTraits, accessibilityUserInputLabels, accessibilityValue, accessibilityViewIsModal, addObserverForKeyPathOptionsContext, attemptRecoveryFromErrorOptionIndex, attemptRecoveryFromErrorOptionIndexDelegateDidRecoverSelectorContextInfo, autoContentAccessingProxy, awakeAfterUsingCoder, awakeFromNib, class_objc, classForCoder, classForKeyedArchiver, copy, dealloc, debugDescription, description, dictionaryWithValuesForKeys, didChangeValueForKey, didChangeValueForKeyWithSetMutationUsingObjects, didChangeValuesAtIndexesForKey, doesNotRecognizeSelector, fileManagerShouldProceedAfterError, fileManagerWillProcessPath, finalize_objc, forwardingTargetForSelector, forwardInvocation, hash, indexOfAccessibilityElement, isAccessibilityElement, isEqual, isKindOfClass, isMemberOfClass, isProxy, methodForSelector, methodSignatureForSelector, mutableArrayValueForKey, mutableArrayValueForKeyPath, mutableCopy, mutableOrderedSetValueForKey, mutableOrderedSetValueForKeyPath, mutableSetValueForKey, mutableSetValueForKeyPath, observationInfo, observeValueForKeyPathOfObjectChangeContext, performSelector, performSelectorInBackgroundWithObject, performSelectorOnMainThreadWithObjectWaitUntilDone, performSelectorOnMainThreadWithObjectWaitUntilDoneModes, performSelectorOnThreadWithObjectWaitUntilDone, performSelectorOnThreadWithObjectWaitUntilDoneModes, performSelectorWithObject, performSelectorWithObjectAfterDelay, performSelectorWithObjectAfterDelayInModes, performSelectorWithObjectWithObject, prepareForInterfaceBuilder, provideImageDataBytesPerRowOrigin_Size_UserInfo, removeObserverForKeyPath, removeObserverForKeyPathContext, replacementObjectForCoder, replacementObjectForKeyedArchiver, respondsToSelector, self, setAccessibilityActivationPoint, setAccessibilityAttributedHint, setAccessibilityAttributedLabel, setAccessibilityAttributedUserInputLabels, setAccessibilityAttributedValue, setAccessibilityContainerType, setAccessibilityCustomActions, setAccessibilityCustomRotors, setAccessibilityDragSourceDescriptors, setAccessibilityDropPointDescriptors, setAccessibilityElements, setAccessibilityElementsHidden, setAccessibilityFrame, setAccessibilityHint, setAccessibilityLabel, setAccessibilityLanguage, setAccessibilityNavigationStyle, setAccessibilityPath, setAccessibilityRespondsToUserInteraction, setAccessibilityTextualContext, setAccessibilityTraits, setAccessibilityUserInputLabels, setAccessibilityValue, setAccessibilityViewIsModal, setIsAccessibilityElement, setNilValueForKey, setObservationInfo, setShouldGroupAccessibilityChildren, setValueForKey, setValueForKeyPath, setValueForUndefinedKey, setValuesForKeysWithDictionary, shouldGroupAccessibilityChildren, superclass, validateValueForKeyError, validateValueForKeyPathError, valueForKey, valueForKeyPath, valueForUndefinedKey, willChangeValueForKey, willChangeValueForKeyWithSetMutationUsingObjects, willChangeValuesAtIndexesForKey
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Method Detail
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accessInstanceVariablesDirectly
public static boolean accessInstanceVariablesDirectly()
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alloc
public static GCController alloc()
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allocWithZone
public static java.lang.Object allocWithZone(org.moe.natj.general.ptr.VoidPtr zone)
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automaticallyNotifiesObserversForKey
public static boolean automaticallyNotifiesObserversForKey(java.lang.String key)
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cancelPreviousPerformRequestsWithTarget
public static void cancelPreviousPerformRequestsWithTarget(java.lang.Object aTarget)
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cancelPreviousPerformRequestsWithTargetSelectorObject
public static void cancelPreviousPerformRequestsWithTargetSelectorObject(java.lang.Object aTarget, org.moe.natj.objc.SEL aSelector, java.lang.Object anArgument)
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classFallbacksForKeyedArchiver
public static NSArray<java.lang.String> classFallbacksForKeyedArchiver()
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classForKeyedUnarchiver
public static org.moe.natj.objc.Class classForKeyedUnarchiver()
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controllers
public static NSArray<? extends GCController> controllers()
Get a list of controllers currently attached to the system.- See Also:
GCControllerDidConnectNotification,GCControllerDidDisconnectNotification
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debugDescription_static
public static java.lang.String debugDescription_static()
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description_static
public static java.lang.String description_static()
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hash_static
public static long hash_static()
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instanceMethodForSelector
public static NSObject.Function_instanceMethodForSelector_ret instanceMethodForSelector(org.moe.natj.objc.SEL aSelector)
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instanceMethodSignatureForSelector
public static NSMethodSignature instanceMethodSignatureForSelector(org.moe.natj.objc.SEL aSelector)
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instancesRespondToSelector
public static boolean instancesRespondToSelector(org.moe.natj.objc.SEL aSelector)
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isSubclassOfClass
public static boolean isSubclassOfClass(org.moe.natj.objc.Class aClass)
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keyPathsForValuesAffectingValueForKey
public static NSSet<java.lang.String> keyPathsForValuesAffectingValueForKey(java.lang.String key)
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new_objc
public static java.lang.Object new_objc()
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resolveClassMethod
public static boolean resolveClassMethod(org.moe.natj.objc.SEL sel)
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resolveInstanceMethod
public static boolean resolveInstanceMethod(org.moe.natj.objc.SEL sel)
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setVersion_static
public static void setVersion_static(long aVersion)
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startWirelessControllerDiscoveryWithCompletionHandler
public static void startWirelessControllerDiscoveryWithCompletionHandler(GCController.Block_startWirelessControllerDiscoveryWithCompletionHandler completionHandler)
Start discovery of new wireless controllers that are discoverable. This is an asynchronous and the supplied completionHandler will get called once no more devices can be found. If there are already multiple controllers available for use, there may be little reason to automatically start discovery of new wireless controllers. In this situation it may be best to allow the user to start discovery manually via in-game UI. Once discovery has started new controllers will notify themselves as connected via GCControllerDidConnectNotification. As the notification arrives the controller is also available in the controllers array. The completionHandler could be used to update UI and/or game state to indicate that no more controllers will be found and the current set of controllers is what is available for use in the game. If a completionHandler was provided, it will be called once when discovery stops. Either from an explicit call to stopWirelessControllerDiscovery or from timing out or stopping in its natural course of operation. Thus the completionHandler will at most be called once per call to startWirelessControllerDiscoveryWithCompletionHandler:. The completionHandler may also not get called at all, if for example startWirelessControllerDiscoveryWithCompletionHandler: is called multiple times during dicovery. For this case the net effect is that the completionHandler is replaced with each call and only the last one set before discovery stops will be called.- Parameters:
completionHandler- an optional handler that is called when discovery stops. (may be nil, in which case you will not be notified when discovery stops)- See Also:
stopWirelessControllerDiscovery(),controllers()
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stopWirelessControllerDiscovery
public static void stopWirelessControllerDiscovery()
If no more controllers are needed, depending on game state or number of controllers supported by a game, the discovery process can be stopped. Calling stopWirelessControllerDiscovery when no discovery is currently in progress will return immediately without any effect, thus it is safe to call even if the completionHandler of startWirelessControllerDiscoveryWithCompletionHandler: has been called.
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superclass_static
public static org.moe.natj.objc.Class superclass_static()
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version_static
public static long version_static()
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controllerPausedHandler
public GCController.Block_controllerPausedHandler_ret controllerPausedHandler()
Set this block to be notified when a user intends to suspend or resume the current game state. A controller will have a button dedicated to suspending and resuming play and invoking context sensitive actions. During event handling the system will notify the application using this block such that the application can handle the suspension and resumption from the given controller. Use this to implement your canonical transition to a pause menu for example if that is your application's desired handling of suspension in play. You may pause and resume based on game state as well so the event is only called each time the pause/resume button is pressed. [@note] This handler has been deprecated in favor of the Menu button found on GCMicroGamepad and GCExtendedGamepad.- See Also:
microGamepad(),extendedGamepad()
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extendedGamepad
public GCExtendedGamepad extendedGamepad()
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gamepad
public GCGamepad gamepad()
Gets the profile for the controller that suits current application. There are several supported profiles, with an additional optional profile for motion as well. Each controller may be able to map its inputs into all profiles or just one kind of profile. Query for the controller profile that suits your game, the simplest kind will be supported by the broadest variety of controllers. A controller supporting the Extended Gamepad profile for example supports the Gamepad profile and more. As such it can always be used just in the Gamepad profile if that suits the game. A physical controller that supports a profile must support it completely. That means that all buttons and axis inputs must be valid inputs that a developer can utilize. If a controller does not support the given profile the returned value will be nil. Use this to filter controllers if the application requires a specific kind of profile.- See Also:
motion()
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handlerQueue
public NSObject handlerQueue()
Description copied from interface:GCDeviceThe dispatch queue that element value change handlers are submitted on. The default queue is main, and setting this to any other queue will make value change handlers dispatch async on the given queue. This is useful if the main game loop of the application is not on main, or if input logic is handled on another thread from the main game loop.- Specified by:
handlerQueuein interfaceGCDevice- See Also:
GCControllerAxisInput.valueChangedHandler,GCControllerButtonInput.valueChangedHandler,GCControllerButtonInput.pressedChangedHandler,GCControllerDirectionPad.valueChangedHandler,GCMotion.valueChangedHandler
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init
public GCController init()
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isAttachedToDevice
public boolean isAttachedToDevice()
A controller may be form fitting or otherwise closely attached to the device. This closeness to other inputs on the device may suggest that interaction with the device may use other inputs easily. This is presented to developers to allow them to make informed decisions about UI and interactions to choose for their game in this situation.
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microGamepad
public GCMicroGamepad microGamepad()
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motion
public GCMotion motion()
Gets the motion input profile. This profile is optional and may be available if the controller is attached to a device that supports motion. If this is nil the controller does not support motion input and only the gamepad & extendedGamepad profiles are available.- See Also:
gamepad(),extendedGamepad()
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playerIndex
public long playerIndex()
A player index for the controller, defaults to GCControllerPlayerIndexUnset. This can be set both for the application to keep track of controllers and as a signal to make a controller display a player index on a set of LEDs or some other mechanism. A controller is not guaranteed to have a visual display of the playerIndex, playerIndex does not persist for a controller with regards to a system. Negative values less than GCControllerPlayerIndexUnset will just map back to GCControllerPlayerIndexUnset when read back.
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setControllerPausedHandler
public void setControllerPausedHandler(GCController.Block_setControllerPausedHandler value)
Set this block to be notified when a user intends to suspend or resume the current game state. A controller will have a button dedicated to suspending and resuming play and invoking context sensitive actions. During event handling the system will notify the application using this block such that the application can handle the suspension and resumption from the given controller. Use this to implement your canonical transition to a pause menu for example if that is your application's desired handling of suspension in play. You may pause and resume based on game state as well so the event is only called each time the pause/resume button is pressed. [@note] This handler has been deprecated in favor of the Menu button found on GCMicroGamepad and GCExtendedGamepad.- See Also:
microGamepad(),extendedGamepad()
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setHandlerQueue
public void setHandlerQueue(NSObject value)
Description copied from interface:GCDeviceThe dispatch queue that element value change handlers are submitted on. The default queue is main, and setting this to any other queue will make value change handlers dispatch async on the given queue. This is useful if the main game loop of the application is not on main, or if input logic is handled on another thread from the main game loop.- Specified by:
setHandlerQueuein interfaceGCDevice- See Also:
GCControllerAxisInput.valueChangedHandler,GCControllerButtonInput.valueChangedHandler,GCControllerButtonInput.pressedChangedHandler,GCControllerDirectionPad.valueChangedHandler,GCMotion.valueChangedHandler
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setPlayerIndex
public void setPlayerIndex(long value)
A player index for the controller, defaults to GCControllerPlayerIndexUnset. This can be set both for the application to keep track of controllers and as a signal to make a controller display a player index on a set of LEDs or some other mechanism. A controller is not guaranteed to have a visual display of the playerIndex, playerIndex does not persist for a controller with regards to a system. Negative values less than GCControllerPlayerIndexUnset will just map back to GCControllerPlayerIndexUnset when read back.
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vendorName
public java.lang.String vendorName()
Description copied from interface:GCDeviceA vendor supplied name. May be nil, and is not guaranteed to be unique. This should not be used as a key in a dictionary, but simply as a way to present some basic information about the device in testing or to the user.- Specified by:
vendorNamein interfaceGCDevice
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capture
public GCController capture()
Polls the state vector of the controller and saves it to a new and writable instance of GCController. If your application is heavily multithreaded this may also be useful to guarantee atomicity of input handling as a snapshot will not change based on user input once it is taken.- Returns:
- A new controller with the duplicated state vector of the current controller
- See Also:
snapshot
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controllerWithExtendedGamepad
public static GCController controllerWithExtendedGamepad()
Creates a controller with an extended gamepad profile. This controller will be considered a snapshot, allowing developers to write to any GCControllerElement of its profiles.- Returns:
- A new controller with an extended gamepad profile
- See Also:
snapshot
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controllerWithMicroGamepad
public static GCController controllerWithMicroGamepad()
Creates a controller with a micro gamepad profile. This controller will be considered a snapshot, allowing developers to write to any GCControllerElement of its profiles.- Returns:
- A new controller with a micro gamepad profile
- See Also:
snapshot
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isSnapshot
public boolean isSnapshot()
A controller may represent a real device managed by the operating system, or a virtual snapshot created by the developer. If a controller is directly created by the developer, it is considered to be a snapshot, allowing direct writes to any GCControllerElement of its profiles. If the controller is not snapshot, the system will reject any write requests to GCControllerElement.
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productCategory
public java.lang.String productCategory()
Description copied from interface:GCDeviceThe product category the controller belongs to. This is useful for setting appropriate UI elements based on what type of device is connected.- Specified by:
productCategoryin interfaceGCDevice
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battery
public GCDeviceBattery battery()
Gets the battery information if controller supports one This property is useful when you try to notify your user to change or charge controller before it runs out of battery life or simply display the current battery level and status.
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current
public static GCController current()
The most recently used game controller. If a user actuates a game controller input, that controller will become the current one. [@note] This is useful for single player games where you only care about whether an input is pressed, and not where it came from. You will still need to register for changes to GCController.current so that your UI can remain up-to-date with the current controller.
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haptics
public GCDeviceHaptics haptics()
Gets the haptics for the controller, if one exists. Use this property to create CHHapticEngine instances according to your needs. [@note] Haptics are a drain on the controller's battery, and can be distracting when used excessively.
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light
public GCDeviceLight light()
Gets the light for the controller, if one exists. A controller's light can be used to signal information to the player, such as using different light colors based on the player index. It can also be used to react to in-game events and enhance user immersion.
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physicalInputProfile
public GCPhysicalInputProfile physicalInputProfile()
Description copied from interface:GCDeviceGets the physical input profile for the device. [@note] This is equivalent to the controller's gamepad, microGamepad, or extendedGamepad instance.- Specified by:
physicalInputProfilein interfaceGCDevice- See Also:
GCController.gamepad,GCController.microGamepad,GCController.extendedGamepad
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