Class GCExtendedGamepad

    • Constructor Detail

      • GCExtendedGamepad

        protected GCExtendedGamepad​(org.moe.natj.general.Pointer peer)
    • Method Detail

      • accessInstanceVariablesDirectly

        public static boolean accessInstanceVariablesDirectly()
      • allocWithZone

        public static java.lang.Object allocWithZone​(org.moe.natj.general.ptr.VoidPtr zone)
      • automaticallyNotifiesObserversForKey

        public static boolean automaticallyNotifiesObserversForKey​(java.lang.String key)
      • cancelPreviousPerformRequestsWithTarget

        public static void cancelPreviousPerformRequestsWithTarget​(java.lang.Object aTarget)
      • cancelPreviousPerformRequestsWithTargetSelectorObject

        public static void cancelPreviousPerformRequestsWithTargetSelectorObject​(java.lang.Object aTarget,
                                                                                 org.moe.natj.objc.SEL aSelector,
                                                                                 java.lang.Object anArgument)
      • classFallbacksForKeyedArchiver

        public static NSArray<java.lang.String> classFallbacksForKeyedArchiver()
      • classForKeyedUnarchiver

        public static org.moe.natj.objc.Class classForKeyedUnarchiver()
      • debugDescription_static

        public static java.lang.String debugDescription_static()
      • description_static

        public static java.lang.String description_static()
      • hash_static

        public static long hash_static()
      • instanceMethodSignatureForSelector

        public static NSMethodSignature instanceMethodSignatureForSelector​(org.moe.natj.objc.SEL aSelector)
      • instancesRespondToSelector

        public static boolean instancesRespondToSelector​(org.moe.natj.objc.SEL aSelector)
      • isSubclassOfClass

        public static boolean isSubclassOfClass​(org.moe.natj.objc.Class aClass)
      • keyPathsForValuesAffectingValueForKey

        public static NSSet<java.lang.String> keyPathsForValuesAffectingValueForKey​(java.lang.String key)
      • new_objc

        public static java.lang.Object new_objc()
      • resolveClassMethod

        public static boolean resolveClassMethod​(org.moe.natj.objc.SEL sel)
      • resolveInstanceMethod

        public static boolean resolveInstanceMethod​(org.moe.natj.objc.SEL sel)
      • setVersion_static

        public static void setVersion_static​(long aVersion)
      • superclass_static

        public static org.moe.natj.objc.Class superclass_static()
      • version_static

        public static long version_static()
      • buttonA

        public GCControllerButtonInput buttonA()
        All face buttons are required to be analog in the Extended profile. These must be arranged in the diamond pattern given below: Y / \ X B \ / A
      • dpad

        public GCControllerDirectionPad dpad()
        Required to be analog in the Extended profile. All the elements of this directional input are thus analog.
      • leftThumbstick

        public GCControllerDirectionPad leftThumbstick()
        A thumbstick is a 2-axis control that is physically required to be analog. All the elements of this directional input are thus analog.
      • leftTrigger

        public GCControllerButtonInput leftTrigger()
        Triggers are required to be analog inputs. Common uses would be acceleration and decelleration in a driving game for example.
      • rightShoulder

        public GCControllerButtonInput rightShoulder()
        Shoulder buttons are required to be analog inputs.
      • rightThumbstick

        public GCControllerDirectionPad rightThumbstick()
        A thumbstick is a 2-axis control that is physically required to be analog. All the elements of this directional input are thus analog.
      • saveSnapshot

        public GCExtendedGamepadSnapshot saveSnapshot()
        Polls the state vector of the controller and saves it to a snapshot. The snapshot is stored in a device independent format that can be serialized and used at a later date. This is useful for features such as quality assurance, save game or replay functionality among many. 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.
      • buttonMenu

        public GCControllerButtonInput buttonMenu()
        Button menu is the primary menu button, and should be used to enter the main menu and pause the game.
      • buttonOptions

        public GCControllerButtonInput buttonOptions()
        Button options is the secondary menu button. It should be used to enter a secondary menu, such as graphics and sound configuration, and pause the game.
      • leftThumbstickButton

        public GCControllerButtonInput leftThumbstickButton()
        A thumbstick may also have a clickable component, which is treated as a non-analog button.
      • setStateFromExtendedGamepad

        public void setStateFromExtendedGamepad​(GCExtendedGamepad extendedGamepad)
        Sets the state vector of the extended gamepad to a copy of the input extended gamepad's state vector. [@note] If the controller's snapshot flag is set to NO, this method has no effect.
        See Also:
        GCController.snapshot
      • buttonHome

        public GCControllerButtonInput buttonHome()
        Button home is a special menu button. If the system does not consume button home events, they will be passed to your application and should be used to enter a secondary menu, and pause the game.