Class GCMicroGamepad

    • Constructor Detail

      • GCMicroGamepad

        protected GCMicroGamepad​(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()
      • allowsRotation

        public boolean allowsRotation()
        Allows the Micro profile to monitor the orientation of the controller, if the controller is positioned in landscape orientation, D-pad input values will be transposed 90 degrees to match the new orientation. The default value for this property is NO.
      • buttonA

        public GCControllerButtonInput buttonA()
        The Micro profile has two buttons that are optionally analog in the Micro profile. Button A is the primary action button, it indicates affirmative action and should be used to advance in menus or perform the primary action in gameplay.
      • buttonX

        public GCControllerButtonInput buttonX()
        Button X is the secondary action button, it indicates an alternate affirmative action and should be used to perform a secondary action. If there is no secondary action it should be used as equivalent to buttonA. Unlike on other profiles there is no negative button on this profile. Instead the menu button should be used to present menu content or to retreat in a menu flow.
        See Also:
        buttonA()
      • dpad

        public GCControllerDirectionPad dpad()
        Optionally analog in the Micro profile. All the elements of this directional input are either analog or digital.
      • reportsAbsoluteDpadValues

        public boolean reportsAbsoluteDpadValues()
        The Micro profile can use the raw position values of the touchpad on the remote as D-pad values, or it can create a virtual dpad centered around the first contact point with the surface. If NO; a smaller sliding window is created around the initial touch point and subsequent movement is relative to that center. Movement outside the window will slide the window with it to re-center it. This is great for surfaces where there is no clear sense of a middle and drift over time is an issue. If YES; the absolute values are used and any drift will have to managed manually either through user traning or by a developer using the dpad. The default value for this property is NO, meaning a sliding window is used for the dpad.
      • saveSnapshot

        public GCMicroGamepadSnapshot 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.
        See Also:
        GCMicroGamepadSnapshot
      • setAllowsRotation

        public void setAllowsRotation​(boolean value)
        Allows the Micro profile to monitor the orientation of the controller, if the controller is positioned in landscape orientation, D-pad input values will be transposed 90 degrees to match the new orientation. The default value for this property is NO.
      • setReportsAbsoluteDpadValues

        public void setReportsAbsoluteDpadValues​(boolean value)
        The Micro profile can use the raw position values of the touchpad on the remote as D-pad values, or it can create a virtual dpad centered around the first contact point with the surface. If NO; a smaller sliding window is created around the initial touch point and subsequent movement is relative to that center. Movement outside the window will slide the window with it to re-center it. This is great for surfaces where there is no clear sense of a middle and drift over time is an issue. If YES; the absolute values are used and any drift will have to managed manually either through user traning or by a developer using the dpad. The default value for this property is NO, meaning a sliding window is used for the dpad.
      • buttonMenu

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

        public void setStateFromMicroGamepad​(GCMicroGamepad microGamepad)
        Sets the state vector of the micro gamepad to a copy of the input micro gamepad's state vector. [@note] If the controller's snapshot flag is set to NO, this method has no effect.
        See Also:
        GCController.snapshot