GamePadLayout Class
Namespace: Stride.InputAssembly: Stride.Input.dll
Provides a IGameControllerDevice to IGamePadDevice mapping
public abstract class GamePadLayout
| Name | Description | |
|---|---|---|
| Fields | ||
| mapFirstPovToPad | Should direction controller 0 be mapped to the directional pad? |
|
| Methods | ||
| AddAxisToAxis(Int32, GamePadAxis, Boolean, Boolean) | Adds a mapping from an axis index to GamePadAxis |
|
| AddAxisToButton(Int32, GamePadButton) | Adds a mapping from an axis index to GamePadButton |
|
| AddButtonToAxis(Int32, GamePadAxis, Boolean) | Adds a mapping from a button index to GamePadAxis |
|
| AddButtonToButton(Int32, GamePadButton) | Adds a mapping from a button index to GamePadButton |
|
| CompareProductId(Guid, Guid, Int32, Int32) | Compares a product id |
|
| InitializeDevice(IGamePadDevice, IGameControllerDevice) | Allows the user to perform some additional setup operations when using this layout on a device |
|
| MapInputEvent(IGamePadDevice, IGameControllerDevice, InputEvent, List<InputEvent>) | Maps game controller events to gamepad events |
|
| MatchDevice(IInputSource, IGameControllerDevice) | Checks if a device matches this gamepad layout, and thus should use this when mapping it to a GamePadState |
|
Fields
mapFirstPovToPad
Should direction controller 0 be mapped to the directional pad?
protected bool mapFirstPovToPad
Field Value
| Type | Description |
|---|---|
| System.Boolean |
Methods
AddAxisToAxis(Int32, GamePadAxis, Boolean, Boolean)
Adds a mapping from an axis index to GamePadAxis
protected void AddAxisToAxis(int index, GamePadAxis axis, bool invert = false, bool remap = false)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | index | The axis index of the axis on this device |
| GamePadAxis | axis | The axis to map to |
| System.Boolean | invert | Should axis be inverted |
| System.Boolean | remap | Remap this axis from (-1,1) to (0,1) |
AddAxisToButton(Int32, GamePadButton)
Adds a mapping from an axis index to GamePadButton
protected void AddAxisToButton(int index, GamePadButton button)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | index | The axis index of the axis on this device |
| GamePadButton | button | The button(s) to map to |
AddButtonToAxis(Int32, GamePadAxis, Boolean)
Adds a mapping from a button index to GamePadAxis
protected void AddButtonToAxis(int index, GamePadAxis axis, bool invert = false)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | index | The button index of the button on this device |
| GamePadAxis | axis | The axi to map to |
| System.Boolean | invert | Should axis be inverted, output -1 instead of 1 on press |
AddButtonToButton(Int32, GamePadButton)
Adds a mapping from a button index to GamePadButton
protected void AddButtonToButton(int index, GamePadButton button)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | index | The button index of the button on this device |
| GamePadButton | button | The button(s) to map to |
CompareProductId(Guid, Guid, Int32, Int32)
Compares a product id
public static bool CompareProductId(Guid a, Guid b, int numBytes = 16, int byteOffset = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Guid | a | id a |
| System.Guid | b | id b |
| System.Int32 | numBytes | number of bytes to compare, starting from |
| System.Int32 | byteOffset | starting byte index from where to compare |
Returns
| Type | Description |
|---|---|
| System.Boolean |
InitializeDevice(IGamePadDevice, IGameControllerDevice)
Allows the user to perform some additional setup operations when using this layout on a device
public virtual void InitializeDevice(IGamePadDevice targetDevice, IGameControllerDevice sourceDevice)
Parameters
| Type | Name | Description |
|---|---|---|
| IGamePadDevice | targetDevice | The gamepad that events are mapped to |
| IGameControllerDevice | sourceDevice | The game controller that is mapped to a gamepad |
MapInputEvent(IGamePadDevice, IGameControllerDevice, InputEvent, List<InputEvent>)
Maps game controller events to gamepad events
public virtual void MapInputEvent(IGamePadDevice targetDevice, IGameControllerDevice sourceDevice, InputEvent controllerEvent, List<InputEvent> target)
Parameters
| Type | Name | Description |
|---|---|---|
| IGamePadDevice | targetDevice | The gamepad that events are mapped to |
| IGameControllerDevice | sourceDevice | The game controller that is mapped to a gamepad |
| InputEvent | controllerEvent | The controller input event as a source |
| System.Collections.Generic.List<InputEvent> | target | Target list |
MatchDevice(IInputSource, IGameControllerDevice)
Checks if a device matches this gamepad layout, and thus should use this when mapping it to a GamePadState
public abstract bool MatchDevice(IInputSource source, IGameControllerDevice device)
Parameters
| Type | Name | Description |
|---|---|---|
| IInputSource | source | Source that this device comes from |
| IGameControllerDevice | device | The device to match |
Returns
| Type | Description |
|---|---|
| System.Boolean |