Class GamePadSimulated
public class GamePadSimulated : GamePadDeviceBase, IGamePadDevice, IInputDevice- Inheritance
- 
      objectGamePadSimulated
- Implements
- Inherited Members
- Extension Methods
Constructors
GamePadSimulated(InputSourceSimulated)
public GamePadSimulated(InputSourceSimulated source)Parameters
- sourceInputSourceSimulated
Properties
Id
The unique identifier of this device
public override Guid Id { get; }Property Value
Name
The name of the device
public override string Name { get; }Property Value
ProductId
Product Id of the device
public override Guid ProductId { get; }Property Value
Source
The input source the device belongs to.
public override IInputSource Source { get; }Property Value
State
The state of the gamepad
public override GamePadState State { get; }Property Value
Methods
SetAxis(GamePadAxis, float)
public void SetAxis(GamePadAxis axis, float value)Parameters
- axisGamePadAxis
- valuefloat
SetButton(GamePadButton, bool)
public void SetButton(GamePadButton button, bool state)Parameters
- buttonGamePadButton
- statebool
SetVibration(float, float, float, float)
Sets 4 vibration motors one the device or approximates the effect if less are supported
public override void SetVibration(float smallLeft, float smallRight, float largeLeft, float largeRight)Parameters
- smallLeftfloat
- The small left side motor 
- smallRightfloat
- The small right side motor 
- largeLeftfloat
- The large left side motor 
- largeRightfloat
- The large right side motor 
Remarks
Values range from 0 to 1, where 0 is off and 1 is maximum vibration
Update(List<InputEvent>)
Updates the input device, filling the list inputEvents with input events that were generated by this device this frame
public override void Update(List<InputEvent> inputEvents)Parameters
- inputEventsList<InputEvent>
- A list that gets filled with input events that were generated since the last frame 
Remarks
Input devices are always updated after their respective input source