// Poll the state of the controller's buttons, thumbsticks, and triggers public static bool GetState(int controllerNumber, out XInputState state) { return XInputMethods.XInputGetState(controllerNumber, out state) == 0; }
static extern uint XInputGetState( int index, // [in] Index of the gamer associated with the device out XInputState state // [out] Receives the current state );
public bool Equals(XInputState rhs) { return PacketNumber == rhs.PacketNumber && Gamepad.Equals(rhs.Gamepad); }
public bool ControllerConnected() { XInputState state = new XInputState(); if (XInputMethods.GetState(0, out state)) { return true; } return false; }
extern static uint XInputGetState( int index, // [in] Index of the gamer associated with the device out XInputState state // [out] Receives the current state );
// Poll the state of the controller's buttons, thumbsticks, and triggers public static bool GetState(int controllerNumber, out XInputState state) { return(XInputMethods.XInputGetState(controllerNumber, out state) == 0); }
public bool Equals(XInputState rhs) { return(PacketNumber == rhs.PacketNumber && Gamepad.Equals(rhs.Gamepad)); }