public float GetAxis(SDL_GameControllerAxis axis) { _axisValues.TryGetValue(axis, out float ret); return(ret); }
public static IntPtr SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis) => s_SDL_GameControllerGetStringForAxis_SDL_GameControllerAxis_t(axis);
public override float GetAxis(SDL_GameControllerAxis axis) => _axisValues[(int)axis];
/// <summary> /// Converts an SDL2 SDL_GameControllerAxis value to an Ultraviolet GamePadAxis value. /// </summary> /// <param name="axis">The <see cref="SDL_GameControllerAxis"/> value to convert.</param> /// <returns>The converted <see cref="GamePadAxis"/> value.</returns> private static GamePadAxis SDLToUltravioletAxis(SDL_GameControllerAxis axis) { return((GamePadAxis)(1 + (int)axis)); }
public abstract float GetAxis(SDL_GameControllerAxis axis);
public override float GetAxis(SDL_GameControllerAxis axis) => 0.0f;
public static extern System.Int16 SDL_GameControllerGetAxis( IntPtr /* _SDL_GameController* */ gamecontroller, SDL_GameControllerAxis axis);
public static extern SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis( IntPtr/* _SDL_GameController* */ gamecontroller, SDL_GameControllerAxis axis);
public static extern string SDL_GameControllerGetStringForAxis( SDL_GameControllerAxis axis);
public static extern SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis( IntPtr /* _SDL_GameController* */ gamecontroller, SDL_GameControllerAxis axis);
/// <summary> /// Get the current state of an axis control on a game controller. /// The state is a value ranging from -32768 to 32767 (except for the triggers, /// which range from 0 to 32767). /// The axis indices start at index 0. /// </summary> public static short SDL_GameControllerGetAxis(SDL_GameController gamecontroller, SDL_GameControllerAxis axis) => s_sdl_gameControllerGetAxis(gamecontroller, axis);
public static NanoGamepadAxis GetAxis(SDL_GameControllerAxis axis) { return(AxisMap[axis]); }
public static extern System.Int16 SDL_GameControllerGetAxis( IntPtr/* _SDL_GameController* */ gamecontroller, SDL_GameControllerAxis axis);
public static SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(ref SDL_GameController gamecontroller, SDL_GameControllerAxis axis) => s_SDL_GameControllerGetBindForAxis_SDL_GameController_SDL_GameControllerAxis_t(ref gamecontroller, axis);
private GamepadAxis ToGamepadAxis(SDL_GameControllerAxis axis) { return((GamepadAxis)axis); }
public static short SDL_GameControllerGetAxis(ref SDL_GameController gamecontroller, SDL_GameControllerAxis axis) => s_SDL_GameControllerGetAxis_SDL_GameController_SDL_GameControllerAxis_t(ref gamecontroller, axis);