public static extern SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(
	IntPtr/* _SDL_GameController*  */ gamecontroller, 
	SDL_GameControllerButton button);
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 public abstract bool IsButtonDown(SDL_GameControllerButton button);
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 public bool IsPressed(SDL_GameControllerButton button)
 {
     _buttons.TryGetValue(button, out bool ret);
     return(ret);
 }
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 public static SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(ref SDL_GameController gamecontroller, SDL_GameControllerButton button) => s_SDL_GameControllerGetBindForButton_SDL_GameController_SDL_GameControllerButton_t(ref gamecontroller, button);
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 public override bool IsButtonDown(SDL_GameControllerButton button)
 => _newButtons[(int)button];
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 public static Boolean SDL_GameControllerGetButton(IntPtr gamecontroller, SDL_GameControllerButton button) => impl.SDL_GameControllerGetButton(gamecontroller, button);
 public static extern SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(
     IntPtr /* _SDL_GameController*  */ gamecontroller,
     SDL_GameControllerButton button);
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 private static Key MapButton(SDL_GameControllerButton button) => button switch
 {
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 /// <summary>
 /// Get the current state of a button on a game controller.
 /// The button indices start at index 0.
 /// </summary>
 public static byte SDL_GameControllerGetButton(SDL_GameController gamecontroller, SDL_GameControllerButton button) => s_sdl_gameControllerGetButton(gamecontroller, button);
 public static extern string SDL_GameControllerGetStringForButton(
     SDL_GameControllerButton button);
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 public static NanoGamepadButton GetButton(SDL_GameControllerButton button)
 {
     return(ButtonMap[button]);
 }
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 public abstract Boolean SDL_GameControllerGetButton(IntPtr gamecontroller, SDL_GameControllerButton button);
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public static extern System.Byte SDL_GameControllerGetButton(
	IntPtr/* _SDL_GameController*  */ gamecontroller, 
	SDL_GameControllerButton button);
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 public override bool ButtonState(SDL_GameControllerButton button) => false;
 public static extern System.Byte SDL_GameControllerGetButton(
     IntPtr /* _SDL_GameController*  */ gamecontroller,
     SDL_GameControllerButton button);
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 public override bool IsButtonDown(SDL_GameControllerButton button) => false;
 private static extern Boolean INTERNAL_SDL_GameControllerGetButton(IntPtr gamecontroller, SDL_GameControllerButton button);
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 public override bool ButtonState(SDL_GameControllerButton button)
 => _buttonState[(int)button];
 public override sealed Boolean SDL_GameControllerGetButton(IntPtr gamecontroller, SDL_GameControllerButton button) => INTERNAL_SDL_GameControllerGetButton(gamecontroller, button);
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 /// <summary>
 /// Converts an SDL2 SDL_GameControllerButton value to an Ultraviolet GamePadButton value.
 /// </summary>
 /// <param name="button">The <see cref="SDL_GameControllerButton"/> value to convert.</param>
 /// <returns>The converted <see cref="GamePadButton"/> value.</returns>
 private static GamePadButton SDLToUltravioletButton(SDL_GameControllerButton button)
 {
     return((GamePadButton)(1 + (int)button));
 }
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 public static extern Boolean GameControllerGetButton(IntPtr gamecontroller, SDL_GameControllerButton button);
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 public static extern Boolean GameControllerGetButton(IntPtr gamecontroller, SDL_GameControllerButton button);
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 private GamepadButton ToGamepadButton(SDL_GameControllerButton button)
 {
     return((GamepadButton)button);
 }
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 public static IntPtr SDL_GameControllerGetStringForButton(SDL_GameControllerButton button) => s_SDL_GameControllerGetStringForButton_SDL_GameControllerButton_t(button);
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 public abstract bool ButtonState(SDL_GameControllerButton button);
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 public static byte SDL_GameControllerGetButton(ref SDL_GameController gamecontroller, SDL_GameControllerButton button) => s_SDL_GameControllerGetButton_SDL_GameController_SDL_GameControllerButton_t(ref gamecontroller, button);
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public static extern string SDL_GameControllerGetStringForButton(
	SDL_GameControllerButton button);