예제 #1
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 public float GetAxis(SDL_GameControllerAxis axis)
 {
     _axisValues.TryGetValue(axis, out float ret);
     return(ret);
 }
예제 #2
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 public static IntPtr SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis) => s_SDL_GameControllerGetStringForAxis_SDL_GameControllerAxis_t(axis);
예제 #3
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 public override float GetAxis(SDL_GameControllerAxis axis)
 => _axisValues[(int)axis];
예제 #4
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 /// <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));
 }
예제 #5
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 public abstract float GetAxis(SDL_GameControllerAxis axis);
예제 #6
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 public override float GetAxis(SDL_GameControllerAxis axis) => 0.0f;
 public static extern System.Int16 SDL_GameControllerGetAxis(
     IntPtr /* _SDL_GameController*  */ gamecontroller,
     SDL_GameControllerAxis axis);
예제 #8
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public static extern SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(
	IntPtr/* _SDL_GameController*  */ gamecontroller, 
	SDL_GameControllerAxis axis);
 public static extern string SDL_GameControllerGetStringForAxis(
     SDL_GameControllerAxis axis);
예제 #10
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 public static extern SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(
     IntPtr /* _SDL_GameController*  */ gamecontroller,
     SDL_GameControllerAxis axis);
예제 #11
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 /// <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);
예제 #12
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 public static NanoGamepadAxis GetAxis(SDL_GameControllerAxis axis)
 {
     return(AxisMap[axis]);
 }
예제 #13
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public static extern System.Int16 SDL_GameControllerGetAxis(
	IntPtr/* _SDL_GameController*  */ gamecontroller, 
	SDL_GameControllerAxis axis);
예제 #14
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 public static SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(ref SDL_GameController gamecontroller, SDL_GameControllerAxis axis) => s_SDL_GameControllerGetBindForAxis_SDL_GameController_SDL_GameControllerAxis_t(ref gamecontroller, axis);
예제 #15
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 private GamepadAxis ToGamepadAxis(SDL_GameControllerAxis axis)
 {
     return((GamepadAxis)axis);
 }
예제 #16
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 public static short SDL_GameControllerGetAxis(ref SDL_GameController gamecontroller, SDL_GameControllerAxis axis) => s_SDL_GameControllerGetAxis_SDL_GameController_SDL_GameControllerAxis_t(ref gamecontroller, axis);
예제 #17
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public static extern string SDL_GameControllerGetStringForAxis(
	SDL_GameControllerAxis axis);