Struct gilrs::Gamepad
[−]
[src]
pub struct Gamepad { /* fields omitted */ }
Represents game controller.
Using this struct you can access cached gamepad state, informations about gamepad such as name or UUID and manage force feedback effects.
Methods
impl Gamepad
[src]
fn name(&self) -> &str
Returns gamepad's name.
fn uuid(&self) -> Uuid
Returns gamepad's UUID.
fn state(&self) -> &GamepadState
Returns cached gamepad state.
Every time you use Gilrs::poll_events()
gamepad state is updated. You can use it to know
if some button is pressed or to get axis's value.
use gilrs::{Gilrs, Button, Axis}; let mut gilrs = Gilrs::new(); loop { for _ in gilrs.poll_events() {} println!("Start: {}, Left Stick X: {}", gilrs[0].is_pressed(Button::Start), gilrs[0].value(Axis::LeftStickX)); }
fn status(&self) -> Status
Returns current gamepad's status, which can be Connected
, Disconnected
or NotObserved
.
Only connected gamepads generate events. Disconnected gamepads retain their name and UUID.
Cached state of disconnected and not observed gamepads is 0 (false for buttons and 0.0 for
axis) and all actions preformed on such gamepad are no-op.
fn is_connected(&self) -> bool
Returns true if gamepad is connected.
fn is_pressed(&self, btn: Button) -> bool
Examines cached gamepad state to check if given button is pressed. If btn
can also be
represented by axis returns true if value is not equal to 0.0. Always returns false
for
Button::Unknown
.
fn value(&self, axis: Axis) -> f32
Examines cached gamepad state to check axis's value. If axis
is represented by button on
device it value is 0.0 if button is not pressed or 1.0 if is pressed. Returns NaN
for
Axis::Unknown
.
fn power_info(&self) -> PowerInfo
Returns device's power supply state. See PowerInfo
for details.
fn mapping_source(&self) -> MappingSource
Returns source of gamepad mapping. Can be used to filter gamepads which do not provide unified controller layout.
use gilrs::MappingSource; for (_, gamepad) in gilrs.gamepads().filter( |gp| gp.1.mapping_source() != MappingSource::None) { println!("{} is ready to use!", gamepad.name()); }
fn set_mapping<'a, O: Into<Option<&'a str>>>(&mut self,
mapping: &MappingData,
name: O)
-> Result<String, MappingError>
mapping: &MappingData,
name: O)
-> Result<String, MappingError>
Sets gamepad's mapping and returns SDL2 representation of them. Returned mappings may not be
compatible with SDL2 - if it is important, use
set_mapping_strict()
.
The name
argument can be a string slice with custom gamepad name or None
. If None
,
gamepad name reported by driver will be used.
This function return error if name
contains comma, mapping
have axis and button entry
for same element (for example Axis::LetfTrigger
and Button::LeftTrigger
) or gamepad does
not have any element with NativeEvCode
used in mapping. Error is also returned if this
function is not implemented or gamepad is not connected.
Example
use gilrs::{Mapping, Button}; let mut data = Mapping::new(); data[Button::South] = 213; // … // or `match gilrs[0].set_mapping(&data, None) {` match gilrs[0].set_mapping(&data, "Custom name") { Ok(sdl) => println!("SDL2 mapping: {}", sdl), Err(e) => println!("Failed to set mapping: {}", e), };
Example with MappingError::DuplicatedEntry
:
use gilrs::{Mapping, Button, Axis, MappingError}; let mut data = Mapping::new(); data[Button::RightTrigger2] = 2; data[Axis::RightTrigger2] = 2; assert_eq!(gilrs[0].set_mapping(&data, None), Err(MappingError::DuplicatedEntry));
See also examples/mapping.rs
.
fn set_mapping_strict<'a, O: Into<Option<&'a str>>>(&mut self,
mapping: &MappingData,
name: O)
-> Result<String, MappingError>
mapping: &MappingData,
name: O)
-> Result<String, MappingError>
Similar to set_mapping()
but returned string should be compatible
with SDL2.
fn add_ff_effect(&mut self, data: EffectData) -> Result<usize, Error>
Creates and uploads new force feedback effect using data
. This function will fail if
device doesn't have space for new effect or doesn't support requested effect. Returns
effect's index.
use gilrs::ff::EffectData; use gilrs::Gilrs; let mut gilrs = Gilrs::new(); let mut effect = EffectData::default(); effect.period = 1000; effect.magnitude = 20000; effect.replay.length = 5000; effect.envelope.attack_length = 1000; effect.envelope.fade_length = 1000; let effect_idx = gilrs.gamepad_mut(0).add_ff_effect(effect).unwrap(); gilrs.gamepad_mut(0).ff_effect(effect_idx).unwrap().play(1);
fn drop_ff_effect(&mut self, idx: usize)
Drop effect stopping it. Use this function to make space for new effects.
fn ff_effect(&mut self, idx: usize) -> Option<&mut Effect>
Borrows mutable Effect
.
fn max_ff_effects(&self) -> usize
Returns how many force feedback effects device can have.
fn is_ff_supported(&self) -> bool
Returns true if force feedback is supported by device.
fn set_ff_gain(&mut self, gain: u16)
Sets master gain for device.