objc2_game_controller/generated/GCDevice.rs
1//! This file has been automatically generated by `objc2`'s `header-translator`.
2//! DO NOT EDIT
3use core::ptr::NonNull;
4use objc2::__framework_prelude::*;
5use objc2_foundation::*;
6
7use crate::*;
8
9extern_protocol!(
10 /// [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gcdevice?language=objc)
11 pub unsafe trait GCDevice: NSObjectProtocol {
12 /// A vendor supplied name. May be nil, and is not guaranteed to be unique. This should not be used as a key in a dictionary,
13 /// but simply as a way to present some basic information about the device in testing or to the user.
14 #[unsafe(method(vendorName))]
15 #[unsafe(method_family = none)]
16 unsafe fn vendorName(&self) -> Option<Retained<NSString>>;
17
18 /// The product category the device belongs to. This is useful for setting appropriate UI elements based on what type of device is connected.
19 ///
20 ///
21 /// See: GCProductCategories.h
22 #[unsafe(method(productCategory))]
23 #[unsafe(method_family = none)]
24 unsafe fn productCategory(&self) -> Retained<NSString>;
25
26 #[cfg(feature = "GCPhysicalInputProfile")]
27 /// Gets the physical input profile for the device.
28 ///
29 ///
30 /// Note: This is equivalent to the controller's gamepad, microGamepad, or extendedGamepad instance.
31 ///
32 /// See: GCController.microGamepad
33 ///
34 /// See: GCController.extendedGamepad
35 #[deprecated = "Use the physicalInputProfile property on GCController instead. For GCKeyboard, use the keyboardInput property. For GCMouse, use the mouseInput property."]
36 #[unsafe(method(physicalInputProfile))]
37 #[unsafe(method_family = none)]
38 unsafe fn physicalInputProfile(&self) -> Retained<GCPhysicalInputProfile>;
39 }
40);