#[repr(C)]pub struct GCControllerButtonInput { /* private fields */ }
GCControllerButtonInput
and GCControllerElement
only.Expand description
Implementations§
Source§impl GCControllerButtonInput
impl GCControllerButtonInput
pub unsafe fn valueChangedHandler( &self, ) -> GCControllerButtonValueChangedHandler
block2
only.Sourcepub unsafe fn setValueChangedHandler(
&self,
value_changed_handler: GCControllerButtonValueChangedHandler,
)
Available on crate feature block2
only.
pub unsafe fn setValueChangedHandler( &self, value_changed_handler: GCControllerButtonValueChangedHandler, )
block2
only.Setter for valueChangedHandler
.
Sourcepub unsafe fn pressedChangedHandler(
&self,
) -> GCControllerButtonValueChangedHandler
Available on crate feature block2
only.
pub unsafe fn pressedChangedHandler( &self, ) -> GCControllerButtonValueChangedHandler
block2
only.Set this block if you want to be notified when only the pressed state on this button changes. This will get called less often than the valueChangedHandler with the additional feature of the pressed state being different to the last time it was called.
Sourcepub unsafe fn setPressedChangedHandler(
&self,
pressed_changed_handler: GCControllerButtonValueChangedHandler,
)
Available on crate feature block2
only.
pub unsafe fn setPressedChangedHandler( &self, pressed_changed_handler: GCControllerButtonValueChangedHandler, )
block2
only.Setter for pressedChangedHandler
.
pub unsafe fn touchedChangedHandler( &self, ) -> GCControllerButtonTouchedChangedHandler
block2
only.Sourcepub unsafe fn setTouchedChangedHandler(
&self,
touched_changed_handler: GCControllerButtonTouchedChangedHandler,
)
Available on crate feature block2
only.
pub unsafe fn setTouchedChangedHandler( &self, touched_changed_handler: GCControllerButtonTouchedChangedHandler, )
block2
only.Setter for touchedChangedHandler
.
Sourcepub unsafe fn value(&self) -> c_float
pub unsafe fn value(&self) -> c_float
A normalized value for the input. Between 0 and 1 for button inputs. Values are saturated and thus never exceed the range of [0, 1].
See: valueChangedHandler
See: pressed
Sourcepub unsafe fn isPressed(&self) -> bool
pub unsafe fn isPressed(&self) -> bool
Buttons are mostly used in a digital sense, thus we have a recommended method for checking for pressed state instead of interpreting the value.
As a general guideline a button is pressed if the value exceeds 0. However there may be hysterisis applied to counter noisy input values, thus incidental values around the threshold value may not trigger a change in pressed state.
Others buttons may support two-stage actuation, where the button reports a value between 0 and 1 but is only considered pressed when its value is greater than some threshold other than 0.
See: pressedChangedHandler
See: value
Sourcepub unsafe fn isTouched(&self) -> bool
pub unsafe fn isTouched(&self) -> bool
Some buttons feature capacitive touch capabilities where the user can touch the button without pressing it. In such cases, a button will be touched before it is pressed.
For buttons without capacitive sensing, the touched state is true if the value exceeds 0.
See: touchChangedHandler
See: pressed
Methods from Deref<Target = GCControllerElement>§
Sourcepub unsafe fn collection(&self) -> Option<Retained<GCControllerElement>>
pub unsafe fn collection(&self) -> Option<Retained<GCControllerElement>>
Each element can be part of a wider collection of inputs that map to a single logical element. A directional pad (dpad) is a logical collection of two axis inputs and thus each axis belongs to the same collection element - the dpad.
Sourcepub unsafe fn isAnalog(&self) -> bool
pub unsafe fn isAnalog(&self) -> bool
Check if the element can support more than just digital values, such as decimal ranges between 0 and 1. Defaults to YES for most elements.
Sourcepub unsafe fn isBoundToSystemGesture(&self) -> bool
pub unsafe fn isBoundToSystemGesture(&self) -> bool
Check if the element is bound to a system gesture. Defaults to NO for most elements.
See: preferredSystemGestureState
See: GCSystemGestureState
Sourcepub unsafe fn preferredSystemGestureState(&self) -> GCSystemGestureState
pub unsafe fn preferredSystemGestureState(&self) -> GCSystemGestureState
The preferred system gesture state for this element. Defaults to GCSystemGestureStateEnabled for most elements
Note: This is merely the preferred system gesture state - it is not guaranteed to be respected by the system.
Note: It is highly recommended to leave this set to the default value, however there may be situations (for example, game streaming apps) where it is preferrable to disable system gestures.
See: boundToSystemGesture
Sourcepub unsafe fn setPreferredSystemGestureState(
&self,
preferred_system_gesture_state: GCSystemGestureState,
)
pub unsafe fn setPreferredSystemGestureState( &self, preferred_system_gesture_state: GCSystemGestureState, )
Setter for preferredSystemGestureState
.
Sourcepub unsafe fn sfSymbolsName(&self) -> Option<Retained<NSString>>
pub unsafe fn sfSymbolsName(&self) -> Option<Retained<NSString>>
The element’s SF Symbols name, taking input remapping into account.
Note: In almost all instances, you should use this over unmappedSfSymbolsName in your UI.
Sourcepub unsafe fn setSfSymbolsName(&self, sf_symbols_name: Option<&NSString>)
pub unsafe fn setSfSymbolsName(&self, sf_symbols_name: Option<&NSString>)
Setter for sfSymbolsName
.
Sourcepub unsafe fn localizedName(&self) -> Option<Retained<NSString>>
pub unsafe fn localizedName(&self) -> Option<Retained<NSString>>
The element’s localized name, taking input remapping into account.
Note: In almost all instances, you should use this over unmappedLocalizedName in your UI.
Sourcepub unsafe fn setLocalizedName(&self, localized_name: Option<&NSString>)
pub unsafe fn setLocalizedName(&self, localized_name: Option<&NSString>)
Setter for localizedName
.
Sourcepub unsafe fn unmappedSfSymbolsName(&self) -> Option<Retained<NSString>>
pub unsafe fn unmappedSfSymbolsName(&self) -> Option<Retained<NSString>>
The element’s SF Symbols name, not taking any input remapping into account.
Note: Use this in your games own remapping UI, or when you need to prompt a user that a given button has no mapping (sfSymbolsName is nil).
Sourcepub unsafe fn setUnmappedSfSymbolsName(
&self,
unmapped_sf_symbols_name: Option<&NSString>,
)
pub unsafe fn setUnmappedSfSymbolsName( &self, unmapped_sf_symbols_name: Option<&NSString>, )
Setter for unmappedSfSymbolsName
.
Sourcepub unsafe fn unmappedLocalizedName(&self) -> Option<Retained<NSString>>
pub unsafe fn unmappedLocalizedName(&self) -> Option<Retained<NSString>>
The element’s localized name, not taking any input remapping into account.
Note: Use this in your games own remapping UI, or when you need to prompt a user that a given button has no mapping (localizedName is nil).
Sourcepub unsafe fn setUnmappedLocalizedName(
&self,
unmapped_localized_name: Option<&NSString>,
)
pub unsafe fn setUnmappedLocalizedName( &self, unmapped_localized_name: Option<&NSString>, )
Setter for unmappedLocalizedName
.
Methods from Deref<Target = NSObject>§
Sourcepub fn doesNotRecognizeSelector(&self, sel: Sel) -> !
pub fn doesNotRecognizeSelector(&self, sel: Sel) -> !
Handle messages the object doesn’t recognize.
See Apple’s documentation for details.
Methods from Deref<Target = AnyObject>§
Sourcepub fn class(&self) -> &'static AnyClass
pub fn class(&self) -> &'static AnyClass
Dynamically find the class of this object.
§Panics
May panic if the object is invalid (which may be the case for objects
returned from unavailable init
/new
methods).
§Example
Check that an instance of NSObject
has the precise class NSObject
.
use objc2::ClassType;
use objc2::runtime::NSObject;
let obj = NSObject::new();
assert_eq!(obj.class(), NSObject::class());
Sourcepub unsafe fn get_ivar<T>(&self, name: &str) -> &Twhere
T: Encode,
👎Deprecated: this is difficult to use correctly, use Ivar::load
instead.
pub unsafe fn get_ivar<T>(&self, name: &str) -> &Twhere
T: Encode,
Ivar::load
instead.Use Ivar::load
instead.
§Safety
The object must have an instance variable with the given name, and it
must be of type T
.
See Ivar::load_ptr
for details surrounding this.
Sourcepub fn downcast_ref<T>(&self) -> Option<&T>where
T: DowncastTarget,
pub fn downcast_ref<T>(&self) -> Option<&T>where
T: DowncastTarget,
Attempt to downcast the object to a class of type T
.
This is the reference-variant. Use Retained::downcast
if you want
to convert a retained object to another type.
§Mutable classes
Some classes have immutable and mutable variants, such as NSString
and NSMutableString
.
When some Objective-C API signature says it gives you an immutable class, it generally expects you to not mutate that, even though it may technically be mutable “under the hood”.
So using this method to convert a NSString
to a NSMutableString
,
while not unsound, is generally frowned upon unless you created the
string yourself, or the API explicitly documents the string to be
mutable.
See Apple’s documentation on mutability and on
isKindOfClass:
for more details.
§Generic classes
Objective-C generics are called “lightweight generics”, and that’s because they aren’t exposed in the runtime. This makes it impossible to safely downcast to generic collections, so this is disallowed by this method.
You can, however, safely downcast to generic collections where all the
type-parameters are AnyObject
.
§Panics
This works internally by calling isKindOfClass:
. That means that the
object must have the instance method of that name, and an exception
will be thrown (if CoreFoundation is linked) or the process will abort
if that is not the case. In the vast majority of cases, you don’t need
to worry about this, since both root objects NSObject
and
NSProxy
implement this method.
§Examples
Cast an NSString
back and forth from NSObject
.
use objc2::rc::Retained;
use objc2_foundation::{NSObject, NSString};
let obj: Retained<NSObject> = NSString::new().into_super();
let string = obj.downcast_ref::<NSString>().unwrap();
// Or with `downcast`, if we do not need the object afterwards
let string = obj.downcast::<NSString>().unwrap();
Try (and fail) to cast an NSObject
to an NSString
.
use objc2_foundation::{NSObject, NSString};
let obj = NSObject::new();
assert!(obj.downcast_ref::<NSString>().is_none());
Try to cast to an array of strings.
use objc2_foundation::{NSArray, NSObject, NSString};
let arr = NSArray::from_retained_slice(&[NSObject::new()]);
// This is invalid and doesn't type check.
let arr = arr.downcast_ref::<NSArray<NSString>>();
This fails to compile, since it would require enumerating over the array to ensure that each element is of the desired type, which is a performance pitfall.
Downcast when processing each element instead.
use objc2_foundation::{NSArray, NSObject, NSString};
let arr = NSArray::from_retained_slice(&[NSObject::new()]);
for elem in arr {
if let Some(data) = elem.downcast_ref::<NSString>() {
// handle `data`
}
}
Trait Implementations§
Source§impl AsRef<AnyObject> for GCControllerButtonInput
impl AsRef<AnyObject> for GCControllerButtonInput
Source§impl AsRef<GCControllerButtonInput> for GCDualSenseAdaptiveTrigger
Available on crate feature GCDualSenseAdaptiveTrigger
only.
impl AsRef<GCControllerButtonInput> for GCDualSenseAdaptiveTrigger
GCDualSenseAdaptiveTrigger
only.Source§fn as_ref(&self) -> &GCControllerButtonInput
fn as_ref(&self) -> &GCControllerButtonInput
Source§impl AsRef<GCControllerElement> for GCControllerButtonInput
impl AsRef<GCControllerElement> for GCControllerButtonInput
Source§fn as_ref(&self) -> &GCControllerElement
fn as_ref(&self) -> &GCControllerElement
Source§impl AsRef<NSObject> for GCControllerButtonInput
impl AsRef<NSObject> for GCControllerButtonInput
Source§impl Borrow<AnyObject> for GCControllerButtonInput
impl Borrow<AnyObject> for GCControllerButtonInput
Source§impl Borrow<GCControllerButtonInput> for GCDualSenseAdaptiveTrigger
Available on crate feature GCDualSenseAdaptiveTrigger
only.
impl Borrow<GCControllerButtonInput> for GCDualSenseAdaptiveTrigger
GCDualSenseAdaptiveTrigger
only.Source§fn borrow(&self) -> &GCControllerButtonInput
fn borrow(&self) -> &GCControllerButtonInput
Source§impl Borrow<GCControllerElement> for GCControllerButtonInput
impl Borrow<GCControllerElement> for GCControllerButtonInput
Source§fn borrow(&self) -> &GCControllerElement
fn borrow(&self) -> &GCControllerElement
Source§impl Borrow<NSObject> for GCControllerButtonInput
impl Borrow<NSObject> for GCControllerButtonInput
Source§impl ClassType for GCControllerButtonInput
impl ClassType for GCControllerButtonInput
Source§const NAME: &'static str = "GCControllerButtonInput"
const NAME: &'static str = "GCControllerButtonInput"
Source§type Super = GCControllerElement
type Super = GCControllerElement
Source§type ThreadKind = <<GCControllerButtonInput as ClassType>::Super as ClassType>::ThreadKind
type ThreadKind = <<GCControllerButtonInput as ClassType>::Super as ClassType>::ThreadKind
Source§impl Debug for GCControllerButtonInput
impl Debug for GCControllerButtonInput
Source§impl Deref for GCControllerButtonInput
impl Deref for GCControllerButtonInput
Source§impl Hash for GCControllerButtonInput
impl Hash for GCControllerButtonInput
Source§impl Message for GCControllerButtonInput
impl Message for GCControllerButtonInput
Source§impl NSObjectProtocol for GCControllerButtonInput
impl NSObjectProtocol for GCControllerButtonInput
Source§fn isEqual(&self, other: Option<&AnyObject>) -> bool
fn isEqual(&self, other: Option<&AnyObject>) -> bool
Source§fn hash(&self) -> usize
fn hash(&self) -> usize
Source§fn isKindOfClass(&self, cls: &AnyClass) -> bool
fn isKindOfClass(&self, cls: &AnyClass) -> bool
Source§fn is_kind_of<T>(&self) -> bool
fn is_kind_of<T>(&self) -> bool
isKindOfClass
directly, or cast your objects with AnyObject::downcast_ref