#[repr(C)]pub struct GCKeyboardInput { /* private fields */ }
GCKeyboardInput
and GCPhysicalInputProfile
only.Expand description
Keyboard profile. Contains the current state of buttons specified in GCKeyCodes.h.
GCKeyboardInput is designed primarly for input polling. For the best text input experience, UIKit/AppKit usage is recommended.
See also Apple’s documentation
Implementations§
Source§impl GCKeyboardInput
impl GCKeyboardInput
pub unsafe fn keyChangedHandler(&self) -> GCKeyboardValueChangedHandler
GCControllerButtonInput
and GCControllerElement
and GCKeyCodes
and block2
and objc2-core-foundation
only.Sourcepub unsafe fn setKeyChangedHandler(
&self,
key_changed_handler: GCKeyboardValueChangedHandler,
)
Available on crate features GCControllerButtonInput
and GCControllerElement
and GCKeyCodes
and block2
and objc2-core-foundation
only.
pub unsafe fn setKeyChangedHandler( &self, key_changed_handler: GCKeyboardValueChangedHandler, )
GCControllerButtonInput
and GCControllerElement
and GCKeyCodes
and block2
and objc2-core-foundation
only.Setter for keyChangedHandler
.
Sourcepub unsafe fn isAnyKeyPressed(&self) -> bool
pub unsafe fn isAnyKeyPressed(&self) -> bool
Before querying any key for a value it might be useful to check if any key is actually pressed
Available on crate features GCControllerButtonInput
and GCControllerElement
and GCKeyCodes
and objc2-core-foundation
only.
GCControllerButtonInput
and GCControllerElement
and GCKeyCodes
and objc2-core-foundation
only.Alongside general subscript notation of GCPhysicalInputProfile keys can be accessed using this method.
Parameter code
: is a low level key code that can be used for accessing a keyboard button.
Note: Full list of supported key constants can be found in GCKeyCodes.h and GCKeyNames.h
Methods from Deref<Target = GCPhysicalInputProfile>§
Sourcepub unsafe fn device(&self) -> Option<Retained<ProtocolObject<dyn GCDevice>>>
Available on crate feature GCDevice
only.
pub unsafe fn device(&self) -> Option<Retained<ProtocolObject<dyn GCDevice>>>
GCDevice
only.A profile keeps a reference to the device that this profile is mapping input from
Sourcepub unsafe fn lastEventTimestamp(&self) -> NSTimeInterval
pub unsafe fn lastEventTimestamp(&self) -> NSTimeInterval
The last time elements of this profile were updated.
Sourcepub unsafe fn hasRemappedElements(&self) -> bool
pub unsafe fn hasRemappedElements(&self) -> bool
Whether the user has remapped their physical input controls for this profile at the system level.
On iOS and tvOS, users can remap their game controller inputs in Settings.
Sourcepub unsafe fn valueDidChangeHandler(
&self,
) -> *mut DynBlock<dyn Fn(NonNull<GCPhysicalInputProfile>, NonNull<GCControllerElement>)>
Available on crate features GCControllerElement
and block2
only.
pub unsafe fn valueDidChangeHandler( &self, ) -> *mut DynBlock<dyn Fn(NonNull<GCPhysicalInputProfile>, NonNull<GCControllerElement>)>
GCControllerElement
and block2
only.Set this block if you want to be notified when a value on a element changed. If multiple elements have changed this block will be called for each element that changed.
Parameter profile
: this profile that is being used to map the raw input data into logical values on controller elements such as the dpad or the buttons.
Parameter element
: the element that has been modified.
Sourcepub unsafe fn setValueDidChangeHandler(
&self,
value_did_change_handler: Option<&DynBlock<dyn Fn(NonNull<GCPhysicalInputProfile>, NonNull<GCControllerElement>)>>,
)
Available on crate features GCControllerElement
and block2
only.
pub unsafe fn setValueDidChangeHandler( &self, value_did_change_handler: Option<&DynBlock<dyn Fn(NonNull<GCPhysicalInputProfile>, NonNull<GCControllerElement>)>>, )
GCControllerElement
and block2
only.Setter for valueDidChangeHandler
.
Sourcepub unsafe fn elements(
&self,
) -> Retained<NSDictionary<NSString, GCControllerElement>>
Available on crate feature GCControllerElement
only.
pub unsafe fn elements( &self, ) -> Retained<NSDictionary<NSString, GCControllerElement>>
GCControllerElement
only.The following properties allow for runtime lookup of any input element on a profile, when provided with a valid alias.
GCControllerButtonInput
and GCControllerElement
only.pub unsafe fn axes( &self, ) -> Retained<NSDictionary<NSString, GCControllerAxisInput>>
GCControllerAxisInput
and GCControllerElement
only.pub unsafe fn dpads( &self, ) -> Retained<NSDictionary<NSString, GCControllerDirectionPad>>
GCControllerDirectionPad
and GCControllerElement
only.pub unsafe fn touchpads( &self, ) -> Retained<NSDictionary<NSString, GCControllerTouchpad>>
GCControllerElement
and GCControllerTouchpad
only.Sourcepub unsafe fn allElements(&self) -> Retained<NSSet<GCControllerElement>>
Available on crate feature GCControllerElement
only.
pub unsafe fn allElements(&self) -> Retained<NSSet<GCControllerElement>>
GCControllerElement
only.The following properties allow for dynamic querying of the input elements available on a profile.
pub unsafe fn allButtons(&self) -> Retained<NSSet<GCControllerButtonInput>>
GCControllerButtonInput
and GCControllerElement
only.pub unsafe fn allAxes(&self) -> Retained<NSSet<GCControllerAxisInput>>
GCControllerAxisInput
and GCControllerElement
only.pub unsafe fn allDpads(&self) -> Retained<NSSet<GCControllerDirectionPad>>
GCControllerDirectionPad
and GCControllerElement
only.pub unsafe fn allTouchpads(&self) -> Retained<NSSet<GCControllerTouchpad>>
GCControllerElement
and GCControllerTouchpad
only.Sourcepub unsafe fn objectForKeyedSubscript(
&self,
key: &NSString,
) -> Option<Retained<GCControllerElement>>
Available on crate feature GCControllerElement
only.
pub unsafe fn objectForKeyedSubscript( &self, key: &NSString, ) -> Option<Retained<GCControllerElement>>
GCControllerElement
only.Profile elements can be accessed using keyed subscript notation, with a valid alias of its inputs.
Note: Equivalent to -elements
Sourcepub unsafe fn capture(&self) -> Retained<Self>
pub unsafe fn capture(&self) -> Retained<Self>
Polls the state vector of the physical input input and saves it to a new and writable instance of GCPhysicalInputProfile.
If your application is heavily multithreaded this may also be useful to guarantee atomicity of input handling as a snapshot will not change based on user input once it is taken.
See: snapshot
Returns: A new physical input profile with the duplicated state vector of the current physical input
Sourcepub unsafe fn setStateFromPhysicalInput(
&self,
physical_input: &GCPhysicalInputProfile,
)
pub unsafe fn setStateFromPhysicalInput( &self, physical_input: &GCPhysicalInputProfile, )
Sets the state vector of the physical input profile to a copy of the passed in physical input profile’s state vector.
Note: If the controller’s snapshot flag is set to NO, this method has no effect.
See: GCController.snapshot
Sourcepub unsafe fn mappedElementAliasForPhysicalInputName(
&self,
input_name: &NSString,
) -> Retained<NSString>
pub unsafe fn mappedElementAliasForPhysicalInputName( &self, input_name: &NSString, ) -> Retained<NSString>
Returns the primary alias of the GCControllerElement that a given physical input maps to.
If the user were to map a physical press of the A button of their game controller to the B button, then -[GCPhysicalInputProfile mappedElementAliasForPhysicalInputName: GCInputButtonA] would return GCInputButtonB. Note that mappings can change anytime your app is backgrounded, so make sure you update any relevant visuals when returning to foreground.
Parameter inputName
: A GCInput string corresponding to the physical button you want the mapped element alias for.
Returns: A GCInput string corresponding to the primary alias of the GCControllerElement that a given physical button maps to, or nil if there is no mapping.
Sourcepub unsafe fn mappedPhysicalInputNamesForElementAlias(
&self,
element_alias: &NSString,
) -> Retained<NSSet<NSString>>
pub unsafe fn mappedPhysicalInputNamesForElementAlias( &self, element_alias: &NSString, ) -> Retained<NSSet<NSString>>
Returns a set of GCInput strings corresponding to physical inputs that are mapped to a given GCControllerElement.
If the user mapped the physical press of the A button, the B button, and the X button to the B button, then -[GCPhysicalInputProfile mappedPhysicalInputNamesForElementAlias: GCInputButtonB] would return [GCInputButtonA, GCInputButtonB, GCInputButtonX]. Note that mappings can change anytime your app is backgrounded, so make sure you update any relevant visuals when returning to foreground.
Parameter elementAlias
: A GCInput string corresponding to an alias of the GCControllerElement you want the physical buttons for.
Returns: A set of GCInput strings corresponding to physical inputs that are mapped to a given GCControllerElement, or an empty set if there are no mappings.
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.
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pub fn class(&self) -> &'static AnyClass
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T: Encode,
👎Deprecated: this is difficult to use correctly, use Ivar::load
instead.
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instead.Use Ivar::load
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T: DowncastTarget,
pub fn downcast_ref<T>(&self) -> Option<&T>where
T: DowncastTarget,
Attempt to downcast the object to a class of type T
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,
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Cast an NSString
back and forth from NSObject
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use objc2::rc::Retained;
use objc2_foundation::{NSObject, NSString};
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Trait Implementations§
Source§impl AsRef<AnyObject> for GCKeyboardInput
impl AsRef<AnyObject> for GCKeyboardInput
Source§impl AsRef<GCKeyboardInput> for GCKeyboardInput
impl AsRef<GCKeyboardInput> for GCKeyboardInput
Source§impl AsRef<GCPhysicalInputProfile> for GCKeyboardInput
impl AsRef<GCPhysicalInputProfile> for GCKeyboardInput
Source§fn as_ref(&self) -> &GCPhysicalInputProfile
fn as_ref(&self) -> &GCPhysicalInputProfile
Source§impl AsRef<NSObject> for GCKeyboardInput
impl AsRef<NSObject> for GCKeyboardInput
Source§impl Borrow<AnyObject> for GCKeyboardInput
impl Borrow<AnyObject> for GCKeyboardInput
Source§impl Borrow<GCPhysicalInputProfile> for GCKeyboardInput
impl Borrow<GCPhysicalInputProfile> for GCKeyboardInput
Source§fn borrow(&self) -> &GCPhysicalInputProfile
fn borrow(&self) -> &GCPhysicalInputProfile
Source§impl Borrow<NSObject> for GCKeyboardInput
impl Borrow<NSObject> for GCKeyboardInput
Source§impl ClassType for GCKeyboardInput
impl ClassType for GCKeyboardInput
Source§const NAME: &'static str = "GCKeyboardInput"
const NAME: &'static str = "GCKeyboardInput"
Source§type Super = GCPhysicalInputProfile
type Super = GCPhysicalInputProfile
Source§type ThreadKind = <<GCKeyboardInput as ClassType>::Super as ClassType>::ThreadKind
type ThreadKind = <<GCKeyboardInput as ClassType>::Super as ClassType>::ThreadKind
Source§impl Debug for GCKeyboardInput
impl Debug for GCKeyboardInput
Source§impl Deref for GCKeyboardInput
impl Deref for GCKeyboardInput
Source§impl Hash for GCKeyboardInput
impl Hash for GCKeyboardInput
Source§impl Message for GCKeyboardInput
impl Message for GCKeyboardInput
Source§impl NSObjectProtocol for GCKeyboardInput
impl NSObjectProtocol for GCKeyboardInput
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