objc2_game_controller/generated/
GCDevice.rs

1//! This file has been automatically generated by `objc2`'s `header-translator`.
2//! DO NOT EDIT
3use core::ffi::*;
4use core::ptr::NonNull;
5#[cfg(feature = "dispatch2")]
6use dispatch2::*;
7use objc2::__framework_prelude::*;
8use objc2_foundation::*;
9
10use crate::*;
11
12extern_protocol!(
13    /// [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gcdevice?language=objc)
14    pub unsafe trait GCDevice: NSObjectProtocol {
15        #[cfg(feature = "dispatch2")]
16        /// The dispatch queue that element value change handlers are submitted on. The default queue is main, and setting this to any
17        /// other queue will make value change handlers dispatch async on the given queue. This is useful if the main game loop
18        /// of the application is not on main, or if input logic is handled on another thread from the main game loop.
19        ///
20        ///
21        /// See: GCControllerAxisInput.valueChangedHandler
22        ///
23        /// See: GCControllerButtonInput.valueChangedHandler
24        ///
25        /// See: GCControllerButtonInput.pressedChangedHandler
26        ///
27        /// See: GCControllerDirectionPad.valueChangedHandler
28        ///
29        /// See: GCMotion.valueChangedHandler
30        #[unsafe(method(handlerQueue))]
31        #[unsafe(method_family = none)]
32        unsafe fn handlerQueue(&self) -> Retained<DispatchQueue>;
33
34        #[cfg(feature = "dispatch2")]
35        /// Setter for [`handlerQueue`][Self::handlerQueue].
36        ///
37        /// # Safety
38        ///
39        /// `handler_queue` possibly has additional threading requirements.
40        #[unsafe(method(setHandlerQueue:))]
41        #[unsafe(method_family = none)]
42        unsafe fn setHandlerQueue(&self, handler_queue: &DispatchQueue);
43
44        /// 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,
45        /// but simply as a way to present some basic information about the device in testing or to the user.
46        #[unsafe(method(vendorName))]
47        #[unsafe(method_family = none)]
48        unsafe fn vendorName(&self) -> Option<Retained<NSString>>;
49
50        /// The product category the device belongs to. This is useful for setting appropriate UI elements based on what type of device is connected.
51        ///
52        ///
53        /// See: GCProductCategories.h
54        #[unsafe(method(productCategory))]
55        #[unsafe(method_family = none)]
56        unsafe fn productCategory(&self) -> Retained<NSString>;
57
58        #[cfg(feature = "GCPhysicalInputProfile")]
59        /// Gets the physical input profile for the device.
60        ///
61        ///
62        /// Note: This is equivalent to the controller's gamepad, microGamepad, or extendedGamepad instance.
63        ///
64        /// See: GCController.microGamepad
65        ///
66        /// See: GCController.extendedGamepad
67        #[deprecated = "Use the physicalInputProfile property on GCController instead.  For GCKeyboard, use the keyboardInput property.  For GCMouse, use the mouseInput property."]
68        #[unsafe(method(physicalInputProfile))]
69        #[unsafe(method_family = none)]
70        unsafe fn physicalInputProfile(&self) -> Retained<GCPhysicalInputProfile>;
71    }
72);