Struct GCDualSenseAdaptiveTrigger

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#[repr(C)]
pub struct GCDualSenseAdaptiveTrigger { /* private fields */ }
Available on crate features GCControllerButtonInput and GCControllerElement and GCDualSenseAdaptiveTrigger only.
Expand description

DualSense triggers are required to be analog inputs. Common uses would be acceleration and decelleration in a driving game for example.

GCDualSenseAdaptiveTrigger represents an adaptive trigger on the Sony DualSense controller, allowing you to specify a dynamic resistance force that is applied when pulling the trigger. This can, for example, be used to emulate the feeling of pulling back a bow string, firing a weapon, or pulling a lever.

See: GCDualSenseGamepad

See also Apple’s documentation

Implementations§

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impl GCDualSenseAdaptiveTrigger

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pub unsafe fn mode(&self) -> GCDualSenseAdaptiveTriggerMode

The mode that the adaptive trigger is currently in. This property reflects the physical state of the triggers - and requires a response from the controller. It does not update immediately after calling -[GCDualSenseAdaptiveTrigger setMode…].

See: GCDualSenseAdaptiveTriggerMode

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pub unsafe fn status(&self) -> GCDualSenseAdaptiveTriggerStatus

The current status of the adaptive trigger - whether it is ready to apply a load, is currently applying a load, or has finished applying a load.

See: GCDualSenseAdaptiveTriggerStatus

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pub unsafe fn armPosition(&self) -> c_float

A normalized float from [0-1], with 0 representing the lowest possible trigger arm position and 1 representing the maximum trigger arm position.

See: GCDualSenseAdaptiveTriggerStatus

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pub unsafe fn setModeSlopeFeedbackWithStartPosition_endPosition_startStrength_endStrength( &self, start_position: c_float, end_position: c_float, start_strength: c_float, end_strength: c_float, )

Sets the adaptive trigger to slope feedback mode. The start position, end position, start strength, and end strength of the effect can be set arbitrarily; however the end position must be larger than the start position. The trigger arm will provide a linearly interpolated degree of feedback whenever it is depressed between the start and end positions based on the starting and ending strengths.

Parameter startPosition: - A normalized float from [0-1], with 0 representing the smallest possible trigger depression and 1 representing the maximum trigger depression. The effect will begin once the trigger is depressed beyond this point.

Parameter endPosition: - A normalized float from [0-1], with 0 representing the smallest possible depression and 1 representing the maximum trigger depression. Must be greater than startPosition. The effect will end once the trigger is depressed beyond this point.

Parameter startStrength: - A normalized float from [0-1], with 0 representing the minimum effect strength (off entirely) and 1 representing the maximum effect strength. The effect will begin at startStrength once the trigger is depressed beyond startPosition.

Parameter endStrength: - A normalized float from [0-1], with 0 representing the minimum effect strength (off entirely) and 1 representing the maximum effect strength. The effect will end at endStrength once the trigger is depressed to endPosition.

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pub unsafe fn setModeFeedbackWithStartPosition_resistiveStrength( &self, start_position: c_float, resistive_strength: c_float, )

Sets the adaptive trigger to feedback mode. The start position and strength of the effect can be set arbitrarily. The trigger arm will continue to provide a constant degree of feedback whenever it is depressed further than the start position.

Parameter startPosition: - A normalized float from [0-1], with 0 representing the smallest possible trigger depression and 1 representing the maximum trigger depression.

Parameter resistiveStrength: - A normalized float from [0-1], with 0 representing the minimum effect strength (off entirely) and 1 representing the maximum effect strength.

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pub unsafe fn setModeFeedbackWithResistiveStrengths( &self, positional_resistive_strengths: GCDualSenseAdaptiveTriggerPositionalResistiveStrengths, )

Sets the adaptive trigger to feedback mode. The strength of the effect can be set for each possible trigger position. The trigger arm will provide a degree of feedback based on the resistive strength for a given position.

Parameter positionalResistiveStrengths: - Positional normalized floats from [0-1], with 0 representing the minimum effect strength (off entirely) and 1 representing the maximum effect strength.

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pub unsafe fn setModeWeaponWithStartPosition_endPosition_resistiveStrength( &self, start_position: c_float, end_position: c_float, resistive_strength: c_float, )

Sets the adaptive trigger to weapon mode. The start position, end position, and strength of the effect can be set arbitrarily; however the end position must be larger than the start position. The trigger arm will continue to provide a constant degree of feedback whenever it is depressed further than the start position. Once the trigger arm has been depressed past the end position, the strength of the effect will immediately fall to zero, providing a “sense of release” similar to that provided by pulling the trigger of a weapon.

Parameter startPosition: - A normalized float from [0-1], with 0 representing the smallest possible depression and 1 representing the maximum trigger depression. The effect will begin once the trigger is depressed beyond this point.

Parameter endPosition: - A normalized float from [0-1], with 0 representing the smallest possible depression and 1 representing the maximum trigger depression. Must be greater than startPosition. The effect will end once the trigger is depressed beyond this point.

Parameter resistiveStrength: - A normalized float from [0-1], with 0 representing the minimum effect strength (off entirely) and 1 representing the maximum effect strength.

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pub unsafe fn setModeVibrationWithStartPosition_amplitude_frequency( &self, start_position: c_float, amplitude: c_float, frequency: c_float, )

Sets the adaptive trigger to vibration mode. The start position, amplitude, and frequency of the effect can be set arbitrarily. The trigger arm will continue to strike against the trigger whenever it is depressed further than the start position, providing a “sense of vibration”.

Parameter startPosition: - A normalized float from [0-1], with 0 representing the smallest possible depression and 1 representing the maximum trigger depression. The effect will begin once the trigger is depressed beyond this point.

Parameter amplitude: - A normalized float from [0-1], with 0 representing the minimum effect strength (off entirely) and 1 representing the maximum effect strength.

Parameter frequency: - A normalized float from [0-1], with 0 representing the minimum frequency and 1 representing the maximum frequency of the vibration effect.

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pub unsafe fn setModeVibrationWithAmplitudes_frequency( &self, positional_amplitudes: GCDualSenseAdaptiveTriggerPositionalAmplitudes, frequency: c_float, )

Sets the adaptive trigger to vibration mode. The amplitude of the effect can be set for each possible trigger position. The trigger arm will provide a degree of feedback based on the amplitude for a given position. The trigger arm will continue to strike against the trigger, providing a “sense of vibration”.

Parameter positionalAmplitudes: - Positional normalized floats from [0-1], with 0 representing the minimum effect strength (off entirely) and 1 representing the maximum effect strength.

Parameter frequency: - A normalized float from [0-1], with 0 representing the minimum frequency and 1 representing the maximum frequency of the vibration effect.

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pub unsafe fn setModeOff(&self)

Sets the adaptive trigger to off mode. This turns off the adaptive trigger effect.

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impl GCDualSenseAdaptiveTrigger

Methods declared on superclass NSObject.

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pub unsafe fn init(this: Allocated<Self>) -> Retained<Self>

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pub unsafe fn new() -> Retained<Self>

Methods from Deref<Target = GCControllerButtonInput>§

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pub unsafe fn valueChangedHandler( &self, ) -> GCControllerButtonValueChangedHandler

Available on crate feature block2 only.
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pub unsafe fn setValueChangedHandler( &self, value_changed_handler: GCControllerButtonValueChangedHandler, )

Available on crate feature block2 only.

Setter for valueChangedHandler.

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pub unsafe fn pressedChangedHandler( &self, ) -> GCControllerButtonValueChangedHandler

Available on crate feature 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.

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pub unsafe fn setPressedChangedHandler( &self, pressed_changed_handler: GCControllerButtonValueChangedHandler, )

Available on crate feature block2 only.
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pub unsafe fn touchedChangedHandler( &self, ) -> GCControllerButtonTouchedChangedHandler

Available on crate feature block2 only.
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pub unsafe fn setTouchedChangedHandler( &self, touched_changed_handler: GCControllerButtonTouchedChangedHandler, )

Available on crate feature block2 only.
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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

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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

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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

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pub unsafe fn setValue(&self, value: c_float)

Sets the normalized value for the button input. Will update the pressed state of the button.

Parameter value: the value to set the input to.

Note: If the controller’s snapshot flag is set to NO, this method has no effect.

See: value

Methods from Deref<Target = GCControllerElement>§

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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.

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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.

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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

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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

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pub unsafe fn setPreferredSystemGestureState( &self, preferred_system_gesture_state: GCSystemGestureState, )

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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.

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pub unsafe fn setSfSymbolsName(&self, sf_symbols_name: Option<&NSString>)

Setter for sfSymbolsName.

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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.

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pub unsafe fn setLocalizedName(&self, localized_name: Option<&NSString>)

Setter for localizedName.

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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).

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pub unsafe fn setUnmappedSfSymbolsName( &self, unmapped_sf_symbols_name: Option<&NSString>, )

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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).

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pub unsafe fn setUnmappedLocalizedName( &self, unmapped_localized_name: Option<&NSString>, )

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pub unsafe fn aliases(&self) -> Retained<NSSet<NSString>>

A set of aliases that can be used to access this element with keyed subscript notation.

Methods from Deref<Target = NSObject>§

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pub fn doesNotRecognizeSelector(&self, sel: Sel) -> !

Handle messages the object doesn’t recognize.

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Methods from Deref<Target = AnyObject>§

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pub fn class(&self) -> &'static AnyClass

Dynamically find the class of this object.

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pub unsafe fn get_ivar<T>(&self, name: &str) -> &T
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Use Ivar::load instead.

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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();
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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.

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for elem in arr {
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Trait Implementations§

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impl AsRef<AnyObject> for GCDualSenseAdaptiveTrigger

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fn as_ref(&self) -> &AnyObject

Converts this type into a shared reference of the (usually inferred) input type.
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impl AsRef<GCControllerButtonInput> for GCDualSenseAdaptiveTrigger

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fn as_ref(&self) -> &GCControllerButtonInput

Converts this type into a shared reference of the (usually inferred) input type.
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impl AsRef<GCControllerElement> for GCDualSenseAdaptiveTrigger

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fn as_ref(&self) -> &GCControllerElement

Converts this type into a shared reference of the (usually inferred) input type.
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impl AsRef<GCDualSenseAdaptiveTrigger> for GCDualSenseAdaptiveTrigger

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fn as_ref(&self) -> &Self

Converts this type into a shared reference of the (usually inferred) input type.
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impl AsRef<NSObject> for GCDualSenseAdaptiveTrigger

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fn as_ref(&self) -> &NSObject

Converts this type into a shared reference of the (usually inferred) input type.
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impl Borrow<AnyObject> for GCDualSenseAdaptiveTrigger

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fn borrow(&self) -> &AnyObject

Immutably borrows from an owned value. Read more
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impl Borrow<GCControllerButtonInput> for GCDualSenseAdaptiveTrigger

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fn borrow(&self) -> &GCControllerButtonInput

Immutably borrows from an owned value. Read more
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impl Borrow<GCControllerElement> for GCDualSenseAdaptiveTrigger

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fn borrow(&self) -> &GCControllerElement

Immutably borrows from an owned value. Read more
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impl Borrow<NSObject> for GCDualSenseAdaptiveTrigger

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fn borrow(&self) -> &NSObject

Immutably borrows from an owned value. Read more
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impl ClassType for GCDualSenseAdaptiveTrigger

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const NAME: &'static str = "GCDualSenseAdaptiveTrigger"

The name of the Objective-C class that this type represents. Read more
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type Super = GCControllerButtonInput

The superclass of this class. Read more
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type ThreadKind = <<GCDualSenseAdaptiveTrigger as ClassType>::Super as ClassType>::ThreadKind

Whether the type can be used from any thread, or from only the main thread. Read more
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fn class() -> &'static AnyClass

Get a reference to the Objective-C class that this type represents. Read more
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fn as_super(&self) -> &Self::Super

Get an immutable reference to the superclass.
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impl Debug for GCDualSenseAdaptiveTrigger

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Deref for GCDualSenseAdaptiveTrigger

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type Target = GCControllerButtonInput

The resulting type after dereferencing.
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fn deref(&self) -> &Self::Target

Dereferences the value.
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impl Hash for GCDualSenseAdaptiveTrigger

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fn hash<H: Hasher>(&self, state: &mut H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl Message for GCDualSenseAdaptiveTrigger

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fn retain(&self) -> Retained<Self>
where Self: Sized,

Increment the reference count of the receiver. Read more
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impl NSObjectProtocol for GCDualSenseAdaptiveTrigger

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fn isEqual(&self, other: Option<&AnyObject>) -> bool
where Self: Sized + Message,

Check whether the object is equal to an arbitrary other object. Read more
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fn hash(&self) -> usize
where Self: Sized + Message,

An integer that can be used as a table address in a hash table structure. Read more
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fn isKindOfClass(&self, cls: &AnyClass) -> bool
where Self: Sized + Message,

Check if the object is an instance of the class, or one of its subclasses. Read more
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fn is_kind_of<T>(&self) -> bool
where T: ClassType, Self: Sized + Message,

👎Deprecated: use isKindOfClass directly, or cast your objects with AnyObject::downcast_ref
Check if the object is an instance of the class type, or one of its subclasses. Read more
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fn isMemberOfClass(&self, cls: &AnyClass) -> bool
where Self: Sized + Message,

Check if the object is an instance of a specific class, without checking subclasses. Read more
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fn respondsToSelector(&self, aSelector: Sel) -> bool
where Self: Sized + Message,

Check whether the object implements or inherits a method with the given selector. Read more
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where Self: Sized + Message,

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fn description(&self) -> Retained<NSObject>
where Self: Sized + Message,

A textual representation of the object. Read more
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where Self: Sized + Message,

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fn retainCount(&self) -> usize
where Self: Sized + Message,

The reference count of the object. Read more
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impl PartialEq for GCDualSenseAdaptiveTrigger

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fn eq(&self, other: &Self) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl RefEncode for GCDualSenseAdaptiveTrigger

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const ENCODING_REF: Encoding = <GCControllerButtonInput as ::objc2::RefEncode>::ENCODING_REF

The Objective-C type-encoding for a reference of this type. Read more
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impl DowncastTarget for GCDualSenseAdaptiveTrigger

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impl Eq for GCDualSenseAdaptiveTrigger

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impl<T> Any for T
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