#[repr(C)]pub struct GCExtendedGamepad { /* private fields */ }
GCExtendedGamepad
and GCPhysicalInputProfile
only.Expand description
Implementations§
Source§impl GCExtendedGamepad
impl GCExtendedGamepad
Sourcepub unsafe fn controller(&self) -> Option<Retained<GCController>>
Available on crate feature GCController
only.
pub unsafe fn controller(&self) -> Option<Retained<GCController>>
GCController
only.A profile keeps a reference to the controller that this profile is mapping input from.
pub unsafe fn valueChangedHandler(&self) -> GCExtendedGamepadValueChangedHandler
GCControllerElement
and block2
only.Sourcepub unsafe fn setValueChangedHandler(
&self,
value_changed_handler: GCExtendedGamepadValueChangedHandler,
)
Available on crate features GCControllerElement
and block2
only.
pub unsafe fn setValueChangedHandler( &self, value_changed_handler: GCExtendedGamepadValueChangedHandler, )
GCControllerElement
and block2
only.Setter for valueChangedHandler
.
Sourcepub unsafe fn saveSnapshot(&self) -> Retained<GCExtendedGamepadSnapshot>
👎Deprecated: Use the -[GCController capture] method insteadAvailable on crate feature GCExtendedGamepadSnapshot
only.
pub unsafe fn saveSnapshot(&self) -> Retained<GCExtendedGamepadSnapshot>
GCExtendedGamepadSnapshot
only.Polls the state vector of the controller and saves it to a snapshot. The snapshot is stored in a device independent format that can be serialized and used at a later date. This is useful for features such as quality assurance, save game or replay functionality among many.
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.
Sourcepub unsafe fn dpad(&self) -> Retained<GCControllerDirectionPad>
Available on crate features GCControllerDirectionPad
and GCControllerElement
only.
pub unsafe fn dpad(&self) -> Retained<GCControllerDirectionPad>
GCControllerDirectionPad
and GCControllerElement
only.Required to be analog in the Extended profile. All the elements of this directional input are thus analog.
Available on crate features GCControllerButtonInput
and GCControllerElement
only.
GCControllerButtonInput
and GCControllerElement
only.All face buttons are required to be analog in the Extended profile. These must be arranged in the diamond pattern given below:
Y
/
X B
/
A
GCControllerButtonInput
and GCControllerElement
only.GCControllerButtonInput
and GCControllerElement
only.GCControllerButtonInput
and GCControllerElement
only.Available on crate features GCControllerButtonInput
and GCControllerElement
only.
GCControllerButtonInput
and GCControllerElement
only.Button menu is the primary menu button, and should be used to enter the main menu and pause the game.
Available on crate features GCControllerButtonInput
and GCControllerElement
only.
GCControllerButtonInput
and GCControllerElement
only.Button options is the secondary menu button. It should be used to enter a secondary menu, such as graphics and sound configuration, and pause the game.
Available on crate features GCControllerButtonInput
and GCControllerElement
only.
GCControllerButtonInput
and GCControllerElement
only.Button home is a special menu button. If the system does not consume button home events, they will be passed to your application and should be used to enter a secondary menu, and pause the game.
Sourcepub unsafe fn leftThumbstick(&self) -> Retained<GCControllerDirectionPad>
Available on crate features GCControllerDirectionPad
and GCControllerElement
only.
pub unsafe fn leftThumbstick(&self) -> Retained<GCControllerDirectionPad>
GCControllerDirectionPad
and GCControllerElement
only.A thumbstick is a 2-axis control that is physically required to be analog. All the elements of this directional input are thus analog.
Sourcepub unsafe fn rightThumbstick(&self) -> Retained<GCControllerDirectionPad>
Available on crate features GCControllerDirectionPad
and GCControllerElement
only.
pub unsafe fn rightThumbstick(&self) -> Retained<GCControllerDirectionPad>
GCControllerDirectionPad
and GCControllerElement
only.A thumbstick is a 2-axis control that is physically required to be analog. All the elements of this directional input are thus analog.
Sourcepub unsafe fn leftShoulder(&self) -> Retained<GCControllerButtonInput>
Available on crate features GCControllerButtonInput
and GCControllerElement
only.
pub unsafe fn leftShoulder(&self) -> Retained<GCControllerButtonInput>
GCControllerButtonInput
and GCControllerElement
only.Shoulder buttons are required to be analog inputs.
Sourcepub unsafe fn rightShoulder(&self) -> Retained<GCControllerButtonInput>
Available on crate features GCControllerButtonInput
and GCControllerElement
only.
pub unsafe fn rightShoulder(&self) -> Retained<GCControllerButtonInput>
GCControllerButtonInput
and GCControllerElement
only.Shoulder buttons are required to be analog inputs.
Sourcepub unsafe fn leftTrigger(&self) -> Retained<GCControllerButtonInput>
Available on crate features GCControllerButtonInput
and GCControllerElement
only.
pub unsafe fn leftTrigger(&self) -> Retained<GCControllerButtonInput>
GCControllerButtonInput
and GCControllerElement
only.Triggers are required to be analog inputs. Common uses would be acceleration and decelleration in a driving game for example.
pub unsafe fn rightTrigger(&self) -> Retained<GCControllerButtonInput>
GCControllerButtonInput
and GCControllerElement
only.Sourcepub unsafe fn leftThumbstickButton(
&self,
) -> Option<Retained<GCControllerButtonInput>>
Available on crate features GCControllerButtonInput
and GCControllerElement
only.
pub unsafe fn leftThumbstickButton( &self, ) -> Option<Retained<GCControllerButtonInput>>
GCControllerButtonInput
and GCControllerElement
only.A thumbstick may also have a clickable component, which is treated as a non-analog button.
pub unsafe fn rightThumbstickButton( &self, ) -> Option<Retained<GCControllerButtonInput>>
GCControllerButtonInput
and GCControllerElement
only.Sourcepub unsafe fn setStateFromExtendedGamepad(
&self,
extended_gamepad: &GCExtendedGamepad,
)
pub unsafe fn setStateFromExtendedGamepad( &self, extended_gamepad: &GCExtendedGamepad, )
Sets the state vector of the extended gamepad to a copy of the input extended gamepad’s state vector.
Note: If the controller’s snapshot flag is set to NO, this method has no effect.
See: GCController.snapshot
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.
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
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Some classes have immutable and mutable variants, such as NSString
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to a NSMutableString
,
while not unsound, is generally frowned upon unless you created the
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mutable.
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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.
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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
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and
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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
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.
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Downcast when processing each element instead.
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for elem in arr {
if let Some(data) = elem.downcast_ref::<NSString>() {
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}
}
Trait Implementations§
Source§impl AsRef<AnyObject> for GCExtendedGamepad
impl AsRef<AnyObject> for GCExtendedGamepad
Source§impl AsRef<GCExtendedGamepad> for GCDualSenseGamepad
Available on crate feature GCDualSenseGamepad
only.
impl AsRef<GCExtendedGamepad> for GCDualSenseGamepad
GCDualSenseGamepad
only.Source§fn as_ref(&self) -> &GCExtendedGamepad
fn as_ref(&self) -> &GCExtendedGamepad
Source§impl AsRef<GCExtendedGamepad> for GCDualShockGamepad
Available on crate feature GCDualShockGamepad
only.
impl AsRef<GCExtendedGamepad> for GCDualShockGamepad
GCDualShockGamepad
only.Source§fn as_ref(&self) -> &GCExtendedGamepad
fn as_ref(&self) -> &GCExtendedGamepad
Source§impl AsRef<GCExtendedGamepad> for GCExtendedGamepad
impl AsRef<GCExtendedGamepad> for GCExtendedGamepad
Source§impl AsRef<GCExtendedGamepad> for GCExtendedGamepadSnapshot
Available on crate feature GCExtendedGamepadSnapshot
only.
impl AsRef<GCExtendedGamepad> for GCExtendedGamepadSnapshot
GCExtendedGamepadSnapshot
only.Source§fn as_ref(&self) -> &GCExtendedGamepad
fn as_ref(&self) -> &GCExtendedGamepad
Source§impl AsRef<GCExtendedGamepad> for GCXboxGamepad
Available on crate feature GCXboxGamepad
only.
impl AsRef<GCExtendedGamepad> for GCXboxGamepad
GCXboxGamepad
only.Source§fn as_ref(&self) -> &GCExtendedGamepad
fn as_ref(&self) -> &GCExtendedGamepad
Source§impl AsRef<GCPhysicalInputProfile> for GCExtendedGamepad
impl AsRef<GCPhysicalInputProfile> for GCExtendedGamepad
Source§fn as_ref(&self) -> &GCPhysicalInputProfile
fn as_ref(&self) -> &GCPhysicalInputProfile
Source§impl AsRef<NSObject> for GCExtendedGamepad
impl AsRef<NSObject> for GCExtendedGamepad
Source§impl Borrow<AnyObject> for GCExtendedGamepad
impl Borrow<AnyObject> for GCExtendedGamepad
Source§impl Borrow<GCExtendedGamepad> for GCDualSenseGamepad
Available on crate feature GCDualSenseGamepad
only.
impl Borrow<GCExtendedGamepad> for GCDualSenseGamepad
GCDualSenseGamepad
only.Source§fn borrow(&self) -> &GCExtendedGamepad
fn borrow(&self) -> &GCExtendedGamepad
Source§impl Borrow<GCExtendedGamepad> for GCDualShockGamepad
Available on crate feature GCDualShockGamepad
only.
impl Borrow<GCExtendedGamepad> for GCDualShockGamepad
GCDualShockGamepad
only.Source§fn borrow(&self) -> &GCExtendedGamepad
fn borrow(&self) -> &GCExtendedGamepad
Source§impl Borrow<GCExtendedGamepad> for GCExtendedGamepadSnapshot
Available on crate feature GCExtendedGamepadSnapshot
only.
impl Borrow<GCExtendedGamepad> for GCExtendedGamepadSnapshot
GCExtendedGamepadSnapshot
only.Source§fn borrow(&self) -> &GCExtendedGamepad
fn borrow(&self) -> &GCExtendedGamepad
Source§impl Borrow<GCExtendedGamepad> for GCXboxGamepad
Available on crate feature GCXboxGamepad
only.
impl Borrow<GCExtendedGamepad> for GCXboxGamepad
GCXboxGamepad
only.Source§fn borrow(&self) -> &GCExtendedGamepad
fn borrow(&self) -> &GCExtendedGamepad
Source§impl Borrow<GCPhysicalInputProfile> for GCExtendedGamepad
impl Borrow<GCPhysicalInputProfile> for GCExtendedGamepad
Source§fn borrow(&self) -> &GCPhysicalInputProfile
fn borrow(&self) -> &GCPhysicalInputProfile
Source§impl Borrow<NSObject> for GCExtendedGamepad
impl Borrow<NSObject> for GCExtendedGamepad
Source§impl ClassType for GCExtendedGamepad
impl ClassType for GCExtendedGamepad
Source§const NAME: &'static str = "GCExtendedGamepad"
const NAME: &'static str = "GCExtendedGamepad"
Source§type Super = GCPhysicalInputProfile
type Super = GCPhysicalInputProfile
Source§type ThreadKind = <<GCExtendedGamepad as ClassType>::Super as ClassType>::ThreadKind
type ThreadKind = <<GCExtendedGamepad as ClassType>::Super as ClassType>::ThreadKind
Source§impl Debug for GCExtendedGamepad
impl Debug for GCExtendedGamepad
Source§impl Deref for GCExtendedGamepad
impl Deref for GCExtendedGamepad
Source§impl Hash for GCExtendedGamepad
impl Hash for GCExtendedGamepad
Source§impl Message for GCExtendedGamepad
impl Message for GCExtendedGamepad
Source§impl NSObjectProtocol for GCExtendedGamepad
impl NSObjectProtocol for GCExtendedGamepad
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