Struct GCMicroGamepadSnapshot

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#[repr(C)]
pub struct GCMicroGamepadSnapshot { /* private fields */ }
👎Deprecated: Use the -[GCController controllerWithMicroGamepad] method instead
Available on crate features GCMicroGamepad and GCMicroGamepadSnapshot and GCPhysicalInputProfile only.
Expand description

A GCMicroGamepadSnapshot snapshot is a concrete GCMicroGamepad implementation. It can be used directly in an application to implement controller input replays. It is also returned as the result of polling a controller.

The current snapshotData is readily available to access as NSData. A developer can serialize this to any destination necessary using the NSData API.

The data contains some version of a GCMicroGamepadSnapShotData structure.

See: -[GCMicroGamepad saveSnapshot]

See also Apple’s documentation

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impl GCMicroGamepadSnapshot

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pub unsafe fn snapshotData(&self) -> Retained<NSData>

👎Deprecated: Use the -[GCController controllerWithMicroGamepad] method instead
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pub unsafe fn setSnapshotData(&self, snapshot_data: &NSData)

👎Deprecated: Use the -[GCController controllerWithMicroGamepad] method instead

Setter for snapshotData.

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pub unsafe fn initWithSnapshotData( this: Allocated<Self>, data: &NSData, ) -> Retained<Self>

👎Deprecated: Use the -[GCController controllerWithMicroGamepad] method instead
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pub unsafe fn initWithController_snapshotData( this: Allocated<Self>, controller: &GCController, data: &NSData, ) -> Retained<Self>

👎Deprecated: Use the -[GCController controllerWithMicroGamepad] method instead
Available on crate feature GCController only.
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impl GCMicroGamepadSnapshot

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 = GCMicroGamepad>§

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pub unsafe fn controller(&self) -> Option<Retained<GCController>>

Available on crate feature GCController only.

A profile keeps a reference to the controller that this profile is mapping input from.

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pub unsafe fn valueChangedHandler(&self) -> GCMicroGamepadValueChangedHandler

Available on crate features GCControllerElement and block2 only.
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pub unsafe fn setValueChangedHandler( &self, value_changed_handler: GCMicroGamepadValueChangedHandler, )

Available on crate features GCControllerElement and block2 only.

Setter for valueChangedHandler.

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pub unsafe fn saveSnapshot(&self) -> Retained<GCMicroGamepadSnapshot>

👎Deprecated: Use the -[GCController capture] method instead

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.

See: GCMicroGamepadSnapshot

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pub unsafe fn dpad(&self) -> Retained<GCControllerDirectionPad>

Available on crate features GCControllerDirectionPad and GCControllerElement only.

Optionally analog in the Micro profile. All the elements of this directional input are either analog or digital.

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pub unsafe fn buttonA(&self) -> Retained<GCControllerButtonInput>

Available on crate features GCControllerButtonInput and GCControllerElement only.

The Micro profile has two buttons that are optionally analog in the Micro profile. Button A is the primary action button, it indicates affirmative action and should be used to advance in menus or perform the primary action in gameplay.

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pub unsafe fn buttonX(&self) -> Retained<GCControllerButtonInput>

Available on crate features GCControllerButtonInput and GCControllerElement only.

Button X is the secondary action button, it indicates an alternate affirmative action and should be used to perform a secondary action. If there is no secondary action it should be used as equivalent to buttonA.

Unlike on other profiles there is no negative button on this profile. Instead the menu button should be used to present menu content or to retreat in a menu flow.

See: buttonA

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pub unsafe fn buttonMenu(&self) -> Retained<GCControllerButtonInput>

Available on crate features GCControllerButtonInput and GCControllerElement only.

Button menu is the primary menu button, and should be used to enter the main menu and pause the game.

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pub unsafe fn reportsAbsoluteDpadValues(&self) -> bool

The Micro profile can use the raw position values of the touchpad on the remote as D-pad values, or it can create a virtual dpad centered around the first contact point with the surface.

If NO; a smaller sliding window is created around the initial touch point and subsequent movement is relative to that center. Movement outside the window will slide the window with it to re-center it. This is great for surfaces where there is no clear sense of a middle and drift over time is an issue.

If YES; the absolute values are used and any drift will have to managed manually either through user traning or by a developer using the dpad.

The default value for this property is NO, meaning a sliding window is used for the dpad.

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pub unsafe fn setReportsAbsoluteDpadValues( &self, reports_absolute_dpad_values: bool, )

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pub unsafe fn allowsRotation(&self) -> bool

Allows the Micro profile to monitor the orientation of the controller, if the controller is positioned in landscape orientation, D-pad input values will be transposed 90 degrees to match the new orientation.

The default value for this property is NO.

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pub unsafe fn setAllowsRotation(&self, allows_rotation: bool)

Setter for allowsRotation.

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pub unsafe fn setStateFromMicroGamepad(&self, micro_gamepad: &GCMicroGamepad)

Sets the state vector of the micro gamepad to a copy of the input micro 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>§

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pub unsafe fn device(&self) -> Option<Retained<ProtocolObject<dyn GCDevice>>>

Available on crate feature GCDevice only.

A profile keeps a reference to the device that this profile is mapping input from

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pub unsafe fn lastEventTimestamp(&self) -> NSTimeInterval

The last time elements of this profile were updated.

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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.

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pub unsafe fn valueDidChangeHandler( &self, ) -> *mut DynBlock<dyn Fn(NonNull<GCPhysicalInputProfile>, NonNull<GCControllerElement>)>

Available on crate features 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.

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pub unsafe fn setValueDidChangeHandler( &self, value_did_change_handler: Option<&DynBlock<dyn Fn(NonNull<GCPhysicalInputProfile>, NonNull<GCControllerElement>)>>, )

Available on crate features GCControllerElement and block2 only.
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pub unsafe fn elements( &self, ) -> Retained<NSDictionary<NSString, GCControllerElement>>

Available on crate feature GCControllerElement only.

The following properties allow for runtime lookup of any input element on a profile, when provided with a valid alias.

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pub unsafe fn buttons( &self, ) -> Retained<NSDictionary<NSString, GCControllerButtonInput>>

Available on crate features GCControllerButtonInput and GCControllerElement only.
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pub unsafe fn axes( &self, ) -> Retained<NSDictionary<NSString, GCControllerAxisInput>>

Available on crate features GCControllerAxisInput and GCControllerElement only.
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pub unsafe fn dpads( &self, ) -> Retained<NSDictionary<NSString, GCControllerDirectionPad>>

Available on crate features GCControllerDirectionPad and GCControllerElement only.
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pub unsafe fn touchpads( &self, ) -> Retained<NSDictionary<NSString, GCControllerTouchpad>>

Available on crate features GCControllerElement and GCControllerTouchpad only.
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pub unsafe fn allElements(&self) -> Retained<NSSet<GCControllerElement>>

Available on crate feature GCControllerElement only.

The following properties allow for dynamic querying of the input elements available on a profile.

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pub unsafe fn allButtons(&self) -> Retained<NSSet<GCControllerButtonInput>>

Available on crate features GCControllerButtonInput and GCControllerElement only.
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pub unsafe fn allAxes(&self) -> Retained<NSSet<GCControllerAxisInput>>

Available on crate features GCControllerAxisInput and GCControllerElement only.
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pub unsafe fn allDpads(&self) -> Retained<NSSet<GCControllerDirectionPad>>

Available on crate features GCControllerDirectionPad and GCControllerElement only.
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pub unsafe fn allTouchpads(&self) -> Retained<NSSet<GCControllerTouchpad>>

Available on crate features GCControllerElement and GCControllerTouchpad only.
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pub unsafe fn objectForKeyedSubscript( &self, key: &NSString, ) -> Option<Retained<GCControllerElement>>

Available on crate feature GCControllerElement only.

Profile elements can be accessed using keyed subscript notation, with a valid alias of its inputs.

Note: Equivalent to -elements

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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

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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

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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.

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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>§

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

Handle messages the object doesn’t recognize.

See Apple’s documentation for details.

Methods from Deref<Target = AnyObject>§

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

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for elem in arr {
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Trait Implementations§

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impl AsRef<AnyObject> for GCMicroGamepadSnapshot

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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<GCMicroGamepad> for GCMicroGamepadSnapshot

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fn as_ref(&self) -> &GCMicroGamepad

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

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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<GCPhysicalInputProfile> for GCMicroGamepadSnapshot

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fn as_ref(&self) -> &GCPhysicalInputProfile

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

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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 GCMicroGamepadSnapshot

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fn borrow(&self) -> &AnyObject

Immutably borrows from an owned value. Read more
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impl Borrow<GCMicroGamepad> for GCMicroGamepadSnapshot

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fn borrow(&self) -> &GCMicroGamepad

Immutably borrows from an owned value. Read more
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impl Borrow<GCPhysicalInputProfile> for GCMicroGamepadSnapshot

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fn borrow(&self) -> &GCPhysicalInputProfile

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

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fn borrow(&self) -> &NSObject

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

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const NAME: &'static str = "GCMicroGamepadSnapshot"

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

The superclass of this class. Read more
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type ThreadKind = <<GCMicroGamepadSnapshot 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 GCMicroGamepadSnapshot

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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 GCMicroGamepadSnapshot

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type Target = GCMicroGamepad

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

Dereferences the value.
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impl Hash for GCMicroGamepadSnapshot

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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 GCMicroGamepadSnapshot

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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 GCMicroGamepadSnapshot

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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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where Self: Sized + Message,

Check if the object is an instance of a specific class, without checking subclasses. Read more
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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,

Check whether the object conforms to a given protocol. Read more
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where Self: Sized + Message,

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where Self: Sized + Message,

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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 GCMicroGamepadSnapshot

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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 GCMicroGamepadSnapshot

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const ENCODING_REF: Encoding = <GCMicroGamepad 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 GCMicroGamepadSnapshot

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impl Eq for GCMicroGamepadSnapshot

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