#[repr(C)]pub struct GCMicroGamepadSnapshot { /* private fields */ }
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
Implementations§
Source§impl GCMicroGamepadSnapshot
impl GCMicroGamepadSnapshot
pub unsafe fn snapshotData(&self) -> Retained<NSData>
Sourcepub unsafe fn setSnapshotData(&self, snapshot_data: &NSData)
👎Deprecated: Use the -[GCController controllerWithMicroGamepad] method instead
pub unsafe fn setSnapshotData(&self, snapshot_data: &NSData)
Setter for snapshotData
.
pub unsafe fn initWithSnapshotData( this: Allocated<Self>, data: &NSData, ) -> Retained<Self>
pub unsafe fn initWithController_snapshotData( this: Allocated<Self>, controller: &GCController, data: &NSData, ) -> Retained<Self>
GCController
only.Methods from Deref<Target = GCMicroGamepad>§
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) -> GCMicroGamepadValueChangedHandler
GCControllerElement
and block2
only.Sourcepub unsafe fn setValueChangedHandler(
&self,
value_changed_handler: GCMicroGamepadValueChangedHandler,
)
Available on crate features GCControllerElement
and block2
only.
pub unsafe fn setValueChangedHandler( &self, value_changed_handler: GCMicroGamepadValueChangedHandler, )
GCControllerElement
and block2
only.Setter for valueChangedHandler
.
Sourcepub unsafe fn saveSnapshot(&self) -> Retained<GCMicroGamepadSnapshot>
👎Deprecated: Use the -[GCController capture] method instead
pub unsafe fn saveSnapshot(&self) -> Retained<GCMicroGamepadSnapshot>
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
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.Optionally analog in the Micro profile. All the elements of this directional input are either analog or digital.
Available on crate features GCControllerButtonInput
and GCControllerElement
only.
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.
Available on crate features GCControllerButtonInput
and GCControllerElement
only.
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
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.
Sourcepub unsafe fn reportsAbsoluteDpadValues(&self) -> bool
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.
Sourcepub unsafe fn setReportsAbsoluteDpadValues(
&self,
reports_absolute_dpad_values: bool,
)
pub unsafe fn setReportsAbsoluteDpadValues( &self, reports_absolute_dpad_values: bool, )
Setter for reportsAbsoluteDpadValues
.
Sourcepub unsafe fn allowsRotation(&self) -> bool
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.
Sourcepub unsafe fn setAllowsRotation(&self, allows_rotation: bool)
pub unsafe fn setAllowsRotation(&self, allows_rotation: bool)
Setter for allowsRotation
.
Sourcepub unsafe fn setStateFromMicroGamepad(&self, micro_gamepad: &GCMicroGamepad)
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>§
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>§
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pub fn doesNotRecognizeSelector(&self, sel: Sel) -> !
Handle messages the object doesn’t recognize.
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Cast an NSString
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Trait Implementations§
Source§impl AsRef<AnyObject> for GCMicroGamepadSnapshot
impl AsRef<AnyObject> for GCMicroGamepadSnapshot
Source§impl AsRef<GCMicroGamepad> for GCMicroGamepadSnapshot
impl AsRef<GCMicroGamepad> for GCMicroGamepadSnapshot
Source§fn as_ref(&self) -> &GCMicroGamepad
fn as_ref(&self) -> &GCMicroGamepad
Source§impl AsRef<GCPhysicalInputProfile> for GCMicroGamepadSnapshot
impl AsRef<GCPhysicalInputProfile> for GCMicroGamepadSnapshot
Source§fn as_ref(&self) -> &GCPhysicalInputProfile
fn as_ref(&self) -> &GCPhysicalInputProfile
Source§impl AsRef<NSObject> for GCMicroGamepadSnapshot
impl AsRef<NSObject> for GCMicroGamepadSnapshot
Source§impl Borrow<AnyObject> for GCMicroGamepadSnapshot
impl Borrow<AnyObject> for GCMicroGamepadSnapshot
Source§impl Borrow<GCMicroGamepad> for GCMicroGamepadSnapshot
impl Borrow<GCMicroGamepad> for GCMicroGamepadSnapshot
Source§fn borrow(&self) -> &GCMicroGamepad
fn borrow(&self) -> &GCMicroGamepad
Source§impl Borrow<GCPhysicalInputProfile> for GCMicroGamepadSnapshot
impl Borrow<GCPhysicalInputProfile> for GCMicroGamepadSnapshot
Source§fn borrow(&self) -> &GCPhysicalInputProfile
fn borrow(&self) -> &GCPhysicalInputProfile
Source§impl Borrow<NSObject> for GCMicroGamepadSnapshot
impl Borrow<NSObject> for GCMicroGamepadSnapshot
Source§impl ClassType for GCMicroGamepadSnapshot
impl ClassType for GCMicroGamepadSnapshot
Source§const NAME: &'static str = "GCMicroGamepadSnapshot"
const NAME: &'static str = "GCMicroGamepadSnapshot"
Source§type Super = GCMicroGamepad
type Super = GCMicroGamepad
Source§type ThreadKind = <<GCMicroGamepadSnapshot as ClassType>::Super as ClassType>::ThreadKind
type ThreadKind = <<GCMicroGamepadSnapshot as ClassType>::Super as ClassType>::ThreadKind
Source§impl Debug for GCMicroGamepadSnapshot
impl Debug for GCMicroGamepadSnapshot
Source§impl Deref for GCMicroGamepadSnapshot
impl Deref for GCMicroGamepadSnapshot
Source§impl Hash for GCMicroGamepadSnapshot
impl Hash for GCMicroGamepadSnapshot
Source§impl Message for GCMicroGamepadSnapshot
impl Message for GCMicroGamepadSnapshot
Source§impl NSObjectProtocol for GCMicroGamepadSnapshot
impl NSObjectProtocol for GCMicroGamepadSnapshot
Source§fn isEqual(&self, other: Option<&AnyObject>) -> bool
fn isEqual(&self, other: Option<&AnyObject>) -> bool
Source§fn hash(&self) -> usize
fn hash(&self) -> usize
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fn isKindOfClass(&self, cls: &AnyClass) -> bool
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directly, or cast your objects with AnyObject::downcast_ref