Struct GamePadState
Represents specific information about the state of the controller, including the current state of buttons and sticks.
This is implemented as a partial struct to allow for individual platforms to offer additional data without separate state queries to GamePad.
public struct GamePadState
- Inherited Members
Constructors
GamePadState(GamePadThumbSticks, GamePadTriggers, GamePadButtons, GamePadDPad)
Initializes a new instance of the GamePadState struct using the specified GamePadThumbSticks, GamePadTriggers, GamePadButtons, and GamePadDPad.
public GamePadState(GamePadThumbSticks thumbSticks, GamePadTriggers triggers, GamePadButtons buttons, GamePadDPad dPad)
Parameters
thumbSticks
GamePadThumbSticksInitial thumbstick state.
triggers
GamePadTriggersInitial trigger state.
buttons
GamePadButtonsInitial button state.
dPad
GamePadDPadInitial directional pad state.
GamePadState(Vector2, Vector2, float, float, Buttons)
Initializes a new instance of the GamePadState struct using the specified stick, trigger, and button values.
public GamePadState(Vector2 leftThumbStick, Vector2 rightThumbStick, float leftTrigger, float rightTrigger, Buttons button)
Parameters
leftThumbStick
Vector2Left stick value. Each axis is clamped between −1.0 and 1.0.
rightThumbStick
Vector2Right stick value. Each axis is clamped between −1.0 and 1.0.
leftTrigger
floatLeft trigger value. This value is clamped between 0.0 and 1.0.
rightTrigger
floatRight trigger value. This value is clamped between 0.0 and 1.0.
button
ButtonsButton(s) to initialize as pressed.
GamePadState(Vector2, Vector2, float, float, Buttons[])
Initializes a new instance of the GamePadState struct using the specified stick, trigger, and button values.
public GamePadState(Vector2 leftThumbStick, Vector2 rightThumbStick, float leftTrigger, float rightTrigger, Buttons[] buttons)
Parameters
leftThumbStick
Vector2Left stick value. Each axis is clamped between −1.0 and 1.0.
rightThumbStick
Vector2Right stick value. Each axis is clamped between −1.0 and 1.0.
leftTrigger
floatLeft trigger value. This value is clamped between 0.0 and 1.0.
rightTrigger
floatRight trigger value. This value is clamped between 0.0 and 1.0.
buttons
Buttons[]Array of Buttons to initialize as pressed.
Fields
Default
The default initialized gamepad state.
public static readonly GamePadState Default
Field Value
Properties
Buttons
Gets a structure that identifies what buttons on the controller are pressed.
public readonly GamePadButtons Buttons { get; }
Property Value
- GamePadButtons
The buttons structure.
DPad
Gets a structure that identifies what directions of the directional pad on the controller are pressed.
public readonly GamePadDPad DPad { get; }
Property Value
- GamePadDPad
The directional pad structure.
IsConnected
Gets a value indicating if the controller is connected.
public readonly bool IsConnected { get; }
Property Value
- bool
true
if it is connected; otherwise,false
.
PacketNumber
Gets the packet number associated with this state.
public readonly int PacketNumber { get; }
Property Value
- int
The packet number.
ThumbSticks
Gets a structure that indicates the position of the controller sticks (thumbsticks).
public readonly GamePadThumbSticks ThumbSticks { get; }
Property Value
- GamePadThumbSticks
The thumbsticks position.
Triggers
Gets a structure that identifies the position of triggers on the controller.
public readonly GamePadTriggers Triggers { get; }
Property Value
- GamePadTriggers
Positions of the triggers.
Methods
Equals(object)
Determines whether the specified object is equal to the current GamePadState.
public override bool Equals(object obj)
Parameters
obj
objectThe object to compare with the current GamePadState.
Returns
- bool
true
if the specified object is equal to the current GamePadState; otherwise,false
.
GetHashCode()
Serves as a hash function for a GamePadState object.
public override int GetHashCode()
Returns
- int
A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a hash table.
IsButtonDown(Buttons)
Determines whether specified input device buttons are pressed in this GamePadState.
public bool IsButtonDown(Buttons button)
Parameters
button
ButtonsButtons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation.
Returns
- bool
true
, if button was pressed,false
otherwise.
IsButtonUp(Buttons)
Determines whether specified input device buttons are released (not pressed) in this GamePadState.
public bool IsButtonUp(Buttons button)
Parameters
button
ButtonsButtons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation.
Returns
- bool
true
, if button was released (not pressed),false
otherwise.
ToString()
Returns a string that represents the current GamePadState.
public override string ToString()
Returns
- string
A string that represents the current GamePadState.
Operators
operator ==(GamePadState, GamePadState)
Determines whether a specified instance of GamePadState is equal to another specified GamePadState.
public static bool operator ==(GamePadState left, GamePadState right)
Parameters
left
GamePadStateThe first GamePadState to compare.
right
GamePadStateThe second GamePadState to compare.
Returns
- bool
true
ifleft
andright
are equal; otherwise,false
.
operator !=(GamePadState, GamePadState)
Determines whether a specified instance of GamePadState is not equal to another specified GamePadState.
public static bool operator !=(GamePadState left, GamePadState right)
Parameters
left
GamePadStateThe first GamePadState to compare.
right
GamePadStateThe second GamePadState to compare.
Returns
- bool
true
ifleft
andright
are not equal; otherwise,false
.