Table of Contents

Namespace Microsoft.Xna.Framework.Input

Classes

GamePad

Supports querying the game controllers and setting the vibration motors.

Joystick

Allows interaction with joysticks. Unlike GamePad the number of Buttons/Axes/DPads is not limited.

Keyboard

Allows getting keystrokes from keyboard.

KeyboardInput
MessageBox
Mouse

Allows reading position and button click information from mouse.

MouseCursor

Describes a mouse cursor.

Structs

GamePadButtons

A struct that represents the current button states for the controller.

GamePadCapabilities

A stuct that represents the controller capabilities.

GamePadDPad
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.

GamePadThumbSticks

A struct that represents the current stick (thumbstick) states for the controller.

GamePadTriggers

A struct that contains information on the left and the right trigger buttons.

JoystickCapabilities

Describes joystick capabilities.

JoystickHat

Describes joystick hat state.

JoystickState

Describes current joystick state.

KeyboardState

Holds the state of keystrokes by a keyboard.

MouseState

Represents a mouse state with cursor position and button press information.

Enums

ButtonState

Defines a button state for buttons of mouse, gamepad or joystick.

Buttons

Defines the buttons on gamepad.

GamePadDeadZone

Specifies a type of dead zone processing to apply to Xbox 360 Controller analog sticks when calling GetState.

GamePadType

Defines a type of gamepad.

KeyState

Identifies the state of a keyboard key.

Keys

Defines the keys on a keyboard.