GamePadState¶
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struct
GamePadState: System.ValueType 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.
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GamePadState
Default The default initialized gamepad state.
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readonly bool
IsConnected Gets a value indicating if the controller is connected.
Value: true if it is connected; otherwise, false.
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readonly int
PacketNumber Gets the packet number associated with this state.
Value: The packet number.
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readonly GamePadButtons
Buttons Gets a structure that identifies what buttons on the controller are pressed.
Value: The buttons structure.
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readonly GamePadDPad
DPad Gets a structure that identifies what directions of the directional pad on the controller are pressed.
Value: The directional pad structure.
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readonly GamePadThumbSticks
ThumbSticks Gets a structure that indicates the position of the controller sticks (thumbsticks).
Value: The thumbsticks position.
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readonly GamePadTriggers
Triggers Gets a structure that identifies the position of triggers on the controller.
Value: Positions of the triggers.
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void
set_IsConnected(bool value) Parameters: - value (bool) –
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void
set_PacketNumber(int value) Parameters: - value (int) –
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void
set_Buttons(GamePadButtons value) Parameters: - value (Microsoft.Xna.Framework.Input.GamePadButtons) –
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void
set_DPad(GamePadDPad value) Parameters: - value (Microsoft.Xna.Framework.Input.GamePadDPad) –
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void
set_ThumbSticks(GamePadThumbSticks value) Parameters: - value (Microsoft.Xna.Framework.Input.GamePadThumbSticks) –
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void
set_Triggers(GamePadTriggers value) Parameters: - value (Microsoft.Xna.Framework.Input.GamePadTriggers) –
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bool
IsButtonDown(Buttons button) Determines whether specified input device buttons are pressed in this GamePadState.
Parameters: - button (Microsoft.Xna.Framework.Input.Buttons) – Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation.
Returns: true, if button was pressed, false otherwise.
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bool
IsButtonUp(Buttons button) Determines whether specified input device buttons are released (not pressed) in this GamePadState.
Parameters: - button (Microsoft.Xna.Framework.Input.Buttons) – Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation.
Returns: true, if button was released (not pressed), false otherwise.
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bool
op_Equality(GamePadState left, GamePadState right) Determines whether a specified instance of T:Microsoft.Xna.Framework.Input.GamePadState is equal to another specified T:Microsoft.Xna.Framework.Input.GamePadState.
Parameters: - left (Microsoft.Xna.Framework.Input.GamePadState) – The first T:Microsoft.Xna.Framework.Input.GamePadState to compare.
- right (Microsoft.Xna.Framework.Input.GamePadState) – The second T:Microsoft.Xna.Framework.Input.GamePadState to compare.
Returns: true if left and right are equal; otherwise, false.
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bool
op_Inequality(GamePadState left, GamePadState right) Determines whether a specified instance of T:Microsoft.Xna.Framework.Input.GamePadState is not equal to another specified T:Microsoft.Xna.Framework.Input.GamePadState.
Parameters: - left (Microsoft.Xna.Framework.Input.GamePadState) – The first T:Microsoft.Xna.Framework.Input.GamePadState to compare.
- right (Microsoft.Xna.Framework.Input.GamePadState) – The second T:Microsoft.Xna.Framework.Input.GamePadState to compare.
Returns: true if left and right are not equal; otherwise, false.
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bool
Equals(System.Object obj) Determines whether the specified T:System.Object is equal to the current T:Microsoft.Xna.Framework.Input.GamePadState.
Parameters: - obj (System.Object) – The T:System.Object to compare with the current T:Microsoft.Xna.Framework.Input.GamePadState.
Returns: - true if the specified T:System.Object is equal to the current
T:Microsoft.Xna.Framework.Input.GamePadState; otherwise, false.
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int
GetHashCode() Serves as a hash function for a T:Microsoft.Xna.Framework.Input.GamePadState object.
Returns: - A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
hash table.
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string
ToString() Returns a T:System.String that represents the current T:Microsoft.Xna.Framework.Input.GamePadState.
Returns: A T:System.String that represents the current T:Microsoft.Xna.Framework.Input.GamePadState.
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GamePadState