Show / Hide Table of Contents

Class GamepadState

Exposes the game gamepad state to dalamud.

Will block game's gamepad input if NavEnableGamepad is set.

Inheritance
System.Object
GamepadState
Implements
System.IDisposable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: Dalamud.Game.ClientState.GamePad
Assembly: Dalamud.dll
Syntax
public class GamepadState : IDisposable

Constructors

| Improve this Doc View Source

GamepadState(ClientStateAddressResolver)

Initializes a new instance of the GamepadState class.

Declaration
public GamepadState(ClientStateAddressResolver resolver)
Parameters
Type Name Description
Dalamud.Game.ClientState.ClientStateAddressResolver resolver

Resolver knowing the pointer to the GamepadPoll function.

Properties

| Improve this Doc View Source

GamepadInputAddress

Gets the pointer to the current instance of the GamepadInput struct.

Declaration
public IntPtr GamepadInputAddress { get; }
Property Value
Type Description
System.IntPtr
| Improve this Doc View Source

LeftStickDown

Gets the state of the left analogue stick in the down direction between 0 (not tilted) and 1 (max tilt).

Declaration
public float LeftStickDown { get; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

LeftStickLeft

Gets the state of the left analogue stick in the left direction between 0 (not tilted) and 1 (max tilt).

Declaration
public float LeftStickLeft { get; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

LeftStickRight

Gets the state of the left analogue stick in the right direction between 0 (not tilted) and 1 (max tilt).

Declaration
public float LeftStickRight { get; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

LeftStickUp

Gets the state of the left analogue stick in the up direction between 0 (not tilted) and 1 (max tilt).

Declaration
public float LeftStickUp { get; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

RightStickDown

Gets the state of the right analogue stick in the down direction between 0 (not tilted) and 1 (max tilt).

Declaration
public float RightStickDown { get; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

RightStickLeft

Gets the state of the right analogue stick in the left direction between 0 (not tilted) and 1 (max tilt).

Declaration
public float RightStickLeft { get; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

RightStickRight

Gets the state of the right analogue stick in the right direction between 0 (not tilted) and 1 (max tilt).

Declaration
public float RightStickRight { get; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

RightStickUp

Gets the state of the right analogue stick in the up direction between 0 (not tilted) and 1 (max tilt).

Declaration
public float RightStickUp { get; }
Property Value
Type Description
System.Single

Methods

| Improve this Doc View Source

Dispose()

Disposes this instance, alongside its hooks.

Declaration
public void Dispose()
| Improve this Doc View Source

Enable()

Enables the hook of the GamepadPoll function.

Declaration
public void Enable()
| Improve this Doc View Source

Finalize()

Finalizes an instance of the GamepadState class.

Declaration
protected void Finalize()
| Improve this Doc View Source

Pressed(GamepadButtons)

Gets whether button has been pressed.

Only true on first frame of the press. If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.

Declaration
public float Pressed(GamepadButtons button)
Parameters
Type Name Description
GamepadButtons button

The button to check for.

Returns
Type Description
System.Single

1 if pressed, 0 otherwise.

| Improve this Doc View Source

Raw(GamepadButtons)

Gets the raw state of button.

Is set the entire time a button is pressed down.

Declaration
public float Raw(GamepadButtons button)
Parameters
Type Name Description
GamepadButtons button

The button to check for.

Returns
Type Description
System.Single

1 the whole time button is pressed, 0 otherwise.

| Improve this Doc View Source

Released(GamepadButtons)

Gets whether button has been released.

Only true the frame after release. If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.

Declaration
public float Released(GamepadButtons button)
Parameters
Type Name Description
GamepadButtons button

The button to check for.

Returns
Type Description
System.Single

1 if released, 0 otherwise.

| Improve this Doc View Source

Repeat(GamepadButtons)

Gets whether button is being pressed.

True in intervals if button is held down. If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.

Declaration
public float Repeat(GamepadButtons button)
Parameters
Type Name Description
GamepadButtons button

The button to check for.

Returns
Type Description
System.Single

1 if still pressed during interval, 0 otherwise or in between intervals.

Implements

System.IDisposable
  • Improve this Doc
  • View Source
In This Article
Back to top Generated by DocFX