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libElysianVMU 1.6.0
Full-featured, accurate, cross-platform library emulating the Dreamcast's Visual Memory Unit
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Go to the source code of this file.
Data Structures | |
| struct | EvmuGamepadClass |
| struct | EvmuGamepad |
Macros | |
| #define | EVMU_GAMEPAD_NAME "gamepad" |
Type System | |
Type UUID and cast operators | |
| #define | EVMU_GAMEPAD_TYPE (GBL_TYPEID(EvmuGamepad)) |
| #define | EVMU_GAMEPAD(self) |
| #define | EVMU_GAMEPAD_CLASS(klass) |
| #define | EVMU_GAMEPAD_GET_CLASS(self) |
Functions | |
| GblType | EvmuGamepad_type (void) |
EvmuGamepad and Port 3 Button Management.
This file provides an API for accessing and setting the button states of a Gamepad. This is done via the EvmuGamepad instance.
To implement a new input back-end, you may simply set the current state variables based on the source input device; however, a more sophisticated method would be to either reimplement EvmuGamepadClass::pFnPollButtons with this logic, or to connect a closure to the "updatingButtons" signal, which will synchronize external polling and internal update logic.
Definition in file evmu_gamepad.h.
| #define EVMU_GAMEPAD | ( | self | ) |
Cast GblInstance to EvmuGamepad.
Definition at line 31 of file evmu_gamepad.h.
| #define EVMU_GAMEPAD_CLASS | ( | klass | ) |
Cast GblClass to EvmuGamepadClass.
Definition at line 32 of file evmu_gamepad.h.
| #define EVMU_GAMEPAD_GET_CLASS | ( | self | ) |
Function-style class accessor
Definition at line 33 of file evmu_gamepad.h.
| #define EVMU_GAMEPAD_NAME "gamepad" |
Gamepad GblObject name.
Definition at line 36 of file evmu_gamepad.h.
| #define EVMU_GAMEPAD_TYPE (GBL_TYPEID(EvmuGamepad)) |
GblType UUID for EvmuGamepad.
Definition at line 30 of file evmu_gamepad.h.
| GblType EvmuGamepad_type | ( | void | ) |
Returns the GblType UUID associated with EvmuGamepad.