libElysianVMU 1.6.0
Full-featured, accurate, cross-platform library emulating the Dreamcast's Visual Memory Unit
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EvmuGamepad Struct Reference

#include <evmu_gamepad.h>

Inheritance diagram for EvmuGamepad:
EvmuPeripheral EvmuIBehavior

Data Fields

union { 
 
   EvmuGamepadClass *   pClass 
 
   EvmuPeripheral   base 
 
};  
 
uint16_t up: 1
 
uint16_t down: 1
 
uint16_t left: 1
 
uint16_t right: 1
 
uint16_t a: 1
 
uint16_t b: 1
 
uint16_t mode: 1
 
uint16_t sleep: 1
 
uint16_t turboA: 1
 
uint16_t turboB: 1
 
uint16_t fastForward: 1
 
uint16_t slowMotion: 1
 
- Data Fields inherited from EvmuPeripheral
union { 
 
   EvmuPeripheralClass *   pClass 
 
   GblObject   base 
 
};  
 
GblFlags logLevel
 

Related Symbols

(Note that these are not member symbols.)

Configuration

Method(s) for querying configuration state

GblBool EvmuGamepad_isConfigured (const EvmuGamepad *pSelf)
 

Detailed Description

Gamepad peripheral for managing button states.

The EvmuGamepad peripheral provides both an API for accessing current Port 3 button states and for implementing an input back-end to drive these button states via virtual override or signal.

See also
EvmuGamepadClass

Definition at line 69 of file evmu_gamepad.h.

Friends And Related Symbol Documentation

◆ EvmuGamepad_isConfigured()

GblBool EvmuGamepad_isConfigured ( const EvmuGamepad * pSelf)
related

Returns GBL_TRUE if the port 3 DDR pins have been configured properly for button input.

Field Documentation

◆ a

uint16_t EvmuGamepad::a

A button state (1: pressed, 0: released)

Definition at line 75 of file evmu_gamepad.h.

◆ b

uint16_t EvmuGamepad::b

B button state (1: pressed, 0: released)

Definition at line 76 of file evmu_gamepad.h.

◆ base

EvmuPeripheral EvmuGamepad::base

Inherited base instance structure.

Definition at line 69 of file evmu_gamepad.h.

◆ down

uint16_t EvmuGamepad::down

Dpad Down button state (1: pressed, 0: released)

Definition at line 72 of file evmu_gamepad.h.

◆ fastForward

uint16_t EvmuGamepad::fastForward

Fast-Forward button state (1: pressed, 0: released)

Definition at line 82 of file evmu_gamepad.h.

◆ left

uint16_t EvmuGamepad::left

Dpad Left button state (1: pressed, 0: released)

Definition at line 73 of file evmu_gamepad.h.

◆ mode

uint16_t EvmuGamepad::mode

Mode button state (1: pressed, 0: released)

Definition at line 77 of file evmu_gamepad.h.

◆ pClass

EvmuGamepadClass* EvmuGamepad::pClass

Pointer to class/vtable structure.

Definition at line 69 of file evmu_gamepad.h.

◆ right

uint16_t EvmuGamepad::right

Dpad Right button state (1: pressed, 0: released)

Definition at line 74 of file evmu_gamepad.h.

◆ sleep

uint16_t EvmuGamepad::sleep

Sleep button state (1: pressed, 0: released)

Definition at line 78 of file evmu_gamepad.h.

◆ slowMotion

uint16_t EvmuGamepad::slowMotion

Rewind button state (1: preseed, 0: released)

Definition at line 83 of file evmu_gamepad.h.

◆ turboA

uint16_t EvmuGamepad::turboA

TurboA button state (1: pressed, 0: released)

Definition at line 80 of file evmu_gamepad.h.

◆ turboB

uint16_t EvmuGamepad::turboB

TurboB button state (1: pressed, 0: released)

Definition at line 81 of file evmu_gamepad.h.

◆ up

uint16_t EvmuGamepad::up

Dpad Up button state (1: pressed, 0: released)

Definition at line 71 of file evmu_gamepad.h.


The documentation for this struct was generated from the following file: