Types
GamepadState = object buttons*: uint64 pressed*: uint64 released*: uint64 pressures*: array[GamepadButtonCount.int, float32] axes*: array[GamepadAxisCount.int, float32] name*: string
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Consts
GamepadDeadzone = 0.1'f32
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Procs
proc gamepadFilterDeadZone(value: float32): float32 {....raises: [], tags: [], forbids: [].}
- Filters small axis values to zero. Source Edit
proc gamepadResetState(state: var GamepadState) {....raises: [], tags: [], forbids: [].}
- Resets the gamepad state to a disconnected default. Source Edit
proc toGamepad(state: GamepadState; id: int): Gamepad {....raises: [], tags: [], forbids: [].}
- Converts an internal gamepad state into a public gamepad snapshot. Source Edit
Templates
template gamepadUpdateButtons(state: var GamepadState; buttons: uint64)
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