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Burger::XInputGamePad_t Struct Reference

Persistent state of an XInput gamepad. More...

Public Attributes

float m_fThumbLX
 Left thumbstick X -1.0f to 1.0f.
 
float m_fThumbLY
 Left thumbstick Y -1.0f to 1.0f.
 
float m_fThumbRX
 Right thumbstick X -1.0f to 1.0f.
 
float m_fThumbRY
 Right thumbstick Y -1.0f to 1.0f.
 
int32_t m_iThumbLX
 Left thumbstick X -32768 to 32767.
 
int32_t m_iThumbLY
 Left thumbstick Y -32768 to 32767.
 
int32_t m_iThumbRX
 Right thumbstick X -32768 to 32767.
 
int32_t m_iThumbRY
 Right thumbstick Y -32768 to 32767.
 
uint32_t m_uButtons
 Current state of the buttons.
 
uint32_t m_uPressedButtons
 Buttons that were "pressed" during this update.
 
uint8_t m_uLeftTrigger
 Left trigger (0-255)
 
uint8_t m_uRightTrigger
 Right trigger (0-255)
 
uint8_t m_bPressedLeftTrigger
 TRUE if the left trigger was "Pressed" this update
 
uint8_t m_bPressedRightTrigger
 TRUE if the right trigger was "Pressed" this update
 
uint8_t m_bConnected
 TRUE If the game pad is currently connected
 
uint8_t m_bInserted
 TRUE if the game pad was inserted during the last update
 
uint8_t m_bRemoved
 TRUE if the game pad was removed during the last update
 

Detailed Description

Persistent state of an XInput gamepad.


If the function XInputGetGamepadState() is called, it uses this structure to maintain the state of the gamepad. An application should allocate four of these structures and assign them to gamepad 0 through 3, calling the function XInputGetGamepadState() indexed to the associated structure to read and track the state of the gamepads. XInput, by design, only supports a maximum of 4 gamepads.

Burgerlib's Joypad class maintains it's own copies of this structure. This class is exposed for programmers who wish to directly access XInput for their own needs.

Note
This is only available on Windows

Member Data Documentation

◆ m_bConnected

uint8_t Burger::XInputGamePad_t::m_bConnected

TRUE If the game pad is currently connected

◆ m_bInserted

uint8_t Burger::XInputGamePad_t::m_bInserted

TRUE if the game pad was inserted during the last update

◆ m_bPressedLeftTrigger

uint8_t Burger::XInputGamePad_t::m_bPressedLeftTrigger

TRUE if the left trigger was "Pressed" this update

◆ m_bPressedRightTrigger

uint8_t Burger::XInputGamePad_t::m_bPressedRightTrigger

TRUE if the right trigger was "Pressed" this update

◆ m_bRemoved

uint8_t Burger::XInputGamePad_t::m_bRemoved

TRUE if the game pad was removed during the last update

◆ m_fThumbLX

float Burger::XInputGamePad_t::m_fThumbLX

Left thumbstick X -1.0f to 1.0f.

◆ m_fThumbLY

float Burger::XInputGamePad_t::m_fThumbLY

Left thumbstick Y -1.0f to 1.0f.

◆ m_fThumbRX

float Burger::XInputGamePad_t::m_fThumbRX

Right thumbstick X -1.0f to 1.0f.

◆ m_fThumbRY

float Burger::XInputGamePad_t::m_fThumbRY

Right thumbstick Y -1.0f to 1.0f.

◆ m_iThumbLX

int32_t Burger::XInputGamePad_t::m_iThumbLX

Left thumbstick X -32768 to 32767.

◆ m_iThumbLY

int32_t Burger::XInputGamePad_t::m_iThumbLY

Left thumbstick Y -32768 to 32767.

◆ m_iThumbRX

int32_t Burger::XInputGamePad_t::m_iThumbRX

Right thumbstick X -32768 to 32767.

◆ m_iThumbRY

int32_t Burger::XInputGamePad_t::m_iThumbRY

Right thumbstick Y -32768 to 32767.

◆ m_uButtons

uint32_t Burger::XInputGamePad_t::m_uButtons

Current state of the buttons.

◆ m_uLeftTrigger

uint8_t Burger::XInputGamePad_t::m_uLeftTrigger

Left trigger (0-255)

◆ m_uPressedButtons

uint32_t Burger::XInputGamePad_t::m_uPressedButtons

Buttons that were "pressed" during this update.

◆ m_uRightTrigger

uint8_t Burger::XInputGamePad_t::m_uRightTrigger

Right trigger (0-255)