Constructor
Variables
read onlyanalog:FlxGamepadAnalogList
Helper class to get the justMoved, justReleased, and float values of analog input.
attachment:FlxGamepadAttachment
For gamepads that can have things plugged into them (the Wii Remote, basically). Making the user set this helps Flixel properly interpret inputs properly. EX: if you plug a nunchuk into the Wii Remote, you will get different values for certain buttons than with the Wii Remote alone. (This is probably why Wii games ask the player what control scheme they are using.)
In the future, this could also be used for any attachment that exposes new API features to the controller, e.g. a microphone or headset
deadZone:Float
Gamepad deadzone. The lower, the more sensitive the gamepad. Should be between 0.0 and 1.0. Defaults to 0.15.
deadZoneMode:FlxGamepadDeadZoneMode = INDEPENDENT_AXES
Which dead zone mode to use for analog sticks.
mapping:FlxGamepadMapping
The mapping that is used to map the raw hardware IDs to the values in FlxGamepadInputID
.
Determined by the current model
.
It's also possible to create a custom mapping and assign it here.
model:FlxGamepadModel
The gamepad model used for the mapping of the IDs.
Defaults to detectedModel
, but can be changed manually.
read onlymotion:FlxGamepadMotionValueList
Helper class to get the float values of motion-sensing input, if it is supported
read onlypointer:FlxGamepadPointerValueList
Helper class to get the float values of mouse-like pointer input, if it is supported. (contains continously updated X and Y coordinates, each between 0.0 and 1.0)
Methods
inlineanyJustPressed(IDArray:Array<FlxGamepadInputID>):Bool
Check if at least one button from an array of universal button IDs was just pressed.
Parameters:
IDArray | An array of "universal" gamepad input IDs |
---|
Returns:
Whether at least one of the buttons was just pressed
inlineanyJustPressedRaw(RawIDArray:Array<Int>):Bool
Check if at least one button from an array of raw button IDs was just pressed.
Parameters:
RawIDArray | An array of raw button IDs |
---|
Returns:
Whether at least one of the buttons was just pressed
inlineanyJustReleased(IDArray:Array<FlxGamepadInputID>):Bool
Check if at least one button from an array of gamepad input IDs was just released.
Parameters:
IDArray | An array of "universal" gamepad input IDs |
---|
Returns:
Whether at least one of the buttons was just released
inlineanyJustReleasedRaw(RawIDArray:Array<Int>):Bool
Check if at least one button from an array of raw button IDs was just released.
Parameters:
RawArray | An array of raw button IDs |
---|
Returns:
Whether at least one of the buttons was just released
inlineanyPressed(IDArray:Array<FlxGamepadInputID>):Bool
Check if at least one button from an array of button IDs is pressed.
Parameters:
IDArray | An array of "universal" gamepad input IDs |
---|
Returns:
Whether at least one of the buttons is pressed
inlineanyPressedRaw(RawIDArray:Array<Int>):Bool
Check if at least one button from an array of raw button IDs is pressed.
Parameters:
RawIDArray | An array of raw button IDs |
---|
Returns:
Whether at least one of the buttons is pressed
inlinecheckStatus(ID:FlxGamepadInputID, Status:FlxInputState):Bool
Check the status of a "universal" button ID, auto-mapped to this gamepad (something like FlxGamepadInputID.A).
Parameters:
ID | "universal" gamepad input ID |
---|---|
Status | The key state to check for |
Returns:
Whether the provided button has the specified status
inlinecheckStatusRaw(RawID:Int, Status:FlxInputState):Bool
Check the status of a raw button ID (like XInputID.A).
Parameters:
RawID | Index into buttons array. |
---|---|
Status | The key state to check for |
Returns:
Whether the provided button has the specified status
inlinefirstJustPressedID():FlxGamepadInputID
Get the first found "universal" ButtonID of the button which has been just pressed. Returns NONE if no button was just pressed.
firstJustPressedRawID():Int
Get the first found raw ID of the button which has been just pressed. Returns -1 if no button was just pressed.
inlinefirstJustReleasedID():FlxGamepadInputID
Get the first found "universal" ButtonID of the button which has been just released. Returns NONE if no button was just released.
firstJustReleasedRawID():Int
Get the first found raw ID of the button which has been just released. Returns -1 if no button was just released.
inlinefirstPressedID():FlxGamepadInputID
Get the first found "universal" ID of the button which is currently pressed. Returns NONE if no button is pressed.
firstPressedRawID():Int
Get the first found raw ID of the button which is currently pressed. Returns -1 if no button is pressed.
getAnalogAxes(AxesButtonID:FlxGamepadInputID):FlxPoint
Convenience method that wraps getXAxis()
and getYAxis()
into a FlxPoint
.
Parameters:
AxesButtonID | an analog stick like |
---|
4.3.0
.getAxis(AxisButtonID:FlxGamepadInputID):Float
Gets the value of the specified axis using the "universal" ButtonID - use this only for things like FlxGamepadButtonID.LEFT_TRIGGER, use getXAxis() / getYAxis() for analog sticks!
inlinegetAxisRaw(RawAxisID:Int):Float
Gets the value of the specified axis using the raw ID - use this only for things like XInputID.LEFT_TRIGGER, use getXAxis() / getYAxis() for analog sticks!
inlinegetXAxis(AxesButtonID:FlxGamepadInputID):Float
Given a ButtonID for an analog stick, gets the value of its x axis
Parameters:
AxesButtonID | an analog stick like FlxGamepadButtonID.LEFT_STICK |
---|
inlinegetXAxisRaw(Stick:FlxGamepadAnalogStick):Float
Given both raw IDs for the axes of an analog stick, gets the value of its x axis
inlinegetYAxis(AxesButtonID:FlxGamepadInputID):Float
Given a ButtonID for an analog stick, gets the value of its y axis
Parameters:
AxesButtonID | an analog stick like FlxGamepadButtonID.LEFT_STICK |
---|
getYAxisRaw(Stick:FlxGamepadAnalogStick):Float
Given both raw ID's for the axes of an analog stick, gets the value of its Y axis (should be used in flash to correct the inverted y axis)