Variables
read onlydeviceConnected:FlxTypedSignal<FlxGamepad ‑> Void>
Signal for when a device is connected; returns the connected gamepad object to the attached listener
4.6.0
.read onlydeviceDisconnected:FlxTypedSignal<FlxGamepad ‑> Void>
Signal for when a device is disconnected; returns the id of the disconnected gamepad to the attached listener
4.6.0
.globalDeadZone:Null<Float>
Global Gamepad deadzone. The lower, the more sensitive the gamepad. Should be between 0.0 and 1.0. Null by default, overrides the deadzone of gamepads if non-null.
Methods
anyButton(state:FlxInputState = PRESSED):Bool
Whether any buttons have the specified input state on any gamepad.
inlineanyJustPressed(buttonID:FlxGamepadInputID):Bool
Whether this button was just pressed on any gamepad.
inlineanyJustReleased(buttonID:FlxGamepadInputID):Bool
Whether this button was just released on any gamepad.
anyMovedXAxis(RawAxisID:FlxGamepadAnalogStick):Float
Check to see if the X axis is moved on any Gamepad.
Parameters:
AxisID | The axis id |
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Returns:
Float Value from -1 to 1 or 0 if no X axes were moved
anyMovedYAxis(RawAxisID:FlxGamepadAnalogStick):Float
Check to see if the Y axis is moved on any Gamepad.
Parameters:
AxisID | The axis id |
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Returns:
Float Value from -1 to 1 or 0 if no Y axes were moved
getActiveGamepadIDs(?IDsArray:Array<Int>):Array<Int>
Get array of ids for gamepads with any pressed buttons or moved Axis, Ball and Hat.
Parameters:
IDsArray | optional array to fill with ids |
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Returns:
array filled with active gamepad ids
getActiveGamepads(?GamepadArray:Array<FlxGamepad>):Array<FlxGamepad>
Get array of gamepads with any pressed buttons or moved Axis, Ball and Hat.
Parameters:
GamepadArray | optional array to fill with active gamepads |
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Returns:
array filled with active gamepads
inlinegetByID(GamepadID:Int):FlxGamepad
Returns a FlxGamepad with the specified ID or null if none was found. For example, if there are 4 gamepads connected, they will have the IDs 0-3.
getFirstActiveGamepad():FlxGamepad
Get first found active gamepad (with any pressed buttons or moved Axis, Ball and Hat). Returns null if no active gamepad has been found.
getFirstActiveGamepadID():Int
Get first found active gamepad id (with any pressed buttons or moved Axis, Ball and Hat). Returns "-1" if no active gamepad has been found.