pub struct Gamepad(/* private fields */);
Implementations§
§impl Gamepad
impl Gamepad
pub fn HeadsetConnected<P0>(&self, value: P0) -> Result<EventRegistrationToken>
pub fn RemoveHeadsetConnected( &self, token: EventRegistrationToken ) -> Result<()>
pub fn HeadsetDisconnected<P0>( &self, value: P0 ) -> Result<EventRegistrationToken>
pub fn RemoveHeadsetDisconnected( &self, token: EventRegistrationToken ) -> Result<()>
pub fn UserChanged<P0>(&self, value: P0) -> Result<EventRegistrationToken>
pub fn RemoveUserChanged(&self, token: EventRegistrationToken) -> Result<()>
pub fn Headset(&self) -> Result<Headset>
pub fn IsWireless(&self) -> Result<bool>
pub fn User(&self) -> Result<User>
pub fn TryGetBatteryReport(&self) -> Result<BatteryReport>
pub fn Vibration(&self) -> Result<GamepadVibration>
pub fn SetVibration(&self, value: GamepadVibration) -> Result<()>
pub fn GetCurrentReading(&self) -> Result<GamepadReading>
pub fn GetButtonLabel( &self, button: GamepadButtons ) -> Result<GameControllerButtonLabel>
pub fn GamepadAdded<P0>(value: P0) -> Result<EventRegistrationToken>where
P0: IntoParam<EventHandler<Gamepad>>,
pub fn RemoveGamepadAdded(token: EventRegistrationToken) -> Result<()>
pub fn GamepadRemoved<P0>(value: P0) -> Result<EventRegistrationToken>where
P0: IntoParam<EventHandler<Gamepad>>,
pub fn RemoveGamepadRemoved(token: EventRegistrationToken) -> Result<()>
pub fn Gamepads() -> Result<IVectorView<Gamepad>>
pub fn FromGameController<P0>(gamecontroller: P0) -> Result<Gamepad>where
P0: IntoParam<IGameController>,
Trait Implementations§
§impl From<&Gamepad> for &IInspectable
impl From<&Gamepad> for &IInspectable
§impl From<Gamepad> for IInspectable
impl From<Gamepad> for IInspectable
§impl Interface for Gamepad
impl Interface for Gamepad
§fn as_raw(&self) -> *mut c_void
fn as_raw(&self) -> *mut c_void
Returns the raw COM interface pointer. The resulting pointer continues to be owned by the
Interface
implementation.§fn into_raw(self) -> *mut c_void
fn into_raw(self) -> *mut c_void
Returns the raw COM interface pointer and releases ownership. It the caller’s responsibility to release the COM interface pointer.
§fn cast<T>(&self) -> Result<T, Error>where
T: Interface,
fn cast<T>(&self) -> Result<T, Error>where
T: Interface,
Attempts to cast the current interface to another interface using
QueryInterface
. Read moreimpl Eq for Gamepad
impl Send for Gamepad
impl StructuralPartialEq for Gamepad
impl Sync for Gamepad
Auto Trait Implementations§
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more