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: Param<EventHandler<Gamepad>>,
pub fn RemoveGamepadAdded(token: EventRegistrationToken) -> Result<()>
pub fn GamepadRemoved<P0>(value: P0) -> Result<EventRegistrationToken>where
P0: Param<EventHandler<Gamepad>>,
pub fn RemoveGamepadRemoved(token: EventRegistrationToken) -> Result<()>
pub fn Gamepads() -> Result<IVectorView<Gamepad>>
pub fn FromGameController<P0>(gamecontroller: P0) -> Result<Gamepad>where
P0: Param<IGameController>,
Trait Implementations§
§impl Interface for Gamepad
impl Interface for Gamepad
§const IID: GUID = <IGamepad as windows_core::Interface>::IID
const IID: GUID = <IGamepad as windows_core::Interface>::IID
The
GUID
associated with the interface.§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 more§fn cast_to_any<T>(&self) -> Result<&(dyn Any + 'static), Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
fn cast_to_any<T>(&self) -> Result<&(dyn Any + 'static), Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
This casts the given COM interface to [
&dyn Any
]. Read more§fn is_object<T>(&self) -> boolwhere
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
fn is_object<T>(&self) -> boolwhere
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
§fn cast_object_ref<T>(&self) -> Result<&<T as ComObjectInner>::Outer, Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
fn cast_object_ref<T>(&self) -> Result<&<T as ComObjectInner>::Outer, Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
This casts the given COM interface to [
&dyn Any
]. It returns a reference to the “outer”
object, e.g. &MyApp_Impl
, not the inner &MyApp
object. Read more§fn cast_object<T>(&self) -> Result<ComObject<T>, Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
fn cast_object<T>(&self) -> Result<ComObject<T>, Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
This casts the given COM interface to [
&dyn Any
]. It returns a reference to the “outer”
object, e.g. MyApp_Impl
, not the inner MyApp
object. Read more§fn downgrade(&self) -> Result<Weak<Self>, Error>
fn downgrade(&self) -> Result<Weak<Self>, Error>
Attempts to create a [
Weak
] reference to this object.impl Eq for Gamepad
impl Send for Gamepad
impl StructuralPartialEq for Gamepad
impl Sync for Gamepad
Auto Trait Implementations§
impl Freeze for Gamepad
impl RefUnwindSafe for Gamepad
impl Unpin for Gamepad
impl UnwindSafe for Gamepad
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
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§default unsafe fn clone_to_uninit(&self, dst: *mut T)
default unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)