Struct windows::Gaming::Input::RawGameController
pub struct RawGameController(/* private fields */);
Implementations§
§impl RawGameController
impl RawGameController
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 AxisCount(&self) -> Result<i32>
pub fn ButtonCount(&self) -> Result<i32>
pub fn ForceFeedbackMotors(&self) -> Result<IVectorView<ForceFeedbackMotor>>
pub fn HardwareProductId(&self) -> Result<u16>
pub fn HardwareVendorId(&self) -> Result<u16>
pub fn SwitchCount(&self) -> Result<i32>
pub fn GetButtonLabel( &self, buttonindex: i32, ) -> Result<GameControllerButtonLabel>
pub fn GetCurrentReading( &self, buttonarray: &mut [bool], switcharray: &mut [GameControllerSwitchPosition], axisarray: &mut [f64], ) -> Result<u64>
pub fn GetSwitchKind( &self, switchindex: i32, ) -> Result<GameControllerSwitchKind>
pub fn SimpleHapticsControllers( &self, ) -> Result<IVectorView<SimpleHapticsController>>
pub fn NonRoamableId(&self) -> Result<HSTRING>
pub fn DisplayName(&self) -> Result<HSTRING>
pub fn RawGameControllerAdded<P0>(value: P0) -> Result<EventRegistrationToken>where
P0: Param<EventHandler<RawGameController>>,
pub fn RemoveRawGameControllerAdded(token: EventRegistrationToken) -> Result<()>
pub fn RawGameControllerRemoved<P0>(value: P0) -> Result<EventRegistrationToken>where
P0: Param<EventHandler<RawGameController>>,
pub fn RemoveRawGameControllerRemoved( token: EventRegistrationToken, ) -> Result<()>
pub fn RawGameControllers() -> Result<IVectorView<RawGameController>>
pub fn FromGameController<P0>(gamecontroller: P0) -> Result<RawGameController>where
P0: Param<IGameController>,
Trait Implementations§
§impl CanInto<IGameController> for RawGameController
impl CanInto<IGameController> for RawGameController
§impl CanInto<IGameControllerBatteryInfo> for RawGameController
impl CanInto<IGameControllerBatteryInfo> for RawGameController
§impl CanInto<IInspectable> for RawGameController
impl CanInto<IInspectable> for RawGameController
§impl CanInto<IUnknown> for RawGameController
impl CanInto<IUnknown> for RawGameController
§impl Clone for RawGameController
impl Clone for RawGameController
§fn clone(&self) -> RawGameController
fn clone(&self) -> RawGameController
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more§impl Debug for RawGameController
impl Debug for RawGameController
§impl From<&RawGameController> for &IInspectable
impl From<&RawGameController> for &IInspectable
§fn from(value: &RawGameController) -> Self
fn from(value: &RawGameController) -> Self
Converts to this type from the input type.
§impl From<&RawGameController> for &IUnknown
impl From<&RawGameController> for &IUnknown
§fn from(value: &RawGameController) -> Self
fn from(value: &RawGameController) -> Self
Converts to this type from the input type.
§impl From<RawGameController> for IInspectable
impl From<RawGameController> for IInspectable
§fn from(value: RawGameController) -> Self
fn from(value: RawGameController) -> Self
Converts to this type from the input type.
§impl From<RawGameController> for IUnknown
impl From<RawGameController> for IUnknown
§fn from(value: RawGameController) -> Self
fn from(value: RawGameController) -> Self
Converts to this type from the input type.
§impl Interface for RawGameController
impl Interface for RawGameController
§const IID: GUID = <IRawGameController as windows_core::Interface>::IID
const IID: GUID = <IRawGameController 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 PartialEq for RawGameController
impl PartialEq for RawGameController
§fn eq(&self, other: &RawGameController) -> bool
fn eq(&self, other: &RawGameController) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Eq for RawGameController
impl Send for RawGameController
impl StructuralPartialEq for RawGameController
impl Sync for RawGameController
Auto Trait Implementations§
impl Freeze for RawGameController
impl RefUnwindSafe for RawGameController
impl Unpin for RawGameController
impl UnwindSafe for RawGameController
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
)