class flixel.input.gamepad.FlxGamepadManager implements IFlxInput
Available on all platforms
Manages gamepad input * @author Zaphod
Instance Fields
var globalDeadZone:Float
While you can have each joystick use a custom dead zone, setting this will * set every gamepad to use this deadzone.
function anyJustPressed(ButtonID:Int):Bool
Check to see if this button was just pressed on any Gamepad. * *
ButtonID | The button id (from 0 to 7). * |
returns | Whether the button was just pressed |
function anyJustReleased(ButtonID:Int):Bool
Check to see if this button is just released on any Gamepad. * *
ButtonID | The Button id (from 0 to 7). * |
returns | Whether the button is just released. |
function anyPressed(ButtonID:Int):Bool
Check to see if this button is pressed on any Gamepad. * *
ButtonID | The button id (from 0 to 7). * |
returns | Whether the button is pressed |
function getActiveGamepadIDs(?IDsArray:Array<Int> = null):Array<Int>
Get array of ids for gamepads with any pressed buttons or moved Axis, Ball and Hat. * *
IDsArray | optional array to fill with ids * |
returns | array filled with active gamepad ids |
function getActiveGamepads(?GamepadArray:Array<FlxGamepad> = null):Array<FlxGamepad>
Get array of gamepads with any pressed buttons or moved Axis, Ball and Hat. * *
GamepadArray | optional array to fill with active gamepads * |
returns | array filled with active gamepads |
function 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.
function 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.