TGamepadDevicesManager Class
Definition
Gamepad manager class, to use as a singleton.
type TGamepadDevicesManager = class(TInterfacedObject)
- Inheritance
-
TInterfacedObjectTGamepadDevicesManager
Constructors
Properties
| Enabled |
Start or stop the gamepad infos check loop |
| IsSupported |
Check if the gamepad API is available for this platform |
| OnGamepadAxesChange |
Called for each new value of a gamepad axe (X,Y or others) |
| OnGamepadButtonDown |
Called when a gamepad button is down (pressed) |
| OnGamepadButtonUp |
Called when a gamepad button is up (unpressed) |
| OnGamepadDirectionPadChange |
Called for each direction change from a gamepad DPAD (if available on it) |
| OnGamepadLost |
To know if a connected gamepad is disconnected from the system or powered off. |
| OnNewGamepadDetected |
Used when a new gamepad is detected (it should be connected but can be not). |
| SynchronizedEvents |
Execute events in main thread or in the thread used by the gamepad manager |
| Tag |
Tag property "in case of" not used in this class |
| TagBool |
TagBool property "in case of" not used in this class |
| TagFloat |
TagFloat property "in case of" not used in this class |
| TagObject |
TagObject property "in case of" not used in this class |
| TagString |
TagString property "in case of" not used in this class |
Methods
Fields
| FEnabled |
Activate or stop the gamepad infos check loop |
| FGamepadManager | |
| FGamepads |
List of gamepad datas |
| FGamolfJoystickService |
Access to the joystick interface |
| FLoopIsRunning |
To know if the thread loop is running |
| FLoopThread |
To check the thread status and terminate it if needed |
| FManagers |
List of TGamepadManager components |
| FOnGamepadAxesChange | |
| FOnGamepadButtonDown | |
| FOnGamepadButtonUp | |
| FOnGamepadDirectionPadChange | |
| FOnGamepadLost | |
| FOnNewGamepadDetected | |
| FSynchronizedEvents | |
| FTag | |
| FTagBool | |
| FTagFloat | |
| FTagObject | |
| FTagString |