
org.flixel.system.input.GamepadMapping Maven / Gradle / Ivy
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package org.flixel.system.input;
import com.badlogic.gdx.Input.Keys;
/**
* A generic controller mapping. By default it uses indices from Keys
.
*
* @author Ka Wing Chin
*/
public class GamepadMapping
{
public static final int UP = 200;
public static final int UP_RIGHT = 199;
public static final int UP_LEFT = 198;
public static final int RIGHT = 197;
public static final int DOWN = 196;
public static final int DOWN_RIGHT = 195;
public static final int DOWN_LEFT = 194;
public static final int LEFT = 193;
public static final int CENTER = 192;
public int BUTTON_DPAD_UP;
public int BUTTON_DPAD_RIGHT;
public int BUTTON_DPAD_DOWN;
public int BUTTON_DPAD_LEFT;
public int BUTTON_CIRCLE = Keys.BUTTON_CIRCLE;
public int BUTTON_A = Keys.BUTTON_A;
public int BUTTON_B = Keys.BUTTON_B;
public int BUTTON_C = Keys.BUTTON_C;
public int BUTTON_Y = Keys.BUTTON_Y;
public int BUTTON_X = Keys.BUTTON_X;
public int BUTTON_Z = Keys.BUTTON_Z;
public int BUTTON_L1 = Keys.BUTTON_L1;
public int BUTTON_R1 = Keys.BUTTON_R1;
public int BUTTON_L2 = Keys.BUTTON_L2;
public int BUTTON_R2 = Keys.BUTTON_R2;
public int BUTTON_L3 = Keys.BUTTON_THUMBL;
public int BUTTON_R3 = Keys.BUTTON_THUMBR;
public int BUTTON_START = Keys.BUTTON_START;
public int BUTTON_SELECT = Keys.BUTTON_SELECT;
public int BUTTON_MODE = Keys.BUTTON_MODE;
public int AXIS_LEFT_X = -1;
public int AXIS_LEFT_Y = -1;
public int AXIS_RIGHT_X = -1;
public int AXIS_RIGHT_Y = -1;
public String ID;
public String[] IDs;
/**
* Creates a new GamepadMapping
object.
*
* @param ID The ID that is equal to the Controller.getName()
.
*/
public GamepadMapping(String ID)
{
this.ID = ID;
}
/**
* Creates a new GamepadMapping
object. Some same controllers got different
*
* @param IDs Multiple IDs that are equal to the
* Controller.getName()
.
*/
public GamepadMapping(String[] IDs)
{
this.IDs = IDs;
}
public void destroy()
{
IDs = null;
}
}
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