Class: XInput
- Inherits:
-
Object
- Object
- XInput
- Extended by:
- FFI::XInput
- Includes:
- FFI::XInput
- Defined in:
- lib/ffi-xinput.rb
Instance Attribute Summary collapse
-
#id ⇒ Object
readonly
Returns the value of attribute id.
Class Method Summary collapse
Instance Method Summary collapse
- #connected? ⇒ Boolean
-
#initialize(id) ⇒ XInput
constructor
A new instance of XInput.
- #state ⇒ Object
- #vibrate(left = 0, right = 0) ⇒ Object
Constructor Details
#initialize(id) ⇒ XInput
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# File 'lib/ffi-xinput.rb', line 67 def initialize(id) @id = id end |
Instance Attribute Details
#id ⇒ Object (readonly)
Returns the value of attribute id.
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# File 'lib/ffi-xinput.rb', line 65 def id @id end |
Class Method Details
.connected? ⇒ Boolean
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# File 'lib/ffi-xinput.rb', line 123 def self.connected? self.state(@id)[:connected] end |
.state(id) ⇒ Object
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# File 'lib/ffi-xinput.rb', line 83 def self.state(id) state = XINPUT_STATE.new result = XInputGetState(id, state) gamepad = state[:Gamepad] state = {} state[:connected] = result == ERROR_SUCCESS state[:up] = gamepad[:wButtons] & XINPUT_GAMEPAD_DPAD_UP > 0 state[:down] = gamepad[:wButtons] & XINPUT_GAMEPAD_DPAD_DOWN > 0 state[:left] = gamepad[:wButtons] & XINPUT_GAMEPAD_DPAD_LEFT > 0 state[:right] = gamepad[:wButtons] & XINPUT_GAMEPAD_DPAD_RIGHT > 0 state[:start] = gamepad[:wButtons] & XINPUT_GAMEPAD_START > 0 state[:back] = gamepad[:wButtons] & XINPUT_GAMEPAD_BACK > 0 state[:left_thumb] = gamepad[:wButtons] & XINPUT_GAMEPAD_LEFT_THUMB > 0 state[:right_thumb] = gamepad[:wButtons] & XINPUT_GAMEPAD_RIGHT_THUMB > 0 state[:left_shoulder] = gamepad[:wButtons] & XINPUT_GAMEPAD_LEFT_SHOULDER > 0 state[:right_shoulder] = gamepad[:wButtons] & XINPUT_GAMEPAD_RIGHT_SHOULDER > 0 state[:a] = gamepad[:wButtons] & XINPUT_GAMEPAD_A > 0 state[:b] = gamepad[:wButtons] & XINPUT_GAMEPAD_B > 0 state[:x] = gamepad[:wButtons] & XINPUT_GAMEPAD_X > 0 state[:y] = gamepad[:wButtons] & XINPUT_GAMEPAD_Y > 0 state[:left_trigger] = gamepad[:bLeftTrigger].to_f / 0xFF.to_f state[:right_trigger] = gamepad[:bRightTrigger].to_f / 0xFF.to_f state[:left_thumb_x] = gamepad[:sThumbLX].to_f / 0x8000.to_f state[:left_thumb_y] = gamepad[:sThumbLY].to_f / 0x8000.to_f state[:right_thumb_x] = gamepad[:sThumbRX].to_f / 0x8000.to_f state[:right_thumb_y] = gamepad[:sThumbRY].to_f / 0x8000.to_f state end |
.vibrate(id, left = 0, right = 0) ⇒ Object
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# File 'lib/ffi-xinput.rb', line 115 def self.vibrate(id, left = 0, right = 0) vibration = XINPUT_VIBRATION.new vibration[:wLeftMotorSpeed] = left * 0xFFFF vibration[:wRightMotorSpeed] = right * 0xFFFF XInputSetState(id, vibration) end |