gamepad
gamepad
¶
Gamepads.
Controllers are opened automatically when they connect (the event loop calls
openGamepad), and the gamepadpressed, gamepadreleased and gamepadaxis
callbacks report input. You can also poll with isGamepadDown and
gamepadAxis. Built on the SDL3 gamepad API, so anything SDL recognizes as
a gamepad works.
toGamepadButton ¶
proc toGamepadButton(b: SDL_GamepadButton): GamepadButton
The nim2d GamepadButton for an SDL gamepad button.
Parameters
-
b(SDL_GamepadButton)
Returns
GamepadButton
Source:
src/nim2d/gamepad.nim:13
toGamepadAxis ¶
proc toGamepadAxis(a: SDL_GamepadAxis): GamepadAxis
The nim2d GamepadAxis for an SDL gamepad axis.
Parameters
-
a(SDL_GamepadAxis)
Returns
GamepadAxis
Source:
src/nim2d/gamepad.nim:52
openGamepad ¶
proc openGamepad(id: GamepadId)
Open a controller. The event loop calls this when one connects, so games
normally never do.
Parameters
-
id(GamepadId)
Source:
src/nim2d/gamepad.nim:75
closeGamepad ¶
proc closeGamepad(id: GamepadId)
Close a controller. The event loop calls this when one disconnects.
Parameters
-
id(GamepadId)
Source:
src/nim2d/gamepad.nim:83
connectedGamepads ¶
proc connectedGamepads(): seq[GamepadId]
isGamepadDown ¶
proc isGamepadDown(id: GamepadId; button: GamepadButton): bool
Whether a controller button is currently held.
Parameters
-
id(GamepadId) -
button(GamepadButton)
Returns
bool
Source:
src/nim2d/gamepad.nim:94
gamepadAxis ¶
proc gamepadAxis(id: GamepadId; axis: GamepadAxis): float
Axis value from -1 to 1 (triggers run 0 to 1).
Parameters
-
id(GamepadId) -
axis(GamepadAxis)
Returns
float
Source:
src/nim2d/gamepad.nim:101
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