Gondwana Game Engine Development (master) - 2.6.1
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop and web platforms using SkiaSharp for graphics and pluggable audio backends for desktop and browser targets.
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Gondwana.Input.Gamepad.GamepadButtonEventConfiguration Class Reference

Represents the configuration for gamepad button events, including button identification and timing controls for event throttling. This configuration is used to control how frequently button events are raised and whether event processing is currently paused. More...

Inheritance diagram for Gondwana.Input.Gamepad.GamepadButtonEventConfiguration:
Gondwana.Input.InputEventConfigurationBase

Public Member Functions

 GamepadButtonEventConfiguration (string button, double secondsBetweenEvents=0, bool isPaused=false)
 Initializes a new instance of the GamepadButtonEventConfiguration class with the specified button identifier and event timing settings.

Properties

string Button [get]
 Gets the identifier of the gamepad button associated with this configuration. This typically corresponds to standard gamepad button names such as "A", "B", "X", "Y", "Start", "Back", or directional pad buttons.
Properties inherited from Gondwana.Input.InputEventConfigurationBase
double TimeBetweenEvents [get, set]
 Gets or sets the minimum time interval in seconds that must elapse between consecutive events. This property controls the throttling rate for input events, preventing excessive event generation from high-frequency input sources. The value is stored internally as high-resolution ticks for precise timing calculations.
bool IsPaused = false [get, set]
 Gets or sets a value indicating whether event processing is currently paused. When set to true, events will not be raised even if input occurs and timing conditions are met. This property provides a convenient way to temporarily disable input event generation without removing or reconfiguring the event monitoring setup, useful for modal dialogs, cutscenes, or transitioning between game states.

Additional Inherited Members

Protected Member Functions inherited from Gondwana.Input.InputEventConfigurationBase
 InputEventConfigurationBase (double secondsBetweenEvents, bool isPaused)
 Initializes a new instance of the InputEventConfigurationBase class with the specified throttling interval and pause state. This constructor sets up the timing mechanism for event rate limiting.

Detailed Description

Represents the configuration for gamepad button events, including button identification and timing controls for event throttling. This configuration is used to control how frequently button events are raised and whether event processing is currently paused.

Definition at line 8 of file GamepadButtonEventConfiguration.cs.

Constructor & Destructor Documentation

◆ GamepadButtonEventConfiguration()

Gondwana.Input.Gamepad.GamepadButtonEventConfiguration.GamepadButtonEventConfiguration ( string button,
double secondsBetweenEvents = 0,
bool isPaused = false )

Initializes a new instance of the GamepadButtonEventConfiguration class with the specified button identifier and event timing settings.

Parameters
buttonThe identifier of the gamepad button (e.g., "A", "B", "X", "Y", "Start", "Back"). This value is used to associate the configuration with a specific physical button on the gamepad.
secondsBetweenEventsThe minimum time interval in seconds that must elapse between consecutive events for this button. Use this to throttle rapid button presses. A value of 0 means no throttling is applied. Default is 0.
isPausedA value indicating whether event processing for this button is initially paused. When paused, the button will not generate events even if pressed. Default is false.

Definition at line 34 of file GamepadButtonEventConfiguration.cs.

Property Documentation

◆ Button

string Gondwana.Input.Gamepad.GamepadButtonEventConfiguration.Button
get

Gets the identifier of the gamepad button associated with this configuration. This typically corresponds to standard gamepad button names such as "A", "B", "X", "Y", "Start", "Back", or directional pad buttons.

Definition at line 15 of file GamepadButtonEventConfiguration.cs.