Gondwana Game Engine
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, mobile, and web platforms using SkiaSharp for graphics and NAudio for sound.
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Gondwana.Input.Gamepad Namespace Reference

Classes

class  GamepadButtonDownEventArgs
 Provides data for gamepad button down events, containing information about the button configuration and the gamepad adapter that generated the event. More...
class  GamepadButtonEventConfiguration
 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...
class  GamepadEventPoller
 Provides centralized polling and event management for gamepad button inputs across multiple gamepad devices. This singleton class monitors registered buttons on connected gamepads and raises events when buttons are pressed, with support for event throttling and pause states at both global and per-button levels. More...
struct  GamepadStickState
 Represents the state of an analog stick on a gamepad, including both normalized floating-point values for convenient use in game logic and raw integer values from the underlying input system. This immutable struct provides methods for deadzone processing, direction detection, and magnitude calculation. More...
interface  IGamepadAdapter
 Defines an adapter interface for accessing gamepad input state and information. More...
interface  IGamepadManager< out T >
 Interface to track a collection of gamepad adapters."/> More...

Enumerations

enum  StickDirection {
  None = 0 , Up = 1 << 0 , Down = 1 << 1 , Left = 1 << 2 ,
  Right = 1 << 3
}
 Represents the directional state of an analog stick on a gamepad. This is a flags enumeration, allowing multiple directions to be combined to represent diagonal movements (e.g., Up | Right for upper-right). More...

Enumeration Type Documentation

◆ StickDirection

Represents the directional state of an analog stick on a gamepad. This is a flags enumeration, allowing multiple directions to be combined to represent diagonal movements (e.g., Up | Right for upper-right).

Enumerator
None 

No direction; the analog stick is in the neutral position or within the deadzone threshold.

Up 

The analog stick is pushed upward (positive Y-axis direction). Can be combined with Left or Right for diagonal directions.

Down 

The analog stick is pushed downward (negative Y-axis direction). Can be combined with Left or Right for diagonal directions.

Left 

The analog stick is pushed to the left (negative X-axis direction). Can be combined with Up or Down for diagonal directions.

Right 

The analog stick is pushed to the right (positive X-axis direction). Can be combined with Up or Down for diagonal directions.