#include <BSPCGamepadDeviceHandler.h>
◆ ~BSPCGamepadDeviceHandler()
RE::BSPCGamepadDeviceHandler::~BSPCGamepadDeviceHandler |
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override |
◆ BSPCGamepadDeviceHandler()
RE::BSPCGamepadDeviceHandler::BSPCGamepadDeviceHandler |
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protected |
◆ GetButtonNameFromID()
bool RE::BSPCGamepadDeviceHandler::GetButtonNameFromID |
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std::int32_t |
a_id, |
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BSFixedString & |
a_buttonName |
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overridevirtual |
◆ GetKeyCodeFromID()
bool RE::BSPCGamepadDeviceHandler::GetKeyCodeFromID |
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std::int32_t |
a_id, |
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std::uint32_t & |
a_keyCode |
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overridevirtual |
◆ GetMappingKey()
std::uint32_t RE::BSPCGamepadDeviceHandler::GetMappingKey |
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BSFixedString |
a_mapping | ) |
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overridevirtual |
◆ Initialize()
void RE::BSPCGamepadDeviceHandler::Initialize |
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overridevirtual |
◆ InitializeDelegate()
void RE::BSPCGamepadDeviceHandler::InitializeDelegate |
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◆ Process()
void RE::BSPCGamepadDeviceHandler::Process |
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float |
a_unk1 | ) |
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overridevirtual |
◆ Release()
void RE::BSPCGamepadDeviceHandler::Release |
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overridevirtual |
◆ Reset()
void RE::BSPCGamepadDeviceHandler::Reset |
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overridevirtual |
◆ BSInputDeviceFactory
◆ currentPCGamePadDelegate
◆ RTTI
◆ VTABLE
The documentation for this class was generated from the following file: