Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Device ¶
type Device struct { OriginalId int Id int KObj string Env map[string]string Major int16 Minor int16 DevPath string // contains filtered or unexported fields }
func (*Device) EmitUDevEvent ¶
func (d *Device) EmitUDevEvent(action netlink.KObjAction) error
func (*Device) GetSysPath ¶
func (*Device) GetUDevDBPath ¶
func (*Device) Initialize ¶
* This function should be called after all of the public properties of the device have been set.
func (*Device) MakeDeviceNode ¶
func (d *Device) MakeDeviceNode()
func (*Device) WriteUDevDatabaseData ¶
func (d *Device) WriteUDevDatabaseData()
type GamepadBitfield ¶
type GamepadBitfield struct { // Button 1 ButtonNorth, ButtonSouth, ButtonWest, ButtonEast, ButtonBumperLeft, ButtonBumperRight, ButtonThumbLeft, ButtonThumbRight, ButtonSelect, ButtonStart, ButtonDpadUp, ButtonDpadDown, ButtonDpadLeft, ButtonDpadRight, ButtonMode bool // Axis 1 AxisLeftX, AxisLeftY, AxisRightX, AxisRightY, AxisLeftTrigger, AxisRightTrigger float32 }
func (*GamepadBitfield) ToString ¶
func (b *GamepadBitfield) ToString() string
func (*GamepadBitfield) UnmarshalBinary ¶
func (b *GamepadBitfield) UnmarshalBinary(data []byte) error
UnmarshalBinary implements the encoding.BinaryUnmarshaler interface.
type VirtualGamepad ¶
type VirtualGamepad struct {
// contains filtered or unexported fields
}
func CreateVirtualGamepad ¶
func (*VirtualGamepad) Close ¶
func (pad *VirtualGamepad) Close() error
func (*VirtualGamepad) SendInput ¶
func (pad *VirtualGamepad) SendInput(state GamepadBitfield)
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