/Dlls/Delta.InputSystem.Windows.xml
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Possible License(s): Apache-2.0
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Delta.InputSystem.Windows</name>
- </assembly>
- <members>
- <member name="T:Delta.InputSystem.Windows.WindowsTouch">
- <summary>
- Windows multi-touch implementation. Only works on Windows 7 because this
- is part of the Windows 7 SDK. For references and getting started see:
- http://msdn.microsoft.com/en-us/library/dd371581%28VS.85%29.aspx
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsTouch.WM_TOUCH">
- <summary>
- WM_TOUCH event that will be enabled in the constructor via the native
- RegisterTouchWindow method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsTouch.TouchCursorByteSize">
- <summary>
- Constant size in bytes of the "TouchCursor" helper struct.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsTouch.win7Window">
- <summary>
- The native windows from where we will receive the touch data updates.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsTouch.isTouchEnabled">
- <summary>
- Is touch enabled? If this is true we can use this class (IsConnected
- will return true if Settings.Debug.IsTouchEnabled is not false).
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsTouch.nativeTouches">
- <summary>
- Cached list of native touches we receive in the OnNativeEvent event
- (if it is a WM_TOUCH). We can receive multiple native touches at once
- and even multiple times per frame, so we just go through this list
- from start to finish in the Update method and clear it out again!
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsTouch.#ctor">
- <summary>
- Create windows touch
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsTouch.OnNativeEvent(System.Windows.Forms.Message@)">
- <summary>
- Handle windows message, processes only if something happens
- </summary>
- <param name="message">Message</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsTouch.Update">
- <summary>
- Update
- </summary>
- </member>
- <member name="P:Delta.InputSystem.Windows.WindowsTouch.IsConnected">
- <summary>
- Is connected
- </summary>
- </member>
- <member name="T:Delta.InputSystem.Windows.WindowsTouch.NativeTouchInput">
- <summary>
- Touch API defined structures [winuser.h]
- @see: http://msdn.microsoft.com/en-us/library/dd562194%28VS.85%29.aspx
- Note: We changed the naming a bit, we don't want C++ naming here.
- </summary>
- </member>
- <member name="T:Delta.InputSystem.Windows.WindowsKeyboard">
- <summary>
- Windows keyboard support is based on the Windows Forms or WPF events
- we receive for its main application window. These are collected each
- frame and then processed in the Update method. This implementation is
- better for typing text because we will not miss any states and the
- HandleInput method for text boxes is getting all the keyboard input
- while the XnaKeyboard implementation might miss some keys when the
- frame rate is too low (due the way it gets input via polling, nothing
- we can do about it, but this event driven implementation is fixing
- this problem on Windows).
- On platforms that can use WindowsKeyboard you should always use it, it
- even suppresses the Windows Key and handles keys and text input way
- better, XnaKeyboard should only be a fallback for platforms this
- assembly won't work in (e.g. Xbox 360 or Windows Phone 7).
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.DIGCF_PRESENT">
- <summary>
- Return the devices that are currently present in the system
- </summary>
- <remarks>
- see: http://msdn.microsoft.com/en-us/library/ff551069%28v=vs.85%29.aspx
- </remarks>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.WM_USER">
- <summary>
- Used to define private messages for use by private window classes,
- usually of the form WM_USER+X, where X is an integer value.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.WM_CSKEYBOARD">
- <summary>
- Windows Message to call On-screen-Keyboard window
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.oskProcessTitle">
- <summary>
- The title name of the On-Screen keyboard process.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.hWnd">
- <summary>
- Window handle for IsConnected
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.GUID_DEVCLASS_KEYBOARD">
- <summary>
- Keyboard GUID
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.oskProcessFilePath">
- <summary>
- The absolute path of the located On-Screen keyboard process file which
- will be started every time the On-Screen keyboard window is shown.
- <para />
- Note: This value will be set the first time when the showing is needed.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.keysUp">
- <summary>
- Helper array to handle all key up presses from the events in Update!
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.keysDown">
- <summary>
- Helper array to handle all key down presses from the events in Update!
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.inputTextBuffer">
- <summary>
- Helper to keep track of the input text received in KeyPress events.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.numberOfTimesBackspaceWasDown">
- <summary>
- A little helper to keep track how many times backspace was pressed.
- This is not using the Released state because we want repeated key
- presses too (to allow quickly erasing text).
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.isConnected">
- <summary>
- Sets IsConnected
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.#ctor">
- <summary>
- Create windows keyboard
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.Dispose">
- <summary>
- Dispose, will just get rid of the keyboard hook if it was created.
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.OnWPFWindowPreviewTextInput(System.Object,System.Windows.Input.TextCompositionEventArgs)">
- <summary>
- On WPF window preview text input
- </summary>
- <param name="sender">Sender</param>
- <param name="e">Event</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.HandleInput(System.String@)">
- <summary>
- Handle input
- </summary>
- <param name="inputText">Input text</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.ForceShowOnScreenKeyboard">
- <summary>
- Runs OSK.exe to simulate an on screen keyboard
- </summary>
- <remarks>
- Check this article for more details
- http://social.msdn.microsoft.com/Forums/da-DK/csharplanguage/thread/4e4511f8-ad50-4788-b5d7-2dd825b45665
- </remarks>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.HideOnScreenKeyboard">
- <summary>
- Kills the OSK.exe process thus hiding/ closing the On Screen Keyboard
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.GetInputButtonFromKeyCode(System.Windows.Forms.Keys)">
- <summary>
- Get input button from key code
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.OnFormsWindowKeyDown(System.Object,System.Windows.Forms.KeyEventArgs)">
- <summary>
- On forms window key down
- </summary>
- <param name="sender">Sender</param>
- <param name="e">Event args</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.OnFormsWindowKeyUp(System.Object,System.Windows.Forms.KeyEventArgs)">
- <summary>
- On forms window key up
- </summary>
- <param name="sender">Sender</param>
- <param name="e">Event args</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.OnFormsWindowKeyPress(System.Object,System.Windows.Forms.KeyPressEventArgs)">
- <summary>
- On forms window key press
- </summary>
- <param name="sender">Event sender</param>
- <param name="e">Event args</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.OnWPFWindowKeyDown(System.Object,System.Windows.Input.KeyEventArgs)">
- <summary>
- On WPF window key down
- </summary>
- <param name="sender">Sender</param>
- <param name="e">Event</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.OnWPFWindowKeyUp(System.Object,System.Windows.Input.KeyEventArgs)">
- <summary>
- On WPF window key up
- </summary>
- <param name="sender">Sender</param>
- <param name="e">Event</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.Update">
- <summary>
- Update
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.IsKeyboardConnected">
- <summary>
- This method will detect all the HIDs and record the keyboards that
- exists in the system
- </summary>
- <returns>
- true if any keyboard was present, otherwise false.
- </returns>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.LowLevelCaptureKey(System.Int32,System.IntPtr,System.IntPtr)">
- <summary>
- Low level capture key
- </summary>
- <param name="nCode">Capture code to handle (we handle all above 0).
- </param>
- <param name="wp">Pointer to the first pointer (unused here)</param>
- <param name="lp">Pointer to the KBDLLHOOKSTRUCT</param>
- <returns>Pointer, but basically 0 if not successful, otherwise this
- method handled the capture key.</returns>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.SetupDiGetClassDevs(System.Guid@,System.IntPtr,System.IntPtr,System.Int32)">
- <summary>
- Returns a handle to a device information set that contains requested
- device information elements for a local computer.
- </summary>
- <param name="classGuid">KeyboardGUID</param>
- <param name="enumerator">An identifier (ID) of a Plug and Play (PnP)
- enumerator.</param>
- <param name="hWndParent">A handle to the top-level window to be used
- for a user interface that is associated with installing a device
- instance in the device information set. This handle is optional and
- can be NULL.</param>
- <param name="flags">device information elements that are added to the
- device information set. </param>
- <returns>Pointer to the device information handle.</returns>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.SetupDiEnumDeviceInfo(System.IntPtr,System.Int32,Delta.InputSystem.Windows.WindowsKeyboard.SP_DEVINFO_DATA@)">
- <summary>
- The SetupDiEnumDeviceInfo function returns a SP_DEVINFO_DATA
- structure that specifies a device information element in a device
- information set.
- </summary>
- <param name="deviceInfoSet">A handle to the device information set
- for which to return an SP_DEVINFO_DATA structure that represents a
- device information element.</param>
- <param name="supplies">A zero-based index of the device information
- element to retrieve.</param>
- <param name="deviceInfoData">A pointer to an SP_DEVINFO_DATA structure
- to receive information about an enumerated device information
- element. The caller must set DeviceInfoData.cbSize to
- sizeof(SP_DEVINFO_DATA).</param>
- <returns>True if this call succeeded, false otherwise.</returns>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.FindWindow(System.String,System.String)">
- <summary>
- Retrieves a handle to the top-level window whose class name and window
- name match the specified strings. This function does not search child
- windows. This function does not perform a case-sensitive search.
- </summary>
- <param name="_ClassName">
- The class name or a class atom created by a previous call to the
- RegisterClass or RegisterClassEx function.
- </param>
- <param name="_WindowName">
- The window name (the window's title)
- </param>
- <returns>
- Handle to the window that has the specified class name and
- window name.</returns>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsKeyboard.ShowWindow(System.IntPtr,System.Int32)">
- <summary>
- Finds a specific runnin window for a given process
- </summary>
- <param name="hWnd">The window handler</param>
- <param name="nCmdShow">Specifies the view options, 1 = view,
- 0 = hide</param>
- <returns>true if successfully invoked</returns>
- </member>
- <member name="P:Delta.InputSystem.Windows.WindowsKeyboard.IsConnected">
- <summary>
- Is a keyboard connected? On windows we can always assume yes of course,
- but it is checked anyway in IsKeyboardConnected to make sure we really
- have one and do not need on-screen keyboards in Windows (also possible).
- </summary>
- </member>
- <member name="P:Delta.InputSystem.Windows.WindowsKeyboard.MarkAllKeysAsHandled">
- <summary>
- Helper property for marking all keys as handled when we receive key
- events. By default this is on and this will prevent windows from
- further handling these keys. An exception is made for editors, which
- will still allow keyboard input and not mark them as handled here.
- Some additional exceptions apply like WindowsKey, Ctrl+Alt+Del, etc.
- Since we don't want the WindowsKey working on non-editor applications
- we will create a windows hook and disable that key explicitly!
- Note: This also disables Alt+F4 to close the window, so if you want
- Escape and/or Alt+F4 to close the game or application, add it as a
- global input command for the Exit event and it will work.
- </summary>
- <value>
- <c>true</c> if [mark all keys as handled]; otherwise, <c>false</c>.
- </value>
- </member>
- <member name="T:Delta.InputSystem.Windows.WindowsKeyboard.SP_DEVINFO_DATA">
- <summary>
- An SP_DEVINFO_DATA structure defines a device instance that is a
- member of a device information set.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.SP_DEVINFO_DATA.cbSize">
- <summary>
- The size, in bytes, of the SP_DEVINFO_DATA structure. For more
- information, see the following Remarks section.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.SP_DEVINFO_DATA.ClassGuid">
- <summary>
- The GUID of the device's setup class.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.SP_DEVINFO_DATA.DevInst">
- <summary>
- An opaque handle to the device instance (also known as a handle to
- the devnode).
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsKeyboard.SP_DEVINFO_DATA.Reserved">
- <summary>
- Reserved. For internal use only.
- </summary>
- </member>
- <member name="T:Delta.InputSystem.Windows.WindowsKeyboard.KBDLLHOOKSTRUCT">
- <summary>
- Structure contain information about low-level keyboard input event.
- More information can be found here: http://geekswithblogs.net/aghausman/archive/2009/04/26/disable-special-keys-in-win-app-c.aspx
- and http://msdn.microsoft.com/en-us/library/ms644967%28VS.85%29.aspx
- </summary>
- </member>
- <member name="T:Delta.InputSystem.Windows.WindowsKeyboard.LowLevelKeyboardProc">
- <summary>
- System level functions to be used for hook and unhook keyboard input
- </summary>
- <param name="nCode">Code</param>
- <param name="wParam">Options</param>
- <param name="lParam">Options</param>
- <returns>delegate</returns>
- </member>
- <member name="T:Delta.InputSystem.Windows.WindowsMouse">
- <summary>
- Windows mouse implementation, which is based on windows forms events
- unlike XnaMouse, which is based on XNA Mouse.GetState polling. The
- advantage of using events is that we will able to detect more clicks
- in low frame situations. The disadvantage is that this will only work
- on Windows (and platforms capable of System.Windows.Forms like Linux
- and Mac via the Mono framework). The Windows input device classes should
- always be used for editors because they only work on Windows anyways
- and using events is great for editors (good for low frame rates and
- more accurate, it is even give us better performance than XnaMouse, but
- most importantly the WindowsKeyboard implementation is so much better
- for Editors because it catches all keyboard key presses, while
- XnaKeyboard misses some from time to time due to polling).
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.lastScrollWheelValue">
- <summary>
- Because we update the TotalScrollWheel value directly based on the
- events we receive, calculating the ScrollWheelDelta works a little
- different here. We need to check and update it in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.newEventMouseLeftDown">
- <summary>
- Remember the events that happened in order to correctly update each
- mouse button in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.newEventMouseRightDown">
- <summary>
- Remember the events that happened in order to correctly update each
- mouse button in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.newEventMouseMiddleDown">
- <summary>
- Remember the events that happened in order to correctly update each
- mouse button in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.newEventMouseExtraOneDown">
- <summary>
- Remember the events that happened in order to correctly update each
- mouse button in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.newEventMouseExtraTwoDown">
- <summary>
- Remember the events that happened in order to correctly update each
- mouse button in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.newEventMouseLeftUp">
- <summary>
- Remember the events that happened in order to correctly update each
- mouse button in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.newEventMouseRightUp">
- <summary>
- Remember the events that happened in order to correctly update each
- mouse button in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.newEventMouseMiddleUp">
- <summary>
- Remember the events that happened in order to correctly update each
- mouse button in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.newEventMouseExtraOneUp">
- <summary>
- Remember the events that happened in order to correctly update each
- mouse button in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.newEventMouseExtraTwoUp">
- <summary>
- Remember the events that happened in order to correctly update each
- mouse button in the Update method.
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.remClick">
- <summary>
- Also remember clicks, double clicks and drag gestures as they happen
- in the events (more accurate than to check our simplified states,
- this is especially useful for low frame rate situations)!
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.remDoubleClick">
- <summary>
- Also remember clicks, double clicks and drag gestures as they happen
- in the events (more accurate than to check our simplified states,
- this is especially useful for low frame rate situations)!
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.remDrag">
- <summary>
- Also remember clicks, double clicks and drag gestures as they happen
- in the events (more accurate than to check our simplified states,
- this is especially useful for low frame rate situations)!
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.thisFrameMousePosition">
- <summary>
- Little helper variable to delay the current mouse position for exactly
- one frame so we have always a valid "lastFramePosition"
- </summary>
- </member>
- <member name="F:Delta.InputSystem.Windows.WindowsMouse.thisFrameScrollWheelValue">
- <summary>
- Little helper variable to delay the current mouse scroll value for
- exactly one frame so we have always a valid "lastFramePosition"
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsMouse.#ctor">
- <summary>
- Create WindowsMouse, will link up the events from the windows form
- to our event handling methods here.
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsMouse.OnMouseDown(System.Object,System.Windows.Forms.MouseEventArgs)">
- <summary>
- Handle on mouse down event.
- </summary>
- <param name="sender">Event sender</param>
- <param name="e">Event</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsMouse.OnMouseUp(System.Object,System.Windows.Forms.MouseEventArgs)">
- <summary>
- Handle on mouse up event.
- </summary>
- <param name="sender">Event sender</param>
- <param name="e">Event</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsMouse.OnMouseMove(System.Object,System.Windows.Forms.MouseEventArgs)">
- <summary>
- Handle on mouse move, will just update our mouse position.
- Note: If moving this event could occur more often than the frame rate,
- but since we only need to update the mousePosition when it changes
- this is still faster than doing it every frame.
- </summary>
- <param name="sender">Event sender</param>
- <param name="e">Event</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsMouse.OnFormsWindowMouseWheel(System.Object,System.Windows.Forms.MouseEventArgs)">
- <summary>
- On forms window mouse wheel
- </summary>
- <param name="sender">Event sender</param>
- <param name="e">Event</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsMouse.OnWPFWindowMouseWheel(System.Object,System.Windows.Input.MouseWheelEventArgs)">
- <summary>
- On WPF window mouse wheel
- </summary>
- <param name="sender">Event sender</param>
- <param name="e">Event</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsMouse.UpdateButton(System.Boolean,System.Boolean,Delta.InputSystem.InputButton)">
- <summary>
- Update mouse button state based on the data remembered from events.
- </summary>
- <param name="wasMouseDown">Was mouse pressed</param>
- <param name="wasMouseUp">Was mouse released</param>
- <param name="mouseButton">Mouse button</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsMouse.SetPosition(Delta.Utilities.Datatypes.Point)">
- <summary>
- Set mouse position in pixel space natively.
- </summary>
- <param name="newPixelPosition">New mouse position</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsMouse.Update">
- <summary>
- Update
- </summary>
- </member>
- <member name="P:Delta.InputSystem.Windows.WindowsMouse.IsConnected">
- <summary>
- Is connected, will always return true because this assembly will only
- be able to load on Windows platforms anyway.
- </summary>
- </member>
- <member name="T:Delta.InputSystem.Windows.WindowsGamePad">
- <summary>
- Dummy implementation because we don't have GamePad support in Windows!
- If you want to use XnaGamePad for Xbox 360 controllers or WiimoteGamePad
- for Wii remote controller support, please add those strings at the
- beginning of your InputModule string in Settings.xml.
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsGamePad.Rumble(System.Single,System.Single)">
- <summary>
- Rumble, not used!
- </summary>
- <param name="setLeftRumble">Set left rumble</param>
- <param name="setRightRumble">Set right rumble</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsGamePad.Rumble(System.Boolean)">
- <summary>
- Switch the Rumble state to On and off
- </summary>
- <param name="setRumble">true to switch on, otherwise switch off</param>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsGamePad.Update">
- <summary>
- Update this input device once a frame, done very early in the frame.
- All the native keyboard updating happens in the native implementation,
- this method will just update the totalCursorPosition.
- </summary>
- </member>
- <member name="P:Delta.InputSystem.Windows.WindowsGamePad.IsConnected">
- <summary>
- Is connected, not used, will always return false!
- </summary>
- </member>
- <member name="T:Delta.InputSystem.Windows.WindowsAccelerometer">
- <summary>
- Windows does not have any accelerometer support, if you want to emulate
- or test it in windows use the WiimoteAccelerometer class instead (just
- add that name to the beginning of your InputModule in Settings.xml).
- </summary>
- </member>
- <member name="M:Delta.InputSystem.Windows.WindowsAccelerometer.Update">
- <summary>
- Update, does nothing.
- </summary>
- </member>
- <member name="P:Delta.InputSystem.Windows.WindowsAccelerometer.IsConnected">
- <summary>
- Is connected, will always return false.
- </summary>
- </member>
- <member name="P:Delta.InputSystem.Windows.WindowsAccelerometer.Acceleration">
- <summary>
- Acceleration, not used, always Zero.
- </summary>
- </member>
- <member name="P:Delta.InputSystem.Windows.WindowsAccelerometer.Rotation">
- <summary>
- Rotation, not used, always 0.
- </summary>
- </member>
- </members>
- </doc>