Use the Controller class to read the state of game controllers that are recognised by the operating system.
+Unlike analog devices that stream input commands (e.g. mice), gamepad controllers maintain a state that can be read at any time. The controller state is normally read at least once per frame, which can be achieved in the main inner loop, or in a separate timer.
+Controller input management is governed by the GRAB_CONTROLLERS
flag must be defined in the active Display's Flags field in order to ensure that controller input can be received. Failure to do so may mean that the Controller object appears to work but does not receive input.
Set the port number to choose the controller that will be queried for state changes. The default of zero is assigned to the primary controller.
+The port number can be changed at any time, so multiple controllers can be queried through one interface at the cost of overwriting the previous state. Check
The string in this field describes the date on which the graphics card driver was certified. If this information is not available from the driver, a NULL
pointer is returned.
The string in this field describes the graphic card's chipset. If this information is not retrievable, a NULL
pointer is returned.
This string describes the graphic card's chipset, if known.
The string in this field describes the display device that is connected to the user's graphics card. If this information is not detectable, a NULL
pointer is returned.
This string describes the display device that is connected to the user's graphics card.
The string in this field returns the name of the manufacturer that created the user's display device. If this information is not detectable, a NULL
pointer is returned.
This string names the manufacturer of the user's display device.
The string in this field returns copyright information related to the graphics driver. If this information is not available, a NULL
pointer is returned.
The string in this field returns the name of the vendor that supplied the graphics card driver. If this information is not available, a NULL
pointer is returned.
The string in this field describes the graphic driver's version number. If this information is not detectable, a NULL
pointer is returned.
SCR::BUFFER
is used, this flag may be set by the display manager if it is possible to flip the buffer.ANALOG_XY
, this type covers a second analog stick if present.ANALOG_Z
, this type covers a second analog stick if present.Dimension flags that indicate whether field values are fixed or scaled are defined here.
+The (FX, FY)
coordinates define the focal point for radial gradients. If left undefined, the focal point will match the center of the gradient.
If a radial gradient has a defined focal point (by setting
The FocalRadius value has no effect if the gradient is linear.
Dimension flags that indicate whether field values are fixed or scaled are defined here.
-The (FX, FY)
coordinates define the focal point for radial gradients. If left undefined, the focal point will match the center of the gradient.
The ID field is provided for the purpose of SVG support. Where possible we would recommend that you use the existing object name and automatically assigned ID's for identifiers.
+The ID field is provided for the purpose of SVG support. Where possible, we recommend that you use the existing object name and automatically assigned ID's for identifiers.
The radius of the gradient can be defined in fixed units or scaled terms to its container. A default radius of 50% (0.5) applies if this field is not set.
+The radius of the gradient can be defined as a fixed unit or scaled relative to its container. A default radius of 50% (0.5) applies if this field is not set.
The Radius value has no effect if the gradient is linear.
Indicates what happens if the gradient starts or ends inside the bounds of the target vector. The default is VSPREAD::PAD
.
Indicates what happens if the gradient starts or ends inside the bounds of the target vector. The default is VSPREAD::PAD
. Other valid options for gradients are REFLECT
and REPEAT
.
This field must be set prior to initialisation. It will refer to a source bitmap that will be used by the rendering algorithm.
+This field must be set prior to initialisation. It will refer to a source bitmap that will be used by the rendering algorithm. The source bitmap must be in a 32-bit graphics format.
If an image bitmap is sourced from a
The picture bitmap must be in a 32-bit graphics format.
The VectorScene class acts as a container and control point for the management of vector definitions. Its main purpose is to draw the scene to a target
Vector scenes are created by initialising multiple Vector objects such as
Vector scenes are created by initialising multiple Vector objects such as
The default mode of operation is for scenes to be manually drawn, for which the client must set the target
Vector definitions can be saved and loaded from permanent storage by using the
ANALOG_XY
, this type covers a second analog stick if present.ANALOG_Z
, this type covers a second analog stick if present.ANALOG_XY
, this type covers a second analog stick if present.ANALOG_Z
, this type covers a second analog stick if present.SCR::BUFFER
is used, this flag may be set by the display manager if it is possible to flip the buffer.