GamepadController class
Represents a single, currently connected joystick controller (or gamepad).
By calling the constructor, this object will automatically subscribe to events and update its internal state. To stop listening, be sure to call dispose. Failing to do so may result in the object leaking memory.
Constructors
- GamepadController({required String id, required String name, required GamepadsPlatformInterface plugin, int? vendorId, int? productId})
- GamepadController.parse(Map map, GamepadsPlatformInterface plugin)
-
factory
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- id → String
-
A unique identifier for the gamepad controller.
final
- name → String
-
A user-facing, platform-dependant name for the gamepad controller.
final
- productId → int?
-
The USB product ID of the controller, if available.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- state → GamepadState
-
final
- vendorId → int?
-
The USB vendor ID of the controller, if available.
final
Methods
-
dispose(
) → Future< void> - Stops listening for new inputs.
-
hasRumble(
) → Future< bool> - Whether this controller currently supports vibration.
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
rumble(
{double lowFrequency = 0, double highFrequency = 0, Duration duration = const Duration(milliseconds: 500)}) → Future< bool> - Replaces the current vibration with a finite dual-motor effect. Zero amplitudes or zero duration stop it. Unsupported devices return false.
-
stopRumble(
) → Future< bool> -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited