#include <GUIDialogButtonCapture.h>
◆ CGUIDialogButtonCapture()
CGUIDialogButtonCapture::CGUIDialogButtonCapture |
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◆ ~CGUIDialogButtonCapture()
KODI::GAME::CGUIDialogButtonCapture::~CGUIDialogButtonCapture |
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overridedefault |
◆ ControllerID()
std::string CGUIDialogButtonCapture::ControllerID |
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const |
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overridevirtual |
The add-on ID of the game controller associated with this button mapper.
- Returns
- The ID of the add-on extending kodi.game.controller
Implements KODI::JOYSTICK::IButtonMapper.
◆ GetDialogHeader()
virtual std::string KODI::GAME::CGUIDialogButtonCapture::GetDialogHeader |
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protectedpure virtual |
◆ GetDialogText()
virtual std::string KODI::GAME::CGUIDialogButtonCapture::GetDialogText |
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protectedpure virtual |
◆ MapPrimitive()
Handle button/hat press or axis threshold.
- Parameters
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buttonMap | The button map being manipulated |
keymap | An interface capable of translating features to Kodi actions |
primitive | The driver primitive |
Called in the same thread as IButtonMapper::OnFrame.
- Returns
- True if driver primitive was mapped to a feature
Implements KODI::JOYSTICK::IButtonMapper.
◆ MapPrimitiveInternal()
◆ NeedsCooldown()
bool KODI::GAME::CGUIDialogButtonCapture::NeedsCooldown |
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const |
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inlineoverridevirtual |
Return true if the button mapper wants a cooldown between button mapping commands.
- Returns
- True to only send button mapping commands that occur after a small timeout from the previous command.
Implements KODI::JOYSTICK::IButtonMapper.
◆ Notify()
Process a message from an observable.
- Parameters
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obs | The observable that sends the message. |
msg | The message. |
Implements Observer.
◆ OnClose()
virtual void KODI::GAME::CGUIDialogButtonCapture::OnClose |
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bool | bAccepted | ) |
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protectedpure virtual |
◆ OnEventFrame()
Called once per event frame to notify the implementation of motion status.
- Parameters
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buttonMap | The button map passed to MapPrimitive() (shall not be modified) |
bMotion | True if a previously-mapped axis is still in motion |
This allows the implementer to wait for an axis to be centered before allowing it to be used as Kodi input.
If mapping finishes on an axis, then the axis will still be pressed and sending input every frame when the mapping ends. For example, when the right analog stick is the last feature to be mapped, it is still pressed when mapping ends and immediately sends Volume Down actions.
The fix is to allow implementers to wait until all axes are motionless before detaching themselves.
Called in the same thread as IButtonMapper::MapPrimitive.
Implements KODI::JOYSTICK::IButtonMapper.
◆ OnLateAxis()
Called when an axis has been detected after mapping began.
- Parameters
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axisIndex | The index of the axis being discovered |
Some joystick drivers don't report an initial value for analog axes.
Called in the same thread as IButtonMapper::MapPrimitive.
Implements KODI::JOYSTICK::IButtonMapper.
◆ Process()
void CGUIDialogButtonCapture::Process |
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overrideprotectedvirtual |
- Todo
- Move to rendering thread when there is a rendering thread
Reimplemented from CThread.
◆ Show()
void CGUIDialogButtonCapture::Show |
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◆ m_captureEvent
CEvent KODI::GAME::CGUIDialogButtonCapture::m_captureEvent |
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protected |
The documentation for this class was generated from the following files: