Gamepad class abstract

A physical gamepad that can be connected and used to control the rover.

To interact with a gamepad, create an instance of this class. This class is completely safe to use even if the gamepad in question is not connected or suddenly disconnects. Check isConnected if you need to know the current state of the gamepad.

Use Gamepad.forPlatform to get the right implementation for the current platform.

Constructors

Gamepad(int controllerIndex)
Creates a new gamepad object, whether it is connected or not.
Gamepad.forPlatform(int index)
Returns a functional instance of this class, or a mock on unsupported platforms.
factory

Properties

batteryLevel GamepadBatteryLevel
The current battery of the controller, or GamepadBatteryLevel.unknown if disconnected.
no setter
controllerIndex → int
The unique number assigned to this controller by the operating system.
final
hashCode → int
The hash code for this object.
no setterinherited
isConnected → bool
Whether the gamepad is currently connected.
no setter
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

dispose() → Future<void>
Cleans up any resources used by the service.
inherited
getState() GamepadState?
Gets the current state of the gamepad, or null if it's not connected.
init() → Future<void>
Initializes the service.
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
pulse() → void
Makes the gamepad vibrate a small "pulse"
stopVibrating() → void
Stops vibrating the controller.
toString() → String
A string representation of this object.
inherited
vibrate({double intensity = 1}) → void
Vibrates the gamepad at the given intensity, from a scale of 0.0 to 1.0.

Operators

operator ==(Object other) → bool
The equality operator.
inherited