Class OpenXRDpadBindingModifier
- Namespace
- Godot
- Assembly
- GodotSharp.dll
The DPad binding modifier converts an axis input to a dpad output, emulating a DPad. New input paths for each dpad direction will be added to the interaction profile. When bound to actions the DPad emulation will be activated. You should not combine dpad inputs with normal inputs in the same action set for the same control, this will result in an error being returned when suggested bindings are submitted to OpenXR.
See XR_EXT_dpad_binding for in-depth details.
Note: If the DPad binding modifier extension is enabled, all dpad binding paths will be available in the action map. Adding the modifier to an interaction profile allows you to further customize the behavior.
public class OpenXRDpadBindingModifier : OpenXripBindingModifier, IDisposable
- Inheritance
-
OpenXRDpadBindingModifier
- Implements
- Inherited Members
Constructors
OpenXRDpadBindingModifier()
public OpenXRDpadBindingModifier()
Properties
ActionSet
Action set for which this dpad binding modifier is active.
public OpenXRActionSet ActionSet { get; set; }
Property Value
CenterRegion
Center region in which our center position of our dpad return true.
public float CenterRegion { get; set; }
Property Value
InputPath
Input path for this dpad binding modifier.
public string InputPath { get; set; }
Property Value
IsSticky
If false, when the joystick enters a new dpad zone this becomes true.
If true, when the joystick remains in active dpad zone, this remains true even if we overlap with another zone.
public bool IsSticky { get; set; }
Property Value
OffHaptic
Haptic pulse to emit when the user releases the input.
public OpenXRHapticBase OffHaptic { get; set; }
Property Value
OnHaptic
Haptic pulse to emit when the user presses the input.
public OpenXRHapticBase OnHaptic { get; set; }
Property Value
Threshold
When our input value is equal or larger than this value, our dpad in that direction becomes true. It stays true until it falls under the ThresholdReleased value.
public float Threshold { get; set; }
Property Value
ThresholdReleased
When our input value falls below this, our output becomes false.
public float ThresholdReleased { get; set; }
Property Value
WedgeAngle
The angle of each wedge that identifies the 4 directions of the emulated dpad.
public float WedgeAngle { get; set; }
Property Value
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.