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flash.ui 

GameInput  - AS3

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Appendixes

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Compiler Warnings
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List of deprecated elements
Accessibility Implementation Constants
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Packageflash.ui
Classpublic final class GameInput
InheritanceGameInput Inheritance EventDispatcher Inheritance Object

Language Version: ActionScript 3.0
Runtime Versions: AIR 3.7

The GameInput class is the entry point into the GameInput API. You can use this API to manage the communications between an application and game input devices (for example: joysticks, gamepads, and wands).

The main purpose of this class is to provide access to the supported input devices that are connected to your application platform. This static class enumerates the connected input devices in a list. You access a device from the list using the getDeviceAt(index:int) method.

The numDevices property provides the number of input devices currently connected to your platform. Use this value to determine the upper bound of the list of devices.

Use an instance of this class to listen for events that notify you about the addition and removal of input devices. To listen these events, do the following:

  1. Create an instance of the GameInput class.
  2. Add event listeners for the GameInputEvent.DEVICE_ADDED and GameInputEvent.DEVICE_REMOVED events. (Events can only be registered on an instance of the class.)

This class also features the isSupported flag, which indicates whether the GameInput API is supported on your platform.

For more information, see the Adobe Air Developer Center article: Game controllers on Adobe AIR.

For Android, this feature supports a minimum Android OS version of 4.1 and requires the minimum SWF version 20 and namespace 3.7. For iOS, this feature supports a minimum iOS version of 9.0 and requires the minimum SWF version 34 and namespace 23.0.

How to Detect One Game Input Device From Among Identical Devices

A common requirement for two-or-more player games is detecting one device from among identical devices. For example, applications sometimes must determine which device represents "Player 1", "Player 2", ..., "Player N".

Solution:

  1. Add event listeners to every control on all undetected input devices. These event listeners listen for Event.CHANGE events, which are dispatched whenever a control value changes.
  2. The first time any control is activated (for example a button press or trigger pull) the application labels that device.
  3. Remove all of the event listeners from the remaining undetected input devices.
  4. Repeat steps 1-3 as required to identify the rest of the undetected input devices.

Related API Elements



Public Properties
 PropertyDefined By
 Inheritedconstructor : Object
A reference to the class object or constructor function for a given object instance.
Object
      isSupported : Boolean
[static] [read-only] Indicates whether the current platform supports the GameInput API.
GameInput
      numDevices : int
[static] [read-only] Provides the number of connected input devices.
GameInput
Public Methods
 MethodDefined By
 Inherited
addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void
Registers an event listener object with an EventDispatcher object so that the listener receives notification of an event.
EventDispatcher
 Inherited
Dispatches an event into the event flow.
EventDispatcher
  
[static] Gets the input device at the specified index location in the list of connected input devices.
GameInput
 Inherited
Checks whether the EventDispatcher object has any listeners registered for a specific type of event.
EventDispatcher
 Inherited
Indicates whether an object has a specified property defined.
Object
 Inherited
Indicates whether an instance of the Object class is in the prototype chain of the object specified as the parameter.
Object
 Inherited
Indicates whether the specified property exists and is enumerable.
Object
 Inherited
removeEventListener(type:String, listener:Function, useCapture:Boolean = false):void
Removes a listener from the EventDispatcher object.
EventDispatcher
 Inherited
Sets the availability of a dynamic property for loop operations.
Object
 Inherited
Returns the string representation of this object, formatted according to locale-specific conventions.
Object
 Inherited
Returns the string representation of the specified object.
Object
 Inherited
Returns the primitive value of the specified object.
Object
 Inherited
Checks whether an event listener is registered with this EventDispatcher object or any of its ancestors for the specified event type.
EventDispatcher
Events
 Event Summary Defined By
 Inherited[broadcast event] Dispatched when the Flash Player or AIR application gains operating system focus and becomes active.EventDispatcher
 Inherited[broadcast event] Dispatched when the Flash Player or AIR application operating loses system focus and is becoming inactive.EventDispatcher
  Dispatched when a game input device is connected to your platform, or when an already connected device is switched on.GameInput
  Dispatched when a game input device is removed from your platform, or when a connected device is switched off.GameInput
  Dispatched when a game input device is connected but is not usable.GameInput
Property Detail
    

isSupported

property
isSupported:Boolean  [read-only]

Language Version: ActionScript 3.0
Runtime Versions: AIR 3.7

Indicates whether the current platform supports the GameInput API.



Implementation
    public static function get isSupported():Boolean
    

numDevices

property 
numDevices:int  [read-only]

Language Version: ActionScript 3.0
Runtime Versions: AIR 3.7

Provides the number of connected input devices. When a device is connected, the GameInputEvent.DEVICE_ADDED event is fired.



Implementation
    public static function get numDevices():int
Method Detail

    getDeviceAt

()method
public static function getDeviceAt(index:int):GameInputDevice

Language Version: ActionScript 3.0
Runtime Versions: AIR 3.7

Gets the input device at the specified index location in the list of connected input devices.

The order of devices in the index may change whenever a device is added or removed. You can check the name and id properties on a GameInputDevice object to match a specific input device.

Parameters

index:int — The index position in the list of input devices.

Returns
GameInputDevice — The specified GameInputDevice.

Throws
RangeError — When the provided index is less than zero or greater than (numDevices - 1).
Event Detail

deviceAdded

Event
Event Object Type: flash.events.GameInputEvent

Dispatched when a game input device is connected to your platform, or when an already connected device is switched on.

deviceRemoved

Event  
Event Object Type: flash.events.GameInputEvent

Dispatched when a game input device is removed from your platform, or when a connected device is switched off.

deviceUnusable

Event  
Event Object Type: flash.events.GameInputEvent

Dispatched when a game input device is connected but is not usable. This event is specific to Windows only. For example, this happens in a Windows sandboxed browser when another DirectInput based application is already using the device.