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Searched refs:m_GamePad (Results 1 – 2 of 2) sorted by relevance

/dports/devel/tokamak/tokamak_release/d3dapp/dxut/
H A DDXUTmisc.cpp1315 ZeroMemory( m_GamePad, sizeof(DXUT_GAMEPAD)*DXUT_MAX_CONTROLLERS ); in CBaseCamera()
1608 DXUTGetGamepadState( iUserIndex, &m_GamePad[iUserIndex], true, true ); in GetInput()
1611 if( m_GamePad[iUserIndex].wButtons || in GetInput()
1612 m_GamePad[iUserIndex].sThumbLX || m_GamePad[iUserIndex].sThumbLX || in GetInput()
1613 m_GamePad[iUserIndex].sThumbRX || m_GamePad[iUserIndex].sThumbRY || in GetInput()
1614 m_GamePad[iUserIndex].bLeftTrigger || m_GamePad[iUserIndex].bRightTrigger ) in GetInput()
1633 if( iMostRecentlyActive >= 0 && m_GamePad[iMostRecentlyActive].bConnected ) in GetInput()
1635 m_vGamePadLeftThumb.x = m_GamePad[iMostRecentlyActive].fThumbLX; in GetInput()
1637 m_vGamePadLeftThumb.z = m_GamePad[iMostRecentlyActive].fThumbLY; in GetInput()
1639 m_vGamePadRightThumb.x = m_GamePad[iMostRecentlyActive].fThumbRX; in GetInput()
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H A DDXUTmisc.h365 DXUT_GAMEPAD m_GamePad[DXUT_MAX_CONTROLLERS]; // XInput controller state variable