Example of using gamepad::input::State
Example of using gamepad::input::State
#include "gamepad_input_state.h"
using namespace gamepad::input;
void setup() {
Serial.begin(115200);
Serial.print("Default button states: ");
Serial.println(state.
buttons);
for (size_t i = 0; i < kAxisCount; ++i) {
Serial.print("Default axis ");
Serial.print(i);
Serial.print(": ");
Serial.println(state.
axes[i]);
}
Serial.print("After set and get axes: ");
Serial.print(", ");
Serial.print(", ");
Serial.print(", ");
Serial.print("Button Start state: ");
Serial.print("After set and get button Start state: ");
Serial.println("Button Start is pressed");
} else {
Serial.println("Button Start is not pressed");
}
Serial.print("raw data: ");
for (size_t i = 0; i < sizeof(state); ++i) {
Serial.print(reinterpret_cast<const uint8_t*>(&state)[i], 16);
Serial.print(" ");
}
Serial.println();
}
void loop() {}