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Independent SDK for the Sega Dreamcast
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vmu_state_t Union Reference

VMU's "civilized" state data: 0 = RELEASED, 1 = PRESSED. More...

#include <vmu.h>

Data Fields

uint8_t buttons
 Combined button state mask.
 
struct { 
 
   uint8_t   dpad_up: 1 
 Dpad Up button state. More...
 
   uint8_t   dpad_down: 1 
 Dpad Down button state. More...
 
   uint8_t   dpad_left: 1 
 Dpad Left button state. More...
 
   uint8_t   dpad_right: 1 
 Dpad Right button state. More...
 
   uint8_t   a: 1 
 'A' button state More...
 
   uint8_t   b: 1 
 'B' button state More...
 
   uint8_t   mode: 1 
 Mode button state. More...
 
   uint8_t   sleep: 1 
 Sleep button state. More...
 
};  
 

Detailed Description

VMU's "civilized" state data: 0 = RELEASED, 1 = PRESSED.

Note
The Dpad buttons are automatically reoriented for you depending on which direction the VMU is facing in a particular type of controller.

Field Documentation

◆ [struct]

struct { ... } vmu_state_t

◆ a

uint8_t vmu_state_t::a

'A' button state

◆ b

uint8_t vmu_state_t::b

'B' button state

◆ buttons

uint8_t vmu_state_t::buttons

Combined button state mask.

◆ dpad_down

uint8_t vmu_state_t::dpad_down

Dpad Down button state.

◆ dpad_left

uint8_t vmu_state_t::dpad_left

Dpad Left button state.

◆ dpad_right

uint8_t vmu_state_t::dpad_right

Dpad Right button state.

◆ dpad_up

uint8_t vmu_state_t::dpad_up

Dpad Up button state.

◆ mode

uint8_t vmu_state_t::mode

Mode button state.

◆ sleep

uint8_t vmu_state_t::sleep

Sleep button state.


The documentation for this union was generated from the following file: