declare namespace pc { /** * @name pc.GamePads * @class Input handler for accessing GamePad input */ class GamePads { /** * @function * @name pc.GamePads#update * @description Update the current and previous state of the gamepads. This must be called every frame for wasPressed() * to work */ update(dt: number): void; /** * @function * @name pc.GamePads#poll * @description Poll for the latest data from the gamepad API. * @returns {Object[]} An array of gamepads and mappings for the model of gamepad that is attached * @example * var gamepads = new pc.GamePads(); * var pads = gamepads.poll(); * // pads[0] = { map: , pad: } */ poll(): { map: any, pad: any }; /** * @function * @name pc.GamePads#isPressed * @description Returns true if the button on the pad requested is pressed * @param {Number} index The index of the pad to check, use constants pc.PAD_1, pc.PAD_2, etc * @param {Number} button The button to test, use constants pc.PAD_FACE_1, etc * @returns {Boolean} True if the button is pressed */ isPressed(index: number, button: number): boolean; /** * @function * @name pc.GamePads#wasPressed * @description Returns true if the button was pressed since the last frame * @param {Number} index The index of the pad to check, use constants pc.PAD_1, pc.PAD_2, etc * @param {Number} button The button to test, use constants pc.PAD_FACE_1, etc * @returns {Boolean} True if the button was pressed since the last frame */ wasPressed(index: number, button: number): boolean; /** * @function * @name pc.GamePads#getAxis * @description Get the value of one of the analogue axes of the pad * @param {Number} index The index of the pad to check, use constants pc.PAD_1, pc.PAD_2, etc * @param {Number} axes The axes to get the value of, use constants pc.PAD_L_STICK_X, etc * @returns {Number} The value of the axis between -1 and 1. */ getAxis(index: number, axes: number): number; } }