Return 1 if the GamePad is connected.
Return 1 if the data stored in the object is valid.
Return 1 if the touchscreen is currently being touched.
Depending on the validity of the touch position data (contentX, contentY), the following values are assigned.
Both X and Y coordinates are valid: 0
X coordinate is invalid: 1
Y coordinate is invalid: 2
Both X and Y coordinates are invalid: 3
With the upper left of the content being the origin (0, 0), this value represents the touch position within the content area.
The value has a range of 0 ≤ contentX < Content Width, 0 ≤ contentY < Content Height. If for example, the touch event occured on the address bar, or anywhere else outside the area of the content, the value will indicate it was out of range.
This represents the tilt direction of the left stick.
The value range is -1.0 ≤ lStickX ≤ +1.0, -1.0 ≤ lStickY ≤ +1.0. The Up and Right direction represents a positive value.
This represents the tilt direction of the right stick.
The value range is -1.0 ≤ rStickX ≤ +1.0, -1.0 ≤ rStickY ≤ +1.0. The Up and Right direction represents a positive value.
While a button is held down, the flag for that button will be set. Multiple buttons that are held down can be detected by looking for that particular flag. See Button Flags Table.
Represents the accelerometer values.
X value points in the left direction of the GamePad screen
Y value is the front side of the GamePad screen
Z value is coming out from the top face of the GamePad
These are all in the positive direction and the values are fractional value with 1G being +1.0.
Represents gyrosensor (angular speed) values.
Referencing the same axes of the accelerometer, positive values indicate a clockwise rotation with 360 dps (degrees per second) being 1.0.
Represents the amount of rotation for each axis, which is calculated from the gyrosensor value.
A 3x3 matrix representing the 3 dimensional orientation of the GamePad.