API reference

Every public class, method, and event in @codexo/exojs. Generated from source.

T

typeGamepadAxisChannel

@codexo/exojs / input / stable

Branded literal-union type identifying a canonical analog axis-style gamepad input channel. Members are absolute offsets into the engine's shared Float32Array input channel buffer (relative to slot 0): the 32 slots reserved for a gamepad slot's axis section, computed as `ChannelOffset.Gamepads + 32..63` (544..575 with the default layout). The 24 named axes (sticks split + signed aggregates + dual touchpad XY + 4 auxiliary bipolar) cover offsets 32..55; offsets 56..63 are reserved for forward-compat / custom-mapping use and remain part of this type so custom `GamepadMapping` subclasses can address them without casting. The brand keeps the type system from confusing axis channels with GamepadButtonChannel or raw `number`s during mapping authoring. User code does not construct values of this type directly - read them from the GamepadAxis namespace (`GamepadAxis.LeftStickLeft`, ...).

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Import
import { GamepadAxisChannel } from '@codexo/exojs'

Branded literal-union type identifying a canonical analog axis-style gamepad input channel. Members are absolute offsets into the engine's shared Float32Array input channel buffer (relative to slot 0): the 32 slots reserved for a gamepad slot's axis section, computed as `ChannelOffset.Gamepads + 32..63` (544..575 with the default layout).

The 24 named axes (sticks split + signed aggregates + dual touchpad XY + 4 auxiliary bipolar) cover offsets 32..55; offsets 56..63 are reserved for forward-compat / custom-mapping use and remain part of this type so custom `GamepadMapping` subclasses can address them without casting.

The brand keeps the type system from confusing axis channels with GamepadButtonChannel or raw `number`s during mapping authoring. User code does not construct values of this type directly - read them from the GamepadAxis namespace (`GamepadAxis.LeftStickLeft`, ...).

Definition1
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Source