| gamepad::button_map_t | Button mapping information |
| gamepad::config_status_t | Current status of gamepad configuration |
| gamepad::Configurator | |
| gamepad::device_caps_t | Information about a device, as determined from enumeration of objects |
| gamepad::device_state_t | State snapshot of a source device. Used by configuration tools only |
| gamepad::dpad_map_t | Dpad_map_t describes how to map from low-level SourceDevice events (buttons or potentiometers) into dpad events |
| gamepad::Gamepad | Instance of a physical gamepad |
| gamepad::joystick_map_t | Describes joystick mapping |
| gamepad::joystick_t | Joystick is a 2-axis stick |
| gamepad::Manager | You'll want one of these to get at source devices (gamepad::SourceDevice) and create gamepad objects (gamepad::Gamepad) |
| gamepad::Map | A gamepad::Map is the magical binding between physical inputs (button presses, joystick moves, wheel turns) and logical events (left top trigger pressed, right joystick pushed up, etc |
| gamepad::pot_map_t | Describes a potentiometer mapping |
| gamepad::pot_value_t | What you get back when you read the value of a particular potentiometer |
| gamepad::SourceDevice | An object that supplies gamepad input |
| gamepad::SourceDeviceFactory | Objects supporting this interface can create gamepad::SourceDevice instances |
| gamepad::Type | Type of gamepad (Dualshock, Xbox, N64, etc) |
| gamepad::TypeVgfxRenderer | Use this object to render a particular gamepad Type -- assuming it has a vgfx file |
1.7.1