@class NSSet, NSString; @protocol GCPressedStateInput, GCLinearInput, GCTouchedStateInput; @interface _GCDevicePhysicalInputButtonElement : _GCDevicePhysicalInputElement <GCLinearInput, GCPressedStateInput, GCButtonElement> { unsigned long long _sourcesSlot; unsigned long long _isAnalogSlot; unsigned long long _pressedThresholdSlot; unsigned long long _pressedValueFieldSlot; unsigned long long _valueChangedHandlerSlot; unsigned long long _pressedChangedHandlerSlot; unsigned long long _valueSlot; unsigned long long _valueTimestampSlot; unsigned long long _pressedTimestampSlot; } @property (copy) id /* block */ valueDidChangeHandler; @property (readonly) float value; @property (readonly, getter=isAnalog) BOOL analog; @property (readonly) BOOL canWrap; @property (readonly) double lastValueTimestamp; @property (readonly) double lastValueLatency; @property (readonly, copy) NSSet *sources; @property (readonly) unsigned long long hash; @property (readonly) Class superclass; @property (readonly, copy) NSString *description; @property (readonly, copy) NSString *debugDescription; @property (copy) id /* block */ pressedDidChangeHandler; @property (readonly, getter=isPressed) BOOL pressed; @property (readonly) double lastPressedStateTimestamp; @property (readonly) double lastPressedStateLatency; @property (readonly) id<GCPressedStateInput, GCLinearInput> pressedInput; @property (readonly) id<GCTouchedStateInput> touchedInput; @property (readonly, copy) NSSet *aliases; @property (readonly, copy) NSString *localizedName; @property (readonly, copy) NSString *sfSymbolsName; + (unsigned short)updateContextSize; - (id)initWithParameters:(id)a0; - (id)initWithTemplate:(id)a0 context:(id)a1; - (BOOL)isEqualToElement:(id)a0; - (void)postCommit:(const void *)a0 sender:(id)a1; - (void)preCommit:(const void *)a0 sender:(id)a1; - (BOOL)update:(void *)a0 forGamepadEvent:(id)a1 withTimestamp:(double)a2; - (BOOL)update:(void *)a0 forUsages:(unsigned long long)a1 with:(id)a2; @end