@interface _UIGameControllerEvent : UIEvent { struct { unsigned long long senderID; double controllerState[16]; double normalizedLeftStickState[4]; double normalizedRightStickState[4]; double normalizedShoulderButtonState[4]; } _previousState; unsigned long long _activeComponent; } - (void)_sendEventToResponder:(id)a0; - (long long)subtype; - (void)_reset; - (BOOL)_processLeftStick:(struct { unsigned long long x0; double x1[16]; double x2[4]; double x3[4]; double x4[4]; } *)a0 pressesEvent:(id)a1 timestamp:(double)a2; - (BOOL)_determineInputTypeAndProcess:(struct { unsigned long long x0; double x1[16]; double x2[4]; double x3[4]; double x4[4]; } *)a0 pressesEvent:(id)a1 timestamp:(double)a2; - (void)_maybeConvertAndSendAsPressesEvent; - (struct CGPoint { double x0; double x1; })_leftStickPosition; - (BOOL)_processRightStick:(struct { unsigned long long x0; double x1[16]; double x2[4]; double x3[4]; double x4[4]; } *)a0 pressesEvent:(id)a1 timestamp:(double)a2; - (BOOL)_processDPad:(struct { unsigned long long x0; double x1[16]; double x2[4]; double x3[4]; double x4[4]; } *)a0 pressesEvent:(id)a1 timestamp:(double)a2; - (BOOL)_processShoulder:(struct { unsigned long long x0; double x1[16]; double x2[4]; double x3[4]; double x4[4]; } *)a0 pressesEvent:(id)a1 timestamp:(double)a2; - (BOOL)_processStandardButtons:(struct { unsigned long long x0; double x1[16]; double x2[4]; double x3[4]; double x4[4]; } *)a0 pressesEvent:(id)a1 timestamp:(double)a2; - (long long)type; @end