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Unigine::ControlsSixAxis Class

Header: #include <UnigineControls.h>
Inherits: Controls

ControlsSixAxis Class

Members


static ControlsSixAxisPtr create ( int num ) #

Constructor. Creates a new Sixaxis controller.

Arguments

  • int num - Sixaxis controller number.

int isAvailable ( ) #

Checks if the Sixaxis controller is available.

Return value

1 if the Sixaxis controller is available; otherwise, 0.

int getButton ( int button ) #

Returns a button state (pressed or not pressed).

Arguments

  • int button - Button number.

Return value

1 if the button is pressed; otherwise, 0.

void setFilter ( float filter ) #

Sets a filter value used to correct the current state of the analog sticks of the Sixaxis controller relative to the previous one. Axis states are interpolated for analog sticks.

Arguments

  • float filter - Filter value for interpolation between axis states. The provided value is clamped to a range [0;1].
    • Filter value of 0 means there is no interpolation and the current value is not corrected.
    • Filter value of 1 means the previous state is used instead of the current one.

float getFilter ( ) #

Returns a filter value used to correct the current state of the analog axis of the Sixaxis controller relative to the previous one:
  • Filter value of 0 means there is no interpolation and the current value is not corrected.
  • Filter value of 1 means the previous state is used instead of the current one.

Return value

Filter value for interpolation between axis states.

void setLargeMotor ( float speed ) #

Sets the amount of vibration for the large motor.

Arguments

  • float speed - Speed of motor rotation in range [0; 1]

float getLeftX ( ) #

Returns a state value of the left analog stick along the X-axis. When the stick is in the center position, this value is zero. Negative values indicate left ; positive values indicate right.

Return value

Value in range [-1; 1].

float getLeftY ( ) #

Returns a state value of the left analog stick along the Y-axis. When the stick is in the center position, this value is zero. Negative values indicate down ; positive values indicate up.

Return value

Value in range [-1; 1].

const char * getName ( ) #

Returns the name of the Sixaxis controller.

Return value

Name of Sixaxis controller.

int getNumber ( ) #

Returns the number of Sixaxis controllers.

Return value

Number of controllers.

float getPressCircle ( ) #

Returns a state value of the circle button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressCross ( ) #

Returns a state value of the cross button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressDown ( ) #

Returns a state value of the down button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressL1 ( ) #

Returns a state value of the L1 button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressL2 ( ) #

Returns a state value of the L2 button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressLeft ( ) #

Returns a state value of the left button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressR1 ( ) #

Returns a state value of the R1 button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressR2 ( ) #

Returns a state value of the R2 button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressRight ( ) #

Returns a state value of the right button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressSquare ( ) #

Returns a state value of the square button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressTriangle ( ) #

Returns a state value of the triangle button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getPressUp ( ) #

Returns a state value of the up button. 0 value means the button is not pressed; 1 means the button is pressed to the maximum.

Return value

Value in range [0; 1].

float getRightX ( ) #

Returns a state value of the right analog stick along the X-axis. When the stick is in the center position, this value is zero. Negative values indicate left ; positive values indicate right.

Return value

Value in range [-1; 1].

float getRightY ( ) #

Returns a state value of the right analog stick along the Y-axis. When the stick is in the center position, this value is zero. Negative values indicate down ; positive values indicate up.

Return value

Value in range [-1; 1].

float getSensorG ( ) #

Returns a state value of the G-sensor.

float getSensorX ( ) #

Returns a state value of the of the controller position along the X axis.

Return value

The value along the X axis.

float getSensorY ( ) #

Returns a state value of the of the controller position along the Y axis.

Return value

The value along the Y axis.

float getSensorZ ( ) #

Returns a state value of the of the controller position along the Z axis.

Return value

The value along the Z axis.

void setSmallMotor ( float speed ) #

Sets the amount of vibration for the small motor.

Arguments

  • float speed - Speed of motor rotation in range [0; 1]

void setStateButton ( int state, int button ) #

Sets a Sixaxis controller button that switches a given state on and off.

Arguments

  • int state - State (one of the CONTROLS_STATE_* variables).
  • int button - Button that switches the state (one of the BUTTON_* variables).

int getStateButton ( int state ) #

Returns a Sixaxis controller button that switches a given state on and off.

Arguments

Return value

Button that switches the state (one of the BUTTON_* variables)

void getStateEvent ( int state ) #

Lets the user assign a Sixaxis controller button to a given state.

Arguments

  • int state - State (one of the CONTROLS_STATE_*) to which a button is going to be assigned.

int isStateEvent ( ) #

Returns a value indicating if a Sixaxis controller button is successfully assigned to a state.

Return value

1 if a button is already assigned; otherwise, 0.

String getStateName ( int state ) #

Returns the name of a given state.

Arguments

int clearButton ( int button ) #

Returns a button state and clears it to 0 (not pressed).

Arguments

  • int button - Button that switches the state (one of the BUTTON_* variables)

Return value

1 if the button is pressed, and this function was not called previously in the current frame; otherwise, 0.

bool restoreState ( const Ptr<Stream> & stream ) #

Restores Sixaxis controller settings from the stream.

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

true if the Sixaxis controller settings are restored successfully; otherwise, false.

bool saveState ( const Ptr<Stream> & stream ) #

Saves Sixaxis controller settings into the stream.

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

true if the Sixaxis controller settings are saved successfully; otherwise, false.

int updateEvents ( ) #

Scans Sixaxis controller (synchronizes states of controller buttons with the controller). Should be called each frame

Return value

0 if a game pad is not found or updateEvents() already has been called for the frame; otherwise 1.
Last update: 2020-09-23
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