This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Core Library
Containers
Engine Classes
Node-Related Classes
Rendering-Related Classes
Physics-Related Classes
Bounds-Related Classes
GUI-Related Classes
Pathfinding-Related Classes
Utility Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

ControlsXPad360 Class

This class handles XBox 360 game pads input. Right now these game pads are supported only on Windows. It provides access to the following controller properties:

  • Buttons represent digital buttons on the controller and can be either pressed or unpressed. Just in case with mouse/keyboard controls, they can be mapped to the specific controls states, to bind input events and programmed actions. You can either bind buttons in the code via setStateButton() or let the user assign the button for a control state via getStateEvent().
  • D-pad is represented as four directional buttons (left, right, up and down). They are handled in the same way as other buttons.
  • Thumbsticks are left and right analog directional sticks on the controller. They are queried via getLeftX() and getLeftY() for the left thumbstick and getRightX() and getRightY() for the right one. Thumbsticks also act as two digital buttons when pressed (i.e. the stick is "clicked" in). In this case, they are handled in the same way as other buttons.
  • Triggers are two analog controls that can be queried for their states via getLeftTrigger() and getRightTrigger().
  • Vibration motors allow to set vibration effects. The left motor is a low-frequency rumble motor, while the right motor is a high-frequency one. The amount of vibration for each of the motors can be set via setLeftMotor() and setRightMotor().

Input data from analog controls (thumbsticks and triggers) can be additionally filtered via setFilter() to provide smooth interpolation between frames and avoid jerks.
A controller should update the physical state of all its input controls (i.e. check whether the user has pressed the button, for example) each frame using updateEvents().

The code below shows how you can bind an action (i.e. a control state) to one of the controller buttons and also check for thumbstick movement to move the player accordingly.

Source code(UnigineScript)
ControlsXPad360 xpad; // controls for handling Xbox controller input
PlayerActor player;

int move_right() {
	// The player moves to the right.
	return 1;
}

int fire() {
	// The player fires.
	return 1;
}

int init() {
	// Create Xbox controls with one controller.
	xpad = new ControlsXPad360(1);
	
	

	// Bind the fire action of the player to X button.
	xpad.setStateButton(CONTROLS_STATE_FIRE, CONTROLS_XPAD360_BUTTON_X);
}

int update() {
	// Update controller input (states of all buttons and axes).
	xpad.updateEvents();
	
	// Move to the right when the user pushes the left thumbstick
	// to the right. Light tapping will be ignored.
	if (xpad.getLeftX() > 0.5f) {
		move_right();
	}
	
	if(xpad.getState(CONTROLS_STATE_FIRE)) {
		fire();
	}
}

ControlsXPad360 Class

Members


ControlsXPad360 ()

ControlsXPad360 (int num)

Constructor. Creates a new XBox 360 game pad.

Arguments

  • int num - Game pad number (up to four game pads are supported).

int getButton (int button)

Returns a button state (pressed or not pressed).

Arguments

Return value

1 if the button is pressed; otherwise, 0.

const char * getStateName (int state)

Returns the name of a given state.

Arguments

Return value

State name.

int restoreState (const Ptr<Stream> & stream)

Arguments

  • const Ptr<Stream> & stream

Return value

void setStateButton (int state, int button)

Sets a game pad button that switches a given state on and off.

Arguments

float getLeftY ()

Returns a state value of the left thumbstick along the Y-axis. When a thumbstick 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 getLeftTrigger ()

Returns an axis state value (i.e. the position) of the left trigger. Zero means the trigger is not pressed; 1 means the trigger is pressed to the maximum.

Return value

Value in range [0; 1].

float getLeftX ()

Returns a state value of the left thumbstick along the X-axis. When a thumbstick 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 getRightX ()

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

Return value

Value in range [-1; 1].

int getStateButton (int state)

Returns a game pad button that switches a given state on and off.

Arguments

Return value

Button that switches the state (one of the CONTROLS_XPAD360_BUTTON_* variables):
  1. BUTTON_A = 0
  2. BUTTON_B
  3. BUTTON_X
  4. BUTTON_Y
  5. BUTTON_BACK
  6. BUTTON_START
  7. BUTTON_DPAD_UP
  8. BUTTON_DPAD_DOWN
  9. BUTTON_DPAD_LEFT
  10. BUTTON_DPAD_RIGHT
  11. BUTTON_THUMB_LEFT
  12. BUTTON_THUMB_RIGHT
  13. BUTTON_SHOULDER_LEFT
  14. BUTTON_SHOULDER_RIGHT

int getNumber ()

Returns the game pad number (up to four game pads are supported).

Return value

Game pad number.

float getFilter ()

Returns a filter value used to correct the current state of the analog axis (thumbsticks and triggers) 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.

int isAvailable ()

Checks if the game pad is available.

Return value

1 if the game pad is available; otherwise, 0.

int isStateEvent ()

Returns a value indicating if a game pad button is successfully assigned to a state.

Return value

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

int clearButton (int button)

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

Arguments

Return value

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

void getStateEvent (int state)

Lets the user assign a game pad button to a given state.

Arguments

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

void setRightMotor (float speed)

Sets the amount of vibration for the right motor (a high-frequency motor).

Arguments

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

const char * getName ()

Returns the name of the game pad.

Return value

One of the following:
  • GamePad
  • Wheel
  • Arcade Stick
  • Flight Stick
  • Dance Pad
  • Guitar
  • Drum Kit
  • Unknown

int updateEvents ()

Scans a game pad (synchronizes states of game pad buttons and thumbsticks with the controller itself). 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.

void setFilter (float filter)

Sets a filter value used to correct the current state of the analog axis relative to the previous one. Axis states are interpolated for thumbsticks and triggers.

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 getRightTrigger ()

Returns an axis state value (i.e. the position) of the right trigger. Zero means the trigger is not pressed; 1 means the trigger is pressed to the maximum.

Return value

Value in range [0; 1].

void setLeftMotor (float speed)

Sets the amount of vibration for the left motor (a low-frequency motor).

Arguments

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

int saveState (const Ptr<Stream> & stream)

Arguments

  • const Ptr<Stream> & stream

Return value

float getRightY ()

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

Return value

Value in range [-1; 1].

int BUTTON_A

Description

Button A.

int BUTTON_B

Description

Button B.

int BUTTON_X

Description

Button X.

int BUTTON_Y

Description

Button Y.

int BUTTON_BACK

Description

Button "Back".

int BUTTON_START

Description

Button "Start".

int BUTTON_DPAD_UP

Description

Button "Up".

int BUTTON_DPAD_DOWN

Description

Button "Down".

int BUTTON_DPAD_LEFT

Description

Button "Left".

int BUTTON_DPAD_RIGHT

Description

Button "Right".

int BUTTON_THUMB_LEFT

Description

Left thumbstick button.

int BUTTON_THUMB_RIGHT

Description

Right thumbstick button.

int BUTTON_SHOULDER_LEFT

Description

Left shoulder (bumper) button.

int BUTTON_SHOULDER_RIGHT

Description

Right shoulder (bumper) button.

int NUM_BUTTONS

Description

Number of buttons on Xbox 360 game pad.
Last update: 2017-07-03
Build: ()