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
- int state - State (one of the CONTROLS_STATE_* variables).
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 state - State (one of the CONTROLS_STATE_* variables).
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.int restoreState( const Ptr<Stream> & stream )
Restores Sixaxis controller settings from the stream.This function is deprecated and will be removed in the next release.
Arguments
- const Ptr<Stream> & stream - Stream smart pointer.
Return value
1 if the Sixaxis controller settings are restored successfully; otherwise, 0.int saveState( const Ptr<Stream> & stream )
Saves Sixaxis controller settings into the stream.This function is deprecated and will be removed in the next release.
Arguments
- const Ptr<Stream> & stream - Stream smart pointer.
Return value
1 if the Sixaxis controller settings are saved successfully; otherwise, 0.int updateEvents( )
Scans Sixaxis controller (synchronizes states of controller buttons with the controller). Should be called each frameReturn value
0 if a game pad is not found or updateEvents() already has been called for the frame; otherwise 1.Last update:
2018-12-27
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