Unigine.ControlsSixAxis Class
Inherits: | Controls |
ControlsSixAxis Class
Properties
float Filter#
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.
set
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.
set value -
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.
string Name#
The name of the sixaxis controller.
bool IsAvailable#
Checks if the Sixaxis controller is available.
int Number#
The number of sixaxis controllers.
Members
static ControlsSixAxis ( int num ) #
Constructor. Creates a new Sixaxis controller.Arguments
- int num - Sixaxis controller number.
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 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].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 ( Stream stream ) #
Restores Sixaxis controller settings from the stream.This function is deprecated and will be removed in the next release.
Arguments
- Stream stream - The stream to save controls data.
Return value
1 if the Sixaxis controller settings are restored successfully; otherwise, 0.int SaveState ( Stream stream ) #
Saves Sixaxis controller settings into the stream.This function is deprecated and will be removed in the next release.
Arguments
- Stream stream - The stream to save controls data.
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:
2020-04-10
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