Unigine.ControlsXPad360 Class
Inherits: | Controls |
ControlsXPad360 Class
Properties
float Filter#
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.
set
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.
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 game pad.
bool IsAvailable#
Checks if the game pad is available.
int Number#
The game pad number (up to four game pads are supported).
Members
static 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
- int button - Button (one of the CONTROLS_XPAD360_BUTTON_* variables).
Return value
1 if the button is pressed; otherwise, 0.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].
float GetLeftTrigger ( ) #
Returns an axis state value (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 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].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].
float GetRightTrigger ( ) #
Returns an axis state value (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].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 left; positive values indicate right.Return value
Value in range [-1; 1].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].void SetStateButton ( int state, int button ) #
Sets a game pad 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 CONTROLS_XPAD360_BUTTON_* variables).
int GetStateButton ( int state ) #
Returns a game pad 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 CONTROLS_XPAD360_BUTTON_* variables):- BUTTON_A = 0
- BUTTON_B
- BUTTON_X
- BUTTON_Y
- BUTTON_BACK
- BUTTON_START
- BUTTON_DPAD_UP
- BUTTON_DPAD_DOWN
- BUTTON_DPAD_LEFT
- BUTTON_DPAD_RIGHT
- BUTTON_THUMB_LEFT
- BUTTON_THUMB_RIGHT
- BUTTON_SHOULDER_LEFT
- BUTTON_SHOULDER_RIGHT
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.
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.string GetStateName ( int state ) #
Returns the name of a given state.Arguments
- int state - State (one of the CONTROLS_STATE_* variables).
Return value
State name.int ClearButton ( int button ) #
Returns a button state and clears it to 0 (not pressed).Arguments
- int button - Button (one of the CONTROLS_XPAD360_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 XBox 360 game pad 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 XBox 360 game pad settings are restored successfully; otherwise, 0.int SaveState ( Stream stream ) #
Saves XBox 360 game pad 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 XBox 360 game pad settings are saved successfully; otherwise, 0.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.Last update:
2020-04-10
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