ControlsXPad360 Class
Inherits: | Controls |
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.
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();
}
}
See also#
A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/controls/folder:
- xpad360_00
- xpad360_01
ControlsXPad360 Class
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 isAvailable ( ) #
Checks if the game pad is available.Return value
1 if the game pad is available; otherwise, 0.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 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 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.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].string 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 getNumber ( ) #
Returns the game pad number (up to four game pads are supported).Return value
Game pad number.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.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.Arguments
- Stream stream - The stream to save controls data.