Unigine.InputGamePad Class
The InputGamePad class represents a game pad and contains a set of functions for handling user inputs.
InputGamePad Class
Enums
BUTTON#
Properties
float TriggerRightDelta#
Returns the delta value of the right trigger — the difference between the values in the previous and the current frame.
float TriggerRight#
Returns an axis state value (the position) of the right trigger. 0 means the trigger is not pressed; 1 means the trigger is pressed to the maximum.
float TriggerLeftDelta#
Returns the delta value of the left trigger — the difference between the values in the previous and the current frame.
float TriggerLeft#
Returns an axis state value (the position) of the left trigger. 0 means the trigger is not pressed; 1 means the trigger is pressed to the maximum.
vec2 AxesRightDelta#
Returns a vector of delta values of the right thumbstick axes — the difference between the values in the previous and the current frames.
vec2 AxesRight#
Returns a vector of axes of the right thumbstick. When a thumbstick is in the center position, this value is [0,0]. The values correspond to the following thumbstick positions:
- First value corresponds to the X axis. Negative values indicate the left position; positive values indicate right.
- Second value corresponds to the Y axis. Negative values indicate the down position; positive values indicate up.
vec2 AxesLeftDelta#
Returns a vector of delta values of the left thumbstick axes — the difference between the values in the previous and the current frames.
vec2 AxesLeft#
Returns a vector of axes of the left thumbstick. When a thumbstick is in the center position, this value is [0,0]. The values correspond to the following thumbstick positions:
- First value corresponds to the X axis. Negative values indicate the left position; positive values indicate right.
- Second value corresponds to the Y axis. Negative values indicate the down position; positive values indicate up.
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#
Returns the name of the game pad.
int Number#
Returns the game pad number (up to four game pads are supported).
bool IsAvailable#
Checks if the game pad is available.
Members
void SetLeftMotor ( float speed ) #
Sets the amount of vibration for the left motor (a low-frequency motor).Arguments
- float speed - value in the [0.0f; 1.0f] range.
void SetRightMotor ( float speed ) #
Sets the amount of vibration for the right motor (a high-frequency motor).Arguments
- float speed - value in the [0.0f; 1.0f] range.
bool IsAvailable ( ) #
Checks if the game pad is available.Return value
1 if the game pad is available; otherwise, 0.bool IsButtonPressed ( InputGamePad.BUTTON button ) #
Returns a value indicating if the given button is pressed.Arguments
- InputGamePad.BUTTON button - One of the InputGamePad.BUTTON enum values.
Return value
true if the button is pressed; otherwise, false.bool IsButtonDown ( InputGamePad.BUTTON button ) #
Returns a value indicating if the given button was pressed during the current frame.Arguments
- InputGamePad.BUTTON button - One of the InputGamePad.BUTTON enum values.
Return value
true if the button was pressed during the current frame; otherwise, false.bool IsButtonUp ( InputGamePad.BUTTON button ) #
Returns a value indicating if the given button was released during the current frame.Arguments
- InputGamePad.BUTTON button - One of the InputGamePad.BUTTON enum values.
Return value
true if the button was released during the current frame; otherwise, false.Last update:
2020-04-10
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