ControlsSixAxis Class
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Inherits: | Controls |
ControlsSixAxis Class
Members
static ControlsSixAxis ( 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].string 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 CONTROLS_SIXAXIS_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.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.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:
2020-09-23
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