engine.inputgamepad Functions
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The InputGamePad class represents a game pad and contains a set of functions for handling user inputs.
InputGamePad Class
Members
int getNumber ( ) #
Returns the game pad number (up to four game pads are supported).Return value
Game pad number.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
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 ( ) #
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
The filter of the gamepad.vec2 getAxesLeft ( ) #
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.
Return value
A vector of two values in the [-1;1] range.vec2 getAxesLeftDelta ( ) #
Returns a vector of delta values of the left thumbstick axes — the difference between the values in the previous and the current frames.Return value
Vector of delta axes.vec2 getAxesRight ( ) #
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.
Return value
A vector of two values in the [-1;1] range.vec2 getAxesRightDelta ( ) #
Returns a vector of delta values of the right thumbstick axes — the difference between the values in the previous and the current frames.Return value
Vector of delta axes.float getTriggerLeft ( ) #
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.Return value
Value in range [0; 1].float getTriggerLeftDelta ( ) #
Returns the delta value of the left trigger — the difference between the values in the previous and the current frame.Return value
Left trigger delta.float getTriggerRight ( ) #
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.Return value
Value in range [0; 1].float getTriggerRightDelta ( ) #
Returns the delta value of the right trigger — the difference between the values in the previous and the current frame.Return value
Right trigger delta.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.
int isAvailable ( ) #
Checks if the game pad is available.Return value
1 if the game pad is available; otherwise, 0.int isButtonPressed ( int button ) #
Returns a value indicating if the given button is pressed.Arguments
- int button - One of the INPUT_GAME_PAD_BUTTON_ codes.
Return value
1 if the button is pressed; otherwise, 0.int isButtonDown ( int button ) #
Returns a value indicating if the given button was pressed during the current frame.Arguments
- int button - One of the INPUT_GAME_PAD_BUTTON_ codes.
Return value
1 if the button was pressed during the current frame; otherwise, 0.int isButtonUp ( int button ) #
Returns a value indicating if the given button was released during the current frame.Arguments
- int button - One of the INPUT_GAME_PAD_BUTTON_ codes.
Return value
1 if the button was released during the current frame; otherwise, 0.Last update:
2020-07-31
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