This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

engine.inputgamepad Functions

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

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

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

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

Return value

1 if the button was released during the current frame; otherwise, 0.
Last update: 2021-12-13
Build: ()