Unigine.InputGamePad Class
The InputGamePad class represents a game pad and contains a set of functions for handling user inputs.
InputGamePad Class
Enums
BUTTON#
Buttons of the game pad.AXIS#
MODEL_TYPE#
Name | Description |
---|---|
UNKNOWN = 0 | Unknown model. |
XBOX_360 = 1 | Xbox 360. |
XBOX_ONE = 2 | Xbox One. |
PS3 = 3 | PlayStation 3. |
PS4 = 4 | PlayStation 4. |
PS5 = 5 | PlayStation 5. |
Properties
float TriggerRightDelta#
The delta value of the right trigger — the difference between the values in the previous and the current frame.
float TriggerRight#
The 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#
The delta value of the left trigger — the difference between the values in the previous and the current frame.
float TriggerLeft#
The 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#
The vector of delta values of the right thumbstick axes — the difference between the values in the previous and the current frames.
vec2 AxesRight#
The 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#
The vector of delta values of the left thumbstick axes — the difference between the values in the previous and the current frames.
vec2 AxesLeft#
The 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#
The 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.
string Name#
The user-friendly name of the game pad.
int Number#
The game pad number (up to four game pads are supported).
bool IsAvailable#
The value indicating if the game pad is available.
InputGamePad.MODEL_TYPE ModelType#
The game pad model type identifier.
Input.DEVICE_TYPE DeviceType#
The device type. One of the Input.DEVICE_TYPE_* values indicating whether it is a wheel, throttle, or other device.
int PlayerIndex#
The index of player for the gamepad. Some devices support connection of multiple players (e.g., XBox 360 supports up to four players connected through XBox 360 gamepads).
Members
void SetVibration ( float low_frequency, float high_frequency, float duration_ms = 100.0f ) #
Sets the amount of vibration for the right (high-frequency) and left (low-frequency) motors for the time period specified in milliseconds.Arguments
- float low_frequency - Vibration value in the [0.0f; 1.0f] range for the left (low-frequency) motor.
- float high_frequency - Vibration value in the [0.0f; 1.0f] range for the right (high-frequency) motor.
- float duration_ms - Vibration period duration, in milliseconds.
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:
2022-12-14
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