This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
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
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine::InputGamePad Class

Header: #include <UnigineInput.h>

The InputGamePad class represents a gamepad and contains a set of functions for handling user inputs.

InputGamePad Class

Enums

MODEL_TYPE#

NameDescription
MODEL_TYPE_UNKNOWN = 0Unknown model.
MODEL_TYPE_XBOX_360 = 1Xbox 360.
MODEL_TYPE_XBOX_ONE = 2Xbox One.
MODEL_TYPE_PS3 = 3PlayStation 3.
MODEL_TYPE_PS4 = 4PlayStation 4.
MODEL_TYPE_PS5 = 5PlayStation 5.

Members


int getNumber ( ) const#

Returns the gamepad number (up to four gamepads are supported).

Return value

Gamepad number.

const char * getName ( ) const#

Returns the name of the gamepad.

Return value

User-friendly name of the gamepad. 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 ( ) const#

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.

Math::vec2 getAxesLeft ( ) const#

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.

Math::vec2 getAxesLeftDelta ( ) const#

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.

Math::vec2 getAxesRight ( ) const#

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.

Math::vec2 getAxesRightDelta ( ) const#

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 ( ) const#

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 ( ) const#

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 ( ) const#

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 ( ) const#

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 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 isAvailable ( ) const#

Checks if the gamepad is available.

Return value

true if the gamepad is available; otherwise, false.

bool isButtonPressed ( Input::GAMEPAD_BUTTON button ) const#

Returns a value indicating if the given button is pressed.

Arguments

Return value

true if the button is pressed; otherwise, false.

bool isButtonDown ( Input::GAMEPAD_BUTTON button ) const#

Returns a value indicating if the given button was pressed during the current frame.

Arguments

Return value

true if the button was pressed during the current frame; otherwise, false.

bool isButtonUp ( Input::GAMEPAD_BUTTON button ) const#

Returns a value indicating if the given button was released during the current frame.

Arguments

Return value

true if the button was released during the current frame; otherwise, false.

Ptr<InputEventPadButton> getButtonEvent ( Input::GAMEPAD_BUTTON button ) const#

Returns the currently processed gamepad button input event.

Arguments

Return value

Gamepad button input event, or nullptr if there are no events for the specified gamepad button in the current frame.

int getButtonEvents ( Input::GAMEPAD_BUTTON button, Vector<Ptr<InputEventPadButton>> & OUT_events ) #

Returns the number of input events for the specified gamepad button and puts the events to the specified output buffer.

Arguments

Return value

Number of input events for the specified gamepad button.

int getPlayerIndex ( ) const#

Returns 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). This method enables you to get this index.

Return value

Player index for the gamepad.

Input::DEVICE getDeviceType ( ) const#

Returns a value indicating the type of the device (wheel, throttle, etc.).

Return value

Device type. One of the Input::DEVICE_* values.

InputGamePad::MODEL_TYPE getModelType ( ) const#

Returns a value indicating the gamepad model type.

Return value

Gamepad model type identifier.

int getNumTouches ( ) const#

Returns the total number of the gamepad touch panels.

Return value

The total number of the gamepad touch panels.

int getNumTouchFingers ( int touch ) const#

Returns the total number of the fingers supported by the specified gamepad touch panel.

Arguments

  • int touch - The index of the gamepad touch panel, the number from 0 to the total number of touch panels.

Return value

The total number of the fingers supported by the gamepad touch panel.

bool isTouchPressed ( int touch, int finger ) const#

Returns the value indicating if the given touch panel has been pressed.

Arguments

  • int touch - The index of the gamepad touch panel, the number from 0 to the total number of touch panels.
  • int finger - The index of the finger, the number from 0 to the total number of supported fingers.

Return value

true if the touch panel is pressed, otherwise false.

bool isTouchDown ( int touch, int finger ) const#

Returns a value indicating if the given touch panel has been touched during the current frame.

Arguments

  • int touch - The index of the gamepad touch panel, the number from 0 to the total number of touch panels.
  • int finger - The index of the finger, the number from 0 to the total number of supported fingers.

Return value

true if the touch panel has been touched during the current frame, otherwise false.

bool isTouchUp ( int touch, int finger ) const#

Returns a value indicating if the given touch panel has been released during the current frame.

Arguments

  • int touch - The index of the gamepad touch panel, the number from 0 to the total number of touch panels.
  • int finger - The index of the finger, the number from 0 to the total number of supported fingers.

Return value

true if the touch panel has been released during the current frame, otherwise false.

Math::vec2 getTouchPosition ( int touch, int finger ) const#

Returns the normalized position of the touch along the axes.

Arguments

  • int touch - The index of the gamepad touch panel, the number from 0 to the total number of touch panels.
  • int finger - The index of the finger, the number from 0 to the total number of supported fingers.

Return value

The normalized position of the touch along the axes from (0,0) to (1,1).

Math::vec2 getTouchDelta ( int touch, int finger ) const#

Returns the delta of the touch position from the previous event.

Arguments

  • int touch - The index of the gamepad touch panel, the number from 0 to the total number of touch panels.
  • int finger - The index of the finger, the number from 0 to the total number of supported fingers.

Return value

The delta of the touch position from the previous event.

float getTouchPressure ( int touch, int finger ) const#

Returns the pressure with which the finger is currently pressed against the touch panel.

Arguments

  • int touch - The index of the gamepad touch panel, the number from 0 to the total number of touch panels.
  • int finger - The index of the finger, the number from 0 to the total number of supported fingers.

Return value

The pressure with which the finger is currently pressed, a value from 0 (not pressed) to 1 (fully pressed).
Last update: 2024-08-16
Build: ()