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Unigine::InputGamePad Class

Header: #include <UnigineInput.h>

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.

const char * 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.

Math::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.

Math::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.

Math::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.

Math::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 preset 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 preset 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 preset BUTTON_ codes.

Return value

1 if the button was released during the current frame; otherwise, 0.
Last update: 2019-11-28