Unigine.InputGamePad Class
The InputGamePad class represents a gamepad and contains a set of functions for handling user inputs.
InputGamePad Class
Enums
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 gamepad.
int Number#
The gamepad number.
bool IsAvailable#
The value indicating if the gamepad is available.
InputGamePad.MODEL_TYPE ModelType#
The gamepad model type identifier.
Input.DEVICE DeviceType#
The device type. One of the Input.DEVICE_* 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).
int NumTouches#
The total number of the gamepad touch panels.
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 ( Input.GAMEPAD_BUTTON button ) #
Returns a value indicating if the given button is pressed.Arguments
- Input.GAMEPAD_BUTTON button - One of the Input.GAMEPAD_BUTTON enum values.
Return value
true if the button is pressed; otherwise, false.bool IsButtonDown ( Input.GAMEPAD_BUTTON button ) #
Returns a value indicating if the given button was pressed during the current frame.Arguments
- Input.GAMEPAD_BUTTON button - One of the Input.GAMEPAD_BUTTON enum values.
Return value
true if the button was pressed during the current frame; otherwise, false.bool IsButtonUp ( Input.GAMEPAD_BUTTON button ) #
Returns a value indicating if the given button was released during the current frame.Arguments
- Input.GAMEPAD_BUTTON button - One of the Input.GAMEPAD_BUTTON enum values.
Return value
true if the button was released during the current frame; otherwise, false.InputEventPadButton GetButtonEvent ( Input.GAMEPAD_BUTTON button ) #
Returns the currently processed gamepad button input event.Arguments
- Input.GAMEPAD_BUTTON button - One of the Input.GAMEPAD_BUTTON enum values.
Return value
Gamepad button input event, or null if there are no events for the specified gamepad button in the current frame.int GetButtonEvents ( Input.GAMEPAD_BUTTON button, InputEventPadButton[] OUT_events ) #
Returns the number of input events for the specified gamepad button and puts the events to the specified output buffer.Arguments
- Input.GAMEPAD_BUTTON button - One of the Input.GAMEPAD_BUTTON enum values.
- InputEventPadButton[]
OUT_events - Buffer with input events.This output buffer is to be filled by the Engine as a result of executing the method.
Return value
Number of input events for the specified gamepad button.int GetNumTouches ( ) #
Returns the total number of the gamepad touch panels.Return value
The total number of the gamepad touch panels.int GetNumTouchFingers ( int touch ) #
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 ) #
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 ) #
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 ) #
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.vec2 GetTouchPosition ( int touch, int finger ) #
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).vec2 GetTouchDelta ( int touch, int finger ) #
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 ) #
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:
2023-04-25
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