Unigine::ControlsXPad360 Class
Header: | #include <UnigineControls.h> |
Inherits: | Controls |
ControlsXPad360 Class
Members
static ControlsXPad360Ptr create ( int num ) #
Constructor. Creates a new XBox 360 game pad.Arguments
- int num - Game pad number (up to four game pads are supported).
int isAvailable ( ) #
Checks if the game pad is available.Return value
1 if the game pad is available; otherwise, 0.int getButton ( int button ) #
Returns a button state (pressed or not pressed).Arguments
- int button - Button (one of the CONTROLS_XPAD360_BUTTON_* variables).
Return value
1 if the button is pressed; otherwise, 0.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 ( ) #
Returns 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
Filter value for interpolation between axis states.void setLeftMotor ( float speed ) #
Sets the amount of vibration for the left motor (a low-frequency motor).Arguments
- float speed - Speed of motor rotation in range [0; 1].
float getLeftTrigger ( ) #
Returns an axis state value (the position) of the left trigger. Zero means the trigger is not pressed; 1 means the trigger is pressed to the maximum.Return value
Value in range [0; 1].float getLeftX ( ) #
Returns a state value of the left thumbstick along the X axis. When a thumbstick is in the center position, this value is zero. Negative values indicate left; positive values indicate right.Return value
Value in range [-1; 1].float getLeftY ( ) #
Returns a state value of the left thumbstick along the Y axis. When a thumbstick is in the center position, this value is zero. Negative values indicate down; positive values indicate up.Return value
Value in range [-1; 1].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
int getNumber ( ) #
Returns the game pad number (up to four game pads are supported).Return value
Game pad number.void setRightMotor ( float speed ) #
Sets the amount of vibration for the right motor (a high-frequency motor).Arguments
- float speed - Speed of motor rotation in range [0; 1].
float getRightTrigger ( ) #
Returns an axis state value (the position) of the right trigger. Zero means the trigger is not pressed; 1 means the trigger is pressed to the maximum.Return value
Value in range [0; 1].float getRightX ( ) #
Returns a state value of the right thumbstick along the X axis. When a thumbstick is in the center position, this value is zero. Negative values indicate left; positive values indicate right.Return value
Value in range [-1; 1].float getRightY ( ) #
Returns a state value of the right thumbstick along the Y axis. When a thumbstick is in the center position, this value is zero. Negative values indicate down; positive values indicate up.Return value
Value in range [-1; 1].void setStateButton ( int state, int button ) #
Sets a game pad button that switches a given state on and off.Arguments
- int state - State (one of the CONTROLS_STATE_* variables).
- int button - Button that switches the state (one of the CONTROLS_XPAD360_BUTTON_* variables).
int getStateButton ( int state ) #
Returns a game pad button that switches a given state on and off.Arguments
- int state - State (one of the CONTROLS_STATE_* variables).
Return value
Button that switches the state (one of the CONTROLS_XPAD360_BUTTON_* variables):- BUTTON_A = 0
- BUTTON_B
- BUTTON_X
- BUTTON_Y
- BUTTON_BACK
- BUTTON_START
- BUTTON_DPAD_UP
- BUTTON_DPAD_DOWN
- BUTTON_DPAD_LEFT
- BUTTON_DPAD_RIGHT
- BUTTON_THUMB_LEFT
- BUTTON_THUMB_RIGHT
- BUTTON_SHOULDER_LEFT
- BUTTON_SHOULDER_RIGHT
void getStateEvent ( int state ) #
Lets the user assign a game pad button to a given state.Arguments
- int state - State (one of the CONTROLS_STATE_* variables), to which a button is going to be assigned.
int isStateEvent ( ) #
Returns a value indicating if a game pad button is successfully assigned to a state.Return value
1 if a button is already assigned; otherwise, 0.String getStateName ( int state ) #
Returns the name of a given state.Arguments
- int state - State (one of the CONTROLS_STATE_* variables).
Return value
State name.int clearButton ( int button ) #
Returns a button state and clears it to 0 (not pressed).Arguments
- int button - Button (one of the CONTROLS_XPAD360_BUTTON_* variables).
Return value
1 if the button is pressed, and this function was not called previously in the current frame; otherwise, 0.int restoreState ( const Ptr<Stream> & stream ) #
Restores XBox 360 game pad settings from the stream.This function is deprecated and will be removed in the next release.
Arguments
- const Ptr<Stream> & stream - Stream smart pointer.
Return value
1 if the XBox 360 game pad settings are restored successfully; otherwise, 0.int saveState ( const Ptr<Stream> & stream ) #
Saves XBox 360 game pad settings into the stream.This function is deprecated and will be removed in the next release.
Arguments
- const Ptr<Stream> & stream - Stream smart pointer.
Return value
1 if the XBox 360 game pad settings are saved successfully; otherwise, 0.int updateEvents ( ) #
Scans a game pad (synchronizes states of game pad buttons and thumbsticks with the controller itself). Should be called each frame.Return value
0 if a game pad is not found or updateEvents() already has been called for the frame; otherwise 1.Last update:
25.12.2019
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