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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

Enums

BUTTON#

Buttons of the game pad.
NameDescription
BUTTON_A = 0Button A.
BUTTON_B = 1Button B.
BUTTON_X = 2Button X.
BUTTON_Y = 3Button Y.
BUTTON_BACK = 4Button "Back".
BUTTON_START = 5Button "Start".
BUTTON_DPAD_UP = 6Button "Up".
BUTTON_DPAD_DOWN = 7Button "Down".
BUTTON_DPAD_LEFT = 8Button "Left".
BUTTON_DPAD_RIGHT = 9Button "Right".
BUTTON_THUMB_LEFT = 10Left thumbstick button.
BUTTON_THUMB_RIGHT = 11Right thumbstick button.
BUTTON_SHOULDER_LEFT = 12Left shoulder (bumper) button.
BUTTON_SHOULDER_RIGHT = 13Right shoulder (bumper) button.
NUM_BUTTONS = 14Number of buttons on a game pad.

AXIS#

NameDescription
AXIS_LEFT_X = 0X axis of the left stick.
AXIS_LEFT_Y = 1Y axis of the left stick.
AXIS_RIGHT_X = 2X axis of the right stick.
AXIS_RIGHT_Y = 3Y axis of the right stick.
AXIS_LEFT_TRIGGER = 4Left trigger.
AXIS_RIGHT_TRIGGER = 5Right trigger.
NUM_AXES = 6Number of axes on a game pad.

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 game pad number (up to four game pads are supported).

Return value

Game pad number.

const char * getName ( ) const#

Returns the name of the game pad.

Return value

User-friendly name of the game pad. 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 game pad is available.

Return value

true if the game pad is available; otherwise, false.

bool isButtonPressed ( InputGamePad::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 ( InputGamePad::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 ( InputGamePad::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.

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_TYPE getDeviceType ( ) const#

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

Return value

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

InputGamePad::MODEL_TYPE getModelType ( ) const#

Returns a value indicating the game pad model type.

Return value

Game pad model type identifier.
Last update: 10.10.2022
Build: ()