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#
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
- Input::GAMEPAD_BUTTON button - One of the preset Input::GAMEPAD_BUTTON_ codes.
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
- Input::GAMEPAD_BUTTON button - One of the preset Input::GAMEPAD_BUTTON_ codes.
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
- Input::GAMEPAD_BUTTON button - One of the preset Input::GAMEPAD_BUTTON_ codes.
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
- Input::GAMEPAD_BUTTON button - One of the preset Input::GAMEPAD_BUTTON_ codes.
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
- Input::GAMEPAD_BUTTON button - One of the preset Input::GAMEPAD_BUTTON_ codes.
- Vector<Ptr<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 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:
2023-12-19
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