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| author | GideonSerf <[email protected]> | 2024-02-24 17:47:27 +0200 |
|---|---|---|
| committer | GitHub <[email protected]> | 2024-02-24 16:47:27 +0100 |
| commit | 371d25c8c99f6db487c938f8b7f391d45e26d3a4 (patch) | |
| tree | bc4600ada3abc9f74420e3d00b36a3b38ccd22f5 /src/raylib.h | |
| parent | bda919033dfdd2d0d75b606f3fa29d21f0408ffb (diff) | |
| download | raylib-371d25c8c99f6db487c938f8b7f391d45e26d3a4.tar.gz raylib-371d25c8c99f6db487c938f8b7f391d45e26d3a4.zip | |
Gamepad rumble support with SDL2 (#3819)
* Added gamepad rumble to rcore_desktop.c and rcore_desktop_sdl.c
Still need to add to the rest of the platforms.
* Add SetGamepadVibration warnings to unimplemented platforms.
* Added MAX_GAMEPAD_VIBRATION_TIME
The rumble in SDL2 will continue for MAX_GAMEPAD_VIBRATION_TIME unless the user cancels it with a call to SetGamepadVibration(0.0f,0.0f,0.0f)
* Cast float duration value to Uint 32
* Changed defines from int to float and fixed typo
---------
Co-authored-by: Gideon Serfontein <[email protected]>
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/src/raylib.h b/src/raylib.h index 7cf4e653..d857f1c7 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1162,16 +1162,17 @@ RLAPI int GetCharPressed(void); // Get char presse RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) // Input-related functions: gamepads -RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available -RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id -RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once -RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed -RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once -RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed -RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed -RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad -RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis -RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) +RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available +RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis +RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) +RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors // Input-related functions: mouse RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once |
