Gamepad
The Gamepad class represents gamepad instances that can be used to capture control inputs from the user.
Constructor¶
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Methods¶
IsDown(keyCode)¶
Returns true|false if the button is down.
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IsConnected()¶
Returns true|false if the gamepad is connected.
GetState(keyCode)¶
Returns the UserInputState of the given keycode button.
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SetMotor(motor, value)¶
Sets the vibration motor on to a given value. The value should be between 0 and 1. Setting the value to 0 will turn the motor off (which is exactly what the StopMotor method does).
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StopMotor(motor)¶
Stops the vibration motor. This is the same as setting the motor to a value of 0.
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StopAllMotors()¶
Stops all motors from vibrating.
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IsMotorSupported(motor)¶
Returns true|false whether or not the motor is supported on this gamepad.
IsVibrationSupported()¶
Returns true|false whether or not vibration is supported on this gamepad.
GetMotorValue(motor)¶
Returns the current value for the given motor. Will return a number between 0 to 1. A value of 0 indicates that the motor is off.
ApplyDeadzone(value, threshold)¶
Remaps the value to ignore values under the threshold. Because it is remapped, it is not just cutting out the lower values, but interpolates the value from 0 to 1 properly outside the threshold.
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Events¶
ButtonDown¶
Fires when a button is pressed down.
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ButtonUp¶
Fires when a button is released.
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Changed¶
Fires when the input changes.
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Warning
Checking for changes in analog controls can be buggy (i.e. it can fail to register when the analog stick goes back to a 0,0 position). Therefore, it is preferrable to use GetState and continuously poll the input's position. See example at the bottom of this page.
Connected¶
Fires when this gamepad is connected.
Disconnected¶
Fires when this gamepad is disconnected.
Polling Example¶
Continuously poll the position of the thumbstick:
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