sdlGameControllerRumble function
int
sdlGameControllerRumble(
- Pointer<
SdlGameController> gamecontroller, - int lowFrequencyRumble,
- int highFrequencyRumble,
- int durationMs,
Start a rumble effect on a game controller.
Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
\param gamecontroller The controller to vibrate \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF \param duration_ms The duration of the rumble effect, in milliseconds \returns 0, or -1 if rumble isn't supported on this controller
\since This function is available since SDL 2.0.9.
\sa SDL_GameControllerHasRumble
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
Implementation
int sdlGameControllerRumble(Pointer<SdlGameController> gamecontroller,
int lowFrequencyRumble, int highFrequencyRumble, int durationMs) {
final sdlGameControllerRumbleLookupFunction = libSdl2.lookupFunction<
Int32 Function(
Pointer<SdlGameController> gamecontroller,
Uint16 lowFrequencyRumble,
Uint16 highFrequencyRumble,
Uint32 durationMs),
int Function(
Pointer<SdlGameController> gamecontroller,
int lowFrequencyRumble,
int highFrequencyRumble,
int durationMs)>('SDL_GameControllerRumble');
return sdlGameControllerRumbleLookupFunction(
gamecontroller, lowFrequencyRumble, highFrequencyRumble, durationMs);
}