sdlGameControllerRumble function

int sdlGameControllerRumble(
  1. Pointer<SdlGameController> gamecontroller,
  2. int lowFrequencyRumble,
  3. int highFrequencyRumble,
  4. 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);
}