sdlRumbleJoystick function
bool
sdlRumbleJoystick(
- Pointer<
SdlJoystick> joystick, - int lowFrequencyRumble,
- int highFrequencyRumble,
- int durationMs,
Start a rumble effect.
Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
This function requires you to process SDL events or call SDL_UpdateJoysticks() to update rumble state.
\param joystick the joystick 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 true, or false if rumble isn't supported on this joystick.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC bool SDLCALL SDL_RumbleJoystick(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
Implementation
bool sdlRumbleJoystick(Pointer<SdlJoystick> joystick, int lowFrequencyRumble,
int highFrequencyRumble, int durationMs) {
final sdlRumbleJoystickLookupFunction = libSdl3.lookupFunction<
Uint8 Function(Pointer<SdlJoystick> joystick, Uint16 lowFrequencyRumble,
Uint16 highFrequencyRumble, Uint32 durationMs),
int Function(Pointer<SdlJoystick> joystick, int lowFrequencyRumble,
int highFrequencyRumble, int durationMs)>('SDL_RumbleJoystick');
return sdlRumbleJoystickLookupFunction(
joystick, lowFrequencyRumble, highFrequencyRumble, durationMs) ==
1;
}