sdlRumbleGamepad function
bool
sdlRumbleGamepad(
- Pointer<
SdlGamepad> gamepad, - int lowFrequencyRumble,
- int highFrequencyRumble,
- int durationMs,
Start a rumble effect on a gamepad.
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 gamepad the gamepad 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 on success or false on failure; call SDL_GetError() for more information.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
Implementation
bool sdlRumbleGamepad(Pointer<SdlGamepad> gamepad, int lowFrequencyRumble,
int highFrequencyRumble, int durationMs) {
final sdlRumbleGamepadLookupFunction = libSdl3.lookupFunction<
Uint8 Function(Pointer<SdlGamepad> gamepad, Uint16 lowFrequencyRumble,
Uint16 highFrequencyRumble, Uint32 durationMs),
int Function(Pointer<SdlGamepad> gamepad, int lowFrequencyRumble,
int highFrequencyRumble, int durationMs)>('SDL_RumbleGamepad');
return sdlRumbleGamepadLookupFunction(
gamepad, lowFrequencyRumble, highFrequencyRumble, durationMs) ==
1;
}