sdlRumbleGamepad function gamepad

bool sdlRumbleGamepad(
  1. Pointer<SdlGamepad> gamepad,
  2. int lowFrequencyRumble,
  3. int highFrequencyRumble,
  4. 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.

\threadsafety It is safe to call this function from any thread.

\since This function is available since SDL 3.2.0.

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 = _libSdl
      .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;
}