sdlRumbleGamepad function gamepad
- 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.
\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;
}