Struct sdl2::controller::GameController
source · pub struct GameController { /* private fields */ }
Expand description
Wrapper around the SDL_GameController
object
Implementations§
source§impl GameController
impl GameController
pub fn subsystem(&self) -> &GameControllerSubsystem
sourcepub fn name(&self) -> String
pub fn name(&self) -> String
Return the name of the controller or an empty string if no name is found.
sourcepub fn mapping(&self) -> String
pub fn mapping(&self) -> String
Return a String describing the controller’s button and axis mappings
sourcepub fn attached(&self) -> bool
pub fn attached(&self) -> bool
Return true if the controller has been opened and currently connected.
sourcepub fn instance_id(&self) -> i32
pub fn instance_id(&self) -> i32
Return the joystick instance id of this controller
Returns true
if button
is pressed.
sourcepub fn set_rumble(
&mut self,
low_frequency_rumble: u16,
high_frequency_rumble: u16,
duration_ms: u32,
) -> Result<(), IntegerOrSdlError>
pub fn set_rumble( &mut self, low_frequency_rumble: u16, high_frequency_rumble: u16, duration_ms: u32, ) -> Result<(), IntegerOrSdlError>
Set the rumble motors to their specified intensities, if supported.
Automatically resets back to zero after duration_ms
milliseconds have passed.
§Notes
The value range for the intensities is 0 to 0xFFFF.
Do not use std::u32::MAX
or similar for duration_ms
if you want
the rumble effect to keep playing for a long time, as this results in
the effect ending immediately after starting due to an overflow.
Use some smaller, “huge enough” number instead.