RumbleProcessor class
#include <Jazz2/Input/RumbleProcessor.h>
Gamepad rumble processor.
Tracks the rumble effects currently playing on connected gamepads and, each frame, advances them along their RumbleDescription timelines and applies the resulting motor and trigger intensities through the input manager. Effects for disconnected gamepads are dropped automatically.
Constructors, destructors, conversion operators
- RumbleProcessor()
- Creates a new instance.
- ~RumbleProcessor()
Public functions
- void CancelAllEffects()
- Cancels all active effects.
-
void ExecuteEffect(std::
int32_t joyId, const std:: shared_ptr<RumbleDescription>& desc) - Executes an effect on a given gamepad.
- void OnEndFrame(float timeMult)
- Called at the end of each frame.