/// <summary> /// Sets the gamepad vibration. /// </summary> /// <param name="userIndex">Index of the user's controller. Can be a value from 0 to 3.</param> /// <param name="leftMotor">The level of the left vibration motor. Valid values are between 0.0 and 1.0, where 0.0 signifies no motor use and 1.0 signifies max vibration.</param> /// <param name="rightMotor">The level of the right vibration motor. Valid values are between 0.0 and 1.0, where 0.0 signifies no motor use and 1.0 signifies max vibration.</param> /// <returns>True if succeed, false otherwise.</returns> public static bool SetVibration(int userIndex, float leftMotor, float rightMotor) { var vibration = new Vibration { LeftMotorSpeed = (ushort)(leftMotor * ushort.MaxValue), RightMotorSpeed = (ushort)(rightMotor * ushort.MaxValue) }; return(s_xInput.XInputSetState(userIndex, vibration) == 0); }
/// <summary>Sets the vibration.</summary> /// <param name="vibration">The vibration.</param> /// <returns></returns> public Result SetVibration(Vibration vibration) { Result result = ErrorCodeHelper.ToResult(xinput.XInputSetState((int)this.userIndex, vibration)); result.CheckError(); return(result); }
/// <summary> /// Sets the gamepad vibration. /// </summary> /// <param name="userIndex">Index of the user's controller. Can be a value from 0 to 3.</param> /// <param name="vibration">The <see cref="Vibration"/> to set.</param> /// <returns>True if succeed, false otherwise.</returns> public static bool SetVibration(int userIndex, Vibration vibration) { return(s_xInput.XInputSetState(userIndex, vibration) == 0); }