public static int XInputSetState( int dwUserIndex, // [in] Index of the gamer associated with the device ref XInputVibration pVibration // [in, out] The vibration information to send to the controller ) { return IsWin8OrNewer ? XInput14.XInputSetState(dwUserIndex, ref pVibration) : XInput910.XInputSetState(dwUserIndex, ref pVibration); }
public static extern int XInputSetState( int dwUserIndex, // [in] Index of the gamer associated with the device ref XInputVibration pVibration // [in, out] The vibration information to send to the controller );
public static extern int XInputSetState ( int dwUserIndex, // [in] Index of the gamer associated with the device ref XInputVibration pVibration // [in, out] The vibration information to send to the controller );
public void Vibrate(XInputVibration strength) { _stopMotorTimerActive = false; XInput.XInputSetState(_playerIndex, ref strength); }
private static extern int XInputSetState9(int dwUserIndex, ref XInputVibration pVibration);
public int SetState(int dwUserIndex, ref XInputVibration pVibration) { switch (dllIndex) { case 0: return XInputSetState14(dwUserIndex, ref pVibration); case 1: return XInputSetState13(dwUserIndex, ref pVibration); case 2: return XInputSetState9(dwUserIndex, ref pVibration); default: return 0; } }