Document that SDL_UpdateJoysticks() needs to be called to handle rumble processing

Related: https://github.com/libsdl-org/SDL/issues/4300
This commit is contained in:
Sam Lantinga
2024-02-08 10:43:00 -08:00
parent d777becd9d
commit 4ce7ae31d4
2 changed files with 8 additions and 0 deletions

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@@ -1199,6 +1199,8 @@ extern DECLSPEC int SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_S
* 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
@@ -1221,6 +1223,8 @@ extern DECLSPEC int SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_f
* whole. This is currently only supported on Xbox One gamepads. If you want
* the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
*
* This function requires you to process SDL events or call SDL_UpdateJoysticks() to update rumble state.
*
* \param gamepad The gamepad to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0
* to 0xFFFF