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:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user