SDL_RumbleGamepadTriggers(3)
๐ SDL_RumbleGamepadTriggers โจ
okay bestie so this is a page from the SDL3 FUNCTIONS manual, and it's literally called SDL_RumbleGamepadTriggers โ say that five times fast, I dare you ๐ซถ
๐ธ NAME ๐ธ
SDL_RumbleGamepadTriggers โ start a rumble effect in the gamepad's triggers. yes. the triggers. the lil shoulder buttons. they buzz now. iconic.
โจ SYNOPSIS โจ
#include <SDL3/SDL_gamepad.h>
bool SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
๐ DESCRIPTION ๐
okay so every single time you call this function, it cancels any previous trigger rumble effect. every call. no stacking, no layering, no "let me just add a little more". it's a fresh start every time, main character energy only ๐
and if you call it with 0 intensity? that stops any rumbling. like, completely. silence. the vibes are still. ๐
not me needing to say this but: this is rumbling of the _triggers_ and NOT the gamepad as a whole. this is currently only supported on Xbox One gamepads. that's it. that's the list. ๐
if you want the (more common) whole-gamepad rumble โ you know, the classic, the standard, the one everyone knows โ use SDL_RumbleGamepad() instead. this one is the niche one. the specialist. the one with a very specific job and she does it well ๐
ALSO. important. this function requires you to process SDL events or call SDL_UpdateJoysticks() to update rumble state. so if you're sitting there like "why is nothing buzzing ๐ญ" โ that's why. the rumble state doesn't update itself, bestie. you gotta feed it. ๐
๐ FUNCTION PARAMETERS ๐
gamepadโ the gamepad to vibrate. yes, that one. the one you're holding. ๐ฎleft_rumbleโ the intensity of the left trigger rumble motor, from0to0xFFFF. that's the full range, no cap (well,0xFFFFcap, technically). ๐ฅright_rumbleโ the intensity of the right trigger rumble motor, from0to0xFFFF. same energy, other side. โญduration_msโ the duration of the rumble effect, in milliseconds. how long the buzz lasts. the moment is fleeting, make it count ๐ฆ
๐ RETURN VALUE ๐
returns true on success or false on failure. and if it fails? call SDL_GetError() for more information, because she will tell you what went wrong, and you WILL listen ๐ค
๐ง THREAD SAFETY ๐ง
it is safe to call this function from any thread. ANY thread. go wild. multi-threaded rumble. slay. โจ
๐ AVAILABILITY ๐
this function is available since SDL 3.2.0. so if you're on something older... girl. upgrade. ๐
๐ฅ SEE ALSO ๐ฅ
SDL_RumbleGamepad(3)โ the whole-gamepad one, for when trigger-only isn't enough for you
Simple Directmedia Layer โข SDL 3.4.18 โข SDL_RumbleGamepadTriggers(3)
and that's the whole page bestie, tysm for reading, go make something buzz ๐โจ๐๐ฆ๐ธ๐ซถ
๐ฆ where this page comes from
- fedora 43: SDL3-devel 3.4.18-1.fc43 ยท Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 43: SDL3-devel 3.4.18-1.fc43 ยท Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 44: SDL3-devel 3.4.18-1.fc44 ยท Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 44: SDL3-devel 3.4.18-1.fc44 ยท Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms