SDL_RumbleGamepadTriggers(3)

๐Ÿ’… SDL_RumbleGamepadTriggers โœจ

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 ๐Ÿซถ


๐ŸŒธ NAME ๐ŸŒธ

SDL_RumbleGamepadTriggers โ€” start a rumble effect in the gamepad's triggers. yes. the triggers. the lil shoulder buttons. they buzz now. iconic.


โœจ SYNOPSIS โœจ

#include <SDL3/SDL_gamepad.h>

bool SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);

๐ŸŽ€ DESCRIPTION ๐ŸŽ€

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 ๐Ÿ‘‘

and if you call it with 0 intensity? that stops any rumbling. like, completely. silence. the vibes are still. ๐Ÿ’€

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. ๐Ÿ™ˆ

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 ๐Ÿ’…

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 ๐Ÿ˜ญ" โ€” that's why. the rumble state doesn't update itself, bestie. you gotta feed it. ๐Ÿ“


๐Ÿ’– FUNCTION PARAMETERS ๐Ÿ’–

  • gamepad โ€” the gamepad to vibrate. yes, that one. the one you're holding. ๐ŸŽฎ
  • left_rumble โ€” the intensity of the left trigger rumble motor, from 0 to 0xFFFF. that's the full range, no cap (well, 0xFFFF cap, technically). ๐Ÿ”ฅ
  • right_rumble โ€” the intensity of the right trigger rumble motor, from 0 to 0xFFFF. same energy, other side. โญ
  • duration_ms โ€” the duration of the rumble effect, in milliseconds. how long the buzz lasts. the moment is fleeting, make it count ๐Ÿฆ‹

๐ŸŒˆ RETURN VALUE ๐ŸŒˆ

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 ๐Ÿ˜ค


๐Ÿงš THREAD SAFETY ๐Ÿงš

it is safe to call this function from any thread. ANY thread. go wild. multi-threaded rumble. slay. โœจ


๐Ÿ‘‘ AVAILABILITY ๐Ÿ‘‘

this function is available since SDL 3.2.0. so if you're on something older... girl. upgrade. ๐Ÿ’œ


๐Ÿ”ฅ SEE ALSO ๐Ÿ”ฅ


Simple Directmedia Layer โ€ข SDL 3.4.18 โ€ข SDL_RumbleGamepadTriggers(3)

and that's the whole page bestie, tysm for reading, go make something buzz ๐Ÿ’–โœจ๐ŸŽ€๐Ÿฆ‹๐ŸŒธ๐Ÿซถ

๐Ÿ“ฆ where this page comes from