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7<title>KPADSetHoriPlayMode</title>
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11
12<h1>KPADSetHoriPlayMode</h1>
13
14<h2>Syntax</h2>
15<dl><dd><pre class="construction">
16#include &lt;revolution/kpad.h&gt;
17
18typedef enum KPADPlayMode {
19    KPAD_PLAY_MODE_LOOSE = 0,
20    KPAD_PLAY_MODE_TIGHT
21} KPADPlayMode;
22
23void KPADSetHoriPlayMode( s32 chan, KPADPlayMode mode );
24</pre></dd></dl>
25
26<h2>Arguments</h2>
27<TABLE class="arguments" border="1" >
28  <TBODY>
29    <TR>
30<TH>chan</TH>
31<TD>One of the <code>WPAD_CHAN<i>n</i></code> values.</TD>
32    </TR>
33    <TR>
34<TH>mode</TH>
35<TD>The play mode. One of <code>KPAD_PLAY_MODE_*</code>.</TD>
36    </TR>
37  </TBODY>
38</TABLE>
39
40<h2>Return Values</h2>
41<p>None.</p>
42
43<H2>Description</H2>
44<p>
45Sets the play mode when the play radius has been set for the horizontal parameters.
46</p>
47<p>
48<code>KPAD_PLAY_MODE_TIGHT</code> is a newly added calculation mode. It distinguishes sharply between whether or not the values are changed based on the boundary of the play radius, and does not change the values at all within the play range. <code>KPAD_PLAY_MODE_LOOSE</code> is the calculation mode that has been used up until now. Even within the play range, the values will gradually start to move as they approach the boundary of the play radius, and will change smoothly.
49
50With <code>KPAD_PLAY_MODE_LOOSE</code>, making the play radius too large would produce the behavior that gives the appearance of weaker sensitivity. To avoid this, consider using <code>KPAD_PLAY_MODE_TIGHT</code>.
51
52</p>
53<p>
54The default is <code>KPAD_PLAY_MODE_LOOSE</code>, which is the same setting that has been used until now. The default value is used on the Wii Menu as well. Set these values to their defaults to match Wii Menu behavior.
55</p>
56
57<h2>See Also</h2>
58<p class="reference">
59<a href="./KPADGetHoriPlayMode.html">KPADGetHoriPlayMode</a>
60</p>
61
62<H2>Revision History</H2>
63<P>
642008/07/08 Added information on settings in the Wii Menu.<br>2007/07/12 Initial version.<br>
65</P>
66
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