func (h *Haptic) RumblePlay(strength float32, length uint32) int { return int(C.SDL_HapticRumblePlay(h.cptr(), C.float(strength), C.Uint32(length))) }
func (haptic *Haptic) RumblePlay(strength float32, length uint32) int { _haptic := (*C.SDL_Haptic)(unsafe.Pointer(haptic)) _strength := (C.float)(strength) _length := (C.Uint32)(length) return (int)(C.SDL_HapticRumblePlay(_haptic, _strength, _length)) }