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			1097 lines
		
	
	
		
			40 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1097 lines
		
	
	
		
			40 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely, subject to the following restrictions:
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| 
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|   1. The origin of this software must not be misrepresented; you must not
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|      claim that you wrote the original software. If you use this software
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|      in a product, an acknowledgment in the product documentation would be
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|      appreciated but is not required.
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|   2. Altered source versions must be plainly marked as such, and must not be
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|      misrepresented as being the original software.
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|   3. This notice may not be removed or altered from any source distribution.
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| */
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| 
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| /**
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|  *  \file SDL_gamecontroller.h
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|  *
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|  *  Include file for SDL game controller event handling
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|  */
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| 
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| #ifndef SDL_gamecontroller_h_
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| #define SDL_gamecontroller_h_
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| 
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| #include "SDL_stdinc.h"
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| #include "SDL_error.h"
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| #include "SDL_rwops.h"
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| #include "SDL_sensor.h"
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| #include "SDL_joystick.h"
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| 
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| #include "begin_code.h"
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| /* Set up for C function definitions, even when using C++ */
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| #ifdef __cplusplus
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| extern "C" {
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| #endif
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| 
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| /**
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|  *  \file SDL_gamecontroller.h
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|  *
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|  *  In order to use these functions, SDL_Init() must have been called
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|  *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
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|  *  for game controllers, and load appropriate drivers.
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|  *
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|  *  If you would like to receive controller updates while the application
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|  *  is in the background, you should set the following hint before calling
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|  *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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|  */
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| 
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| /**
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|  * The gamecontroller structure used to identify an SDL game controller
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|  */
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| struct _SDL_GameController;
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| typedef struct _SDL_GameController SDL_GameController;
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| 
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| typedef enum
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| {
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|     SDL_CONTROLLER_TYPE_UNKNOWN = 0,
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|     SDL_CONTROLLER_TYPE_XBOX360,
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|     SDL_CONTROLLER_TYPE_XBOXONE,
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|     SDL_CONTROLLER_TYPE_PS3,
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|     SDL_CONTROLLER_TYPE_PS4,
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|     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
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|     SDL_CONTROLLER_TYPE_VIRTUAL,
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|     SDL_CONTROLLER_TYPE_PS5,
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|     SDL_CONTROLLER_TYPE_AMAZON_LUNA,
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|     SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
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|     SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
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|     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
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|     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
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|     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
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|     SDL_CONTROLLER_TYPE_MAX
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| } SDL_GameControllerType;
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| 
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| typedef enum
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| {
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|     SDL_CONTROLLER_BINDTYPE_NONE = 0,
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|     SDL_CONTROLLER_BINDTYPE_BUTTON,
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|     SDL_CONTROLLER_BINDTYPE_AXIS,
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|     SDL_CONTROLLER_BINDTYPE_HAT
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| } SDL_GameControllerBindType;
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| 
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| /**
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|  *  Get the SDL joystick layer binding for this controller button/axis mapping
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|  */
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| typedef struct SDL_GameControllerButtonBind
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| {
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|     SDL_GameControllerBindType bindType;
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|     union
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|     {
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|         int button;
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|         int axis;
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|         struct {
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|             int hat;
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|             int hat_mask;
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|         } hat;
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|     } value;
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| 
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| } SDL_GameControllerButtonBind;
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| 
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| 
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| /**
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|  *  To count the number of game controllers in the system for the following:
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|  *
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|  *  ```c
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|  *  int nJoysticks = SDL_NumJoysticks();
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|  *  int nGameControllers = 0;
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|  *  for (int i = 0; i < nJoysticks; i++) {
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|  *      if (SDL_IsGameController(i)) {
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|  *          nGameControllers++;
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|  *      }
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|  *  }
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|  *  ```
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|  *
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|  *  Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
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|  *  guid,name,mappings
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|  *
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|  *  Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
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|  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
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|  *  The mapping format for joystick is:
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|  *      bX - a joystick button, index X
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|  *      hX.Y - hat X with value Y
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|  *      aX - axis X of the joystick
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|  *  Buttons can be used as a controller axis and vice versa.
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|  *
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|  *  This string shows an example of a valid mapping for a controller
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|  *
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|  * ```c
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|  * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
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|  * ```
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|  */
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| 
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| /**
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|  * Load a set of Game Controller mappings from a seekable SDL data stream.
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|  *
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|  * You can call this function several times, if needed, to load different
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|  * database files.
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|  *
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|  * If a new mapping is loaded for an already known controller GUID, the later
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|  * version will overwrite the one currently loaded.
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|  *
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|  * Mappings not belonging to the current platform or with no platform field
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|  * specified will be ignored (i.e. mappings for Linux will be ignored in
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|  * Windows, etc).
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|  *
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|  * This function will load the text database entirely in memory before
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|  * processing it, so take this into consideration if you are in a memory
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|  * constrained environment.
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|  *
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|  * \param rw the data stream for the mappings to be added
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|  * \param freerw non-zero to close the stream after being read
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|  * \returns the number of mappings added or -1 on error; call SDL_GetError()
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|  *          for more information.
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|  *
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|  * \since This function is available since SDL 2.0.2.
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|  *
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|  * \sa SDL_GameControllerAddMapping
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|  * \sa SDL_GameControllerAddMappingsFromFile
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|  * \sa SDL_GameControllerMappingForGUID
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|  */
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| extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
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| 
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| /**
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|  *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
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|  *
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|  *  Convenience macro.
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|  */
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| #define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
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| 
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| /**
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|  * Add support for controllers that SDL is unaware of or to cause an existing
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|  * controller to have a different binding.
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|  *
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|  * The mapping string has the format "GUID,name,mapping", where GUID is the
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|  * string value from SDL_JoystickGetGUIDString(), name is the human readable
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|  * string for the device and mappings are controller mappings to joystick
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|  * ones. Under Windows there is a reserved GUID of "xinput" that covers all
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|  * XInput devices. The mapping format for joystick is: {| |bX |a joystick
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|  * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
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|  * |} Buttons can be used as a controller axes and vice versa.
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|  *
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|  * This string shows an example of a valid mapping for a controller:
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|  *
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|  * ```c
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|  * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
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|  * ```
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|  *
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|  * \param mappingString the mapping string
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|  * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
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|  *          -1 on error; call SDL_GetError() for more information.
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|  *
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|  * \since This function is available since SDL 2.0.0.
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|  *
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|  * \sa SDL_GameControllerMapping
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|  * \sa SDL_GameControllerMappingForGUID
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|  */
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| extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
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| 
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| /**
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|  * Get the number of mappings installed.
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|  *
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|  * \returns the number of mappings.
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|  *
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|  * \since This function is available since SDL 2.0.6.
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|  */
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| extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
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| 
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| /**
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|  * Get the mapping at a particular index.
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|  *
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|  * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
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|  *          the index is out of range.
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|  *
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|  * \since This function is available since SDL 2.0.6.
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|  */
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| extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
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| 
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| /**
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|  * Get the game controller mapping string for a given GUID.
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|  *
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|  * The returned string must be freed with SDL_free().
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|  *
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|  * \param guid a structure containing the GUID for which a mapping is desired
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|  * \returns a mapping string or NULL on error; call SDL_GetError() for more
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|  *          information.
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|  *
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|  * \since This function is available since SDL 2.0.0.
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|  *
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|  * \sa SDL_JoystickGetDeviceGUID
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|  * \sa SDL_JoystickGetGUID
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|  */
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| extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
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| 
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| /**
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|  * Get the current mapping of a Game Controller.
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|  *
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|  * The returned string must be freed with SDL_free().
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|  *
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|  * Details about mappings are discussed with SDL_GameControllerAddMapping().
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|  *
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|  * \param gamecontroller the game controller you want to get the current
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|  *                       mapping for
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|  * \returns a string that has the controller's mapping or NULL if no mapping
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|  *          is available; call SDL_GetError() for more information.
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|  *
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|  * \since This function is available since SDL 2.0.0.
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|  *
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|  * \sa SDL_GameControllerAddMapping
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|  * \sa SDL_GameControllerMappingForGUID
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|  */
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| extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
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| 
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| /**
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|  * Check if the given joystick is supported by the game controller interface.
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|  *
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|  * `joystick_index` is the same as the `device_index` passed to
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|  * SDL_JoystickOpen().
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|  *
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|  * \param joystick_index the device_index of a device, up to
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|  *                       SDL_NumJoysticks()
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|  * \returns SDL_TRUE if the given joystick is supported by the game controller
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|  *          interface, SDL_FALSE if it isn't or it's an invalid index.
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|  *
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|  * \since This function is available since SDL 2.0.0.
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|  *
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|  * \sa SDL_GameControllerNameForIndex
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|  * \sa SDL_GameControllerOpen
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|  */
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| extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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| 
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| /**
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|  * Get the implementation dependent name for the game controller.
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|  *
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|  * This function can be called before any controllers are opened.
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|  *
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|  * `joystick_index` is the same as the `device_index` passed to
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|  * SDL_JoystickOpen().
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|  *
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|  * \param joystick_index the device_index of a device, from zero to
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|  *                       SDL_NumJoysticks()-1
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|  * \returns the implementation-dependent name for the game controller, or NULL
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|  *          if there is no name or the index is invalid.
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|  *
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|  * \since This function is available since SDL 2.0.0.
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|  *
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|  * \sa SDL_GameControllerName
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|  * \sa SDL_GameControllerOpen
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|  * \sa SDL_IsGameController
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|  */
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| extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
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| 
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| /**
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|  * Get the implementation dependent path for the game controller.
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|  *
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|  * This function can be called before any controllers are opened.
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|  *
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|  * `joystick_index` is the same as the `device_index` passed to
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|  * SDL_JoystickOpen().
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|  *
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|  * \param joystick_index the device_index of a device, from zero to
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|  *                       SDL_NumJoysticks()-1
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|  * \returns the implementation-dependent path for the game controller, or NULL
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|  *          if there is no path or the index is invalid.
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|  *
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|  * \since This function is available since SDL 2.24.0.
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|  *
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|  * \sa SDL_GameControllerPath
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|  */
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| extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
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| 
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| /**
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|  * Get the type of a game controller.
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|  *
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|  * This can be called before any controllers are opened.
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|  *
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|  * \param joystick_index the device_index of a device, from zero to
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|  *                       SDL_NumJoysticks()-1
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|  * \returns the controller type.
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|  *
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|  * \since This function is available since SDL 2.0.12.
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|  */
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| extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
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| 
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| /**
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|  * Get the mapping of a game controller.
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|  *
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|  * This can be called before any controllers are opened.
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|  *
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|  * \param joystick_index the device_index of a device, from zero to
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|  *                       SDL_NumJoysticks()-1
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|  * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
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|  *          no mapping is available.
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|  *
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|  * \since This function is available since SDL 2.0.9.
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|  */
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| extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
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| 
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| /**
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|  * Open a game controller for use.
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|  *
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|  * `joystick_index` is the same as the `device_index` passed to
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|  * SDL_JoystickOpen().
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|  *
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|  * The index passed as an argument refers to the N'th game controller on the
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|  * system. This index is not the value which will identify this controller in
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|  * future controller events. The joystick's instance id (SDL_JoystickID) will
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|  * be used there instead.
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|  *
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|  * \param joystick_index the device_index of a device, up to
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|  *                       SDL_NumJoysticks()
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|  * \returns a gamecontroller identifier or NULL if an error occurred; call
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|  *          SDL_GetError() for more information.
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|  *
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|  * \since This function is available since SDL 2.0.0.
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|  *
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|  * \sa SDL_GameControllerClose
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|  * \sa SDL_GameControllerNameForIndex
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|  * \sa SDL_IsGameController
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|  */
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| extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
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| 
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| /**
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|  * Get the SDL_GameController associated with an instance id.
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|  *
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|  * \param joyid the instance id to get the SDL_GameController for
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|  * \returns an SDL_GameController on success or NULL on failure; call
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|  *          SDL_GetError() for more information.
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|  *
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|  * \since This function is available since SDL 2.0.4.
 | |
|  */
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| extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
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| 
 | |
| /**
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|  * Get the SDL_GameController associated with a player index.
 | |
|  *
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|  * Please note that the player index is _not_ the device index, nor is it the
 | |
|  * instance id!
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|  *
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|  * \param player_index the player index, which is not the device index or the
 | |
|  *                     instance id!
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|  * \returns the SDL_GameController associated with a player index.
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|  *
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|  * \since This function is available since SDL 2.0.12.
 | |
|  *
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|  * \sa SDL_GameControllerGetPlayerIndex
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|  * \sa SDL_GameControllerSetPlayerIndex
 | |
|  */
 | |
| extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
 | |
| 
 | |
| /**
 | |
|  * Get the implementation-dependent name for an opened game controller.
 | |
|  *
 | |
|  * This is the same name as returned by SDL_GameControllerNameForIndex(), but
 | |
|  * it takes a controller identifier instead of the (unstable) device index.
 | |
|  *
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|  * \param gamecontroller a game controller identifier previously returned by
 | |
|  *                       SDL_GameControllerOpen()
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|  * \returns the implementation dependent name for the game controller, or NULL
 | |
|  *          if there is no name or the identifier passed is invalid.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
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|  * \sa SDL_GameControllerNameForIndex
 | |
|  * \sa SDL_GameControllerOpen
 | |
|  */
 | |
| extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Get the implementation-dependent path for an opened game controller.
 | |
|  *
 | |
|  * This is the same path as returned by SDL_GameControllerNameForIndex(), but
 | |
|  * it takes a controller identifier instead of the (unstable) device index.
 | |
|  *
 | |
|  * \param gamecontroller a game controller identifier previously returned by
 | |
|  *                       SDL_GameControllerOpen()
 | |
|  * \returns the implementation dependent path for the game controller, or NULL
 | |
|  *          if there is no path or the identifier passed is invalid.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.24.0.
 | |
|  *
 | |
|  * \sa SDL_GameControllerPathForIndex
 | |
|  */
 | |
| extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Get the type of this currently opened controller
 | |
|  *
 | |
|  * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
 | |
|  * it takes a controller identifier instead of the (unstable) device index.
 | |
|  *
 | |
|  * \param gamecontroller the game controller object to query.
 | |
|  * \returns the controller type.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.12.
 | |
|  */
 | |
| extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Get the player index of an opened game controller.
 | |
|  *
 | |
|  * For XInput controllers this returns the XInput user index.
 | |
|  *
 | |
|  * \param gamecontroller the game controller object to query.
 | |
|  * \returns the player index for controller, or -1 if it's not available.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.9.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Set the player index of an opened game controller.
 | |
|  *
 | |
|  * \param gamecontroller the game controller object to adjust.
 | |
|  * \param player_index Player index to assign to this controller, or -1 to
 | |
|  *                     clear the player index and turn off player LEDs.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.12.
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
 | |
| 
 | |
| /**
 | |
|  * Get the USB vendor ID of an opened controller, if available.
 | |
|  *
 | |
|  * If the vendor ID isn't available this function returns 0.
 | |
|  *
 | |
|  * \param gamecontroller the game controller object to query.
 | |
|  * \return the USB vendor ID, or zero if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.6.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Get the USB product ID of an opened controller, if available.
 | |
|  *
 | |
|  * If the product ID isn't available this function returns 0.
 | |
|  *
 | |
|  * \param gamecontroller the game controller object to query.
 | |
|  * \return the USB product ID, or zero if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.6.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Get the product version of an opened controller, if available.
 | |
|  *
 | |
|  * If the product version isn't available this function returns 0.
 | |
|  *
 | |
|  * \param gamecontroller the game controller object to query.
 | |
|  * \return the USB product version, or zero if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.6.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Get the firmware version of an opened controller, if available.
 | |
|  *
 | |
|  * If the firmware version isn't available this function returns 0.
 | |
|  *
 | |
|  * \param gamecontroller the game controller object to query.
 | |
|  * \return the controller firmware version, or zero if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.24.0.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Get the serial number of an opened controller, if available.
 | |
|  *
 | |
|  * Returns the serial number of the controller, or NULL if it is not
 | |
|  * available.
 | |
|  *
 | |
|  * \param gamecontroller the game controller object to query.
 | |
|  * \return the serial number, or NULL if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Get the Steam Input handle of an opened controller, if available.
 | |
|  *
 | |
|  * Returns an InputHandle_t for the controller that can be used with Steam Input API:
 | |
|  * https://partner.steamgames.com/doc/api/ISteamInput
 | |
|  *
 | |
|  * \param gamecontroller the game controller object to query.
 | |
|  * \returns the gamepad handle, or 0 if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.30.0.
 | |
|  */
 | |
| extern DECLSPEC Uint64 SDLCALL SDL_GameControllerGetSteamHandle(SDL_GameController *gamecontroller);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Check if a controller has been opened and is currently connected.
 | |
|  *
 | |
|  * \param gamecontroller a game controller identifier previously returned by
 | |
|  *                       SDL_GameControllerOpen()
 | |
|  * \returns SDL_TRUE if the controller has been opened and is currently
 | |
|  *          connected, or SDL_FALSE if not.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
 | |
|  * \sa SDL_GameControllerClose
 | |
|  * \sa SDL_GameControllerOpen
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Get the Joystick ID from a Game Controller.
 | |
|  *
 | |
|  * This function will give you a SDL_Joystick object, which allows you to use
 | |
|  * the SDL_Joystick functions with a SDL_GameController object. This would be
 | |
|  * useful for getting a joystick's position at any given time, even if it
 | |
|  * hasn't moved (moving it would produce an event, which would have the axis'
 | |
|  * value).
 | |
|  *
 | |
|  * The pointer returned is owned by the SDL_GameController. You should not
 | |
|  * call SDL_JoystickClose() on it, for example, since doing so will likely
 | |
|  * cause SDL to crash.
 | |
|  *
 | |
|  * \param gamecontroller the game controller object that you want to get a
 | |
|  *                       joystick from
 | |
|  * \returns a SDL_Joystick object; call SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Query or change current state of Game Controller events.
 | |
|  *
 | |
|  * If controller events are disabled, you must call SDL_GameControllerUpdate()
 | |
|  * yourself and check the state of the controller when you want controller
 | |
|  * information.
 | |
|  *
 | |
|  * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
 | |
|  * and 1 will have any effect. Other numbers will just be returned.
 | |
|  *
 | |
|  * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
 | |
|  * \returns the same value passed to the function, with exception to -1
 | |
|  *          (SDL_QUERY), which will return the current state.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
 | |
|  * \sa SDL_JoystickEventState
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
 | |
| 
 | |
| /**
 | |
|  * Manually pump game controller updates if not using the loop.
 | |
|  *
 | |
|  * This function is called automatically by the event loop if events are
 | |
|  * enabled. Under such circumstances, it will not be necessary to call this
 | |
|  * function.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  *  The list of axes available from a controller
 | |
|  *
 | |
|  *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
 | |
|  *  and are centered within ~8000 of zero, though advanced UI will allow users to set
 | |
|  *  or autodetect the dead zone, which varies between controllers.
 | |
|  *
 | |
|  *  Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX
 | |
|  *  (fully pressed) when reported by SDL_GameControllerGetAxis(). Note that this is not the
 | |
|  *  same range that will be reported by the lower-level SDL_GetJoystickAxis().
 | |
|  */
 | |
| typedef enum
 | |
| {
 | |
|     SDL_CONTROLLER_AXIS_INVALID = -1,
 | |
|     SDL_CONTROLLER_AXIS_LEFTX,
 | |
|     SDL_CONTROLLER_AXIS_LEFTY,
 | |
|     SDL_CONTROLLER_AXIS_RIGHTX,
 | |
|     SDL_CONTROLLER_AXIS_RIGHTY,
 | |
|     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
 | |
|     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
 | |
|     SDL_CONTROLLER_AXIS_MAX
 | |
| } SDL_GameControllerAxis;
 | |
| 
 | |
| /**
 | |
|  * Convert a string into SDL_GameControllerAxis enum.
 | |
|  *
 | |
|  * This function is called internally to translate SDL_GameController mapping
 | |
|  * strings for the underlying joystick device into the consistent
 | |
|  * SDL_GameController mapping. You do not normally need to call this function
 | |
|  * unless you are parsing SDL_GameController mappings in your own code.
 | |
|  *
 | |
|  * Note specially that "righttrigger" and "lefttrigger" map to
 | |
|  * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
 | |
|  * respectively.
 | |
|  *
 | |
|  * \param str string representing a SDL_GameController axis
 | |
|  * \returns the SDL_GameControllerAxis enum corresponding to the input string,
 | |
|  *          or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
 | |
|  * \sa SDL_GameControllerGetStringForAxis
 | |
|  */
 | |
| extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
 | |
| 
 | |
| /**
 | |
|  * Convert from an SDL_GameControllerAxis enum to a string.
 | |
|  *
 | |
|  * The caller should not SDL_free() the returned string.
 | |
|  *
 | |
|  * \param axis an enum value for a given SDL_GameControllerAxis
 | |
|  * \returns a string for the given axis, or NULL if an invalid axis is
 | |
|  *          specified. The string returned is of the format used by
 | |
|  *          SDL_GameController mapping strings.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
 | |
|  * \sa SDL_GameControllerGetAxisFromString
 | |
|  */
 | |
| extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
 | |
| 
 | |
| /**
 | |
|  * Get the SDL joystick layer binding for a controller axis mapping.
 | |
|  *
 | |
|  * \param gamecontroller a game controller
 | |
|  * \param axis an axis enum value (one of the SDL_GameControllerAxis values)
 | |
|  * \returns a SDL_GameControllerButtonBind describing the bind. On failure
 | |
|  *          (like the given Controller axis doesn't exist on the device), its
 | |
|  *          `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
 | |
|  * \sa SDL_GameControllerGetBindForButton
 | |
|  */
 | |
| extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
 | |
| SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
 | |
|                                  SDL_GameControllerAxis axis);
 | |
| 
 | |
| /**
 | |
|  * Query whether a game controller has a given axis.
 | |
|  *
 | |
|  * This merely reports whether the controller's mapping defined this axis, as
 | |
|  * that is all the information SDL has about the physical device.
 | |
|  *
 | |
|  * \param gamecontroller a game controller
 | |
|  * \param axis an axis enum value (an SDL_GameControllerAxis value)
 | |
|  * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL
 | |
| SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
 | |
| 
 | |
| /**
 | |
|  * Get the current state of an axis control on a game controller.
 | |
|  *
 | |
|  * The axis indices start at index 0.
 | |
|  *
 | |
|  * For thumbsticks, the state is a value ranging from -32768 (up/left)
 | |
|  * to 32767 (down/right).
 | |
|  *
 | |
|  * Triggers range from 0 when released to 32767 when fully pressed, and
 | |
|  * never return a negative value. Note that this differs from the value
 | |
|  * reported by the lower-level SDL_GetJoystickAxis(), which normally uses
 | |
|  * the full range.
 | |
|  *
 | |
|  * \param gamecontroller a game controller
 | |
|  * \param axis an axis index (one of the SDL_GameControllerAxis values)
 | |
|  * \returns axis state (including 0) on success or 0 (also) on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
 | |
|  * \sa SDL_GameControllerGetButton
 | |
|  */
 | |
| extern DECLSPEC Sint16 SDLCALL
 | |
| SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
 | |
| 
 | |
| /**
 | |
|  *  The list of buttons available from a controller
 | |
|  */
 | |
| typedef enum
 | |
| {
 | |
|     SDL_CONTROLLER_BUTTON_INVALID = -1,
 | |
|     SDL_CONTROLLER_BUTTON_A,
 | |
|     SDL_CONTROLLER_BUTTON_B,
 | |
|     SDL_CONTROLLER_BUTTON_X,
 | |
|     SDL_CONTROLLER_BUTTON_Y,
 | |
|     SDL_CONTROLLER_BUTTON_BACK,
 | |
|     SDL_CONTROLLER_BUTTON_GUIDE,
 | |
|     SDL_CONTROLLER_BUTTON_START,
 | |
|     SDL_CONTROLLER_BUTTON_LEFTSTICK,
 | |
|     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
 | |
|     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
 | |
|     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
 | |
|     SDL_CONTROLLER_BUTTON_DPAD_UP,
 | |
|     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
 | |
|     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
 | |
|     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
 | |
|     SDL_CONTROLLER_BUTTON_MISC1,    /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
 | |
|     SDL_CONTROLLER_BUTTON_PADDLE1,  /* Xbox Elite paddle P1 (upper left, facing the back) */
 | |
|     SDL_CONTROLLER_BUTTON_PADDLE2,  /* Xbox Elite paddle P3 (upper right, facing the back) */
 | |
|     SDL_CONTROLLER_BUTTON_PADDLE3,  /* Xbox Elite paddle P2 (lower left, facing the back) */
 | |
|     SDL_CONTROLLER_BUTTON_PADDLE4,  /* Xbox Elite paddle P4 (lower right, facing the back) */
 | |
|     SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
 | |
|     SDL_CONTROLLER_BUTTON_MAX
 | |
| } SDL_GameControllerButton;
 | |
| 
 | |
| /**
 | |
|  * Convert a string into an SDL_GameControllerButton enum.
 | |
|  *
 | |
|  * This function is called internally to translate SDL_GameController mapping
 | |
|  * strings for the underlying joystick device into the consistent
 | |
|  * SDL_GameController mapping. You do not normally need to call this function
 | |
|  * unless you are parsing SDL_GameController mappings in your own code.
 | |
|  *
 | |
|  * \param str string representing a SDL_GameController axis
 | |
|  * \returns the SDL_GameControllerButton enum corresponding to the input
 | |
|  *          string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
 | |
| 
 | |
| /**
 | |
|  * Convert from an SDL_GameControllerButton enum to a string.
 | |
|  *
 | |
|  * The caller should not SDL_free() the returned string.
 | |
|  *
 | |
|  * \param button an enum value for a given SDL_GameControllerButton
 | |
|  * \returns a string for the given button, or NULL if an invalid button is
 | |
|  *          specified. The string returned is of the format used by
 | |
|  *          SDL_GameController mapping strings.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
 | |
|  * \sa SDL_GameControllerGetButtonFromString
 | |
|  */
 | |
| extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
 | |
| 
 | |
| /**
 | |
|  * Get the SDL joystick layer binding for a controller button mapping.
 | |
|  *
 | |
|  * \param gamecontroller a game controller
 | |
|  * \param button an button enum value (an SDL_GameControllerButton value)
 | |
|  * \returns a SDL_GameControllerButtonBind describing the bind. On failure
 | |
|  *          (like the given Controller button doesn't exist on the device),
 | |
|  *          its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
 | |
|  * \sa SDL_GameControllerGetBindForAxis
 | |
|  */
 | |
| extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
 | |
| SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
 | |
|                                    SDL_GameControllerButton button);
 | |
| 
 | |
| /**
 | |
|  * Query whether a game controller has a given button.
 | |
|  *
 | |
|  * This merely reports whether the controller's mapping defined this button,
 | |
|  * as that is all the information SDL has about the physical device.
 | |
|  *
 | |
|  * \param gamecontroller a game controller
 | |
|  * \param button a button enum value (an SDL_GameControllerButton value)
 | |
|  * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
 | |
|                                                              SDL_GameControllerButton button);
 | |
| 
 | |
| /**
 | |
|  * Get the current state of a button on a game controller.
 | |
|  *
 | |
|  * \param gamecontroller a game controller
 | |
|  * \param button a button index (one of the SDL_GameControllerButton values)
 | |
|  * \returns 1 for pressed state or 0 for not pressed state or error; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
 | |
|  * \sa SDL_GameControllerGetAxis
 | |
|  */
 | |
| extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
 | |
|                                                           SDL_GameControllerButton button);
 | |
| 
 | |
| /**
 | |
|  * Get the number of touchpads on a game controller.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Get the number of supported simultaneous fingers on a touchpad on a game
 | |
|  * controller.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
 | |
| 
 | |
| /**
 | |
|  * Get the current state of a finger on a touchpad on a game controller.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
 | |
| 
 | |
| /**
 | |
|  * Return whether a game controller has a particular sensor.
 | |
|  *
 | |
|  * \param gamecontroller The controller to query
 | |
|  * \param type The type of sensor to query
 | |
|  * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
 | |
| 
 | |
| /**
 | |
|  * Set whether data reporting for a game controller sensor is enabled.
 | |
|  *
 | |
|  * \param gamecontroller The controller to update
 | |
|  * \param type The type of sensor to enable/disable
 | |
|  * \param enabled Whether data reporting should be enabled
 | |
|  * \returns 0 or -1 if an error occurred.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
 | |
| 
 | |
| /**
 | |
|  * Query whether sensor data reporting is enabled for a game controller.
 | |
|  *
 | |
|  * \param gamecontroller The controller to query
 | |
|  * \param type The type of sensor to query
 | |
|  * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
 | |
| 
 | |
| /**
 | |
|  * Get the data rate (number of events per second) of a game controller
 | |
|  * sensor.
 | |
|  *
 | |
|  * \param gamecontroller The controller to query
 | |
|  * \param type The type of sensor to query
 | |
|  * \return the data rate, or 0.0f if the data rate is not available.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.16.
 | |
|  */
 | |
| extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
 | |
| 
 | |
| /**
 | |
|  * Get the current state of a game controller sensor.
 | |
|  *
 | |
|  * The number of values and interpretation of the data is sensor dependent.
 | |
|  * See SDL_sensor.h for the details for each type of sensor.
 | |
|  *
 | |
|  * \param gamecontroller The controller to query
 | |
|  * \param type The type of sensor to query
 | |
|  * \param data A pointer filled with the current sensor state
 | |
|  * \param num_values The number of values to write to data
 | |
|  * \return 0 or -1 if an error occurred.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
 | |
| 
 | |
| /**
 | |
|  * Get the current state of a game controller sensor with the timestamp of the
 | |
|  * last update.
 | |
|  *
 | |
|  * The number of values and interpretation of the data is sensor dependent.
 | |
|  * See SDL_sensor.h for the details for each type of sensor.
 | |
|  *
 | |
|  * \param gamecontroller The controller to query
 | |
|  * \param type The type of sensor to query
 | |
|  * \param timestamp A pointer filled with the timestamp in microseconds of the
 | |
|  *                  current sensor reading if available, or 0 if not
 | |
|  * \param data A pointer filled with the current sensor state
 | |
|  * \param num_values The number of values to write to data
 | |
|  * \return 0 or -1 if an error occurred.
 | |
|  *
 | |
|  * \since This function is available since SDL 2.26.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
 | |
| 
 | |
| /**
 | |
|  * Start a rumble effect on a game controller.
 | |
|  *
 | |
|  * Each call to this function cancels any previous rumble effect, and calling
 | |
|  * it with 0 intensity stops any rumbling.
 | |
|  *
 | |
|  * \param gamecontroller The controller to vibrate
 | |
|  * \param low_frequency_rumble The intensity of the low frequency (left)
 | |
|  *                             rumble motor, from 0 to 0xFFFF
 | |
|  * \param high_frequency_rumble The intensity of the high frequency (right)
 | |
|  *                              rumble motor, from 0 to 0xFFFF
 | |
|  * \param duration_ms The duration of the rumble effect, in milliseconds
 | |
|  * \returns 0, or -1 if rumble isn't supported on this controller
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.9.
 | |
|  *
 | |
|  * \sa SDL_GameControllerHasRumble
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
 | |
| 
 | |
| /**
 | |
|  * Start a rumble effect in the game controller's triggers.
 | |
|  *
 | |
|  * Each call to this function cancels any previous trigger rumble effect, and
 | |
|  * calling it with 0 intensity stops any rumbling.
 | |
|  *
 | |
|  * Note that this is rumbling of the _triggers_ and not the game controller as
 | |
|  * a whole. This is currently only supported on Xbox One controllers. If you
 | |
|  * want the (more common) whole-controller rumble, use
 | |
|  * SDL_GameControllerRumble() instead.
 | |
|  *
 | |
|  * \param gamecontroller The controller to vibrate
 | |
|  * \param left_rumble The intensity of the left trigger rumble motor, from 0
 | |
|  *                    to 0xFFFF
 | |
|  * \param right_rumble The intensity of the right trigger rumble motor, from 0
 | |
|  *                     to 0xFFFF
 | |
|  * \param duration_ms The duration of the rumble effect, in milliseconds
 | |
|  * \returns 0, or -1 if trigger rumble isn't supported on this controller
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  *
 | |
|  * \sa SDL_GameControllerHasRumbleTriggers
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
 | |
| 
 | |
| /**
 | |
|  * Query whether a game controller has an LED.
 | |
|  *
 | |
|  * \param gamecontroller The controller to query
 | |
|  * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
 | |
|  *          modifiable LED
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Query whether a game controller has rumble support.
 | |
|  *
 | |
|  * \param gamecontroller The controller to query
 | |
|  * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
 | |
|  *          support
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.18.
 | |
|  *
 | |
|  * \sa SDL_GameControllerRumble
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Query whether a game controller has rumble support on triggers.
 | |
|  *
 | |
|  * \param gamecontroller The controller to query
 | |
|  * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
 | |
|  *          rumble support
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.18.
 | |
|  *
 | |
|  * \sa SDL_GameControllerRumbleTriggers
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Update a game controller's LED color.
 | |
|  *
 | |
|  * \param gamecontroller The controller to update
 | |
|  * \param red The intensity of the red LED
 | |
|  * \param green The intensity of the green LED
 | |
|  * \param blue The intensity of the blue LED
 | |
|  * \returns 0, or -1 if this controller does not have a modifiable LED
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.14.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
 | |
| 
 | |
| /**
 | |
|  * Send a controller specific effect packet
 | |
|  *
 | |
|  * \param gamecontroller The controller to affect
 | |
|  * \param data The data to send to the controller
 | |
|  * \param size The size of the data to send to the controller
 | |
|  * \returns 0, or -1 if this controller or driver doesn't support effect
 | |
|  *          packets
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.16.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
 | |
| 
 | |
| /**
 | |
|  * Close a game controller previously opened with SDL_GameControllerOpen().
 | |
|  *
 | |
|  * \param gamecontroller a game controller identifier previously returned by
 | |
|  *                       SDL_GameControllerOpen()
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.0.
 | |
|  *
 | |
|  * \sa SDL_GameControllerOpen
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
 | |
| 
 | |
| /**
 | |
|  * Return the sfSymbolsName for a given button on a game controller on Apple
 | |
|  * platforms.
 | |
|  *
 | |
|  * \param gamecontroller the controller to query
 | |
|  * \param button a button on the game controller
 | |
|  * \returns the sfSymbolsName or NULL if the name can't be found
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.18.
 | |
|  *
 | |
|  * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
 | |
|  */
 | |
| extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
 | |
| 
 | |
| /**
 | |
|  * Return the sfSymbolsName for a given axis on a game controller on Apple
 | |
|  * platforms.
 | |
|  *
 | |
|  * \param gamecontroller the controller to query
 | |
|  * \param axis an axis on the game controller
 | |
|  * \returns the sfSymbolsName or NULL if the name can't be found
 | |
|  *
 | |
|  * \since This function is available since SDL 2.0.18.
 | |
|  *
 | |
|  * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
 | |
|  */
 | |
| extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
 | |
| 
 | |
| 
 | |
| /* Ends C function definitions when using C++ */
 | |
| #ifdef __cplusplus
 | |
| }
 | |
| #endif
 | |
| #include "close_code.h"
 | |
| 
 | |
| #endif /* SDL_gamecontroller_h_ */
 | |
| 
 | |
| /* vi: set ts=4 sw=4 expandtab: */
 | 
