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			* chore(build): add vendored SDL 3.0.0 library * chore(build): add vendored glew-cmake-2.2.0 library * feat(console): in the presence of -opengl launch flag, change GxApi to OpenGl * feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux * chore(build): change SDL3 linkage from shared (bad) to to static (good)
		
			
				
	
	
		
			1251 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1251 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2023 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_gamepad.h
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|  *
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|  *  \brief Include file for SDL gamepad event handling
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|  */
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| 
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| #ifndef SDL_gamepad_h_
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| #define SDL_gamepad_h_
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| 
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| #include <SDL3/SDL_stdinc.h>
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| #include <SDL3/SDL_error.h>
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| #include <SDL3/SDL_joystick.h>
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| #include <SDL3/SDL_properties.h>
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| #include <SDL3/SDL_rwops.h>
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| #include <SDL3/SDL_sensor.h>
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| 
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| #include <SDL3/SDL_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_gamepad.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_GAMEPAD flag.  This causes SDL to scan the system
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|  *  for gamepads, and load appropriate drivers.
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|  *
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|  *  If you would like to receive gamepad 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 structure used to identify an SDL gamepad
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|  */
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| struct SDL_Gamepad;
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| typedef struct SDL_Gamepad SDL_Gamepad;
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| 
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| typedef enum
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| {
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|     SDL_GAMEPAD_TYPE_UNKNOWN = 0,
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|     SDL_GAMEPAD_TYPE_STANDARD,
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|     SDL_GAMEPAD_TYPE_XBOX360,
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|     SDL_GAMEPAD_TYPE_XBOXONE,
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|     SDL_GAMEPAD_TYPE_PS3,
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|     SDL_GAMEPAD_TYPE_PS4,
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|     SDL_GAMEPAD_TYPE_PS5,
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|     SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO,
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|     SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
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|     SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
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|     SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
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|     SDL_GAMEPAD_TYPE_MAX
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| } SDL_GamepadType;
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| 
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| /**
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|  *  The list of buttons available on a gamepad
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|  */
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| typedef enum
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| {
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|     SDL_GAMEPAD_BUTTON_INVALID = -1,
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|     SDL_GAMEPAD_BUTTON_A,
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|     SDL_GAMEPAD_BUTTON_B,
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|     SDL_GAMEPAD_BUTTON_X,
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|     SDL_GAMEPAD_BUTTON_Y,
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|     SDL_GAMEPAD_BUTTON_BACK,
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|     SDL_GAMEPAD_BUTTON_GUIDE,
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|     SDL_GAMEPAD_BUTTON_START,
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|     SDL_GAMEPAD_BUTTON_LEFT_STICK,
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|     SDL_GAMEPAD_BUTTON_RIGHT_STICK,
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|     SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
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|     SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
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|     SDL_GAMEPAD_BUTTON_DPAD_UP,
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|     SDL_GAMEPAD_BUTTON_DPAD_DOWN,
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|     SDL_GAMEPAD_BUTTON_DPAD_LEFT,
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|     SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
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|     SDL_GAMEPAD_BUTTON_MISC1,    /* Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button) */
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|     SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,  /* Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */
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|     SDL_GAMEPAD_BUTTON_LEFT_PADDLE1,   /* Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */
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|     SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,  /* Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */
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|     SDL_GAMEPAD_BUTTON_LEFT_PADDLE2,   /* Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */
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|     SDL_GAMEPAD_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
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|     SDL_GAMEPAD_BUTTON_MAX
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| } SDL_GamepadButton;
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| 
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| /**
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|  *  The list of axes available on a gamepad
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|  *
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|  *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
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|  *  and are centered within ~8000 of zero, though advanced UI will allow users to set
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|  *  or autodetect the dead zone, which varies between gamepads.
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|  *
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|  *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
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|  */
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| typedef enum
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| {
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|     SDL_GAMEPAD_AXIS_INVALID = -1,
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|     SDL_GAMEPAD_AXIS_LEFTX,
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|     SDL_GAMEPAD_AXIS_LEFTY,
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|     SDL_GAMEPAD_AXIS_RIGHTX,
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|     SDL_GAMEPAD_AXIS_RIGHTY,
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|     SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
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|     SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
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|     SDL_GAMEPAD_AXIS_MAX
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| } SDL_GamepadAxis;
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| 
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| typedef enum
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| {
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|     SDL_GAMEPAD_BINDTYPE_NONE = 0,
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|     SDL_GAMEPAD_BINDTYPE_BUTTON,
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|     SDL_GAMEPAD_BINDTYPE_AXIS,
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|     SDL_GAMEPAD_BINDTYPE_HAT
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| } SDL_GamepadBindingType;
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| 
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| typedef struct
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| {
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|     SDL_GamepadBindingType inputType;
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|     union
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|     {
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|         int button;
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| 
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|         struct
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|         {
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|             int axis;
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|             int axis_min;
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|             int axis_max;
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|         } axis;
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| 
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|         struct
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|         {
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|             int hat;
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|             int hat_mask;
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|         } hat;
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| 
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|     } input;
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| 
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|     SDL_GamepadBindingType outputType;
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|     union
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|     {
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|         SDL_GamepadButton button;
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| 
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|         struct
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|         {
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|             SDL_GamepadAxis axis;
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|             int axis_min;
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|             int axis_max;
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|         } axis;
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| 
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|     } output;
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| 
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| } SDL_GamepadBinding;
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| 
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| 
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| /**
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|  * Add support for gamepads that SDL is unaware of or change the binding of an
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|  * existing gamepad.
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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_GetJoystickGUIDString(), name is the human readable
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|  * string for the device and mappings are gamepad mappings to joystick ones.
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|  * Under Windows there is a reserved GUID of "xinput" that covers all XInput
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|  * devices. The mapping format for joystick is:
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|  *
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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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|  *
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|  * Buttons can be used as a gamepad axes and vice versa.
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|  *
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|  * This string shows an example of a valid mapping for a gamepad:
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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 mapping 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 3.0.0.
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|  *
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|  * \sa SDL_GetGamepadMapping
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|  * \sa SDL_GetGamepadMappingForGUID
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|  */
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| extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
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| 
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| /**
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|  * Load a set of gamepad 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 gamepad 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 src the data stream for the mappings to be added
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|  * \param freesrc if SDL_TRUE, calls SDL_RWclose() on `src` before returning,
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|  *                even in the case of an error
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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 3.0.0.
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|  *
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|  * \sa SDL_AddGamepadMapping
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|  * \sa SDL_AddGamepadMappingsFromFile
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|  * \sa SDL_GetGamepadMappingForGUID
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|  */
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| extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromRW(SDL_RWops *src, SDL_bool freesrc);
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| 
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| /**
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|  * Load a set of gamepad mappings from a file.
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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 gamepad 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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|  * \param file the mappings file to load
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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 3.0.0.
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|  *
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|  * \sa SDL_AddGamepadMapping
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|  * \sa SDL_AddGamepadMappingsFromRW
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|  * \sa SDL_GetGamepadMappingForGUID
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|  */
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| extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
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| 
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| /**
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|  * Reinitialize the SDL mapping database to its initial state.
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|  *
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|  * This will generate gamepad events as needed if device mappings change.
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|  *
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|  * \returns 0 on success or a negative error code 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 3.0.0.
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|  */
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| extern DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
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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 3.0.0.
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|  */
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| extern DECLSPEC int SDLCALL SDL_GetNumGamepadMappings(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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|  * \param mapping_index mapping index
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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 3.0.0.
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|  */
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| extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForIndex(int mapping_index);
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| 
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| /**
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|  * Get the gamepad 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 3.0.0.
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|  *
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|  * \sa SDL_GetJoystickInstanceGUID
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|  * \sa SDL_GetJoystickGUID
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|  */
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| extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID guid);
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| 
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| /**
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|  * Get the current mapping of a gamepad.
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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_AddGamepadMapping().
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|  *
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|  * \param gamepad the gamepad you want to get the current mapping for
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|  * \returns a string that has the gamepad's mapping or NULL if no mapping is
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|  *          available; call SDL_GetError() for more information.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  *
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|  * \sa SDL_AddGamepadMapping
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|  * \sa SDL_GetGamepadMappingForGUID
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|  * \sa SDL_SetGamepadMapping
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|  */
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| extern DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
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|  * Set the current mapping of a joystick or gamepad.
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|  *
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|  * Details about mappings are discussed with SDL_AddGamepadMapping().
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|  *
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|  * \param instance_id the joystick instance ID
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|  * \param mapping the mapping to use for this device, or NULL to clear the
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|  *                mapping
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|  * \returns 0 on success or a negative error code on failure; call
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|  *          SDL_GetError() for more information.
 | |
|  *
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|  * \since This function is available since SDL 3.0.0.
 | |
|  *
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|  * \sa SDL_AddGamepadMapping
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|  * \sa SDL_GetGamepadMapping
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|  */
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| extern DECLSPEC int SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping);
 | |
| 
 | |
| /**
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|  * Get a list of currently connected gamepads.
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|  *
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|  * \param count a pointer filled in with the number of gamepads returned
 | |
|  * \returns a 0 terminated array of joystick instance IDs which should be
 | |
|  *          freed with SDL_free(), or NULL on error; call SDL_GetError() for
 | |
|  *          more details.
 | |
|  *
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|  * \since This function is available since SDL 3.0.0.
 | |
|  *
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|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern DECLSPEC SDL_JoystickID *SDLCALL SDL_GetGamepads(int *count);
 | |
| 
 | |
| /**
 | |
|  * Check if the given joystick is supported by the gamepad interface.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns SDL_TRUE if the given joystick is supported by the gamepad
 | |
|  *          interface, SDL_FALSE if it isn't or it's an invalid index.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
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|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the implementation dependent name of a gamepad.
 | |
|  *
 | |
|  * This can be called before any gamepads are opened.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns the name of the selected gamepad. If no name can be found, this
 | |
|  *          function returns NULL; call SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadName
 | |
|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstanceName(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the implementation dependent path of a gamepad.
 | |
|  *
 | |
|  * This can be called before any gamepads are opened.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns the path of the selected gamepad. If no path can be found, this
 | |
|  *          function returns NULL; call SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadPath
 | |
|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstancePath(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the player index of a gamepad.
 | |
|  *
 | |
|  * This can be called before any gamepads are opened.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns the player index of a gamepad, or -1 if it's not available
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadPlayerIndex
 | |
|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetGamepadInstancePlayerIndex(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the implementation-dependent GUID of a gamepad.
 | |
|  *
 | |
|  * This can be called before any gamepads are opened.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns the GUID of the selected gamepad. If called on an invalid index,
 | |
|  *          this function returns a zero GUID
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadGUID
 | |
|  * \sa SDL_GetGamepadGUIDString
 | |
|  */
 | |
| extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the USB vendor ID of a gamepad, if available.
 | |
|  *
 | |
|  * This can be called before any gamepads are opened. If the vendor ID isn't
 | |
|  * available this function returns 0.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns the USB vendor ID of the selected gamepad. If called on an invalid
 | |
|  *          index, this function returns zero
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceVendor(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the USB product ID of a gamepad, if available.
 | |
|  *
 | |
|  * This can be called before any gamepads are opened. If the product ID isn't
 | |
|  * available this function returns 0.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns the USB product ID of the selected gamepad. If called on an
 | |
|  *          invalid index, this function returns zero
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProduct(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the product version of a gamepad, if available.
 | |
|  *
 | |
|  * This can be called before any gamepads are opened. If the product version
 | |
|  * isn't available this function returns 0.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns the product version of the selected gamepad. If called on an
 | |
|  *          invalid index, this function returns zero
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProductVersion(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the type of a gamepad.
 | |
|  *
 | |
|  * This can be called before any gamepads are opened.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns the gamepad type.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadInstanceType(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the type of a gamepad, ignoring any mapping override.
 | |
|  *
 | |
|  * This can be called before any gamepads are opened.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns the gamepad type.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadInstanceType(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the mapping of a gamepad.
 | |
|  *
 | |
|  * This can be called before any gamepads are opened.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
 | |
|  *          no mapping is available.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Open a gamepad for use.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID
 | |
|  * \returns a gamepad identifier or NULL if an error occurred; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_CloseGamepad
 | |
|  * \sa SDL_IsGamepad
 | |
|  */
 | |
| extern DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the SDL_Gamepad associated with a joystick instance ID, if it has been
 | |
|  * opened.
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID of the gamepad
 | |
|  * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
 | |
|  *          opened yet; call SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromInstanceID(SDL_JoystickID instance_id);
 | |
| 
 | |
| /**
 | |
|  * Get the SDL_Gamepad associated with a player index.
 | |
|  *
 | |
|  * \param player_index the player index, which different from the instance ID
 | |
|  * \returns the SDL_Gamepad associated with a player index.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadPlayerIndex
 | |
|  * \sa SDL_SetGamepadPlayerIndex
 | |
|  */
 | |
| extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index);
 | |
| 
 | |
| /**
 | |
|  * Get the properties associated with an opened gamepad.
 | |
|  *
 | |
|  * These properties are shared with the underlying joystick object.
 | |
|  *
 | |
|  * \param gamepad a gamepad identifier previously returned by
 | |
|  *                SDL_OpenGamepad()
 | |
|  * \returns a valid property ID on success or 0 on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetProperty
 | |
|  * \sa SDL_SetProperty
 | |
|  */
 | |
| extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the instance ID of an opened gamepad.
 | |
|  *
 | |
|  * \param gamepad a gamepad identifier previously returned by
 | |
|  *                SDL_OpenGamepad()
 | |
|  * \returns the instance ID of the specified gamepad on success or 0 on
 | |
|  *          failure; call SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadInstanceID(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the implementation-dependent name for an opened gamepad.
 | |
|  *
 | |
|  * \param gamepad a gamepad identifier previously returned by
 | |
|  *                SDL_OpenGamepad()
 | |
|  * \returns the implementation dependent name for the gamepad, or NULL if
 | |
|  *          there is no name or the identifier passed is invalid.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadInstanceName
 | |
|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the implementation-dependent path for an opened gamepad.
 | |
|  *
 | |
|  * \param gamepad a gamepad identifier previously returned by
 | |
|  *                SDL_OpenGamepad()
 | |
|  * \returns the implementation dependent path for the gamepad, or NULL if
 | |
|  *          there is no path or the identifier passed is invalid.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadInstancePath
 | |
|  */
 | |
| extern DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the type of an opened gamepad.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
 | |
|  *          available.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadInstanceType
 | |
|  */
 | |
| extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the type of an opened gamepad, ignoring any mapping override.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
 | |
|  *          available.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetRealGamepadInstanceType
 | |
|  */
 | |
| extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the player index of an opened gamepad.
 | |
|  *
 | |
|  * For XInput gamepads this returns the XInput user index.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \returns the player index for gamepad, or -1 if it's not available.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Set the player index of an opened gamepad.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to adjust.
 | |
|  * \param player_index Player index to assign to this gamepad, or -1 to clear
 | |
|  *                     the player index and turn off player LEDs.
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index);
 | |
| 
 | |
| /**
 | |
|  * Get the USB vendor ID of an opened gamepad, if available.
 | |
|  *
 | |
|  * If the vendor ID isn't available this function returns 0.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \returns the USB vendor ID, or zero if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the USB product ID of an opened gamepad, if available.
 | |
|  *
 | |
|  * If the product ID isn't available this function returns 0.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \returns the USB product ID, or zero if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the product version of an opened gamepad, if available.
 | |
|  *
 | |
|  * If the product version isn't available this function returns 0.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \returns the USB product version, or zero if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the firmware version of an opened gamepad, if available.
 | |
|  *
 | |
|  * If the firmware version isn't available this function returns 0.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \returns the gamepad firmware version, or zero if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the serial number of an opened gamepad, if available.
 | |
|  *
 | |
|  * Returns the serial number of the gamepad, or NULL if it is not available.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \returns the serial number, or NULL if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the battery level of a gamepad, if available.
 | |
|  *
 | |
|  * \param gamepad a gamepad identifier previously returned by
 | |
|  *                SDL_OpenGamepad()
 | |
|  * \returns the current battery level as SDL_JoystickPowerLevel on success or
 | |
|  *          `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_GetGamepadPowerLevel(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Check if a gamepad has been opened and is currently connected.
 | |
|  *
 | |
|  * \param gamepad a gamepad identifier previously returned by
 | |
|  *                SDL_OpenGamepad()
 | |
|  * \returns SDL_TRUE if the gamepad has been opened and is currently
 | |
|  *          connected, or SDL_FALSE if not.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_CloseGamepad
 | |
|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the underlying joystick from a gamepad
 | |
|  *
 | |
|  * This function will give you a SDL_Joystick object, which allows you to use
 | |
|  * the SDL_Joystick functions with a SDL_Gamepad 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_Gamepad. You should not call
 | |
|  * SDL_CloseJoystick() on it, for example, since doing so will likely cause
 | |
|  * SDL to crash.
 | |
|  *
 | |
|  * \param gamepad the gamepad object that you want to get a joystick from
 | |
|  * \returns an SDL_Joystick object; call SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Set the state of gamepad event processing.
 | |
|  *
 | |
|  * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
 | |
|  * and check the state of the gamepad when you want gamepad information.
 | |
|  *
 | |
|  * \param enabled whether to process gamepad events or not
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GamepadEventsEnabled
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
 | |
| 
 | |
| /**
 | |
|  * Query the state of gamepad event processing.
 | |
|  *
 | |
|  * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
 | |
|  * and check the state of the gamepad when you want gamepad information.
 | |
|  *
 | |
|  * \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE
 | |
|  *          otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_SetGamepadEventsEnabled
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
 | |
| 
 | |
| /**
 | |
|  * Get the SDL joystick layer bindings for a gamepad
 | |
|  *
 | |
|  * \param gamepad a gamepad
 | |
|  * \param count a pointer filled in with the number of bindings returned
 | |
|  * \returns a NULL terminated array of pointers to bindings which should be
 | |
|  *          freed with SDL_free(), or NULL on error; call SDL_GetError() for
 | |
|  *          more details.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_GamepadBinding **SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
 | |
| 
 | |
| /**
 | |
|  * Manually pump gamepad 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 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
 | |
| 
 | |
| /**
 | |
|  * Convert a string into SDL_GamepadType enum.
 | |
|  *
 | |
|  * This function is called internally to translate SDL_Gamepad mapping strings
 | |
|  * for the underlying joystick device into the consistent SDL_Gamepad mapping.
 | |
|  * You do not normally need to call this function unless you are parsing
 | |
|  * SDL_Gamepad mappings in your own code.
 | |
|  *
 | |
|  * \param str string representing a SDL_GamepadType type
 | |
|  * \returns the SDL_GamepadType enum corresponding to the input string, or
 | |
|  *          `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadStringForType
 | |
|  */
 | |
| extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str);
 | |
| 
 | |
| /**
 | |
|  * Convert from an SDL_GamepadType enum to a string.
 | |
|  *
 | |
|  * The caller should not SDL_free() the returned string.
 | |
|  *
 | |
|  * \param type an enum value for a given SDL_GamepadType
 | |
|  * \returns a string for the given type, or NULL if an invalid type is
 | |
|  *          specified. The string returned is of the format used by
 | |
|  *          SDL_Gamepad mapping strings.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadTypeFromString
 | |
|  */
 | |
| extern DECLSPEC const char *SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type);
 | |
| 
 | |
| /**
 | |
|  * Convert a string into SDL_GamepadAxis enum.
 | |
|  *
 | |
|  * This function is called internally to translate SDL_Gamepad mapping strings
 | |
|  * for the underlying joystick device into the consistent SDL_Gamepad mapping.
 | |
|  * You do not normally need to call this function unless you are parsing
 | |
|  * SDL_Gamepad mappings in your own code.
 | |
|  *
 | |
|  * Note specially that "righttrigger" and "lefttrigger" map to
 | |
|  * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
 | |
|  * respectively.
 | |
|  *
 | |
|  * \param str string representing a SDL_Gamepad axis
 | |
|  * \returns the SDL_GamepadAxis enum corresponding to the input string, or
 | |
|  *          `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadStringForAxis
 | |
|  */
 | |
| extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str);
 | |
| 
 | |
| /**
 | |
|  * Convert from an SDL_GamepadAxis enum to a string.
 | |
|  *
 | |
|  * The caller should not SDL_free() the returned string.
 | |
|  *
 | |
|  * \param axis an enum value for a given SDL_GamepadAxis
 | |
|  * \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_Gamepad mapping strings.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadAxisFromString
 | |
|  */
 | |
| extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
 | |
| 
 | |
| /**
 | |
|  * Query whether a gamepad has a given axis.
 | |
|  *
 | |
|  * This merely reports whether the gamepad's mapping defined this axis, as
 | |
|  * that is all the information SDL has about the physical device.
 | |
|  *
 | |
|  * \param gamepad a gamepad
 | |
|  * \param axis an axis enum value (an SDL_GamepadAxis value)
 | |
|  * \returns SDL_TRUE if the gamepad has this axis, SDL_FALSE otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
 | |
| 
 | |
| /**
 | |
|  * Get the current state of an axis control on a gamepad.
 | |
|  *
 | |
|  * The axis indices start at index 0.
 | |
|  *
 | |
|  * The state is a value ranging from -32768 to 32767. Triggers, however, range
 | |
|  * from 0 to 32767 (they never return a negative value).
 | |
|  *
 | |
|  * \param gamepad a gamepad
 | |
|  * \param axis an axis index (one of the SDL_GamepadAxis 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 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadButton
 | |
|  */
 | |
| extern DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
 | |
| 
 | |
| /**
 | |
|  * Convert a string into an SDL_GamepadButton enum.
 | |
|  *
 | |
|  * This function is called internally to translate SDL_Gamepad mapping strings
 | |
|  * for the underlying joystick device into the consistent SDL_Gamepad mapping.
 | |
|  * You do not normally need to call this function unless you are parsing
 | |
|  * SDL_Gamepad mappings in your own code.
 | |
|  *
 | |
|  * \param str string representing a SDL_Gamepad axis
 | |
|  * \returns the SDL_GamepadButton enum corresponding to the input string, or
 | |
|  *          `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str);
 | |
| 
 | |
| /**
 | |
|  * Convert from an SDL_GamepadButton enum to a string.
 | |
|  *
 | |
|  * The caller should not SDL_free() the returned string.
 | |
|  *
 | |
|  * \param button an enum value for a given SDL_GamepadButton
 | |
|  * \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_Gamepad mapping strings.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadButtonFromString
 | |
|  */
 | |
| extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
 | |
| 
 | |
| /**
 | |
|  * Query whether a gamepad has a given button.
 | |
|  *
 | |
|  * This merely reports whether the gamepad's mapping defined this button, as
 | |
|  * that is all the information SDL has about the physical device.
 | |
|  *
 | |
|  * \param gamepad a gamepad
 | |
|  * \param button a button enum value (an SDL_GamepadButton value)
 | |
|  * \returns SDL_TRUE if the gamepad has this button, SDL_FALSE otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
 | |
| 
 | |
| /**
 | |
|  * Get the current state of a button on a gamepad.
 | |
|  *
 | |
|  * \param gamepad a gamepad
 | |
|  * \param button a button index (one of the SDL_GamepadButton 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 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadAxis
 | |
|  */
 | |
| extern DECLSPEC Uint8 SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
 | |
| 
 | |
| /**
 | |
|  * Get the number of touchpads on a gamepad.
 | |
|  *
 | |
|  * \param gamepad a gamepad
 | |
|  * \returns number of touchpads
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the number of supported simultaneous fingers on a touchpad on a game
 | |
|  * gamepad.
 | |
|  *
 | |
|  * \param gamepad a gamepad
 | |
|  * \param touchpad a touchpad
 | |
|  * \returns number of supported simultaneous fingers
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad);
 | |
| 
 | |
| /**
 | |
|  * Get the current state of a finger on a touchpad on a gamepad.
 | |
|  *
 | |
|  * \param gamepad a gamepad
 | |
|  * \param touchpad a touchpad
 | |
|  * \param finger a finger
 | |
|  * \param state filled with state
 | |
|  * \param x filled with x position
 | |
|  * \param y filled with y position
 | |
|  * \param pressure filled with pressure value
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
 | |
| 
 | |
| /**
 | |
|  * Return whether a gamepad has a particular sensor.
 | |
|  *
 | |
|  * \param gamepad The gamepad 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 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type);
 | |
| 
 | |
| /**
 | |
|  * Set whether data reporting for a gamepad sensor is enabled.
 | |
|  *
 | |
|  * \param gamepad The gamepad to update
 | |
|  * \param type The type of sensor to enable/disable
 | |
|  * \param enabled Whether data reporting should be enabled
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, SDL_bool enabled);
 | |
| 
 | |
| /**
 | |
|  * Query whether sensor data reporting is enabled for a gamepad.
 | |
|  *
 | |
|  * \param gamepad The gamepad 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 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
 | |
| 
 | |
| /**
 | |
|  * Get the data rate (number of events per second) of a gamepad sensor.
 | |
|  *
 | |
|  * \param gamepad The gamepad to query
 | |
|  * \param type The type of sensor to query
 | |
|  * \returns the data rate, or 0.0f if the data rate is not available.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type);
 | |
| 
 | |
| /**
 | |
|  * Get the current state of a gamepad 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 gamepad The gamepad 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
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values);
 | |
| 
 | |
| /**
 | |
|  * Start a rumble effect on a gamepad.
 | |
|  *
 | |
|  * Each call to this function cancels any previous rumble effect, and calling
 | |
|  * it with 0 intensity stops any rumbling.
 | |
|  *
 | |
|  * \param gamepad The gamepad 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 gamepad
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GamepadHasRumble
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
 | |
| 
 | |
| /**
 | |
|  * Start a rumble effect in the gamepad'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 gamepad as a
 | |
|  * whole. This is currently only supported on Xbox One gamepads. If you want
 | |
|  * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
 | |
|  *
 | |
|  * \param gamepad The gamepad 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 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GamepadHasRumbleTriggers
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
 | |
| 
 | |
| /**
 | |
|  * Query whether a gamepad has an LED.
 | |
|  *
 | |
|  * \param gamepad The gamepad to query
 | |
|  * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a modifiable
 | |
|  *          LED
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasLED(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Query whether a gamepad has rumble support.
 | |
|  *
 | |
|  * \param gamepad The gamepad to query
 | |
|  * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have rumble
 | |
|  *          support
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_RumbleGamepad
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasRumble(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Query whether a gamepad has rumble support on triggers.
 | |
|  *
 | |
|  * \param gamepad The gamepad to query
 | |
|  * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have trigger
 | |
|  *          rumble support
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_RumbleGamepadTriggers
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasRumbleTriggers(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Update a gamepad's LED color.
 | |
|  *
 | |
|  * \param gamepad The gamepad 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 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue);
 | |
| 
 | |
| /**
 | |
|  * Send a gamepad specific effect packet
 | |
|  *
 | |
|  * \param gamepad The gamepad to affect
 | |
|  * \param data The data to send to the gamepad
 | |
|  * \param size The size of the data to send to the gamepad
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size);
 | |
| 
 | |
| /**
 | |
|  * Close a gamepad previously opened with SDL_OpenGamepad().
 | |
|  *
 | |
|  * \param gamepad a gamepad identifier previously returned by
 | |
|  *                SDL_OpenGamepad()
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Return the sfSymbolsName for a given button on a gamepad on Apple
 | |
|  * platforms.
 | |
|  *
 | |
|  * \param gamepad the gamepad to query
 | |
|  * \param button a button on the gamepad
 | |
|  * \returns the sfSymbolsName or NULL if the name can't be found
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
 | |
|  */
 | |
| extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
 | |
| 
 | |
| /**
 | |
|  * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
 | |
|  *
 | |
|  * \param gamepad the gamepad to query
 | |
|  * \param axis an axis on the gamepad
 | |
|  * \returns the sfSymbolsName or NULL if the name can't be found
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadAppleSFSymbolsNameForButton
 | |
|  */
 | |
| extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
 | |
| 
 | |
| 
 | |
| /* Ends C function definitions when using C++ */
 | |
| #ifdef __cplusplus
 | |
| }
 | |
| #endif
 | |
| #include <SDL3/SDL_close_code.h>
 | |
| 
 | |
| #endif /* SDL_gamepad_h_ */
 |