mirror of
				https://github.com/thunderbrewhq/thunderbrew
				synced 2025-10-31 00:06:05 +03:00 
			
		
		
		
	
		
			
				
	
	
		
			1510 lines
		
	
	
		
			53 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1510 lines
		
	
	
		
			53 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
 | |
|   Simple DirectMedia Layer
 | |
|   Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
 | |
| 
 | |
|   This software is provided 'as-is', without any express or implied
 | |
|   warranty.  In no event will the authors be held liable for any damages
 | |
|   arising from the use of this software.
 | |
| 
 | |
|   Permission is granted to anyone to use this software for any purpose,
 | |
|   including commercial applications, and to alter it and redistribute it
 | |
|   freely, subject to the following restrictions:
 | |
| 
 | |
|   1. The origin of this software must not be misrepresented; you must not
 | |
|      claim that you wrote the original software. If you use this software
 | |
|      in a product, an acknowledgment in the product documentation would be
 | |
|      appreciated but is not required.
 | |
|   2. Altered source versions must be plainly marked as such, and must not be
 | |
|      misrepresented as being the original software.
 | |
|   3. This notice may not be removed or altered from any source distribution.
 | |
| */
 | |
| 
 | |
| /**
 | |
|  * # CategoryGamepad
 | |
|  *
 | |
|  * SDL provides a low-level joystick API, which just treats joysticks as an
 | |
|  * arbitrary pile of buttons, axes, and hat switches. If you're planning to
 | |
|  * write your own control configuration screen, this can give you a lot of
 | |
|  * flexibility, but that's a lot of work, and most things that we consider
 | |
|  * "joysticks" now are actually console-style gamepads. So SDL provides the
 | |
|  * gamepad API on top of the lower-level joystick functionality.
 | |
|  *
 | |
|  * The difference between a joystick and a gamepad is that a gamepad tells you
 | |
|  * _where_ a button or axis is on the device. You don't speak to gamepads in
 | |
|  * terms of arbitrary numbers like "button 3" or "axis 2" but in standard
 | |
|  * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or
 | |
|  * X/O/Square/Triangle, if you will).
 | |
|  *
 | |
|  * One turns a joystick into a gamepad by providing a magic configuration
 | |
|  * string, which tells SDL the details of a specific device: when you see this
 | |
|  * specific hardware, if button 2 gets pressed, this is actually D-Pad Up,
 | |
|  * etc.
 | |
|  *
 | |
|  * SDL has many popular controllers configured out of the box, and users can
 | |
|  * add their own controller details through an environment variable if it's
 | |
|  * otherwise unknown to SDL.
 | |
|  *
 | |
|  * In order to use these functions, SDL_Init() must have been called with the
 | |
|  * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and
 | |
|  * load appropriate drivers.
 | |
|  *
 | |
|  * If you would like to receive gamepad updates while the application is in
 | |
|  * the background, you should set the following hint before calling
 | |
|  * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
 | |
|  *
 | |
|  * Gamepads support various optional features such as rumble, color LEDs,
 | |
|  * touchpad, gyro, etc. The support for these features varies depending on the
 | |
|  * controller and OS support available. You can check for LED and rumble
 | |
|  * capabilities at runtime by calling SDL_GetGamepadProperties() and checking
 | |
|  * the various capability properties. You can check for touchpad by calling
 | |
|  * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by
 | |
|  * calling SDL_GamepadHasSensor().
 | |
|  *
 | |
|  * By default SDL will try to use the most capable driver available, but you
 | |
|  * can tune which OS drivers to use with the various joystick hints in
 | |
|  * SDL_hints.h.
 | |
|  *
 | |
|  * Your application should always support gamepad hotplugging. On some
 | |
|  * platforms like Xbox, Steam Deck, etc., this is a requirement for
 | |
|  * certification. On other platforms, like macOS and Windows when using
 | |
|  * Windows.Gaming.Input, controllers may not be available at startup and will
 | |
|  * come in at some point after you've started processing events.
 | |
|  */
 | |
| 
 | |
| #ifndef SDL_gamepad_h_
 | |
| #define SDL_gamepad_h_
 | |
| 
 | |
| #include <SDL3/SDL_stdinc.h>
 | |
| #include <SDL3/SDL_error.h>
 | |
| #include <SDL3/SDL_guid.h>
 | |
| #include <SDL3/SDL_iostream.h>
 | |
| #include <SDL3/SDL_joystick.h>
 | |
| #include <SDL3/SDL_power.h>
 | |
| #include <SDL3/SDL_properties.h>
 | |
| #include <SDL3/SDL_sensor.h>
 | |
| 
 | |
| #include <SDL3/SDL_begin_code.h>
 | |
| /* Set up for C function definitions, even when using C++ */
 | |
| #ifdef __cplusplus
 | |
| extern "C" {
 | |
| #endif
 | |
| 
 | |
| /**
 | |
|  * The structure used to identify an SDL gamepad
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  */
 | |
| typedef struct SDL_Gamepad SDL_Gamepad;
 | |
| 
 | |
| /**
 | |
|  * Standard gamepad types.
 | |
|  *
 | |
|  * This type does not necessarily map to first-party controllers from
 | |
|  * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report
 | |
|  * as these, either because they were designed for a specific console, or they
 | |
|  * simply most closely match that console's controllers (does it have A/B/X/Y
 | |
|  * buttons or X/O/Square/Triangle? Does it have a touchpad? etc).
 | |
|  */
 | |
| typedef enum SDL_GamepadType
 | |
| {
 | |
|     SDL_GAMEPAD_TYPE_UNKNOWN = 0,
 | |
|     SDL_GAMEPAD_TYPE_STANDARD,
 | |
|     SDL_GAMEPAD_TYPE_XBOX360,
 | |
|     SDL_GAMEPAD_TYPE_XBOXONE,
 | |
|     SDL_GAMEPAD_TYPE_PS3,
 | |
|     SDL_GAMEPAD_TYPE_PS4,
 | |
|     SDL_GAMEPAD_TYPE_PS5,
 | |
|     SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO,
 | |
|     SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
 | |
|     SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
 | |
|     SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
 | |
|     SDL_GAMEPAD_TYPE_COUNT
 | |
| } SDL_GamepadType;
 | |
| 
 | |
| /**
 | |
|  * The list of buttons available on a gamepad
 | |
|  *
 | |
|  * For controllers that use a diamond pattern for the face buttons, the
 | |
|  * south/east/west/north buttons below correspond to the locations in the
 | |
|  * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo
 | |
|  * Switch controllers, this would be B/A/Y/X, for PlayStation controllers this
 | |
|  * would be Cross/Circle/Square/Triangle.
 | |
|  *
 | |
|  * For controllers that don't use a diamond pattern for the face buttons, the
 | |
|  * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or
 | |
|  * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary,
 | |
|  * secondary, etc. buttons.
 | |
|  *
 | |
|  * The activate action is often the south button and the cancel action is
 | |
|  * often the east button, but in some regions this is reversed, so your game
 | |
|  * should allow remapping actions based on user preferences.
 | |
|  *
 | |
|  * You can query the labels for the face buttons using
 | |
|  * SDL_GetGamepadButtonLabel()
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  */
 | |
| typedef enum SDL_GamepadButton
 | |
| {
 | |
|     SDL_GAMEPAD_BUTTON_INVALID = -1,
 | |
|     SDL_GAMEPAD_BUTTON_SOUTH,           /**< Bottom face button (e.g. Xbox A button) */
 | |
|     SDL_GAMEPAD_BUTTON_EAST,            /**< Right face button (e.g. Xbox B button) */
 | |
|     SDL_GAMEPAD_BUTTON_WEST,            /**< Left face button (e.g. Xbox X button) */
 | |
|     SDL_GAMEPAD_BUTTON_NORTH,           /**< Top face button (e.g. Xbox Y button) */
 | |
|     SDL_GAMEPAD_BUTTON_BACK,
 | |
|     SDL_GAMEPAD_BUTTON_GUIDE,
 | |
|     SDL_GAMEPAD_BUTTON_START,
 | |
|     SDL_GAMEPAD_BUTTON_LEFT_STICK,
 | |
|     SDL_GAMEPAD_BUTTON_RIGHT_STICK,
 | |
|     SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
 | |
|     SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
 | |
|     SDL_GAMEPAD_BUTTON_DPAD_UP,
 | |
|     SDL_GAMEPAD_BUTTON_DPAD_DOWN,
 | |
|     SDL_GAMEPAD_BUTTON_DPAD_LEFT,
 | |
|     SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
 | |
|     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, Google Stadia capture button) */
 | |
|     SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,   /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */
 | |
|     SDL_GAMEPAD_BUTTON_LEFT_PADDLE1,    /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */
 | |
|     SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,   /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */
 | |
|     SDL_GAMEPAD_BUTTON_LEFT_PADDLE2,    /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */
 | |
|     SDL_GAMEPAD_BUTTON_TOUCHPAD,        /**< PS4/PS5 touchpad button */
 | |
|     SDL_GAMEPAD_BUTTON_MISC2,           /**< Additional button */
 | |
|     SDL_GAMEPAD_BUTTON_MISC3,           /**< Additional button */
 | |
|     SDL_GAMEPAD_BUTTON_MISC4,           /**< Additional button */
 | |
|     SDL_GAMEPAD_BUTTON_MISC5,           /**< Additional button */
 | |
|     SDL_GAMEPAD_BUTTON_MISC6,           /**< Additional button */
 | |
|     SDL_GAMEPAD_BUTTON_COUNT
 | |
| } SDL_GamepadButton;
 | |
| 
 | |
| /**
 | |
|  * The set of gamepad button labels
 | |
|  *
 | |
|  * This isn't a complete set, just the face buttons to make it easy to show
 | |
|  * button prompts.
 | |
|  *
 | |
|  * For a complete set, you should look at the button and gamepad type and have
 | |
|  * a set of symbols that work well with your art style.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  */
 | |
| typedef enum SDL_GamepadButtonLabel
 | |
| {
 | |
|     SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN,
 | |
|     SDL_GAMEPAD_BUTTON_LABEL_A,
 | |
|     SDL_GAMEPAD_BUTTON_LABEL_B,
 | |
|     SDL_GAMEPAD_BUTTON_LABEL_X,
 | |
|     SDL_GAMEPAD_BUTTON_LABEL_Y,
 | |
|     SDL_GAMEPAD_BUTTON_LABEL_CROSS,
 | |
|     SDL_GAMEPAD_BUTTON_LABEL_CIRCLE,
 | |
|     SDL_GAMEPAD_BUTTON_LABEL_SQUARE,
 | |
|     SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE
 | |
| } SDL_GamepadButtonLabel;
 | |
| 
 | |
| /**
 | |
|  * The list of axes available on a gamepad
 | |
|  *
 | |
|  * 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 gamepads.
 | |
|  *
 | |
|  * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
 | |
|  * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
 | |
|  * same range that will be reported by the lower-level SDL_GetJoystickAxis().
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  */
 | |
| typedef enum SDL_GamepadAxis
 | |
| {
 | |
|     SDL_GAMEPAD_AXIS_INVALID = -1,
 | |
|     SDL_GAMEPAD_AXIS_LEFTX,
 | |
|     SDL_GAMEPAD_AXIS_LEFTY,
 | |
|     SDL_GAMEPAD_AXIS_RIGHTX,
 | |
|     SDL_GAMEPAD_AXIS_RIGHTY,
 | |
|     SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
 | |
|     SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
 | |
|     SDL_GAMEPAD_AXIS_COUNT
 | |
| } SDL_GamepadAxis;
 | |
| 
 | |
| /**
 | |
|  * Types of gamepad control bindings.
 | |
|  *
 | |
|  * A gamepad is a collection of bindings that map arbitrary joystick buttons,
 | |
|  * axes and hat switches to specific positions on a generic console-style
 | |
|  * gamepad. This enum is used as part of SDL_GamepadBinding to specify those
 | |
|  * mappings.
 | |
|  *
 | |
|  * \since This enum is available since SDL 3.2.0.
 | |
|  */
 | |
| typedef enum SDL_GamepadBindingType
 | |
| {
 | |
|     SDL_GAMEPAD_BINDTYPE_NONE = 0,
 | |
|     SDL_GAMEPAD_BINDTYPE_BUTTON,
 | |
|     SDL_GAMEPAD_BINDTYPE_AXIS,
 | |
|     SDL_GAMEPAD_BINDTYPE_HAT
 | |
| } SDL_GamepadBindingType;
 | |
| 
 | |
| /**
 | |
|  * A mapping between one joystick input to a gamepad control.
 | |
|  *
 | |
|  * A gamepad has a collection of several bindings, to say, for example, when
 | |
|  * joystick button number 5 is pressed, that should be treated like the
 | |
|  * gamepad's "start" button.
 | |
|  *
 | |
|  * SDL has these bindings built-in for many popular controllers, and can add
 | |
|  * more with a simple text string. Those strings are parsed into a collection
 | |
|  * of these structs to make it easier to operate on the data.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadBindings
 | |
|  */
 | |
| typedef struct SDL_GamepadBinding
 | |
| {
 | |
|     SDL_GamepadBindingType input_type;
 | |
|     union
 | |
|     {
 | |
|         int button;
 | |
| 
 | |
|         struct
 | |
|         {
 | |
|             int axis;
 | |
|             int axis_min;
 | |
|             int axis_max;
 | |
|         } axis;
 | |
| 
 | |
|         struct
 | |
|         {
 | |
|             int hat;
 | |
|             int hat_mask;
 | |
|         } hat;
 | |
| 
 | |
|     } input;
 | |
| 
 | |
|     SDL_GamepadBindingType output_type;
 | |
|     union
 | |
|     {
 | |
|         SDL_GamepadButton button;
 | |
| 
 | |
|         struct
 | |
|         {
 | |
|             SDL_GamepadAxis axis;
 | |
|             int axis_min;
 | |
|             int axis_max;
 | |
|         } axis;
 | |
| 
 | |
|     } output;
 | |
| } SDL_GamepadBinding;
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Add support for gamepads that SDL is unaware of or change the binding of an
 | |
|  * existing gamepad.
 | |
|  *
 | |
|  * The mapping string has the format "GUID,name,mapping", where GUID is the
 | |
|  * string value from SDL_GUIDToString(), name is the human readable string for
 | |
|  * the device and mappings are gamepad mappings to joystick ones. Under
 | |
|  * Windows there is a reserved GUID of "xinput" that covers all XInput
 | |
|  * devices. The mapping format for joystick is:
 | |
|  *
 | |
|  * - `bX`: a joystick button, index X
 | |
|  * - `hX.Y`: hat X with value Y
 | |
|  * - `aX`: axis X of the joystick
 | |
|  *
 | |
|  * Buttons can be used as a gamepad axes and vice versa.
 | |
|  *
 | |
|  * If a device with this GUID is already plugged in, SDL will generate an
 | |
|  * SDL_EVENT_GAMEPAD_ADDED event.
 | |
|  *
 | |
|  * This string shows an example of a valid mapping for a gamepad:
 | |
|  *
 | |
|  * ```c
 | |
|  * "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"
 | |
|  * ```
 | |
|  *
 | |
|  * \param mapping the mapping string.
 | |
|  * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
 | |
|  *          -1 on failure; call SDL_GetError() for more information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AddGamepadMappingsFromFile
 | |
|  * \sa SDL_AddGamepadMappingsFromIO
 | |
|  * \sa SDL_GetGamepadMapping
 | |
|  * \sa SDL_GetGamepadMappingForGUID
 | |
|  * \sa SDL_HINT_GAMECONTROLLERCONFIG
 | |
|  * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
 | |
|  * \sa SDL_EVENT_GAMEPAD_ADDED
 | |
|  */
 | |
| extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
 | |
| 
 | |
| /**
 | |
|  * Load a set of gamepad mappings from an SDL_IOStream.
 | |
|  *
 | |
|  * You can call this function several times, if needed, to load different
 | |
|  * database files.
 | |
|  *
 | |
|  * If a new mapping is loaded for an already known gamepad GUID, the later
 | |
|  * version will overwrite the one currently loaded.
 | |
|  *
 | |
|  * Any new mappings for already plugged in controllers will generate
 | |
|  * SDL_EVENT_GAMEPAD_ADDED events.
 | |
|  *
 | |
|  * Mappings not belonging to the current platform or with no platform field
 | |
|  * specified will be ignored (i.e. mappings for Linux will be ignored in
 | |
|  * Windows, etc).
 | |
|  *
 | |
|  * This function will load the text database entirely in memory before
 | |
|  * processing it, so take this into consideration if you are in a memory
 | |
|  * constrained environment.
 | |
|  *
 | |
|  * \param src the data stream for the mappings to be added.
 | |
|  * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even
 | |
|  *                in the case of an error.
 | |
|  * \returns the number of mappings added or -1 on failure; call SDL_GetError()
 | |
|  *          for more information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AddGamepadMapping
 | |
|  * \sa SDL_AddGamepadMappingsFromFile
 | |
|  * \sa SDL_GetGamepadMapping
 | |
|  * \sa SDL_GetGamepadMappingForGUID
 | |
|  * \sa SDL_HINT_GAMECONTROLLERCONFIG
 | |
|  * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
 | |
|  * \sa SDL_EVENT_GAMEPAD_ADDED
 | |
|  */
 | |
| extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio);
 | |
| 
 | |
| /**
 | |
|  * Load a set of gamepad mappings from a file.
 | |
|  *
 | |
|  * You can call this function several times, if needed, to load different
 | |
|  * database files.
 | |
|  *
 | |
|  * If a new mapping is loaded for an already known gamepad GUID, the later
 | |
|  * version will overwrite the one currently loaded.
 | |
|  *
 | |
|  * Any new mappings for already plugged in controllers will generate
 | |
|  * SDL_EVENT_GAMEPAD_ADDED events.
 | |
|  *
 | |
|  * Mappings not belonging to the current platform or with no platform field
 | |
|  * specified will be ignored (i.e. mappings for Linux will be ignored in
 | |
|  * Windows, etc).
 | |
|  *
 | |
|  * \param file the mappings file to load.
 | |
|  * \returns the number of mappings added or -1 on failure; call SDL_GetError()
 | |
|  *          for more information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AddGamepadMapping
 | |
|  * \sa SDL_AddGamepadMappingsFromIO
 | |
|  * \sa SDL_GetGamepadMapping
 | |
|  * \sa SDL_GetGamepadMappingForGUID
 | |
|  * \sa SDL_HINT_GAMECONTROLLERCONFIG
 | |
|  * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
 | |
|  * \sa SDL_EVENT_GAMEPAD_ADDED
 | |
|  */
 | |
| extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
 | |
| 
 | |
| /**
 | |
|  * Reinitialize the SDL mapping database to its initial state.
 | |
|  *
 | |
|  * This will generate gamepad events as needed if device mappings change.
 | |
|  *
 | |
|  * \returns true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void);
 | |
| 
 | |
| /**
 | |
|  * Get the current gamepad mappings.
 | |
|  *
 | |
|  * \param count a pointer filled in with the number of mappings returned, can
 | |
|  *              be NULL.
 | |
|  * \returns an array of the mapping strings, NULL-terminated, or NULL on
 | |
|  *          failure; call SDL_GetError() for more information. This is a
 | |
|  *          single allocation that should be freed with SDL_free() when it is
 | |
|  *          no longer needed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
 | |
| 
 | |
| /**
 | |
|  * Get the gamepad mapping string for a given GUID.
 | |
|  *
 | |
|  * \param guid a structure containing the GUID for which a mapping is desired.
 | |
|  * \returns a mapping string or NULL on failure; call SDL_GetError() for more
 | |
|  *          information. This should be freed with SDL_free() when it is no
 | |
|  *          longer needed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetJoystickGUIDForID
 | |
|  * \sa SDL_GetJoystickGUID
 | |
|  */
 | |
| extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
 | |
| 
 | |
| /**
 | |
|  * Get the current mapping of a gamepad.
 | |
|  *
 | |
|  * Details about mappings are discussed with SDL_AddGamepadMapping().
 | |
|  *
 | |
|  * \param gamepad the gamepad you want to get the current mapping for.
 | |
|  * \returns a string that has the gamepad's mapping or NULL if no mapping is
 | |
|  *          available; call SDL_GetError() for more information. This should
 | |
|  *          be freed with SDL_free() when it is no longer needed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AddGamepadMapping
 | |
|  * \sa SDL_GetGamepadMappingForID
 | |
|  * \sa SDL_GetGamepadMappingForGUID
 | |
|  * \sa SDL_SetGamepadMapping
 | |
|  */
 | |
| extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Set the current mapping of a joystick or gamepad.
 | |
|  *
 | |
|  * Details about mappings are discussed with SDL_AddGamepadMapping().
 | |
|  *
 | |
|  * \param instance_id the joystick instance ID.
 | |
|  * \param mapping the mapping to use for this device, or NULL to clear the
 | |
|  *                mapping.
 | |
|  * \returns true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AddGamepadMapping
 | |
|  * \sa SDL_GetGamepadMapping
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping);
 | |
| 
 | |
| /**
 | |
|  * Return whether a gamepad is currently connected.
 | |
|  *
 | |
|  * \returns true if a gamepad is connected, false otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepads
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void);
 | |
| 
 | |
| /**
 | |
|  * Get a list of currently connected gamepads.
 | |
|  *
 | |
|  * \param count a pointer filled in with the number of gamepads returned, may
 | |
|  *              be NULL.
 | |
|  * \returns a 0 terminated array of joystick instance IDs or NULL on failure;
 | |
|  *          call SDL_GetError() for more information. This should be freed
 | |
|  *          with SDL_free() when it is no longer needed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_HasGamepad
 | |
|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern SDL_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 true if the given joystick is supported by the gamepad interface,
 | |
|  *          false if it isn't or it's an invalid index.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetJoysticks
 | |
|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern SDL_DECLSPEC 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadName
 | |
|  * \sa SDL_GetGamepads
 | |
|  */
 | |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadPath
 | |
|  * \sa SDL_GetGamepads
 | |
|  */
 | |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadPlayerIndex
 | |
|  * \sa SDL_GetGamepads
 | |
|  */
 | |
| extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GUIDToString
 | |
|  * \sa SDL_GetGamepads
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadVendor
 | |
|  * \sa SDL_GetGamepads
 | |
|  */
 | |
| extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadProduct
 | |
|  * \sa SDL_GetGamepads
 | |
|  */
 | |
| extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadProductVersion
 | |
|  * \sa SDL_GetGamepads
 | |
|  */
 | |
| extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadType
 | |
|  * \sa SDL_GetGamepads
 | |
|  * \sa SDL_GetRealGamepadTypeForID
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadTypeForID
 | |
|  * \sa SDL_GetGamepads
 | |
|  * \sa SDL_GetRealGamepadType
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(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. Returns NULL if no mapping is available. This
 | |
|  *          should be freed with SDL_free() when it is no longer needed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepads
 | |
|  * \sa SDL_GetGamepadMapping
 | |
|  */
 | |
| extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CloseGamepad
 | |
|  * \sa SDL_IsGamepad
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadPlayerIndex
 | |
|  * \sa SDL_SetGamepadPlayerIndex
 | |
|  */
 | |
| extern SDL_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.
 | |
|  *
 | |
|  * The following read-only properties are provided by SDL:
 | |
|  *
 | |
|  * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED
 | |
|  *   that has adjustable brightness
 | |
|  * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED
 | |
|  *   that has adjustable color
 | |
|  * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a
 | |
|  *   player LED
 | |
|  * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has
 | |
|  *   left/right rumble
 | |
|  * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has
 | |
|  *   simple trigger rumble
 | |
|  *
 | |
|  * \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 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad);
 | |
| 
 | |
| #define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN       SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN
 | |
| #define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN        SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN
 | |
| #define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN     SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN
 | |
| #define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN         SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN
 | |
| #define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN
 | |
| 
 | |
| /**
 | |
|  * 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 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadNameForID
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadPathForID
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadTypeForID
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetRealGamepadTypeForID
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetGamepadPlayerIndex
 | |
|  */
 | |
| extern SDL_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 true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadPlayerIndex
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadVendorForID
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadProductForID
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadProductVersionForID
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the Steam Input handle of an opened gamepad, if available.
 | |
|  *
 | |
|  * Returns an InputHandle_t for the gamepad that can be used with Steam Input
 | |
|  * API: https://partner.steamgames.com/doc/api/ISteamInput
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \returns the gamepad handle, or 0 if unavailable.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the connection state of a gamepad.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \returns the connection state on success or
 | |
|  *          `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError()
 | |
|  *          for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad);
 | |
| 
 | |
| /**
 | |
|  * Get the battery state of a gamepad.
 | |
|  *
 | |
|  * You should never take a battery status as absolute truth. Batteries
 | |
|  * (especially failing batteries) are delicate hardware, and the values
 | |
|  * reported here are best estimates based on what that hardware reports. It's
 | |
|  * not uncommon for older batteries to lose stored power much faster than it
 | |
|  * reports, or completely drain when reporting it has 20 percent left, etc.
 | |
|  *
 | |
|  * \param gamepad the gamepad object to query.
 | |
|  * \param percent a pointer filled in with the percentage of battery life
 | |
|  *                left, between 0 and 100, or NULL to ignore. This will be
 | |
|  *                filled in with -1 we can't determine a value or there is no
 | |
|  *                battery.
 | |
|  * \returns the current battery state.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent);
 | |
| 
 | |
| /**
 | |
|  * Check if a gamepad has been opened and is currently connected.
 | |
|  *
 | |
|  * \param gamepad a gamepad identifier previously returned by
 | |
|  *                SDL_OpenGamepad().
 | |
|  * \returns true if the gamepad has been opened and is currently connected, or
 | |
|  *          false if not.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC 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, or NULL on failure; call SDL_GetError()
 | |
|  *          for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GamepadEventsEnabled
 | |
|  * \sa SDL_UpdateGamepads
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(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 true if gamepad events are being processed, false otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetGamepadEventsEnabled
 | |
|  */
 | |
| extern SDL_DECLSPEC 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 or NULL on
 | |
|  *          failure; call SDL_GetError() for more information. This is a
 | |
|  *          single allocation that should be freed with SDL_free() when it is
 | |
|  *          no longer needed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadStringForType
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str);
 | |
| 
 | |
| /**
 | |
|  * Convert from an SDL_GamepadType enum to a 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadTypeFromString
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadStringForAxis
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str);
 | |
| 
 | |
| /**
 | |
|  * Convert from an SDL_GamepadAxis enum to a 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadAxisFromString
 | |
|  */
 | |
| extern SDL_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 true if the gamepad has this axis, false otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GamepadHasButton
 | |
|  * \sa SDL_GetGamepadAxis
 | |
|  */
 | |
| extern SDL_DECLSPEC 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.
 | |
|  *
 | |
|  * 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 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GamepadHasAxis
 | |
|  * \sa SDL_GetGamepadButton
 | |
|  */
 | |
| extern SDL_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_BUTTON_INVALID` if no match was found.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadStringForButton
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str);
 | |
| 
 | |
| /**
 | |
|  * Convert from an SDL_GamepadButton enum to a 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadButtonFromString
 | |
|  */
 | |
| extern SDL_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 true if the gamepad has this button, false otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GamepadHasAxis
 | |
|  */
 | |
| extern SDL_DECLSPEC 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 true if the button is pressed, false otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GamepadHasButton
 | |
|  * \sa SDL_GetGamepadAxis
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
 | |
| 
 | |
| /**
 | |
|  * Get the label of a button on a gamepad.
 | |
|  *
 | |
|  * \param type the type of gamepad to check.
 | |
|  * \param button a button index (one of the SDL_GamepadButton values).
 | |
|  * \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadButtonLabel
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button);
 | |
| 
 | |
| /**
 | |
|  * Get the label of a button on a gamepad.
 | |
|  *
 | |
|  * \param gamepad a gamepad.
 | |
|  * \param button a button index (one of the SDL_GamepadButton values).
 | |
|  * \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadButtonLabelForType
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetNumGamepadTouchpadFingers
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadTouchpadFinger
 | |
|  * \sa SDL_GetNumGamepadTouchpads
 | |
|  */
 | |
| extern SDL_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 down a pointer filled with true if the finger is down, false
 | |
|  *             otherwise, may be NULL.
 | |
|  * \param x a pointer filled with the x position, normalized 0 to 1, with the
 | |
|  *          origin in the upper left, may be NULL.
 | |
|  * \param y a pointer filled with the y position, normalized 0 to 1, with the
 | |
|  *          origin in the upper left, may be NULL.
 | |
|  * \param pressure a pointer filled with pressure value, may be NULL.
 | |
|  * \returns true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetNumGamepadTouchpadFingers
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, 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 true if the sensor exists, false otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadSensorData
 | |
|  * \sa SDL_GetGamepadSensorDataRate
 | |
|  * \sa SDL_SetGamepadSensorEnabled
 | |
|  */
 | |
| extern SDL_DECLSPEC 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 true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GamepadHasSensor
 | |
|  * \sa SDL_GamepadSensorEnabled
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, 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 true if the sensor is enabled, false otherwise.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetGamepadSensorEnabled
 | |
|  */
 | |
| extern SDL_DECLSPEC 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 3.2.0.
 | |
|  */
 | |
| extern SDL_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 true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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.
 | |
|  *
 | |
|  * This function requires you to process SDL events or call
 | |
|  * SDL_UpdateJoysticks() to update rumble state.
 | |
|  *
 | |
|  * \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 true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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.
 | |
|  *
 | |
|  * This function requires you to process SDL events or call
 | |
|  * SDL_UpdateJoysticks() to update rumble state.
 | |
|  *
 | |
|  * \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 true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_RumbleGamepad
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
 | |
| 
 | |
| /**
 | |
|  * Update a gamepad's LED color.
 | |
|  *
 | |
|  * An example of a joystick LED is the light on the back of a PlayStation 4's
 | |
|  * DualShock 4 controller.
 | |
|  *
 | |
|  * For gamepads with a single color LED, the maximum of the RGB values will be
 | |
|  * used as the LED brightness.
 | |
|  *
 | |
|  * \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 true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_OpenGamepad
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
 | |
|  */
 | |
| extern SDL_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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetGamepadAppleSFSymbolsNameForButton
 | |
|  */
 | |
| extern SDL_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_ */
 | 
