gosu 0.15.1 → 1.1.0.pre1
Sign up to get free protection for your applications and to get access to all the features.
- checksums.yaml +4 -4
- data/.yardopts +1 -0
- data/COPYING +1 -1
- data/dependencies/SDL/include/SDL.h +138 -0
- data/dependencies/SDL/include/SDL_assert.h +293 -0
- data/dependencies/SDL/include/SDL_atomic.h +295 -0
- data/dependencies/SDL/include/SDL_audio.h +859 -0
- data/dependencies/SDL/include/SDL_bits.h +121 -0
- data/dependencies/SDL/include/SDL_blendmode.h +123 -0
- data/dependencies/SDL/include/SDL_clipboard.h +71 -0
- data/dependencies/SDL/include/SDL_config.h +55 -0
- data/dependencies/SDL/include/SDL_config_android.h +182 -0
- data/dependencies/SDL/include/SDL_config_iphoneos.h +207 -0
- data/dependencies/SDL/include/SDL_config_macosx.h +266 -0
- data/dependencies/SDL/include/SDL_config_minimal.h +85 -0
- data/dependencies/SDL/include/SDL_config_os2.h +188 -0
- data/dependencies/SDL/include/SDL_config_pandora.h +135 -0
- data/dependencies/SDL/include/SDL_config_psp.h +165 -0
- data/dependencies/SDL/include/SDL_config_windows.h +288 -0
- data/dependencies/SDL/include/SDL_config_winrt.h +243 -0
- data/dependencies/SDL/include/SDL_config_wiz.h +149 -0
- data/dependencies/SDL/include/SDL_copying.h +20 -0
- data/dependencies/SDL/include/SDL_cpuinfo.h +299 -0
- data/dependencies/SDL/include/SDL_egl.h +1676 -0
- data/dependencies/SDL/include/SDL_endian.h +263 -0
- data/dependencies/SDL/include/SDL_error.h +112 -0
- data/dependencies/SDL/include/SDL_events.h +827 -0
- data/dependencies/SDL/include/SDL_filesystem.h +136 -0
- data/dependencies/SDL/include/SDL_gamecontroller.h +541 -0
- data/dependencies/SDL/include/SDL_gesture.h +87 -0
- data/dependencies/SDL/include/SDL_haptic.h +1247 -0
- data/dependencies/SDL/include/SDL_hints.h +1578 -0
- data/dependencies/SDL/include/SDL_joystick.h +499 -0
- data/dependencies/SDL/include/SDL_keyboard.h +217 -0
- data/dependencies/SDL/include/SDL_keycode.h +351 -0
- data/dependencies/SDL/include/SDL_loadso.h +81 -0
- data/dependencies/SDL/include/SDL_locale.h +101 -0
- data/dependencies/SDL/include/SDL_log.h +211 -0
- data/dependencies/SDL/include/SDL_main.h +180 -0
- data/dependencies/SDL/include/SDL_messagebox.h +146 -0
- data/dependencies/SDL/include/SDL_metal.h +117 -0
- data/dependencies/SDL/include/SDL_misc.h +75 -0
- data/dependencies/SDL/include/SDL_mouse.h +302 -0
- data/dependencies/SDL/include/SDL_mutex.h +251 -0
- data/dependencies/SDL/include/SDL_name.h +33 -0
- data/dependencies/SDL/include/SDL_opengl.h +2183 -0
- data/dependencies/SDL/include/SDL_opengl_glext.h +11180 -0
- data/dependencies/SDL/include/SDL_opengles.h +39 -0
- data/dependencies/SDL/include/SDL_opengles2.h +52 -0
- data/dependencies/SDL/include/SDL_opengles2_gl2.h +621 -0
- data/dependencies/SDL/include/SDL_opengles2_gl2ext.h +2050 -0
- data/dependencies/SDL/include/SDL_opengles2_gl2platform.h +30 -0
- data/dependencies/SDL/include/SDL_opengles2_khrplatform.h +282 -0
- data/dependencies/SDL/include/SDL_pixels.h +479 -0
- data/dependencies/SDL/include/SDL_platform.h +198 -0
- data/dependencies/SDL/include/SDL_power.h +75 -0
- data/dependencies/SDL/include/SDL_quit.h +58 -0
- data/dependencies/SDL/include/SDL_rect.h +174 -0
- data/dependencies/SDL/include/SDL_render.h +1158 -0
- data/dependencies/SDL/include/SDL_revision.h +2 -0
- data/dependencies/SDL/include/SDL_rwops.h +283 -0
- data/dependencies/SDL/include/SDL_scancode.h +413 -0
- data/dependencies/SDL/include/SDL_sensor.h +267 -0
- data/dependencies/SDL/include/SDL_shape.h +144 -0
- data/dependencies/SDL/include/SDL_stdinc.h +647 -0
- data/dependencies/SDL/include/SDL_surface.h +563 -0
- data/dependencies/SDL/include/SDL_system.h +325 -0
- data/dependencies/SDL/include/SDL_syswm.h +354 -0
- data/dependencies/SDL/include/SDL_test.h +69 -0
- data/dependencies/SDL/include/SDL_test_assert.h +105 -0
- data/dependencies/SDL/include/SDL_test_common.h +218 -0
- data/dependencies/SDL/include/SDL_test_compare.h +69 -0
- data/dependencies/SDL/include/SDL_test_crc32.h +124 -0
- data/dependencies/SDL/include/SDL_test_font.h +81 -0
- data/dependencies/SDL/include/SDL_test_fuzzer.h +384 -0
- data/dependencies/SDL/include/SDL_test_harness.h +134 -0
- data/dependencies/SDL/include/SDL_test_images.h +78 -0
- data/dependencies/SDL/include/SDL_test_log.h +67 -0
- data/dependencies/SDL/include/SDL_test_md5.h +129 -0
- data/dependencies/SDL/include/SDL_test_memory.h +63 -0
- data/dependencies/SDL/include/SDL_test_random.h +115 -0
- data/dependencies/SDL/include/SDL_thread.h +366 -0
- data/dependencies/SDL/include/SDL_timer.h +115 -0
- data/dependencies/SDL/include/SDL_touch.h +102 -0
- data/dependencies/SDL/include/SDL_types.h +29 -0
- data/dependencies/SDL/include/SDL_version.h +162 -0
- data/dependencies/SDL/include/SDL_video.h +1282 -0
- data/dependencies/SDL/include/SDL_vulkan.h +276 -0
- data/dependencies/SDL/include/begin_code.h +166 -0
- data/dependencies/SDL/include/close_code.h +40 -0
- data/dependencies/SDL/lib/x64/libSDL2.dll.a +0 -0
- data/dependencies/SDL/lib/x86/libSDL2.dll.a +0 -0
- data/dependencies/SDL_sound/SDL_sound.c +795 -0
- data/dependencies/SDL_sound/SDL_sound.h +725 -0
- data/dependencies/SDL_sound/SDL_sound_aiff.c +537 -0
- data/dependencies/SDL_sound/SDL_sound_au.c +352 -0
- data/dependencies/SDL_sound/SDL_sound_coreaudio.c +747 -0
- data/dependencies/SDL_sound/SDL_sound_flac.c +182 -0
- data/dependencies/SDL_sound/SDL_sound_internal.h +304 -0
- data/dependencies/SDL_sound/SDL_sound_modplug.c +228 -0
- data/dependencies/SDL_sound/SDL_sound_mp3.c +184 -0
- data/dependencies/SDL_sound/SDL_sound_raw.c +164 -0
- data/dependencies/SDL_sound/SDL_sound_shn.c +1309 -0
- data/dependencies/SDL_sound/SDL_sound_voc.c +550 -0
- data/dependencies/SDL_sound/SDL_sound_vorbis.c +223 -0
- data/dependencies/SDL_sound/SDL_sound_wav.c +783 -0
- data/dependencies/SDL_sound/dr_flac.h +5906 -0
- data/dependencies/SDL_sound/dr_mp3.h +2832 -0
- data/dependencies/SDL_sound/libmodplug/fastmix.c +1748 -0
- data/dependencies/SDL_sound/libmodplug/libmodplug.h +1001 -0
- data/dependencies/SDL_sound/libmodplug/load_669.c +188 -0
- data/dependencies/SDL_sound/libmodplug/load_abc.c +4725 -0
- data/dependencies/SDL_sound/libmodplug/load_amf.c +403 -0
- data/dependencies/SDL_sound/libmodplug/load_ams.c +587 -0
- data/dependencies/SDL_sound/libmodplug/load_dbm.c +357 -0
- data/dependencies/SDL_sound/libmodplug/load_dmf.c +531 -0
- data/dependencies/SDL_sound/libmodplug/load_dsm.c +232 -0
- data/dependencies/SDL_sound/libmodplug/load_far.c +253 -0
- data/dependencies/SDL_sound/libmodplug/load_it.c +796 -0
- data/dependencies/SDL_sound/libmodplug/load_mdl.c +488 -0
- data/dependencies/SDL_sound/libmodplug/load_med.c +757 -0
- data/dependencies/SDL_sound/libmodplug/load_mid.c +1405 -0
- data/dependencies/SDL_sound/libmodplug/load_mod.c +269 -0
- data/dependencies/SDL_sound/libmodplug/load_mt2.c +546 -0
- data/dependencies/SDL_sound/libmodplug/load_mtm.c +142 -0
- data/dependencies/SDL_sound/libmodplug/load_okt.c +192 -0
- data/dependencies/SDL_sound/libmodplug/load_pat.c +1143 -0
- data/dependencies/SDL_sound/libmodplug/load_pat.h +25 -0
- data/dependencies/SDL_sound/libmodplug/load_psm.c +350 -0
- data/dependencies/SDL_sound/libmodplug/load_ptm.c +204 -0
- data/dependencies/SDL_sound/libmodplug/load_s3m.c +325 -0
- data/dependencies/SDL_sound/libmodplug/load_stm.c +180 -0
- data/dependencies/SDL_sound/libmodplug/load_ult.c +206 -0
- data/dependencies/SDL_sound/libmodplug/load_umx.c +51 -0
- data/dependencies/SDL_sound/libmodplug/load_xm.c +554 -0
- data/dependencies/SDL_sound/libmodplug/mmcmp.c +382 -0
- data/dependencies/SDL_sound/libmodplug/modplug.c +170 -0
- data/dependencies/SDL_sound/libmodplug/modplug.h +90 -0
- data/dependencies/SDL_sound/libmodplug/snd_dsp.c +301 -0
- data/dependencies/SDL_sound/libmodplug/snd_flt.c +63 -0
- data/dependencies/SDL_sound/libmodplug/snd_fx.c +2350 -0
- data/dependencies/SDL_sound/libmodplug/sndfile.c +1169 -0
- data/dependencies/SDL_sound/libmodplug/sndmix.c +1034 -0
- data/dependencies/SDL_sound/libmodplug/tables.h +371 -0
- data/{src/stb_vorbis.c → dependencies/SDL_sound/stb_vorbis.h} +143 -78
- data/dependencies/al_soft/AL/al.h +655 -0
- data/dependencies/al_soft/AL/alc.h +270 -0
- data/dependencies/al_soft/AL/alext.h +585 -0
- data/dependencies/al_soft/AL/efx-creative.h +3 -0
- data/dependencies/al_soft/AL/efx-presets.h +402 -0
- data/dependencies/al_soft/AL/efx.h +762 -0
- data/dependencies/al_soft/x64/libOpenAL32.dll.a +0 -0
- data/dependencies/al_soft/x86/libOpenAL32.dll.a +0 -0
- data/{src → dependencies/stb}/stb_image.h +330 -127
- data/{src → dependencies/stb}/stb_image_write.h +156 -85
- data/{src → dependencies/stb}/stb_truetype.h +192 -69
- data/{src → dependencies/utf8proc}/utf8proc.c +0 -0
- data/{src → dependencies/utf8proc}/utf8proc.h +0 -0
- data/{src → dependencies/utf8proc}/utf8proc_data.h +0 -0
- data/ext/gosu/extconf.rb +53 -39
- data/{Gosu → include/Gosu}/Audio.hpp +6 -8
- data/include/Gosu/Bitmap.hpp +100 -0
- data/{Gosu → include/Gosu}/Buttons.hpp +104 -44
- data/{Gosu → include/Gosu}/Color.hpp +0 -0
- data/{Gosu → include/Gosu}/Directories.hpp +0 -0
- data/{Gosu → include/Gosu}/Font.hpp +1 -1
- data/{Gosu → include/Gosu}/Fwd.hpp +0 -5
- data/{Gosu → include/Gosu}/Gosu.hpp +0 -0
- data/{Gosu → include/Gosu}/Graphics.hpp +0 -0
- data/{Gosu → include/Gosu}/GraphicsBase.hpp +0 -0
- data/{Gosu → include/Gosu}/IO.hpp +0 -0
- data/{Gosu → include/Gosu}/Image.hpp +7 -6
- data/{Gosu → include/Gosu}/ImageData.hpp +0 -0
- data/{Gosu → include/Gosu}/Input.hpp +39 -51
- data/{Gosu → include/Gosu}/Inspection.hpp +0 -0
- data/{Gosu → include/Gosu}/Math.hpp +0 -0
- data/{Gosu → include/Gosu}/Platform.hpp +0 -0
- data/{Gosu → include/Gosu}/Text.hpp +0 -0
- data/{Gosu → include/Gosu}/TextInput.hpp +0 -0
- data/{Gosu → include/Gosu}/Timing.hpp +0 -0
- data/{Gosu → include/Gosu}/Utility.hpp +15 -4
- data/{Gosu → include/Gosu}/Version.hpp +3 -3
- data/{Gosu → include/Gosu}/Window.hpp +46 -34
- data/lib/OpenAL32.dll +0 -0
- data/lib/SDL2.dll +0 -0
- data/lib/gosu.rb +0 -3
- data/lib/gosu/patches.rb +0 -23
- data/lib/gosu/preview.rb +1 -3
- data/lib/gosu/swig_patches.rb +6 -8
- data/lib64/OpenAL32.dll +0 -0
- data/lib64/SDL2.dll +0 -0
- data/rdoc/gosu.rb +112 -23
- data/src/Audio.cpp +50 -224
- data/src/AudioFile.hpp +20 -37
- data/src/AudioFileAudioToolbox.cpp +237 -0
- data/src/AudioFileSDLSound.cpp +147 -0
- data/src/AudioImpl.cpp +3 -12
- data/src/AudioImpl.hpp +3 -1
- data/src/Bitmap.cpp +85 -83
- data/src/BitmapIO.cpp +52 -58
- data/src/Font.cpp +4 -1
- data/src/Graphics.cpp +7 -4
- data/src/Image.cpp +13 -16
- data/src/Input.cpp +412 -164
- data/src/LargeImageData.cpp +2 -1
- data/src/MarkupParser.cpp +2 -1
- data/src/Resolution.cpp +8 -8
- data/src/RubyGosu.cxx +1184 -352
- data/src/RubyGosu.h +3 -2
- data/src/TexChunk.cpp +1 -1
- data/src/Text.cpp +1 -0
- data/src/TextBuilder.cpp +3 -1
- data/src/Texture.cpp +1 -1
- data/src/TrueTypeFont.cpp +2 -1
- data/src/TrueTypeFontWin.cpp +3 -3
- data/src/Utility.cpp +11 -7
- data/src/Window.cpp +90 -62
- data/src/WindowUIKit.cpp +21 -9
- metadata +195 -46
- data/Gosu/AutoLink.hpp +0 -14
- data/Gosu/Bitmap.hpp +0 -113
- data/lib/gosu/zen.rb +0 -89
- data/src/AudioToolboxFile.hpp +0 -210
- data/src/MPEGFile.hpp +0 -90
- data/src/OggFile.hpp +0 -92
- data/src/SndFile.hpp +0 -174
- data/src/WinMain.cpp +0 -64
@@ -0,0 +1,136 @@
|
|
1
|
+
/*
|
2
|
+
Simple DirectMedia Layer
|
3
|
+
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
4
|
+
|
5
|
+
This software is provided 'as-is', without any express or implied
|
6
|
+
warranty. In no event will the authors be held liable for any damages
|
7
|
+
arising from the use of this software.
|
8
|
+
|
9
|
+
Permission is granted to anyone to use this software for any purpose,
|
10
|
+
including commercial applications, and to alter it and redistribute it
|
11
|
+
freely, subject to the following restrictions:
|
12
|
+
|
13
|
+
1. The origin of this software must not be misrepresented; you must not
|
14
|
+
claim that you wrote the original software. If you use this software
|
15
|
+
in a product, an acknowledgment in the product documentation would be
|
16
|
+
appreciated but is not required.
|
17
|
+
2. Altered source versions must be plainly marked as such, and must not be
|
18
|
+
misrepresented as being the original software.
|
19
|
+
3. This notice may not be removed or altered from any source distribution.
|
20
|
+
*/
|
21
|
+
|
22
|
+
/**
|
23
|
+
* \file SDL_filesystem.h
|
24
|
+
*
|
25
|
+
* \brief Include file for filesystem SDL API functions
|
26
|
+
*/
|
27
|
+
|
28
|
+
#ifndef SDL_filesystem_h_
|
29
|
+
#define SDL_filesystem_h_
|
30
|
+
|
31
|
+
#include "SDL_stdinc.h"
|
32
|
+
|
33
|
+
#include "begin_code.h"
|
34
|
+
|
35
|
+
/* Set up for C function definitions, even when using C++ */
|
36
|
+
#ifdef __cplusplus
|
37
|
+
extern "C" {
|
38
|
+
#endif
|
39
|
+
|
40
|
+
/**
|
41
|
+
* \brief Get the path where the application resides.
|
42
|
+
*
|
43
|
+
* Get the "base path". This is the directory where the application was run
|
44
|
+
* from, which is probably the installation directory, and may or may not
|
45
|
+
* be the process's current working directory.
|
46
|
+
*
|
47
|
+
* This returns an absolute path in UTF-8 encoding, and is guaranteed to
|
48
|
+
* end with a path separator ('\\' on Windows, '/' most other places).
|
49
|
+
*
|
50
|
+
* The pointer returned by this function is owned by you. Please call
|
51
|
+
* SDL_free() on the pointer when you are done with it, or it will be a
|
52
|
+
* memory leak. This is not necessarily a fast call, though, so you should
|
53
|
+
* call this once near startup and save the string if you need it.
|
54
|
+
*
|
55
|
+
* Some platforms can't determine the application's path, and on other
|
56
|
+
* platforms, this might be meaningless. In such cases, this function will
|
57
|
+
* return NULL.
|
58
|
+
*
|
59
|
+
* \return String of base dir in UTF-8 encoding, or NULL on error.
|
60
|
+
*
|
61
|
+
* \sa SDL_GetPrefPath
|
62
|
+
*/
|
63
|
+
extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
|
64
|
+
|
65
|
+
/**
|
66
|
+
* \brief Get the user-and-app-specific path where files can be written.
|
67
|
+
*
|
68
|
+
* Get the "pref dir". This is meant to be where users can write personal
|
69
|
+
* files (preferences and save games, etc) that are specific to your
|
70
|
+
* application. This directory is unique per user, per application.
|
71
|
+
*
|
72
|
+
* This function will decide the appropriate location in the native filesystem,
|
73
|
+
* create the directory if necessary, and return a string of the absolute
|
74
|
+
* path to the directory in UTF-8 encoding.
|
75
|
+
*
|
76
|
+
* On Windows, the string might look like:
|
77
|
+
* "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
|
78
|
+
*
|
79
|
+
* On Linux, the string might look like:
|
80
|
+
* "/home/bob/.local/share/My Program Name/"
|
81
|
+
*
|
82
|
+
* On Mac OS X, the string might look like:
|
83
|
+
* "/Users/bob/Library/Application Support/My Program Name/"
|
84
|
+
*
|
85
|
+
* (etc.)
|
86
|
+
*
|
87
|
+
* You specify the name of your organization (if it's not a real organization,
|
88
|
+
* your name or an Internet domain you own might do) and the name of your
|
89
|
+
* application. These should be untranslated proper names.
|
90
|
+
*
|
91
|
+
* Both the org and app strings may become part of a directory name, so
|
92
|
+
* please follow these rules:
|
93
|
+
*
|
94
|
+
* - Try to use the same org string (including case-sensitivity) for
|
95
|
+
* all your applications that use this function.
|
96
|
+
* - Always use a unique app string for each one, and make sure it never
|
97
|
+
* changes for an app once you've decided on it.
|
98
|
+
* - Unicode characters are legal, as long as it's UTF-8 encoded, but...
|
99
|
+
* - ...only use letters, numbers, and spaces. Avoid punctuation like
|
100
|
+
* "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
|
101
|
+
*
|
102
|
+
* This returns an absolute path in UTF-8 encoding, and is guaranteed to
|
103
|
+
* end with a path separator ('\\' on Windows, '/' most other places).
|
104
|
+
*
|
105
|
+
* The pointer returned by this function is owned by you. Please call
|
106
|
+
* SDL_free() on the pointer when you are done with it, or it will be a
|
107
|
+
* memory leak. This is not necessarily a fast call, though, so you should
|
108
|
+
* call this once near startup and save the string if you need it.
|
109
|
+
*
|
110
|
+
* You should assume the path returned by this function is the only safe
|
111
|
+
* place to write files (and that SDL_GetBasePath(), while it might be
|
112
|
+
* writable, or even the parent of the returned path, aren't where you
|
113
|
+
* should be writing things).
|
114
|
+
*
|
115
|
+
* Some platforms can't determine the pref path, and on other
|
116
|
+
* platforms, this might be meaningless. In such cases, this function will
|
117
|
+
* return NULL.
|
118
|
+
*
|
119
|
+
* \param org The name of your organization.
|
120
|
+
* \param app The name of your application.
|
121
|
+
* \return UTF-8 string of user dir in platform-dependent notation. NULL
|
122
|
+
* if there's a problem (creating directory failed, etc).
|
123
|
+
*
|
124
|
+
* \sa SDL_GetBasePath
|
125
|
+
*/
|
126
|
+
extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
|
127
|
+
|
128
|
+
/* Ends C function definitions when using C++ */
|
129
|
+
#ifdef __cplusplus
|
130
|
+
}
|
131
|
+
#endif
|
132
|
+
#include "close_code.h"
|
133
|
+
|
134
|
+
#endif /* SDL_filesystem_h_ */
|
135
|
+
|
136
|
+
/* vi: set ts=4 sw=4 expandtab: */
|
@@ -0,0 +1,541 @@
|
|
1
|
+
/*
|
2
|
+
Simple DirectMedia Layer
|
3
|
+
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
4
|
+
|
5
|
+
This software is provided 'as-is', without any express or implied
|
6
|
+
warranty. In no event will the authors be held liable for any damages
|
7
|
+
arising from the use of this software.
|
8
|
+
|
9
|
+
Permission is granted to anyone to use this software for any purpose,
|
10
|
+
including commercial applications, and to alter it and redistribute it
|
11
|
+
freely, subject to the following restrictions:
|
12
|
+
|
13
|
+
1. The origin of this software must not be misrepresented; you must not
|
14
|
+
claim that you wrote the original software. If you use this software
|
15
|
+
in a product, an acknowledgment in the product documentation would be
|
16
|
+
appreciated but is not required.
|
17
|
+
2. Altered source versions must be plainly marked as such, and must not be
|
18
|
+
misrepresented as being the original software.
|
19
|
+
3. This notice may not be removed or altered from any source distribution.
|
20
|
+
*/
|
21
|
+
|
22
|
+
/**
|
23
|
+
* \file SDL_gamecontroller.h
|
24
|
+
*
|
25
|
+
* Include file for SDL game controller event handling
|
26
|
+
*/
|
27
|
+
|
28
|
+
#ifndef SDL_gamecontroller_h_
|
29
|
+
#define SDL_gamecontroller_h_
|
30
|
+
|
31
|
+
#include "SDL_stdinc.h"
|
32
|
+
#include "SDL_error.h"
|
33
|
+
#include "SDL_rwops.h"
|
34
|
+
#include "SDL_sensor.h"
|
35
|
+
#include "SDL_joystick.h"
|
36
|
+
|
37
|
+
#include "begin_code.h"
|
38
|
+
/* Set up for C function definitions, even when using C++ */
|
39
|
+
#ifdef __cplusplus
|
40
|
+
extern "C" {
|
41
|
+
#endif
|
42
|
+
|
43
|
+
/**
|
44
|
+
* \file SDL_gamecontroller.h
|
45
|
+
*
|
46
|
+
* In order to use these functions, SDL_Init() must have been called
|
47
|
+
* with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
|
48
|
+
* for game controllers, and load appropriate drivers.
|
49
|
+
*
|
50
|
+
* If you would like to receive controller updates while the application
|
51
|
+
* is in the background, you should set the following hint before calling
|
52
|
+
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
|
53
|
+
*/
|
54
|
+
|
55
|
+
/**
|
56
|
+
* The gamecontroller structure used to identify an SDL game controller
|
57
|
+
*/
|
58
|
+
struct _SDL_GameController;
|
59
|
+
typedef struct _SDL_GameController SDL_GameController;
|
60
|
+
|
61
|
+
typedef enum
|
62
|
+
{
|
63
|
+
SDL_CONTROLLER_TYPE_UNKNOWN = 0,
|
64
|
+
SDL_CONTROLLER_TYPE_XBOX360,
|
65
|
+
SDL_CONTROLLER_TYPE_XBOXONE,
|
66
|
+
SDL_CONTROLLER_TYPE_PS3,
|
67
|
+
SDL_CONTROLLER_TYPE_PS4,
|
68
|
+
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
|
69
|
+
SDL_CONTROLLER_TYPE_VIRTUAL,
|
70
|
+
SDL_CONTROLLER_TYPE_PS5
|
71
|
+
} SDL_GameControllerType;
|
72
|
+
|
73
|
+
typedef enum
|
74
|
+
{
|
75
|
+
SDL_CONTROLLER_BINDTYPE_NONE = 0,
|
76
|
+
SDL_CONTROLLER_BINDTYPE_BUTTON,
|
77
|
+
SDL_CONTROLLER_BINDTYPE_AXIS,
|
78
|
+
SDL_CONTROLLER_BINDTYPE_HAT
|
79
|
+
} SDL_GameControllerBindType;
|
80
|
+
|
81
|
+
/**
|
82
|
+
* Get the SDL joystick layer binding for this controller button/axis mapping
|
83
|
+
*/
|
84
|
+
typedef struct SDL_GameControllerButtonBind
|
85
|
+
{
|
86
|
+
SDL_GameControllerBindType bindType;
|
87
|
+
union
|
88
|
+
{
|
89
|
+
int button;
|
90
|
+
int axis;
|
91
|
+
struct {
|
92
|
+
int hat;
|
93
|
+
int hat_mask;
|
94
|
+
} hat;
|
95
|
+
} value;
|
96
|
+
|
97
|
+
} SDL_GameControllerButtonBind;
|
98
|
+
|
99
|
+
|
100
|
+
/**
|
101
|
+
* To count the number of game controllers in the system for the following:
|
102
|
+
* int nJoysticks = SDL_NumJoysticks();
|
103
|
+
* int nGameControllers = 0;
|
104
|
+
* for (int i = 0; i < nJoysticks; i++) {
|
105
|
+
* if (SDL_IsGameController(i)) {
|
106
|
+
* nGameControllers++;
|
107
|
+
* }
|
108
|
+
* }
|
109
|
+
*
|
110
|
+
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
|
111
|
+
* guid,name,mappings
|
112
|
+
*
|
113
|
+
* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
|
114
|
+
* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
|
115
|
+
* The mapping format for joystick is:
|
116
|
+
* bX - a joystick button, index X
|
117
|
+
* hX.Y - hat X with value Y
|
118
|
+
* aX - axis X of the joystick
|
119
|
+
* Buttons can be used as a controller axis and vice versa.
|
120
|
+
*
|
121
|
+
* This string shows an example of a valid mapping for a controller
|
122
|
+
* "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
|
123
|
+
*
|
124
|
+
*/
|
125
|
+
|
126
|
+
/**
|
127
|
+
* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
|
128
|
+
* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
|
129
|
+
*
|
130
|
+
* If \c freerw is non-zero, the stream will be closed after being read.
|
131
|
+
*
|
132
|
+
* \return number of mappings added, -1 on error
|
133
|
+
*/
|
134
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
|
135
|
+
|
136
|
+
/**
|
137
|
+
* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
|
138
|
+
*
|
139
|
+
* Convenience macro.
|
140
|
+
*/
|
141
|
+
#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
|
142
|
+
|
143
|
+
/**
|
144
|
+
* Add or update an existing mapping configuration
|
145
|
+
*
|
146
|
+
* \return 1 if mapping is added, 0 if updated, -1 on error
|
147
|
+
*/
|
148
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
|
149
|
+
|
150
|
+
/**
|
151
|
+
* Get the number of mappings installed
|
152
|
+
*
|
153
|
+
* \return the number of mappings
|
154
|
+
*/
|
155
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
|
156
|
+
|
157
|
+
/**
|
158
|
+
* Get the mapping at a particular index.
|
159
|
+
*
|
160
|
+
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
|
161
|
+
*/
|
162
|
+
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
|
163
|
+
|
164
|
+
/**
|
165
|
+
* Get a mapping string for a GUID
|
166
|
+
*
|
167
|
+
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
|
168
|
+
*/
|
169
|
+
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
|
170
|
+
|
171
|
+
/**
|
172
|
+
* Get a mapping string for an open GameController
|
173
|
+
*
|
174
|
+
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
|
175
|
+
*/
|
176
|
+
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
|
177
|
+
|
178
|
+
/**
|
179
|
+
* Is the joystick on this index supported by the game controller interface?
|
180
|
+
*/
|
181
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
|
182
|
+
|
183
|
+
/**
|
184
|
+
* Get the implementation dependent name of a game controller.
|
185
|
+
* This can be called before any controllers are opened.
|
186
|
+
* If no name can be found, this function returns NULL.
|
187
|
+
*/
|
188
|
+
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
|
189
|
+
|
190
|
+
/**
|
191
|
+
* Get the type of a game controller.
|
192
|
+
* This can be called before any controllers are opened.
|
193
|
+
*/
|
194
|
+
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
|
195
|
+
|
196
|
+
/**
|
197
|
+
* Get the mapping of a game controller.
|
198
|
+
* This can be called before any controllers are opened.
|
199
|
+
*
|
200
|
+
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
|
201
|
+
*/
|
202
|
+
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
|
203
|
+
|
204
|
+
/**
|
205
|
+
* Open a game controller for use.
|
206
|
+
* The index passed as an argument refers to the N'th game controller on the system.
|
207
|
+
* This index is not the value which will identify this controller in future
|
208
|
+
* controller events. The joystick's instance id (::SDL_JoystickID) will be
|
209
|
+
* used there instead.
|
210
|
+
*
|
211
|
+
* \return A controller identifier, or NULL if an error occurred.
|
212
|
+
*/
|
213
|
+
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
|
214
|
+
|
215
|
+
/**
|
216
|
+
* Return the SDL_GameController associated with an instance id.
|
217
|
+
*/
|
218
|
+
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
|
219
|
+
|
220
|
+
/**
|
221
|
+
* Return the SDL_GameController associated with a player index.
|
222
|
+
*/
|
223
|
+
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
|
224
|
+
|
225
|
+
/**
|
226
|
+
* Return the name for this currently opened controller
|
227
|
+
*/
|
228
|
+
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
|
229
|
+
|
230
|
+
/**
|
231
|
+
* Return the type of this currently opened controller
|
232
|
+
*/
|
233
|
+
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
|
234
|
+
|
235
|
+
/**
|
236
|
+
* Get the player index of an opened game controller, or -1 if it's not available
|
237
|
+
*
|
238
|
+
* For XInput controllers this returns the XInput user index.
|
239
|
+
*/
|
240
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
|
241
|
+
|
242
|
+
/**
|
243
|
+
* Set the player index of an opened game controller
|
244
|
+
*/
|
245
|
+
extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
|
246
|
+
|
247
|
+
/**
|
248
|
+
* Get the USB vendor ID of an opened controller, if available.
|
249
|
+
* If the vendor ID isn't available this function returns 0.
|
250
|
+
*/
|
251
|
+
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
|
252
|
+
|
253
|
+
/**
|
254
|
+
* Get the USB product ID of an opened controller, if available.
|
255
|
+
* If the product ID isn't available this function returns 0.
|
256
|
+
*/
|
257
|
+
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
|
258
|
+
|
259
|
+
/**
|
260
|
+
* Get the product version of an opened controller, if available.
|
261
|
+
* If the product version isn't available this function returns 0.
|
262
|
+
*/
|
263
|
+
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
|
264
|
+
|
265
|
+
/**
|
266
|
+
* Get the serial number of an opened controller, if available.
|
267
|
+
*
|
268
|
+
* Returns the serial number of the controller, or NULL if it is not available.
|
269
|
+
*/
|
270
|
+
extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
|
271
|
+
|
272
|
+
/**
|
273
|
+
* Returns SDL_TRUE if the controller has been opened and currently connected,
|
274
|
+
* or SDL_FALSE if it has not.
|
275
|
+
*/
|
276
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
|
277
|
+
|
278
|
+
/**
|
279
|
+
* Get the underlying joystick object used by a controller
|
280
|
+
*/
|
281
|
+
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
|
282
|
+
|
283
|
+
/**
|
284
|
+
* Enable/disable controller event polling.
|
285
|
+
*
|
286
|
+
* If controller events are disabled, you must call SDL_GameControllerUpdate()
|
287
|
+
* yourself and check the state of the controller when you want controller
|
288
|
+
* information.
|
289
|
+
*
|
290
|
+
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
|
291
|
+
*/
|
292
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
|
293
|
+
|
294
|
+
/**
|
295
|
+
* Update the current state of the open game controllers.
|
296
|
+
*
|
297
|
+
* This is called automatically by the event loop if any game controller
|
298
|
+
* events are enabled.
|
299
|
+
*/
|
300
|
+
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
|
301
|
+
|
302
|
+
|
303
|
+
/**
|
304
|
+
* The list of axes available from a controller
|
305
|
+
*
|
306
|
+
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
|
307
|
+
* and are centered within ~8000 of zero, though advanced UI will allow users to set
|
308
|
+
* or autodetect the dead zone, which varies between controllers.
|
309
|
+
*
|
310
|
+
* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
|
311
|
+
*/
|
312
|
+
typedef enum
|
313
|
+
{
|
314
|
+
SDL_CONTROLLER_AXIS_INVALID = -1,
|
315
|
+
SDL_CONTROLLER_AXIS_LEFTX,
|
316
|
+
SDL_CONTROLLER_AXIS_LEFTY,
|
317
|
+
SDL_CONTROLLER_AXIS_RIGHTX,
|
318
|
+
SDL_CONTROLLER_AXIS_RIGHTY,
|
319
|
+
SDL_CONTROLLER_AXIS_TRIGGERLEFT,
|
320
|
+
SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
|
321
|
+
SDL_CONTROLLER_AXIS_MAX
|
322
|
+
} SDL_GameControllerAxis;
|
323
|
+
|
324
|
+
/**
|
325
|
+
* turn this string into a axis mapping
|
326
|
+
*/
|
327
|
+
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
|
328
|
+
|
329
|
+
/**
|
330
|
+
* turn this axis enum into a string mapping
|
331
|
+
*/
|
332
|
+
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
|
333
|
+
|
334
|
+
/**
|
335
|
+
* Get the SDL joystick layer binding for this controller button mapping
|
336
|
+
*/
|
337
|
+
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
|
338
|
+
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
|
339
|
+
SDL_GameControllerAxis axis);
|
340
|
+
|
341
|
+
/**
|
342
|
+
* Return whether a game controller has a given axis
|
343
|
+
*/
|
344
|
+
extern DECLSPEC SDL_bool SDLCALL
|
345
|
+
SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
346
|
+
|
347
|
+
/**
|
348
|
+
* Get the current state of an axis control on a game controller.
|
349
|
+
*
|
350
|
+
* The state is a value ranging from -32768 to 32767 (except for the triggers,
|
351
|
+
* which range from 0 to 32767).
|
352
|
+
*
|
353
|
+
* The axis indices start at index 0.
|
354
|
+
*/
|
355
|
+
extern DECLSPEC Sint16 SDLCALL
|
356
|
+
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
357
|
+
|
358
|
+
/**
|
359
|
+
* The list of buttons available from a controller
|
360
|
+
*/
|
361
|
+
typedef enum
|
362
|
+
{
|
363
|
+
SDL_CONTROLLER_BUTTON_INVALID = -1,
|
364
|
+
SDL_CONTROLLER_BUTTON_A,
|
365
|
+
SDL_CONTROLLER_BUTTON_B,
|
366
|
+
SDL_CONTROLLER_BUTTON_X,
|
367
|
+
SDL_CONTROLLER_BUTTON_Y,
|
368
|
+
SDL_CONTROLLER_BUTTON_BACK,
|
369
|
+
SDL_CONTROLLER_BUTTON_GUIDE,
|
370
|
+
SDL_CONTROLLER_BUTTON_START,
|
371
|
+
SDL_CONTROLLER_BUTTON_LEFTSTICK,
|
372
|
+
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
|
373
|
+
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
|
374
|
+
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
|
375
|
+
SDL_CONTROLLER_BUTTON_DPAD_UP,
|
376
|
+
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
|
377
|
+
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
|
378
|
+
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
|
379
|
+
SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
|
380
|
+
SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
|
381
|
+
SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
|
382
|
+
SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
|
383
|
+
SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
|
384
|
+
SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
|
385
|
+
SDL_CONTROLLER_BUTTON_MAX
|
386
|
+
} SDL_GameControllerButton;
|
387
|
+
|
388
|
+
/**
|
389
|
+
* turn this string into a button mapping
|
390
|
+
*/
|
391
|
+
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
|
392
|
+
|
393
|
+
/**
|
394
|
+
* turn this button enum into a string mapping
|
395
|
+
*/
|
396
|
+
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
|
397
|
+
|
398
|
+
/**
|
399
|
+
* Get the SDL joystick layer binding for this controller button mapping
|
400
|
+
*/
|
401
|
+
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
|
402
|
+
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
|
403
|
+
SDL_GameControllerButton button);
|
404
|
+
|
405
|
+
/**
|
406
|
+
* Return whether a game controller has a given button
|
407
|
+
*/
|
408
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
|
409
|
+
SDL_GameControllerButton button);
|
410
|
+
|
411
|
+
/**
|
412
|
+
* Get the current state of a button on a game controller.
|
413
|
+
*
|
414
|
+
* The button indices start at index 0.
|
415
|
+
*/
|
416
|
+
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
|
417
|
+
SDL_GameControllerButton button);
|
418
|
+
|
419
|
+
/**
|
420
|
+
* Get the number of touchpads on a game controller.
|
421
|
+
*/
|
422
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
|
423
|
+
|
424
|
+
/**
|
425
|
+
* Get the number of supported simultaneous fingers on a touchpad on a game controller.
|
426
|
+
*/
|
427
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
|
428
|
+
|
429
|
+
/**
|
430
|
+
* Get the current state of a finger on a touchpad on a game controller.
|
431
|
+
*/
|
432
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
|
433
|
+
|
434
|
+
/**
|
435
|
+
* Return whether a game controller has a particular sensor.
|
436
|
+
*
|
437
|
+
* \param gamecontroller The controller to query
|
438
|
+
* \param type The type of sensor to query
|
439
|
+
*
|
440
|
+
* \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
|
441
|
+
*/
|
442
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
|
443
|
+
|
444
|
+
/**
|
445
|
+
* Set whether data reporting for a game controller sensor is enabled
|
446
|
+
*
|
447
|
+
* \param gamecontroller The controller to update
|
448
|
+
* \param type The type of sensor to enable/disable
|
449
|
+
* \param enabled Whether data reporting should be enabled
|
450
|
+
*
|
451
|
+
* \return 0 or -1 if an error occurred.
|
452
|
+
*/
|
453
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
|
454
|
+
|
455
|
+
/**
|
456
|
+
* Query whether sensor data reporting is enabled for a game controller
|
457
|
+
*
|
458
|
+
* \param gamecontroller The controller to query
|
459
|
+
* \param type The type of sensor to query
|
460
|
+
*
|
461
|
+
* \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
|
462
|
+
*/
|
463
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
|
464
|
+
|
465
|
+
/**
|
466
|
+
* Get the current state of a game controller sensor.
|
467
|
+
*
|
468
|
+
* The number of values and interpretation of the data is sensor dependent.
|
469
|
+
* See SDL_sensor.h for the details for each type of sensor.
|
470
|
+
*
|
471
|
+
* \param gamecontroller The controller to query
|
472
|
+
* \param type The type of sensor to query
|
473
|
+
* \param data A pointer filled with the current sensor state
|
474
|
+
* \param num_values The number of values to write to data
|
475
|
+
*
|
476
|
+
* \return 0 or -1 if an error occurred.
|
477
|
+
*/
|
478
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
|
479
|
+
|
480
|
+
/**
|
481
|
+
* Start a rumble effect
|
482
|
+
* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
|
483
|
+
*
|
484
|
+
* \param gamecontroller The controller to vibrate
|
485
|
+
* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
|
486
|
+
* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
|
487
|
+
* \param duration_ms The duration of the rumble effect, in milliseconds
|
488
|
+
*
|
489
|
+
* \return 0, or -1 if rumble isn't supported on this controller
|
490
|
+
*/
|
491
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
|
492
|
+
|
493
|
+
/**
|
494
|
+
* Start a rumble effect in the game controller's triggers
|
495
|
+
* Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
|
496
|
+
*
|
497
|
+
* \param gamecontroller The controller to vibrate
|
498
|
+
* \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF
|
499
|
+
* \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF
|
500
|
+
* \param duration_ms The duration of the rumble effect, in milliseconds
|
501
|
+
*
|
502
|
+
* \return 0, or -1 if rumble isn't supported on this controller
|
503
|
+
*/
|
504
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
|
505
|
+
|
506
|
+
/**
|
507
|
+
* Return whether a controller has an LED
|
508
|
+
*
|
509
|
+
* \param gamecontroller The controller to query
|
510
|
+
*
|
511
|
+
* \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
|
512
|
+
*/
|
513
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
|
514
|
+
|
515
|
+
/**
|
516
|
+
* Update a controller's LED color.
|
517
|
+
*
|
518
|
+
* \param gamecontroller The controller to update
|
519
|
+
* \param red The intensity of the red LED
|
520
|
+
* \param green The intensity of the green LED
|
521
|
+
* \param blue The intensity of the blue LED
|
522
|
+
*
|
523
|
+
* \return 0, or -1 if this controller does not have a modifiable LED
|
524
|
+
*/
|
525
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
|
526
|
+
|
527
|
+
/**
|
528
|
+
* Close a controller previously opened with SDL_GameControllerOpen().
|
529
|
+
*/
|
530
|
+
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
|
531
|
+
|
532
|
+
|
533
|
+
/* Ends C function definitions when using C++ */
|
534
|
+
#ifdef __cplusplus
|
535
|
+
}
|
536
|
+
#endif
|
537
|
+
#include "close_code.h"
|
538
|
+
|
539
|
+
#endif /* SDL_gamecontroller_h_ */
|
540
|
+
|
541
|
+
/* vi: set ts=4 sw=4 expandtab: */
|