gosu 0.15.2 → 1.0.0.pre1

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Files changed (234) hide show
  1. checksums.yaml +4 -4
  2. data/dependencies/SDL/include/SDL.h +138 -0
  3. data/dependencies/SDL/include/SDL_assert.h +293 -0
  4. data/dependencies/SDL/include/SDL_atomic.h +295 -0
  5. data/dependencies/SDL/include/SDL_audio.h +859 -0
  6. data/dependencies/SDL/include/SDL_bits.h +121 -0
  7. data/dependencies/SDL/include/SDL_blendmode.h +123 -0
  8. data/dependencies/SDL/include/SDL_clipboard.h +71 -0
  9. data/dependencies/SDL/include/SDL_config.h +55 -0
  10. data/dependencies/SDL/include/SDL_config_android.h +182 -0
  11. data/dependencies/SDL/include/SDL_config_iphoneos.h +207 -0
  12. data/dependencies/SDL/include/SDL_config_macosx.h +266 -0
  13. data/dependencies/SDL/include/SDL_config_minimal.h +85 -0
  14. data/dependencies/SDL/include/SDL_config_os2.h +188 -0
  15. data/dependencies/SDL/include/SDL_config_pandora.h +135 -0
  16. data/dependencies/SDL/include/SDL_config_psp.h +165 -0
  17. data/dependencies/SDL/include/SDL_config_windows.h +288 -0
  18. data/dependencies/SDL/include/SDL_config_winrt.h +243 -0
  19. data/dependencies/SDL/include/SDL_config_wiz.h +149 -0
  20. data/dependencies/SDL/include/SDL_copying.h +20 -0
  21. data/dependencies/SDL/include/SDL_cpuinfo.h +299 -0
  22. data/dependencies/SDL/include/SDL_egl.h +1676 -0
  23. data/dependencies/SDL/include/SDL_endian.h +263 -0
  24. data/dependencies/SDL/include/SDL_error.h +112 -0
  25. data/dependencies/SDL/include/SDL_events.h +827 -0
  26. data/dependencies/SDL/include/SDL_filesystem.h +136 -0
  27. data/dependencies/SDL/include/SDL_gamecontroller.h +541 -0
  28. data/dependencies/SDL/include/SDL_gesture.h +87 -0
  29. data/dependencies/SDL/include/SDL_haptic.h +1247 -0
  30. data/dependencies/SDL/include/SDL_hints.h +1578 -0
  31. data/dependencies/SDL/include/SDL_joystick.h +499 -0
  32. data/dependencies/SDL/include/SDL_keyboard.h +217 -0
  33. data/dependencies/SDL/include/SDL_keycode.h +351 -0
  34. data/dependencies/SDL/include/SDL_loadso.h +81 -0
  35. data/dependencies/SDL/include/SDL_locale.h +101 -0
  36. data/dependencies/SDL/include/SDL_log.h +211 -0
  37. data/dependencies/SDL/include/SDL_main.h +180 -0
  38. data/dependencies/SDL/include/SDL_messagebox.h +146 -0
  39. data/dependencies/SDL/include/SDL_metal.h +117 -0
  40. data/dependencies/SDL/include/SDL_misc.h +75 -0
  41. data/dependencies/SDL/include/SDL_mouse.h +302 -0
  42. data/dependencies/SDL/include/SDL_mutex.h +251 -0
  43. data/dependencies/SDL/include/SDL_name.h +33 -0
  44. data/dependencies/SDL/include/SDL_opengl.h +2183 -0
  45. data/dependencies/SDL/include/SDL_opengl_glext.h +11180 -0
  46. data/dependencies/SDL/include/SDL_opengles.h +39 -0
  47. data/dependencies/SDL/include/SDL_opengles2.h +52 -0
  48. data/dependencies/SDL/include/SDL_opengles2_gl2.h +621 -0
  49. data/dependencies/SDL/include/SDL_opengles2_gl2ext.h +2050 -0
  50. data/dependencies/SDL/include/SDL_opengles2_gl2platform.h +30 -0
  51. data/dependencies/SDL/include/SDL_opengles2_khrplatform.h +282 -0
  52. data/dependencies/SDL/include/SDL_pixels.h +479 -0
  53. data/dependencies/SDL/include/SDL_platform.h +198 -0
  54. data/dependencies/SDL/include/SDL_power.h +75 -0
  55. data/dependencies/SDL/include/SDL_quit.h +58 -0
  56. data/dependencies/SDL/include/SDL_rect.h +174 -0
  57. data/dependencies/SDL/include/SDL_render.h +1158 -0
  58. data/dependencies/SDL/include/SDL_revision.h +2 -0
  59. data/dependencies/SDL/include/SDL_rwops.h +283 -0
  60. data/dependencies/SDL/include/SDL_scancode.h +413 -0
  61. data/dependencies/SDL/include/SDL_sensor.h +267 -0
  62. data/dependencies/SDL/include/SDL_shape.h +144 -0
  63. data/dependencies/SDL/include/SDL_stdinc.h +647 -0
  64. data/dependencies/SDL/include/SDL_surface.h +563 -0
  65. data/dependencies/SDL/include/SDL_system.h +325 -0
  66. data/dependencies/SDL/include/SDL_syswm.h +354 -0
  67. data/dependencies/SDL/include/SDL_test.h +69 -0
  68. data/dependencies/SDL/include/SDL_test_assert.h +105 -0
  69. data/dependencies/SDL/include/SDL_test_common.h +218 -0
  70. data/dependencies/SDL/include/SDL_test_compare.h +69 -0
  71. data/dependencies/SDL/include/SDL_test_crc32.h +124 -0
  72. data/dependencies/SDL/include/SDL_test_font.h +81 -0
  73. data/dependencies/SDL/include/SDL_test_fuzzer.h +384 -0
  74. data/dependencies/SDL/include/SDL_test_harness.h +134 -0
  75. data/dependencies/SDL/include/SDL_test_images.h +78 -0
  76. data/dependencies/SDL/include/SDL_test_log.h +67 -0
  77. data/dependencies/SDL/include/SDL_test_md5.h +129 -0
  78. data/dependencies/SDL/include/SDL_test_memory.h +63 -0
  79. data/dependencies/SDL/include/SDL_test_random.h +115 -0
  80. data/dependencies/SDL/include/SDL_thread.h +366 -0
  81. data/dependencies/SDL/include/SDL_timer.h +115 -0
  82. data/dependencies/SDL/include/SDL_touch.h +102 -0
  83. data/dependencies/SDL/include/SDL_types.h +29 -0
  84. data/dependencies/SDL/include/SDL_version.h +162 -0
  85. data/dependencies/SDL/include/SDL_video.h +1282 -0
  86. data/dependencies/SDL/include/SDL_vulkan.h +276 -0
  87. data/dependencies/SDL/include/begin_code.h +166 -0
  88. data/dependencies/SDL/include/close_code.h +40 -0
  89. data/dependencies/SDL/lib/x64/libSDL2.dll.a +0 -0
  90. data/dependencies/SDL/lib/x86/libSDL2.dll.a +0 -0
  91. data/dependencies/SDL_sound/SDL_sound.c +795 -0
  92. data/dependencies/SDL_sound/SDL_sound.h +725 -0
  93. data/dependencies/SDL_sound/SDL_sound_aiff.c +537 -0
  94. data/dependencies/SDL_sound/SDL_sound_au.c +352 -0
  95. data/dependencies/SDL_sound/SDL_sound_coreaudio.c +747 -0
  96. data/dependencies/SDL_sound/SDL_sound_flac.c +182 -0
  97. data/dependencies/SDL_sound/SDL_sound_internal.h +304 -0
  98. data/dependencies/SDL_sound/SDL_sound_modplug.c +228 -0
  99. data/dependencies/SDL_sound/SDL_sound_mp3.c +184 -0
  100. data/dependencies/SDL_sound/SDL_sound_raw.c +164 -0
  101. data/dependencies/SDL_sound/SDL_sound_shn.c +1309 -0
  102. data/dependencies/SDL_sound/SDL_sound_voc.c +550 -0
  103. data/dependencies/SDL_sound/SDL_sound_vorbis.c +223 -0
  104. data/dependencies/SDL_sound/SDL_sound_wav.c +783 -0
  105. data/dependencies/SDL_sound/dr_flac.h +5906 -0
  106. data/dependencies/SDL_sound/dr_mp3.h +2832 -0
  107. data/dependencies/SDL_sound/libmodplug/fastmix.c +1748 -0
  108. data/dependencies/SDL_sound/libmodplug/libmodplug.h +1001 -0
  109. data/dependencies/SDL_sound/libmodplug/load_669.c +188 -0
  110. data/dependencies/SDL_sound/libmodplug/load_abc.c +4725 -0
  111. data/dependencies/SDL_sound/libmodplug/load_amf.c +403 -0
  112. data/dependencies/SDL_sound/libmodplug/load_ams.c +587 -0
  113. data/dependencies/SDL_sound/libmodplug/load_dbm.c +357 -0
  114. data/dependencies/SDL_sound/libmodplug/load_dmf.c +531 -0
  115. data/dependencies/SDL_sound/libmodplug/load_dsm.c +232 -0
  116. data/dependencies/SDL_sound/libmodplug/load_far.c +253 -0
  117. data/dependencies/SDL_sound/libmodplug/load_it.c +796 -0
  118. data/dependencies/SDL_sound/libmodplug/load_mdl.c +488 -0
  119. data/dependencies/SDL_sound/libmodplug/load_med.c +757 -0
  120. data/dependencies/SDL_sound/libmodplug/load_mid.c +1405 -0
  121. data/dependencies/SDL_sound/libmodplug/load_mod.c +269 -0
  122. data/dependencies/SDL_sound/libmodplug/load_mt2.c +546 -0
  123. data/dependencies/SDL_sound/libmodplug/load_mtm.c +142 -0
  124. data/dependencies/SDL_sound/libmodplug/load_okt.c +192 -0
  125. data/dependencies/SDL_sound/libmodplug/load_pat.c +1143 -0
  126. data/dependencies/SDL_sound/libmodplug/load_pat.h +25 -0
  127. data/dependencies/SDL_sound/libmodplug/load_psm.c +350 -0
  128. data/dependencies/SDL_sound/libmodplug/load_ptm.c +204 -0
  129. data/dependencies/SDL_sound/libmodplug/load_s3m.c +325 -0
  130. data/dependencies/SDL_sound/libmodplug/load_stm.c +180 -0
  131. data/dependencies/SDL_sound/libmodplug/load_ult.c +206 -0
  132. data/dependencies/SDL_sound/libmodplug/load_umx.c +51 -0
  133. data/dependencies/SDL_sound/libmodplug/load_xm.c +554 -0
  134. data/dependencies/SDL_sound/libmodplug/mmcmp.c +382 -0
  135. data/dependencies/SDL_sound/libmodplug/modplug.c +170 -0
  136. data/dependencies/SDL_sound/libmodplug/modplug.h +90 -0
  137. data/dependencies/SDL_sound/libmodplug/snd_dsp.c +301 -0
  138. data/dependencies/SDL_sound/libmodplug/snd_flt.c +63 -0
  139. data/dependencies/SDL_sound/libmodplug/snd_fx.c +2350 -0
  140. data/dependencies/SDL_sound/libmodplug/sndfile.c +1169 -0
  141. data/dependencies/SDL_sound/libmodplug/sndmix.c +1034 -0
  142. data/dependencies/SDL_sound/libmodplug/tables.h +371 -0
  143. data/{src/stb_vorbis.c → dependencies/SDL_sound/stb_vorbis.h} +143 -78
  144. data/dependencies/al_soft/AL/al.h +655 -0
  145. data/dependencies/al_soft/AL/alc.h +270 -0
  146. data/dependencies/al_soft/AL/alext.h +585 -0
  147. data/dependencies/al_soft/AL/efx-creative.h +3 -0
  148. data/dependencies/al_soft/AL/efx-presets.h +402 -0
  149. data/dependencies/al_soft/AL/efx.h +762 -0
  150. data/dependencies/al_soft/x64/libOpenAL32.dll.a +0 -0
  151. data/dependencies/al_soft/x86/libOpenAL32.dll.a +0 -0
  152. data/{src → dependencies/stb}/stb_image.h +330 -127
  153. data/{src → dependencies/stb}/stb_image_write.h +156 -85
  154. data/{src → dependencies/stb}/stb_truetype.h +192 -69
  155. data/{src → dependencies/utf8proc}/utf8proc.c +0 -0
  156. data/{src → dependencies/utf8proc}/utf8proc.h +0 -0
  157. data/{src → dependencies/utf8proc}/utf8proc_data.h +0 -0
  158. data/ext/gosu/extconf.rb +56 -22
  159. data/{Gosu → include/Gosu}/Audio.hpp +6 -8
  160. data/{Gosu → include/Gosu}/AutoLink.hpp +0 -0
  161. data/include/Gosu/Bitmap.hpp +100 -0
  162. data/{Gosu → include/Gosu}/Buttons.hpp +94 -35
  163. data/{Gosu → include/Gosu}/Channel.h +0 -0
  164. data/{Gosu → include/Gosu}/Color.h +0 -0
  165. data/{Gosu → include/Gosu}/Color.hpp +0 -0
  166. data/{Gosu → include/Gosu}/Directories.hpp +0 -0
  167. data/{Gosu → include/Gosu}/Font.h +0 -0
  168. data/{Gosu → include/Gosu}/Font.hpp +0 -0
  169. data/{Gosu → include/Gosu}/Fwd.hpp +0 -0
  170. data/{Gosu → include/Gosu}/Gosu.h +3 -0
  171. data/{Gosu → include/Gosu}/Gosu.hpp +0 -0
  172. data/{Gosu → include/Gosu}/Graphics.hpp +0 -0
  173. data/{Gosu → include/Gosu}/GraphicsBase.hpp +0 -0
  174. data/{Gosu → include/Gosu}/IO.hpp +0 -0
  175. data/{Gosu → include/Gosu}/Image.h +0 -0
  176. data/{Gosu → include/Gosu}/Image.hpp +7 -6
  177. data/{Gosu → include/Gosu}/ImageData.hpp +0 -0
  178. data/{Gosu → include/Gosu}/Input.hpp +30 -15
  179. data/{Gosu → include/Gosu}/Inspection.hpp +0 -0
  180. data/{Gosu → include/Gosu}/Math.hpp +0 -0
  181. data/{Gosu → include/Gosu}/Platform.hpp +0 -0
  182. data/{Gosu → include/Gosu}/Sample.h +0 -0
  183. data/{Gosu → include/Gosu}/Song.h +0 -0
  184. data/{Gosu → include/Gosu}/Text.hpp +0 -0
  185. data/{Gosu → include/Gosu}/TextInput.h +0 -0
  186. data/{Gosu → include/Gosu}/TextInput.hpp +0 -0
  187. data/{Gosu → include/Gosu}/Timing.hpp +0 -0
  188. data/{Gosu → include/Gosu}/Utility.hpp +1 -1
  189. data/{Gosu → include/Gosu}/Version.hpp +0 -0
  190. data/{Gosu → include/Gosu}/Window.h +2 -0
  191. data/{Gosu → include/Gosu}/Window.hpp +21 -13
  192. data/lib/OpenAL32.dll +0 -0
  193. data/lib/SDL2.dll +0 -0
  194. data/lib/gosu.rb +0 -3
  195. data/lib/gosu/patches.rb +0 -9
  196. data/lib/gosu/swig_patches.rb +3 -2
  197. data/lib/libmpg123.dll +0 -0
  198. data/lib/libsndfile.dll +0 -0
  199. data/lib64/OpenAL32.dll +0 -0
  200. data/lib64/SDL2.dll +0 -0
  201. data/lib64/libmpg123.dll +0 -0
  202. data/lib64/libsndfile.dll +0 -0
  203. data/rdoc/gosu.rb +95 -20
  204. data/src/Audio.cpp +50 -224
  205. data/src/AudioFile.hpp +17 -37
  206. data/src/AudioFileAudioToolbox.cpp +237 -0
  207. data/src/AudioFileSDLSound.cpp +147 -0
  208. data/src/AudioImpl.cpp +3 -12
  209. data/src/AudioImpl.hpp +3 -1
  210. data/src/Bitmap.cpp +85 -83
  211. data/src/BitmapIO.cpp +52 -58
  212. data/src/Constants.cpp +80 -33
  213. data/src/Font.cpp +3 -1
  214. data/src/GosuWrapper.cpp +19 -0
  215. data/src/Graphics.cpp +7 -4
  216. data/src/Image.cpp +13 -16
  217. data/src/Input.cpp +408 -159
  218. data/src/LargeImageData.cpp +1 -1
  219. data/src/MarkupParser.cpp +2 -1
  220. data/src/RubyGosu.cxx +349 -83
  221. data/src/RubyGosu.h +4 -2
  222. data/src/TexChunk.cpp +1 -1
  223. data/src/TextBuilder.cpp +3 -1
  224. data/src/Texture.cpp +1 -1
  225. data/src/TrueTypeFont.cpp +1 -1
  226. data/src/Utility.cpp +11 -7
  227. data/src/Window.cpp +30 -39
  228. data/src/WindowWrapper.cpp +28 -0
  229. metadata +207 -52
  230. data/Gosu/Bitmap.hpp +0 -113
  231. data/src/AudioToolboxFile.hpp +0 -210
  232. data/src/OggFile.hpp +0 -92
  233. data/src/SndFile.hpp +0 -174
  234. data/src/WinMain.cpp +0 -64
@@ -0,0 +1,136 @@
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+ /*
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+ Simple DirectMedia Layer
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+ Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely, subject to the following restrictions:
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+
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+ 1. The origin of this software must not be misrepresented; you must not
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+ claim that you wrote the original software. If you use this software
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+ in a product, an acknowledgment in the product documentation would be
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+ appreciated but is not required.
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+ 2. Altered source versions must be plainly marked as such, and must not be
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+ misrepresented as being the original software.
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+ 3. This notice may not be removed or altered from any source distribution.
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+ */
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+
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+ /**
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+ * \file SDL_filesystem.h
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+ *
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+ * \brief Include file for filesystem SDL API functions
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+ */
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+
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+ #ifndef SDL_filesystem_h_
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+ #define SDL_filesystem_h_
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+
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+ #include "SDL_stdinc.h"
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+
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+ #include "begin_code.h"
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+
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+ /* Set up for C function definitions, even when using C++ */
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+ #ifdef __cplusplus
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+ extern "C" {
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+ #endif
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+
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+ /**
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+ * \brief Get the path where the application resides.
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+ *
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+ * Get the "base path". This is the directory where the application was run
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+ * from, which is probably the installation directory, and may or may not
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+ * be the process's current working directory.
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+ *
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+ * This returns an absolute path in UTF-8 encoding, and is guaranteed to
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+ * end with a path separator ('\\' on Windows, '/' most other places).
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+ *
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+ * The pointer returned by this function is owned by you. Please call
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+ * SDL_free() on the pointer when you are done with it, or it will be a
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+ * memory leak. This is not necessarily a fast call, though, so you should
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+ * call this once near startup and save the string if you need it.
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+ *
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+ * Some platforms can't determine the application's path, and on other
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+ * platforms, this might be meaningless. In such cases, this function will
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+ * return NULL.
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+ *
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+ * \return String of base dir in UTF-8 encoding, or NULL on error.
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+ *
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+ * \sa SDL_GetPrefPath
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+ */
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+ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
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+
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+ /**
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+ * \brief Get the user-and-app-specific path where files can be written.
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+ *
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+ * Get the "pref dir". This is meant to be where users can write personal
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+ * files (preferences and save games, etc) that are specific to your
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+ * application. This directory is unique per user, per application.
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+ *
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+ * This function will decide the appropriate location in the native filesystem,
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+ * create the directory if necessary, and return a string of the absolute
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+ * path to the directory in UTF-8 encoding.
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+ *
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+ * On Windows, the string might look like:
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+ * "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
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+ *
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+ * On Linux, the string might look like:
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+ * "/home/bob/.local/share/My Program Name/"
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+ *
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+ * On Mac OS X, the string might look like:
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+ * "/Users/bob/Library/Application Support/My Program Name/"
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+ *
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+ * (etc.)
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+ *
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+ * You specify the name of your organization (if it's not a real organization,
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+ * your name or an Internet domain you own might do) and the name of your
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+ * application. These should be untranslated proper names.
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+ *
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+ * Both the org and app strings may become part of a directory name, so
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+ * please follow these rules:
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+ *
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+ * - Try to use the same org string (including case-sensitivity) for
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+ * all your applications that use this function.
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+ * - Always use a unique app string for each one, and make sure it never
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+ * changes for an app once you've decided on it.
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+ * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
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+ * - ...only use letters, numbers, and spaces. Avoid punctuation like
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+ * "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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+ *
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+ * This returns an absolute path in UTF-8 encoding, and is guaranteed to
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+ * end with a path separator ('\\' on Windows, '/' most other places).
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+ *
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+ * The pointer returned by this function is owned by you. Please call
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+ * SDL_free() on the pointer when you are done with it, or it will be a
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+ * memory leak. This is not necessarily a fast call, though, so you should
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+ * call this once near startup and save the string if you need it.
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+ *
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+ * You should assume the path returned by this function is the only safe
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+ * place to write files (and that SDL_GetBasePath(), while it might be
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+ * writable, or even the parent of the returned path, aren't where you
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+ * should be writing things).
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+ *
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+ * Some platforms can't determine the pref path, and on other
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+ * platforms, this might be meaningless. In such cases, this function will
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+ * return NULL.
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+ *
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+ * \param org The name of your organization.
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+ * \param app The name of your application.
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+ * \return UTF-8 string of user dir in platform-dependent notation. NULL
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+ * if there's a problem (creating directory failed, etc).
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+ *
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+ * \sa SDL_GetBasePath
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+ */
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+ extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
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+
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+ /* Ends C function definitions when using C++ */
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+ #ifdef __cplusplus
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+ }
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+ #endif
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+ #include "close_code.h"
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+
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+ #endif /* SDL_filesystem_h_ */
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+
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+ /* vi: set ts=4 sw=4 expandtab: */
@@ -0,0 +1,541 @@
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+ /*
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+ Simple DirectMedia Layer
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+ Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
8
+
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+ 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:
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+
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+ 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.
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+ 3. This notice may not be removed or altered from any source distribution.
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+ */
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+
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+ /**
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+ * \file SDL_gamecontroller.h
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+ *
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+ * Include file for SDL game controller event handling
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+ */
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+
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+ #ifndef SDL_gamecontroller_h_
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+ #define SDL_gamecontroller_h_
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+
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+ #include "SDL_stdinc.h"
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+ #include "SDL_error.h"
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+ #include "SDL_rwops.h"
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+ #include "SDL_sensor.h"
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+ #include "SDL_joystick.h"
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+
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+ #include "begin_code.h"
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+ /* Set up for C function definitions, even when using C++ */
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+ #ifdef __cplusplus
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+ extern "C" {
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+ #endif
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+
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+ /**
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+ * \file SDL_gamecontroller.h
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+ *
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+ * In order to use these functions, SDL_Init() must have been called
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+ * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
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+ * for game controllers, and load appropriate drivers.
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: */