native_audio 0.1.0 → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (147) hide show
  1. checksums.yaml +4 -4
  2. data/assets/include/GL/glew.h +26427 -26427
  3. data/assets/include/GLES2/gl2.h +656 -656
  4. data/assets/include/GLES2/gl2ext.h +3949 -3949
  5. data/assets/include/GLES2/gl2ext_angle.h +701 -701
  6. data/assets/include/GLES2/gl2platform.h +27 -27
  7. data/assets/include/GLES3/gl3.h +1192 -1192
  8. data/assets/include/GLES3/gl31.h +1507 -1507
  9. data/assets/include/GLES3/gl32.h +1808 -1808
  10. data/assets/include/GLES3/gl3platform.h +27 -27
  11. data/assets/include/KHR/khrplatform.h +290 -290
  12. data/assets/include/SDL2/SDL.h +233 -233
  13. data/assets/include/SDL2/SDL_assert.h +326 -326
  14. data/assets/include/SDL2/SDL_atomic.h +415 -415
  15. data/assets/include/SDL2/SDL_audio.h +1500 -1500
  16. data/assets/include/SDL2/SDL_bits.h +126 -126
  17. data/assets/include/SDL2/SDL_blendmode.h +198 -198
  18. data/assets/include/SDL2/SDL_clipboard.h +141 -141
  19. data/assets/include/SDL2/SDL_config.h +61 -61
  20. data/assets/include/SDL2/SDL_config_android.h +194 -194
  21. data/assets/include/SDL2/SDL_config_emscripten.h +218 -218
  22. data/assets/include/SDL2/SDL_config_iphoneos.h +217 -217
  23. data/assets/include/SDL2/SDL_config_macosx.h +277 -277
  24. data/assets/include/SDL2/SDL_config_minimal.h +95 -95
  25. data/assets/include/SDL2/SDL_config_ngage.h +89 -89
  26. data/assets/include/SDL2/SDL_config_os2.h +207 -207
  27. data/assets/include/SDL2/SDL_config_pandora.h +141 -141
  28. data/assets/include/SDL2/SDL_config_windows.h +331 -331
  29. data/assets/include/SDL2/SDL_config_wingdk.h +253 -253
  30. data/assets/include/SDL2/SDL_config_winrt.h +220 -220
  31. data/assets/include/SDL2/SDL_config_xbox.h +235 -235
  32. data/assets/include/SDL2/SDL_copying.h +20 -20
  33. data/assets/include/SDL2/SDL_cpuinfo.h +594 -594
  34. data/assets/include/SDL2/SDL_egl.h +2352 -2352
  35. data/assets/include/SDL2/SDL_endian.h +348 -348
  36. data/assets/include/SDL2/SDL_error.h +163 -163
  37. data/assets/include/SDL2/SDL_events.h +1166 -1166
  38. data/assets/include/SDL2/SDL_filesystem.h +149 -149
  39. data/assets/include/SDL2/SDL_gamecontroller.h +1074 -1074
  40. data/assets/include/SDL2/SDL_gesture.h +117 -117
  41. data/assets/include/SDL2/SDL_guid.h +100 -100
  42. data/assets/include/SDL2/SDL_haptic.h +1341 -1341
  43. data/assets/include/SDL2/SDL_hidapi.h +451 -451
  44. data/assets/include/SDL2/SDL_hints.h +2569 -2569
  45. data/assets/include/SDL2/SDL_image.h +2173 -2173
  46. data/assets/include/SDL2/SDL_joystick.h +1066 -1066
  47. data/assets/include/SDL2/SDL_keyboard.h +353 -353
  48. data/assets/include/SDL2/SDL_keycode.h +358 -358
  49. data/assets/include/SDL2/SDL_loadso.h +115 -115
  50. data/assets/include/SDL2/SDL_locale.h +103 -103
  51. data/assets/include/SDL2/SDL_log.h +404 -404
  52. data/assets/include/SDL2/SDL_main.h +275 -275
  53. data/assets/include/SDL2/SDL_messagebox.h +193 -193
  54. data/assets/include/SDL2/SDL_metal.h +113 -113
  55. data/assets/include/SDL2/SDL_misc.h +79 -79
  56. data/assets/include/SDL2/SDL_mixer.h +2784 -2784
  57. data/assets/include/SDL2/SDL_mouse.h +465 -465
  58. data/assets/include/SDL2/SDL_mutex.h +471 -471
  59. data/assets/include/SDL2/SDL_name.h +33 -33
  60. data/assets/include/SDL2/SDL_opengl.h +2132 -2132
  61. data/assets/include/SDL2/SDL_opengl_glext.h +13209 -13209
  62. data/assets/include/SDL2/SDL_opengles.h +39 -39
  63. data/assets/include/SDL2/SDL_opengles2.h +52 -52
  64. data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -656
  65. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -4033
  66. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -27
  67. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -311
  68. data/assets/include/SDL2/SDL_pixels.h +644 -644
  69. data/assets/include/SDL2/SDL_platform.h +261 -261
  70. data/assets/include/SDL2/SDL_power.h +88 -88
  71. data/assets/include/SDL2/SDL_quit.h +58 -58
  72. data/assets/include/SDL2/SDL_rect.h +376 -376
  73. data/assets/include/SDL2/SDL_render.h +1919 -1919
  74. data/assets/include/SDL2/SDL_revision.h +6 -6
  75. data/assets/include/SDL2/SDL_rwops.h +841 -841
  76. data/assets/include/SDL2/SDL_scancode.h +438 -438
  77. data/assets/include/SDL2/SDL_sensor.h +322 -322
  78. data/assets/include/SDL2/SDL_shape.h +155 -155
  79. data/assets/include/SDL2/SDL_stdinc.h +830 -830
  80. data/assets/include/SDL2/SDL_surface.h +997 -997
  81. data/assets/include/SDL2/SDL_system.h +623 -623
  82. data/assets/include/SDL2/SDL_syswm.h +386 -386
  83. data/assets/include/SDL2/SDL_test.h +69 -69
  84. data/assets/include/SDL2/SDL_test_assert.h +105 -105
  85. data/assets/include/SDL2/SDL_test_common.h +236 -236
  86. data/assets/include/SDL2/SDL_test_compare.h +69 -69
  87. data/assets/include/SDL2/SDL_test_crc32.h +124 -124
  88. data/assets/include/SDL2/SDL_test_font.h +168 -168
  89. data/assets/include/SDL2/SDL_test_fuzzer.h +386 -386
  90. data/assets/include/SDL2/SDL_test_harness.h +134 -134
  91. data/assets/include/SDL2/SDL_test_images.h +78 -78
  92. data/assets/include/SDL2/SDL_test_log.h +67 -67
  93. data/assets/include/SDL2/SDL_test_md5.h +129 -129
  94. data/assets/include/SDL2/SDL_test_memory.h +63 -63
  95. data/assets/include/SDL2/SDL_test_random.h +115 -115
  96. data/assets/include/SDL2/SDL_thread.h +464 -464
  97. data/assets/include/SDL2/SDL_timer.h +222 -222
  98. data/assets/include/SDL2/SDL_touch.h +150 -150
  99. data/assets/include/SDL2/SDL_ttf.h +2316 -2316
  100. data/assets/include/SDL2/SDL_types.h +29 -29
  101. data/assets/include/SDL2/SDL_version.h +204 -204
  102. data/assets/include/SDL2/SDL_video.h +2150 -2150
  103. data/assets/include/SDL2/SDL_vulkan.h +215 -215
  104. data/assets/include/SDL2/begin_code.h +187 -187
  105. data/assets/include/SDL2/close_code.h +40 -40
  106. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
  107. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
  108. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
  109. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
  110. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
  111. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
  112. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
  113. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
  114. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
  115. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
  116. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +1 -1
  117. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
  118. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
  119. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
  120. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
  121. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
  122. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  123. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  124. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  125. data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
  126. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  127. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  128. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  129. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  130. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  131. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  132. data/assets/windows/mingw-w64-x86_64/lib/libssp.a +1 -1
  133. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  134. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  135. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  136. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  137. data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
  138. data/ext/audio.c +80 -80
  139. data/ext/extconf.h +3 -3
  140. data/ext/extconf.rb +173 -177
  141. data/lib/audio.bundle +0 -0
  142. data/lib/audio.so +0 -0
  143. data/lib/native_audio.rb +50 -50
  144. metadata +4 -9
  145. data/ext/Makefile +0 -270
  146. data/ext/audio.o +0 -0
  147. data/ext/mkmf.log +0 -7
@@ -1,1074 +1,1074 @@
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- /*
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- Simple DirectMedia Layer
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- Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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-
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- This software is provided 'as-is', without any express or implied
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- warranty. In no event will the authors be held liable for any damages
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- arising from the use of this software.
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-
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- Permission is granted to anyone to use this software for any purpose,
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- including commercial applications, and to alter it and redistribute it
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- freely, subject to the following restrictions:
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-
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- 1. The origin of this software must not be misrepresented; you must not
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- claim that you wrote the original software. If you use this software
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- in a product, an acknowledgment in the product documentation would be
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- appreciated but is not required.
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- 2. Altered source versions must be plainly marked as such, and must not be
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- misrepresented as being the original software.
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- 3. This notice may not be removed or altered from any source distribution.
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- */
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-
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- /**
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- * \file SDL_gamecontroller.h
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- *
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- * Include file for SDL game controller event handling
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- */
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-
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- #ifndef SDL_gamecontroller_h_
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- #define SDL_gamecontroller_h_
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-
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- #include "SDL_stdinc.h"
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- #include "SDL_error.h"
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- #include "SDL_rwops.h"
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- #include "SDL_sensor.h"
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- #include "SDL_joystick.h"
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-
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- #include "begin_code.h"
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- /* Set up for C function definitions, even when using C++ */
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- #ifdef __cplusplus
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- extern "C" {
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- #endif
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-
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- /**
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- * \file SDL_gamecontroller.h
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- *
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- * In order to use these functions, SDL_Init() must have been called
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- * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
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- * for game controllers, and load appropriate drivers.
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- *
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- * If you would like to receive controller updates while the application
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- * is in the background, you should set the following hint before calling
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- * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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- */
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-
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- /**
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- * The gamecontroller structure used to identify an SDL game controller
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- */
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- struct _SDL_GameController;
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- typedef struct _SDL_GameController SDL_GameController;
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-
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- typedef enum
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- {
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- SDL_CONTROLLER_TYPE_UNKNOWN = 0,
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- SDL_CONTROLLER_TYPE_XBOX360,
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- SDL_CONTROLLER_TYPE_XBOXONE,
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- SDL_CONTROLLER_TYPE_PS3,
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- SDL_CONTROLLER_TYPE_PS4,
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- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
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- SDL_CONTROLLER_TYPE_VIRTUAL,
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- SDL_CONTROLLER_TYPE_PS5,
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- SDL_CONTROLLER_TYPE_AMAZON_LUNA,
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- SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
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- SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
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- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
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- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
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- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
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- } SDL_GameControllerType;
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-
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- typedef enum
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- {
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- SDL_CONTROLLER_BINDTYPE_NONE = 0,
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- SDL_CONTROLLER_BINDTYPE_BUTTON,
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- SDL_CONTROLLER_BINDTYPE_AXIS,
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- SDL_CONTROLLER_BINDTYPE_HAT
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- } SDL_GameControllerBindType;
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-
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- /**
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- * Get the SDL joystick layer binding for this controller button/axis mapping
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- */
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- typedef struct SDL_GameControllerButtonBind
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- {
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- SDL_GameControllerBindType bindType;
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- union
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- {
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- int button;
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- int axis;
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- struct {
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- int hat;
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- int hat_mask;
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- } hat;
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- } value;
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-
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- } SDL_GameControllerButtonBind;
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-
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-
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- /**
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- * To count the number of game controllers in the system for the following:
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- *
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- * ```c
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- * int nJoysticks = SDL_NumJoysticks();
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- * int nGameControllers = 0;
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- * for (int i = 0; i < nJoysticks; i++) {
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- * if (SDL_IsGameController(i)) {
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- * nGameControllers++;
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- * }
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- * }
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- * ```
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- *
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- * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
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- * guid,name,mappings
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- *
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- * Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
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- * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
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- * The mapping format for joystick is:
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- * bX - a joystick button, index X
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- * hX.Y - hat X with value Y
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- * aX - axis X of the joystick
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- * Buttons can be used as a controller axis and vice versa.
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- *
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- * This string shows an example of a valid mapping for a controller
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- *
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- * ```c
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- * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
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- * ```
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- */
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-
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- /**
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- * Load a set of Game Controller mappings from a seekable SDL data stream.
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- *
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- * You can call this function several times, if needed, to load different
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- * database files.
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- *
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- * If a new mapping is loaded for an already known controller GUID, the later
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- * version will overwrite the one currently loaded.
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- *
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- * Mappings not belonging to the current platform or with no platform field
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- * specified will be ignored (i.e. mappings for Linux will be ignored in
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- * Windows, etc).
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- *
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- * This function will load the text database entirely in memory before
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- * processing it, so take this into consideration if you are in a memory
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- * constrained environment.
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- *
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- * \param rw the data stream for the mappings to be added
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- * \param freerw non-zero to close the stream after being read
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- * \returns the number of mappings added or -1 on error; call SDL_GetError()
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- * for more information.
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- *
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- * \since This function is available since SDL 2.0.2.
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- *
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- * \sa SDL_GameControllerAddMapping
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- * \sa SDL_GameControllerAddMappingsFromFile
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- * \sa SDL_GameControllerMappingForGUID
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- */
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- extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
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-
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- /**
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- * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
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- *
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- * Convenience macro.
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- */
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- #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
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-
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- /**
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- * Add support for controllers that SDL is unaware of or to cause an existing
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- * controller to have a different binding.
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- *
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- * The mapping string has the format "GUID,name,mapping", where GUID is the
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- * string value from SDL_JoystickGetGUIDString(), name is the human readable
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- * string for the device and mappings are controller mappings to joystick
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- * ones. Under Windows there is a reserved GUID of "xinput" that covers all
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- * XInput devices. The mapping format for joystick is: {| |bX |a joystick
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- * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
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- * |} Buttons can be used as a controller axes and vice versa.
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- *
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- * This string shows an example of a valid mapping for a controller:
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- *
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- * ```c
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- * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
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- * ```
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- *
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- * \param mappingString the mapping string
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- * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
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- * -1 on error; call SDL_GetError() for more information.
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- *
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- * \since This function is available since SDL 2.0.0.
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- *
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- * \sa SDL_GameControllerMapping
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- * \sa SDL_GameControllerMappingForGUID
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- */
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- extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
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-
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- /**
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- * Get the number of mappings installed.
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- *
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- * \returns the number of mappings.
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- *
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- * \since This function is available since SDL 2.0.6.
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- */
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- extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
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-
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- /**
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- * Get the mapping at a particular index.
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- *
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- * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
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- * the index is out of range.
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- *
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- * \since This function is available since SDL 2.0.6.
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- */
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- extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
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-
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- /**
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- * Get the game controller mapping string for a given GUID.
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- *
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- * The returned string must be freed with SDL_free().
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- *
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- * \param guid a structure containing the GUID for which a mapping is desired
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- * \returns a mapping string or NULL on error; call SDL_GetError() for more
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- * information.
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- *
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- * \since This function is available since SDL 2.0.0.
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- *
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- * \sa SDL_JoystickGetDeviceGUID
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- * \sa SDL_JoystickGetGUID
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- */
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- extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
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-
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- /**
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- * Get the current mapping of a Game Controller.
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- *
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- * The returned string must be freed with SDL_free().
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- *
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- * Details about mappings are discussed with SDL_GameControllerAddMapping().
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- *
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- * \param gamecontroller the game controller you want to get the current
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- * mapping for
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- * \returns a string that has the controller's mapping or NULL if no mapping
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- * is available; call SDL_GetError() for more information.
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- *
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- * \since This function is available since SDL 2.0.0.
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- *
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- * \sa SDL_GameControllerAddMapping
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- * \sa SDL_GameControllerMappingForGUID
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- */
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- extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
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-
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- /**
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- * Check if the given joystick is supported by the game controller interface.
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- *
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- * `joystick_index` is the same as the `device_index` passed to
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- * SDL_JoystickOpen().
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- *
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- * \param joystick_index the device_index of a device, up to
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- * SDL_NumJoysticks()
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- * \returns SDL_TRUE if the given joystick is supported by the game controller
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- * interface, SDL_FALSE if it isn't or it's an invalid index.
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- *
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- * \since This function is available since SDL 2.0.0.
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- *
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- * \sa SDL_GameControllerNameForIndex
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- * \sa SDL_GameControllerOpen
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- */
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- extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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-
275
- /**
276
- * Get the implementation dependent name for the game controller.
277
- *
278
- * This function can be called before any controllers are opened.
279
- *
280
- * `joystick_index` is the same as the `device_index` passed to
281
- * SDL_JoystickOpen().
282
- *
283
- * \param joystick_index the device_index of a device, from zero to
284
- * SDL_NumJoysticks()-1
285
- * \returns the implementation-dependent name for the game controller, or NULL
286
- * if there is no name or the index is invalid.
287
- *
288
- * \since This function is available since SDL 2.0.0.
289
- *
290
- * \sa SDL_GameControllerName
291
- * \sa SDL_GameControllerOpen
292
- * \sa SDL_IsGameController
293
- */
294
- extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
295
-
296
- /**
297
- * Get the implementation dependent path for the game controller.
298
- *
299
- * This function can be called before any controllers are opened.
300
- *
301
- * `joystick_index` is the same as the `device_index` passed to
302
- * SDL_JoystickOpen().
303
- *
304
- * \param joystick_index the device_index of a device, from zero to
305
- * SDL_NumJoysticks()-1
306
- * \returns the implementation-dependent path for the game controller, or NULL
307
- * if there is no path or the index is invalid.
308
- *
309
- * \since This function is available since SDL 2.24.0.
310
- *
311
- * \sa SDL_GameControllerPath
312
- */
313
- extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
314
-
315
- /**
316
- * Get the type of a game controller.
317
- *
318
- * This can be called before any controllers are opened.
319
- *
320
- * \param joystick_index the device_index of a device, from zero to
321
- * SDL_NumJoysticks()-1
322
- * \returns the controller type.
323
- *
324
- * \since This function is available since SDL 2.0.12.
325
- */
326
- extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
327
-
328
- /**
329
- * Get the mapping of a game controller.
330
- *
331
- * This can be called before any controllers are opened.
332
- *
333
- * \param joystick_index the device_index of a device, from zero to
334
- * SDL_NumJoysticks()-1
335
- * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
336
- * no mapping is available.
337
- *
338
- * \since This function is available since SDL 2.0.9.
339
- */
340
- extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
341
-
342
- /**
343
- * Open a game controller for use.
344
- *
345
- * `joystick_index` is the same as the `device_index` passed to
346
- * SDL_JoystickOpen().
347
- *
348
- * The index passed as an argument refers to the N'th game controller on the
349
- * system. This index is not the value which will identify this controller in
350
- * future controller events. The joystick's instance id (SDL_JoystickID) will
351
- * be used there instead.
352
- *
353
- * \param joystick_index the device_index of a device, up to
354
- * SDL_NumJoysticks()
355
- * \returns a gamecontroller identifier or NULL if an error occurred; call
356
- * SDL_GetError() for more information.
357
- *
358
- * \since This function is available since SDL 2.0.0.
359
- *
360
- * \sa SDL_GameControllerClose
361
- * \sa SDL_GameControllerNameForIndex
362
- * \sa SDL_IsGameController
363
- */
364
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
365
-
366
- /**
367
- * Get the SDL_GameController associated with an instance id.
368
- *
369
- * \param joyid the instance id to get the SDL_GameController for
370
- * \returns an SDL_GameController on success or NULL on failure; call
371
- * SDL_GetError() for more information.
372
- *
373
- * \since This function is available since SDL 2.0.4.
374
- */
375
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
376
-
377
- /**
378
- * Get the SDL_GameController associated with a player index.
379
- *
380
- * Please note that the player index is _not_ the device index, nor is it the
381
- * instance id!
382
- *
383
- * \param player_index the player index, which is not the device index or the
384
- * instance id!
385
- * \returns the SDL_GameController associated with a player index.
386
- *
387
- * \since This function is available since SDL 2.0.12.
388
- *
389
- * \sa SDL_GameControllerGetPlayerIndex
390
- * \sa SDL_GameControllerSetPlayerIndex
391
- */
392
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
393
-
394
- /**
395
- * Get the implementation-dependent name for an opened game controller.
396
- *
397
- * This is the same name as returned by SDL_GameControllerNameForIndex(), but
398
- * it takes a controller identifier instead of the (unstable) device index.
399
- *
400
- * \param gamecontroller a game controller identifier previously returned by
401
- * SDL_GameControllerOpen()
402
- * \returns the implementation dependent name for the game controller, or NULL
403
- * if there is no name or the identifier passed is invalid.
404
- *
405
- * \since This function is available since SDL 2.0.0.
406
- *
407
- * \sa SDL_GameControllerNameForIndex
408
- * \sa SDL_GameControllerOpen
409
- */
410
- extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
411
-
412
- /**
413
- * Get the implementation-dependent path for an opened game controller.
414
- *
415
- * This is the same path as returned by SDL_GameControllerNameForIndex(), but
416
- * it takes a controller identifier instead of the (unstable) device index.
417
- *
418
- * \param gamecontroller a game controller identifier previously returned by
419
- * SDL_GameControllerOpen()
420
- * \returns the implementation dependent path for the game controller, or NULL
421
- * if there is no path or the identifier passed is invalid.
422
- *
423
- * \since This function is available since SDL 2.24.0.
424
- *
425
- * \sa SDL_GameControllerPathForIndex
426
- */
427
- extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
428
-
429
- /**
430
- * Get the type of this currently opened controller
431
- *
432
- * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
433
- * it takes a controller identifier instead of the (unstable) device index.
434
- *
435
- * \param gamecontroller the game controller object to query.
436
- * \returns the controller type.
437
- *
438
- * \since This function is available since SDL 2.0.12.
439
- */
440
- extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
441
-
442
- /**
443
- * Get the player index of an opened game controller.
444
- *
445
- * For XInput controllers this returns the XInput user index.
446
- *
447
- * \param gamecontroller the game controller object to query.
448
- * \returns the player index for controller, or -1 if it's not available.
449
- *
450
- * \since This function is available since SDL 2.0.9.
451
- */
452
- extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
453
-
454
- /**
455
- * Set the player index of an opened game controller.
456
- *
457
- * \param gamecontroller the game controller object to adjust.
458
- * \param player_index Player index to assign to this controller, or -1 to
459
- * clear the player index and turn off player LEDs.
460
- *
461
- * \since This function is available since SDL 2.0.12.
462
- */
463
- extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
464
-
465
- /**
466
- * Get the USB vendor ID of an opened controller, if available.
467
- *
468
- * If the vendor ID isn't available this function returns 0.
469
- *
470
- * \param gamecontroller the game controller object to query.
471
- * \return the USB vendor ID, or zero if unavailable.
472
- *
473
- * \since This function is available since SDL 2.0.6.
474
- */
475
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
476
-
477
- /**
478
- * Get the USB product ID of an opened controller, if available.
479
- *
480
- * If the product ID isn't available this function returns 0.
481
- *
482
- * \param gamecontroller the game controller object to query.
483
- * \return the USB product ID, or zero if unavailable.
484
- *
485
- * \since This function is available since SDL 2.0.6.
486
- */
487
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
488
-
489
- /**
490
- * Get the product version of an opened controller, if available.
491
- *
492
- * If the product version isn't available this function returns 0.
493
- *
494
- * \param gamecontroller the game controller object to query.
495
- * \return the USB product version, or zero if unavailable.
496
- *
497
- * \since This function is available since SDL 2.0.6.
498
- */
499
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
500
-
501
- /**
502
- * Get the firmware version of an opened controller, if available.
503
- *
504
- * If the firmware version isn't available this function returns 0.
505
- *
506
- * \param gamecontroller the game controller object to query.
507
- * \return the controller firmware version, or zero if unavailable.
508
- *
509
- * \since This function is available since SDL 2.24.0.
510
- */
511
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
512
-
513
- /**
514
- * Get the serial number of an opened controller, if available.
515
- *
516
- * Returns the serial number of the controller, or NULL if it is not
517
- * available.
518
- *
519
- * \param gamecontroller the game controller object to query.
520
- * \return the serial number, or NULL if unavailable.
521
- *
522
- * \since This function is available since SDL 2.0.14.
523
- */
524
- extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
525
-
526
- /**
527
- * Check if a controller has been opened and is currently connected.
528
- *
529
- * \param gamecontroller a game controller identifier previously returned by
530
- * SDL_GameControllerOpen()
531
- * \returns SDL_TRUE if the controller has been opened and is currently
532
- * connected, or SDL_FALSE if not.
533
- *
534
- * \since This function is available since SDL 2.0.0.
535
- *
536
- * \sa SDL_GameControllerClose
537
- * \sa SDL_GameControllerOpen
538
- */
539
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
540
-
541
- /**
542
- * Get the Joystick ID from a Game Controller.
543
- *
544
- * This function will give you a SDL_Joystick object, which allows you to use
545
- * the SDL_Joystick functions with a SDL_GameController object. This would be
546
- * useful for getting a joystick's position at any given time, even if it
547
- * hasn't moved (moving it would produce an event, which would have the axis'
548
- * value).
549
- *
550
- * The pointer returned is owned by the SDL_GameController. You should not
551
- * call SDL_JoystickClose() on it, for example, since doing so will likely
552
- * cause SDL to crash.
553
- *
554
- * \param gamecontroller the game controller object that you want to get a
555
- * joystick from
556
- * \returns a SDL_Joystick object; call SDL_GetError() for more information.
557
- *
558
- * \since This function is available since SDL 2.0.0.
559
- */
560
- extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
561
-
562
- /**
563
- * Query or change current state of Game Controller events.
564
- *
565
- * If controller events are disabled, you must call SDL_GameControllerUpdate()
566
- * yourself and check the state of the controller when you want controller
567
- * information.
568
- *
569
- * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
570
- * and 1 will have any effect. Other numbers will just be returned.
571
- *
572
- * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
573
- * \returns the same value passed to the function, with exception to -1
574
- * (SDL_QUERY), which will return the current state.
575
- *
576
- * \since This function is available since SDL 2.0.0.
577
- *
578
- * \sa SDL_JoystickEventState
579
- */
580
- extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
581
-
582
- /**
583
- * Manually pump game controller updates if not using the loop.
584
- *
585
- * This function is called automatically by the event loop if events are
586
- * enabled. Under such circumstances, it will not be necessary to call this
587
- * function.
588
- *
589
- * \since This function is available since SDL 2.0.0.
590
- */
591
- extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
592
-
593
-
594
- /**
595
- * The list of axes available from a controller
596
- *
597
- * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
598
- * and are centered within ~8000 of zero, though advanced UI will allow users to set
599
- * or autodetect the dead zone, which varies between controllers.
600
- *
601
- * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
602
- */
603
- typedef enum
604
- {
605
- SDL_CONTROLLER_AXIS_INVALID = -1,
606
- SDL_CONTROLLER_AXIS_LEFTX,
607
- SDL_CONTROLLER_AXIS_LEFTY,
608
- SDL_CONTROLLER_AXIS_RIGHTX,
609
- SDL_CONTROLLER_AXIS_RIGHTY,
610
- SDL_CONTROLLER_AXIS_TRIGGERLEFT,
611
- SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
612
- SDL_CONTROLLER_AXIS_MAX
613
- } SDL_GameControllerAxis;
614
-
615
- /**
616
- * Convert a string into SDL_GameControllerAxis enum.
617
- *
618
- * This function is called internally to translate SDL_GameController mapping
619
- * strings for the underlying joystick device into the consistent
620
- * SDL_GameController mapping. You do not normally need to call this function
621
- * unless you are parsing SDL_GameController mappings in your own code.
622
- *
623
- * Note specially that "righttrigger" and "lefttrigger" map to
624
- * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
625
- * respectively.
626
- *
627
- * \param str string representing a SDL_GameController axis
628
- * \returns the SDL_GameControllerAxis enum corresponding to the input string,
629
- * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
630
- *
631
- * \since This function is available since SDL 2.0.0.
632
- *
633
- * \sa SDL_GameControllerGetStringForAxis
634
- */
635
- extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
636
-
637
- /**
638
- * Convert from an SDL_GameControllerAxis enum to a string.
639
- *
640
- * The caller should not SDL_free() the returned string.
641
- *
642
- * \param axis an enum value for a given SDL_GameControllerAxis
643
- * \returns a string for the given axis, or NULL if an invalid axis is
644
- * specified. The string returned is of the format used by
645
- * SDL_GameController mapping strings.
646
- *
647
- * \since This function is available since SDL 2.0.0.
648
- *
649
- * \sa SDL_GameControllerGetAxisFromString
650
- */
651
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
652
-
653
- /**
654
- * Get the SDL joystick layer binding for a controller axis mapping.
655
- *
656
- * \param gamecontroller a game controller
657
- * \param axis an axis enum value (one of the SDL_GameControllerAxis values)
658
- * \returns a SDL_GameControllerButtonBind describing the bind. On failure
659
- * (like the given Controller axis doesn't exist on the device), its
660
- * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
661
- *
662
- * \since This function is available since SDL 2.0.0.
663
- *
664
- * \sa SDL_GameControllerGetBindForButton
665
- */
666
- extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
667
- SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
668
- SDL_GameControllerAxis axis);
669
-
670
- /**
671
- * Query whether a game controller has a given axis.
672
- *
673
- * This merely reports whether the controller's mapping defined this axis, as
674
- * that is all the information SDL has about the physical device.
675
- *
676
- * \param gamecontroller a game controller
677
- * \param axis an axis enum value (an SDL_GameControllerAxis value)
678
- * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
679
- *
680
- * \since This function is available since SDL 2.0.14.
681
- */
682
- extern DECLSPEC SDL_bool SDLCALL
683
- SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
684
-
685
- /**
686
- * Get the current state of an axis control on a game controller.
687
- *
688
- * The axis indices start at index 0.
689
- *
690
- * The state is a value ranging from -32768 to 32767. Triggers, however, range
691
- * from 0 to 32767 (they never return a negative value).
692
- *
693
- * \param gamecontroller a game controller
694
- * \param axis an axis index (one of the SDL_GameControllerAxis values)
695
- * \returns axis state (including 0) on success or 0 (also) on failure; call
696
- * SDL_GetError() for more information.
697
- *
698
- * \since This function is available since SDL 2.0.0.
699
- *
700
- * \sa SDL_GameControllerGetButton
701
- */
702
- extern DECLSPEC Sint16 SDLCALL
703
- SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
704
-
705
- /**
706
- * The list of buttons available from a controller
707
- */
708
- typedef enum
709
- {
710
- SDL_CONTROLLER_BUTTON_INVALID = -1,
711
- SDL_CONTROLLER_BUTTON_A,
712
- SDL_CONTROLLER_BUTTON_B,
713
- SDL_CONTROLLER_BUTTON_X,
714
- SDL_CONTROLLER_BUTTON_Y,
715
- SDL_CONTROLLER_BUTTON_BACK,
716
- SDL_CONTROLLER_BUTTON_GUIDE,
717
- SDL_CONTROLLER_BUTTON_START,
718
- SDL_CONTROLLER_BUTTON_LEFTSTICK,
719
- SDL_CONTROLLER_BUTTON_RIGHTSTICK,
720
- SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
721
- SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
722
- SDL_CONTROLLER_BUTTON_DPAD_UP,
723
- SDL_CONTROLLER_BUTTON_DPAD_DOWN,
724
- SDL_CONTROLLER_BUTTON_DPAD_LEFT,
725
- SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
726
- SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
727
- SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
728
- SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
729
- SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
730
- SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
731
- SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
732
- SDL_CONTROLLER_BUTTON_MAX
733
- } SDL_GameControllerButton;
734
-
735
- /**
736
- * Convert a string into an SDL_GameControllerButton enum.
737
- *
738
- * This function is called internally to translate SDL_GameController mapping
739
- * strings for the underlying joystick device into the consistent
740
- * SDL_GameController mapping. You do not normally need to call this function
741
- * unless you are parsing SDL_GameController mappings in your own code.
742
- *
743
- * \param str string representing a SDL_GameController axis
744
- * \returns the SDL_GameControllerButton enum corresponding to the input
745
- * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
746
- *
747
- * \since This function is available since SDL 2.0.0.
748
- */
749
- extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
750
-
751
- /**
752
- * Convert from an SDL_GameControllerButton enum to a string.
753
- *
754
- * The caller should not SDL_free() the returned string.
755
- *
756
- * \param button an enum value for a given SDL_GameControllerButton
757
- * \returns a string for the given button, or NULL if an invalid button is
758
- * specified. The string returned is of the format used by
759
- * SDL_GameController mapping strings.
760
- *
761
- * \since This function is available since SDL 2.0.0.
762
- *
763
- * \sa SDL_GameControllerGetButtonFromString
764
- */
765
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
766
-
767
- /**
768
- * Get the SDL joystick layer binding for a controller button mapping.
769
- *
770
- * \param gamecontroller a game controller
771
- * \param button an button enum value (an SDL_GameControllerButton value)
772
- * \returns a SDL_GameControllerButtonBind describing the bind. On failure
773
- * (like the given Controller button doesn't exist on the device),
774
- * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
775
- *
776
- * \since This function is available since SDL 2.0.0.
777
- *
778
- * \sa SDL_GameControllerGetBindForAxis
779
- */
780
- extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
781
- SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
782
- SDL_GameControllerButton button);
783
-
784
- /**
785
- * Query whether a game controller has a given button.
786
- *
787
- * This merely reports whether the controller's mapping defined this button,
788
- * as that is all the information SDL has about the physical device.
789
- *
790
- * \param gamecontroller a game controller
791
- * \param button a button enum value (an SDL_GameControllerButton value)
792
- * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
793
- *
794
- * \since This function is available since SDL 2.0.14.
795
- */
796
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
797
- SDL_GameControllerButton button);
798
-
799
- /**
800
- * Get the current state of a button on a game controller.
801
- *
802
- * \param gamecontroller a game controller
803
- * \param button a button index (one of the SDL_GameControllerButton values)
804
- * \returns 1 for pressed state or 0 for not pressed state or error; call
805
- * SDL_GetError() for more information.
806
- *
807
- * \since This function is available since SDL 2.0.0.
808
- *
809
- * \sa SDL_GameControllerGetAxis
810
- */
811
- extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
812
- SDL_GameControllerButton button);
813
-
814
- /**
815
- * Get the number of touchpads on a game controller.
816
- *
817
- * \since This function is available since SDL 2.0.14.
818
- */
819
- extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
820
-
821
- /**
822
- * Get the number of supported simultaneous fingers on a touchpad on a game
823
- * controller.
824
- *
825
- * \since This function is available since SDL 2.0.14.
826
- */
827
- extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
828
-
829
- /**
830
- * Get the current state of a finger on a touchpad on a game controller.
831
- *
832
- * \since This function is available since SDL 2.0.14.
833
- */
834
- extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
835
-
836
- /**
837
- * Return whether a game controller has a particular sensor.
838
- *
839
- * \param gamecontroller The controller to query
840
- * \param type The type of sensor to query
841
- * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
842
- *
843
- * \since This function is available since SDL 2.0.14.
844
- */
845
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
846
-
847
- /**
848
- * Set whether data reporting for a game controller sensor is enabled.
849
- *
850
- * \param gamecontroller The controller to update
851
- * \param type The type of sensor to enable/disable
852
- * \param enabled Whether data reporting should be enabled
853
- * \returns 0 or -1 if an error occurred.
854
- *
855
- * \since This function is available since SDL 2.0.14.
856
- */
857
- extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
858
-
859
- /**
860
- * Query whether sensor data reporting is enabled for a game controller.
861
- *
862
- * \param gamecontroller The controller to query
863
- * \param type The type of sensor to query
864
- * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
865
- *
866
- * \since This function is available since SDL 2.0.14.
867
- */
868
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
869
-
870
- /**
871
- * Get the data rate (number of events per second) of a game controller
872
- * sensor.
873
- *
874
- * \param gamecontroller The controller to query
875
- * \param type The type of sensor to query
876
- * \return the data rate, or 0.0f if the data rate is not available.
877
- *
878
- * \since This function is available since SDL 2.0.16.
879
- */
880
- extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
881
-
882
- /**
883
- * Get the current state of a game controller sensor.
884
- *
885
- * The number of values and interpretation of the data is sensor dependent.
886
- * See SDL_sensor.h for the details for each type of sensor.
887
- *
888
- * \param gamecontroller The controller to query
889
- * \param type The type of sensor to query
890
- * \param data A pointer filled with the current sensor state
891
- * \param num_values The number of values to write to data
892
- * \return 0 or -1 if an error occurred.
893
- *
894
- * \since This function is available since SDL 2.0.14.
895
- */
896
- extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
897
-
898
- /**
899
- * Get the current state of a game controller sensor with the timestamp of the
900
- * last update.
901
- *
902
- * The number of values and interpretation of the data is sensor dependent.
903
- * See SDL_sensor.h for the details for each type of sensor.
904
- *
905
- * \param gamecontroller The controller to query
906
- * \param type The type of sensor to query
907
- * \param timestamp A pointer filled with the timestamp in microseconds of the
908
- * current sensor reading if available, or 0 if not
909
- * \param data A pointer filled with the current sensor state
910
- * \param num_values The number of values to write to data
911
- * \return 0 or -1 if an error occurred.
912
- *
913
- * \since This function is available since SDL 2.26.0.
914
- */
915
- extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
916
-
917
- /**
918
- * Start a rumble effect on a game controller.
919
- *
920
- * Each call to this function cancels any previous rumble effect, and calling
921
- * it with 0 intensity stops any rumbling.
922
- *
923
- * \param gamecontroller The controller to vibrate
924
- * \param low_frequency_rumble The intensity of the low frequency (left)
925
- * rumble motor, from 0 to 0xFFFF
926
- * \param high_frequency_rumble The intensity of the high frequency (right)
927
- * rumble motor, from 0 to 0xFFFF
928
- * \param duration_ms The duration of the rumble effect, in milliseconds
929
- * \returns 0, or -1 if rumble isn't supported on this controller
930
- *
931
- * \since This function is available since SDL 2.0.9.
932
- *
933
- * \sa SDL_GameControllerHasRumble
934
- */
935
- extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
936
-
937
- /**
938
- * Start a rumble effect in the game controller's triggers.
939
- *
940
- * Each call to this function cancels any previous trigger rumble effect, and
941
- * calling it with 0 intensity stops any rumbling.
942
- *
943
- * Note that this is rumbling of the _triggers_ and not the game controller as
944
- * a whole. This is currently only supported on Xbox One controllers. If you
945
- * want the (more common) whole-controller rumble, use
946
- * SDL_GameControllerRumble() instead.
947
- *
948
- * \param gamecontroller The controller to vibrate
949
- * \param left_rumble The intensity of the left trigger rumble motor, from 0
950
- * to 0xFFFF
951
- * \param right_rumble The intensity of the right trigger rumble motor, from 0
952
- * to 0xFFFF
953
- * \param duration_ms The duration of the rumble effect, in milliseconds
954
- * \returns 0, or -1 if trigger rumble isn't supported on this controller
955
- *
956
- * \since This function is available since SDL 2.0.14.
957
- *
958
- * \sa SDL_GameControllerHasRumbleTriggers
959
- */
960
- extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
961
-
962
- /**
963
- * Query whether a game controller has an LED.
964
- *
965
- * \param gamecontroller The controller to query
966
- * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
967
- * modifiable LED
968
- *
969
- * \since This function is available since SDL 2.0.14.
970
- */
971
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
972
-
973
- /**
974
- * Query whether a game controller has rumble support.
975
- *
976
- * \param gamecontroller The controller to query
977
- * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
978
- * support
979
- *
980
- * \since This function is available since SDL 2.0.18.
981
- *
982
- * \sa SDL_GameControllerRumble
983
- */
984
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
985
-
986
- /**
987
- * Query whether a game controller has rumble support on triggers.
988
- *
989
- * \param gamecontroller The controller to query
990
- * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
991
- * rumble support
992
- *
993
- * \since This function is available since SDL 2.0.18.
994
- *
995
- * \sa SDL_GameControllerRumbleTriggers
996
- */
997
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
998
-
999
- /**
1000
- * Update a game controller's LED color.
1001
- *
1002
- * \param gamecontroller The controller to update
1003
- * \param red The intensity of the red LED
1004
- * \param green The intensity of the green LED
1005
- * \param blue The intensity of the blue LED
1006
- * \returns 0, or -1 if this controller does not have a modifiable LED
1007
- *
1008
- * \since This function is available since SDL 2.0.14.
1009
- */
1010
- extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
1011
-
1012
- /**
1013
- * Send a controller specific effect packet
1014
- *
1015
- * \param gamecontroller The controller to affect
1016
- * \param data The data to send to the controller
1017
- * \param size The size of the data to send to the controller
1018
- * \returns 0, or -1 if this controller or driver doesn't support effect
1019
- * packets
1020
- *
1021
- * \since This function is available since SDL 2.0.16.
1022
- */
1023
- extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
1024
-
1025
- /**
1026
- * Close a game controller previously opened with SDL_GameControllerOpen().
1027
- *
1028
- * \param gamecontroller a game controller identifier previously returned by
1029
- * SDL_GameControllerOpen()
1030
- *
1031
- * \since This function is available since SDL 2.0.0.
1032
- *
1033
- * \sa SDL_GameControllerOpen
1034
- */
1035
- extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
1036
-
1037
- /**
1038
- * Return the sfSymbolsName for a given button on a game controller on Apple
1039
- * platforms.
1040
- *
1041
- * \param gamecontroller the controller to query
1042
- * \param button a button on the game controller
1043
- * \returns the sfSymbolsName or NULL if the name can't be found
1044
- *
1045
- * \since This function is available since SDL 2.0.18.
1046
- *
1047
- * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
1048
- */
1049
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
1050
-
1051
- /**
1052
- * Return the sfSymbolsName for a given axis on a game controller on Apple
1053
- * platforms.
1054
- *
1055
- * \param gamecontroller the controller to query
1056
- * \param axis an axis on the game controller
1057
- * \returns the sfSymbolsName or NULL if the name can't be found
1058
- *
1059
- * \since This function is available since SDL 2.0.18.
1060
- *
1061
- * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
1062
- */
1063
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
1064
-
1065
-
1066
- /* Ends C function definitions when using C++ */
1067
- #ifdef __cplusplus
1068
- }
1069
- #endif
1070
- #include "close_code.h"
1071
-
1072
- #endif /* SDL_gamecontroller_h_ */
1073
-
1074
- /* vi: set ts=4 sw=4 expandtab: */
1
+ /*
2
+ Simple DirectMedia Layer
3
+ Copyright (C) 1997-2022 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_CONTROLLER_TYPE_AMAZON_LUNA,
72
+ SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
73
+ SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
74
+ SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
75
+ SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
76
+ SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
77
+ } SDL_GameControllerType;
78
+
79
+ typedef enum
80
+ {
81
+ SDL_CONTROLLER_BINDTYPE_NONE = 0,
82
+ SDL_CONTROLLER_BINDTYPE_BUTTON,
83
+ SDL_CONTROLLER_BINDTYPE_AXIS,
84
+ SDL_CONTROLLER_BINDTYPE_HAT
85
+ } SDL_GameControllerBindType;
86
+
87
+ /**
88
+ * Get the SDL joystick layer binding for this controller button/axis mapping
89
+ */
90
+ typedef struct SDL_GameControllerButtonBind
91
+ {
92
+ SDL_GameControllerBindType bindType;
93
+ union
94
+ {
95
+ int button;
96
+ int axis;
97
+ struct {
98
+ int hat;
99
+ int hat_mask;
100
+ } hat;
101
+ } value;
102
+
103
+ } SDL_GameControllerButtonBind;
104
+
105
+
106
+ /**
107
+ * To count the number of game controllers in the system for the following:
108
+ *
109
+ * ```c
110
+ * int nJoysticks = SDL_NumJoysticks();
111
+ * int nGameControllers = 0;
112
+ * for (int i = 0; i < nJoysticks; i++) {
113
+ * if (SDL_IsGameController(i)) {
114
+ * nGameControllers++;
115
+ * }
116
+ * }
117
+ * ```
118
+ *
119
+ * 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:
120
+ * guid,name,mappings
121
+ *
122
+ * 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.
123
+ * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
124
+ * The mapping format for joystick is:
125
+ * bX - a joystick button, index X
126
+ * hX.Y - hat X with value Y
127
+ * aX - axis X of the joystick
128
+ * Buttons can be used as a controller axis and vice versa.
129
+ *
130
+ * This string shows an example of a valid mapping for a controller
131
+ *
132
+ * ```c
133
+ * "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",
134
+ * ```
135
+ */
136
+
137
+ /**
138
+ * Load a set of Game Controller mappings from a seekable SDL data stream.
139
+ *
140
+ * You can call this function several times, if needed, to load different
141
+ * database files.
142
+ *
143
+ * If a new mapping is loaded for an already known controller GUID, the later
144
+ * version will overwrite the one currently loaded.
145
+ *
146
+ * Mappings not belonging to the current platform or with no platform field
147
+ * specified will be ignored (i.e. mappings for Linux will be ignored in
148
+ * Windows, etc).
149
+ *
150
+ * This function will load the text database entirely in memory before
151
+ * processing it, so take this into consideration if you are in a memory
152
+ * constrained environment.
153
+ *
154
+ * \param rw the data stream for the mappings to be added
155
+ * \param freerw non-zero to close the stream after being read
156
+ * \returns the number of mappings added or -1 on error; call SDL_GetError()
157
+ * for more information.
158
+ *
159
+ * \since This function is available since SDL 2.0.2.
160
+ *
161
+ * \sa SDL_GameControllerAddMapping
162
+ * \sa SDL_GameControllerAddMappingsFromFile
163
+ * \sa SDL_GameControllerMappingForGUID
164
+ */
165
+ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
166
+
167
+ /**
168
+ * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
169
+ *
170
+ * Convenience macro.
171
+ */
172
+ #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
173
+
174
+ /**
175
+ * Add support for controllers that SDL is unaware of or to cause an existing
176
+ * controller to have a different binding.
177
+ *
178
+ * The mapping string has the format "GUID,name,mapping", where GUID is the
179
+ * string value from SDL_JoystickGetGUIDString(), name is the human readable
180
+ * string for the device and mappings are controller mappings to joystick
181
+ * ones. Under Windows there is a reserved GUID of "xinput" that covers all
182
+ * XInput devices. The mapping format for joystick is: {| |bX |a joystick
183
+ * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
184
+ * |} Buttons can be used as a controller axes and vice versa.
185
+ *
186
+ * This string shows an example of a valid mapping for a controller:
187
+ *
188
+ * ```c
189
+ * "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"
190
+ * ```
191
+ *
192
+ * \param mappingString the mapping string
193
+ * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
194
+ * -1 on error; call SDL_GetError() for more information.
195
+ *
196
+ * \since This function is available since SDL 2.0.0.
197
+ *
198
+ * \sa SDL_GameControllerMapping
199
+ * \sa SDL_GameControllerMappingForGUID
200
+ */
201
+ extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
202
+
203
+ /**
204
+ * Get the number of mappings installed.
205
+ *
206
+ * \returns the number of mappings.
207
+ *
208
+ * \since This function is available since SDL 2.0.6.
209
+ */
210
+ extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
211
+
212
+ /**
213
+ * Get the mapping at a particular index.
214
+ *
215
+ * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
216
+ * the index is out of range.
217
+ *
218
+ * \since This function is available since SDL 2.0.6.
219
+ */
220
+ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
221
+
222
+ /**
223
+ * Get the game controller mapping string for a given GUID.
224
+ *
225
+ * The returned string must be freed with SDL_free().
226
+ *
227
+ * \param guid a structure containing the GUID for which a mapping is desired
228
+ * \returns a mapping string or NULL on error; call SDL_GetError() for more
229
+ * information.
230
+ *
231
+ * \since This function is available since SDL 2.0.0.
232
+ *
233
+ * \sa SDL_JoystickGetDeviceGUID
234
+ * \sa SDL_JoystickGetGUID
235
+ */
236
+ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
237
+
238
+ /**
239
+ * Get the current mapping of a Game Controller.
240
+ *
241
+ * The returned string must be freed with SDL_free().
242
+ *
243
+ * Details about mappings are discussed with SDL_GameControllerAddMapping().
244
+ *
245
+ * \param gamecontroller the game controller you want to get the current
246
+ * mapping for
247
+ * \returns a string that has the controller's mapping or NULL if no mapping
248
+ * is available; call SDL_GetError() for more information.
249
+ *
250
+ * \since This function is available since SDL 2.0.0.
251
+ *
252
+ * \sa SDL_GameControllerAddMapping
253
+ * \sa SDL_GameControllerMappingForGUID
254
+ */
255
+ extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
256
+
257
+ /**
258
+ * Check if the given joystick is supported by the game controller interface.
259
+ *
260
+ * `joystick_index` is the same as the `device_index` passed to
261
+ * SDL_JoystickOpen().
262
+ *
263
+ * \param joystick_index the device_index of a device, up to
264
+ * SDL_NumJoysticks()
265
+ * \returns SDL_TRUE if the given joystick is supported by the game controller
266
+ * interface, SDL_FALSE if it isn't or it's an invalid index.
267
+ *
268
+ * \since This function is available since SDL 2.0.0.
269
+ *
270
+ * \sa SDL_GameControllerNameForIndex
271
+ * \sa SDL_GameControllerOpen
272
+ */
273
+ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
274
+
275
+ /**
276
+ * Get the implementation dependent name for the game controller.
277
+ *
278
+ * This function can be called before any controllers are opened.
279
+ *
280
+ * `joystick_index` is the same as the `device_index` passed to
281
+ * SDL_JoystickOpen().
282
+ *
283
+ * \param joystick_index the device_index of a device, from zero to
284
+ * SDL_NumJoysticks()-1
285
+ * \returns the implementation-dependent name for the game controller, or NULL
286
+ * if there is no name or the index is invalid.
287
+ *
288
+ * \since This function is available since SDL 2.0.0.
289
+ *
290
+ * \sa SDL_GameControllerName
291
+ * \sa SDL_GameControllerOpen
292
+ * \sa SDL_IsGameController
293
+ */
294
+ extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
295
+
296
+ /**
297
+ * Get the implementation dependent path for the game controller.
298
+ *
299
+ * This function can be called before any controllers are opened.
300
+ *
301
+ * `joystick_index` is the same as the `device_index` passed to
302
+ * SDL_JoystickOpen().
303
+ *
304
+ * \param joystick_index the device_index of a device, from zero to
305
+ * SDL_NumJoysticks()-1
306
+ * \returns the implementation-dependent path for the game controller, or NULL
307
+ * if there is no path or the index is invalid.
308
+ *
309
+ * \since This function is available since SDL 2.24.0.
310
+ *
311
+ * \sa SDL_GameControllerPath
312
+ */
313
+ extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
314
+
315
+ /**
316
+ * Get the type of a game controller.
317
+ *
318
+ * This can be called before any controllers are opened.
319
+ *
320
+ * \param joystick_index the device_index of a device, from zero to
321
+ * SDL_NumJoysticks()-1
322
+ * \returns the controller type.
323
+ *
324
+ * \since This function is available since SDL 2.0.12.
325
+ */
326
+ extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
327
+
328
+ /**
329
+ * Get the mapping of a game controller.
330
+ *
331
+ * This can be called before any controllers are opened.
332
+ *
333
+ * \param joystick_index the device_index of a device, from zero to
334
+ * SDL_NumJoysticks()-1
335
+ * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
336
+ * no mapping is available.
337
+ *
338
+ * \since This function is available since SDL 2.0.9.
339
+ */
340
+ extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
341
+
342
+ /**
343
+ * Open a game controller for use.
344
+ *
345
+ * `joystick_index` is the same as the `device_index` passed to
346
+ * SDL_JoystickOpen().
347
+ *
348
+ * The index passed as an argument refers to the N'th game controller on the
349
+ * system. This index is not the value which will identify this controller in
350
+ * future controller events. The joystick's instance id (SDL_JoystickID) will
351
+ * be used there instead.
352
+ *
353
+ * \param joystick_index the device_index of a device, up to
354
+ * SDL_NumJoysticks()
355
+ * \returns a gamecontroller identifier or NULL if an error occurred; call
356
+ * SDL_GetError() for more information.
357
+ *
358
+ * \since This function is available since SDL 2.0.0.
359
+ *
360
+ * \sa SDL_GameControllerClose
361
+ * \sa SDL_GameControllerNameForIndex
362
+ * \sa SDL_IsGameController
363
+ */
364
+ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
365
+
366
+ /**
367
+ * Get the SDL_GameController associated with an instance id.
368
+ *
369
+ * \param joyid the instance id to get the SDL_GameController for
370
+ * \returns an SDL_GameController on success or NULL on failure; call
371
+ * SDL_GetError() for more information.
372
+ *
373
+ * \since This function is available since SDL 2.0.4.
374
+ */
375
+ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
376
+
377
+ /**
378
+ * Get the SDL_GameController associated with a player index.
379
+ *
380
+ * Please note that the player index is _not_ the device index, nor is it the
381
+ * instance id!
382
+ *
383
+ * \param player_index the player index, which is not the device index or the
384
+ * instance id!
385
+ * \returns the SDL_GameController associated with a player index.
386
+ *
387
+ * \since This function is available since SDL 2.0.12.
388
+ *
389
+ * \sa SDL_GameControllerGetPlayerIndex
390
+ * \sa SDL_GameControllerSetPlayerIndex
391
+ */
392
+ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
393
+
394
+ /**
395
+ * Get the implementation-dependent name for an opened game controller.
396
+ *
397
+ * This is the same name as returned by SDL_GameControllerNameForIndex(), but
398
+ * it takes a controller identifier instead of the (unstable) device index.
399
+ *
400
+ * \param gamecontroller a game controller identifier previously returned by
401
+ * SDL_GameControllerOpen()
402
+ * \returns the implementation dependent name for the game controller, or NULL
403
+ * if there is no name or the identifier passed is invalid.
404
+ *
405
+ * \since This function is available since SDL 2.0.0.
406
+ *
407
+ * \sa SDL_GameControllerNameForIndex
408
+ * \sa SDL_GameControllerOpen
409
+ */
410
+ extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
411
+
412
+ /**
413
+ * Get the implementation-dependent path for an opened game controller.
414
+ *
415
+ * This is the same path as returned by SDL_GameControllerNameForIndex(), but
416
+ * it takes a controller identifier instead of the (unstable) device index.
417
+ *
418
+ * \param gamecontroller a game controller identifier previously returned by
419
+ * SDL_GameControllerOpen()
420
+ * \returns the implementation dependent path for the game controller, or NULL
421
+ * if there is no path or the identifier passed is invalid.
422
+ *
423
+ * \since This function is available since SDL 2.24.0.
424
+ *
425
+ * \sa SDL_GameControllerPathForIndex
426
+ */
427
+ extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
428
+
429
+ /**
430
+ * Get the type of this currently opened controller
431
+ *
432
+ * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
433
+ * it takes a controller identifier instead of the (unstable) device index.
434
+ *
435
+ * \param gamecontroller the game controller object to query.
436
+ * \returns the controller type.
437
+ *
438
+ * \since This function is available since SDL 2.0.12.
439
+ */
440
+ extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
441
+
442
+ /**
443
+ * Get the player index of an opened game controller.
444
+ *
445
+ * For XInput controllers this returns the XInput user index.
446
+ *
447
+ * \param gamecontroller the game controller object to query.
448
+ * \returns the player index for controller, or -1 if it's not available.
449
+ *
450
+ * \since This function is available since SDL 2.0.9.
451
+ */
452
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
453
+
454
+ /**
455
+ * Set the player index of an opened game controller.
456
+ *
457
+ * \param gamecontroller the game controller object to adjust.
458
+ * \param player_index Player index to assign to this controller, or -1 to
459
+ * clear the player index and turn off player LEDs.
460
+ *
461
+ * \since This function is available since SDL 2.0.12.
462
+ */
463
+ extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
464
+
465
+ /**
466
+ * Get the USB vendor ID of an opened controller, if available.
467
+ *
468
+ * If the vendor ID isn't available this function returns 0.
469
+ *
470
+ * \param gamecontroller the game controller object to query.
471
+ * \return the USB vendor ID, or zero if unavailable.
472
+ *
473
+ * \since This function is available since SDL 2.0.6.
474
+ */
475
+ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
476
+
477
+ /**
478
+ * Get the USB product ID of an opened controller, if available.
479
+ *
480
+ * If the product ID isn't available this function returns 0.
481
+ *
482
+ * \param gamecontroller the game controller object to query.
483
+ * \return the USB product ID, or zero if unavailable.
484
+ *
485
+ * \since This function is available since SDL 2.0.6.
486
+ */
487
+ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
488
+
489
+ /**
490
+ * Get the product version of an opened controller, if available.
491
+ *
492
+ * If the product version isn't available this function returns 0.
493
+ *
494
+ * \param gamecontroller the game controller object to query.
495
+ * \return the USB product version, or zero if unavailable.
496
+ *
497
+ * \since This function is available since SDL 2.0.6.
498
+ */
499
+ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
500
+
501
+ /**
502
+ * Get the firmware version of an opened controller, if available.
503
+ *
504
+ * If the firmware version isn't available this function returns 0.
505
+ *
506
+ * \param gamecontroller the game controller object to query.
507
+ * \return the controller firmware version, or zero if unavailable.
508
+ *
509
+ * \since This function is available since SDL 2.24.0.
510
+ */
511
+ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
512
+
513
+ /**
514
+ * Get the serial number of an opened controller, if available.
515
+ *
516
+ * Returns the serial number of the controller, or NULL if it is not
517
+ * available.
518
+ *
519
+ * \param gamecontroller the game controller object to query.
520
+ * \return the serial number, or NULL if unavailable.
521
+ *
522
+ * \since This function is available since SDL 2.0.14.
523
+ */
524
+ extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
525
+
526
+ /**
527
+ * Check if a controller has been opened and is currently connected.
528
+ *
529
+ * \param gamecontroller a game controller identifier previously returned by
530
+ * SDL_GameControllerOpen()
531
+ * \returns SDL_TRUE if the controller has been opened and is currently
532
+ * connected, or SDL_FALSE if not.
533
+ *
534
+ * \since This function is available since SDL 2.0.0.
535
+ *
536
+ * \sa SDL_GameControllerClose
537
+ * \sa SDL_GameControllerOpen
538
+ */
539
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
540
+
541
+ /**
542
+ * Get the Joystick ID from a Game Controller.
543
+ *
544
+ * This function will give you a SDL_Joystick object, which allows you to use
545
+ * the SDL_Joystick functions with a SDL_GameController object. This would be
546
+ * useful for getting a joystick's position at any given time, even if it
547
+ * hasn't moved (moving it would produce an event, which would have the axis'
548
+ * value).
549
+ *
550
+ * The pointer returned is owned by the SDL_GameController. You should not
551
+ * call SDL_JoystickClose() on it, for example, since doing so will likely
552
+ * cause SDL to crash.
553
+ *
554
+ * \param gamecontroller the game controller object that you want to get a
555
+ * joystick from
556
+ * \returns a SDL_Joystick object; call SDL_GetError() for more information.
557
+ *
558
+ * \since This function is available since SDL 2.0.0.
559
+ */
560
+ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
561
+
562
+ /**
563
+ * Query or change current state of Game Controller events.
564
+ *
565
+ * If controller events are disabled, you must call SDL_GameControllerUpdate()
566
+ * yourself and check the state of the controller when you want controller
567
+ * information.
568
+ *
569
+ * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
570
+ * and 1 will have any effect. Other numbers will just be returned.
571
+ *
572
+ * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
573
+ * \returns the same value passed to the function, with exception to -1
574
+ * (SDL_QUERY), which will return the current state.
575
+ *
576
+ * \since This function is available since SDL 2.0.0.
577
+ *
578
+ * \sa SDL_JoystickEventState
579
+ */
580
+ extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
581
+
582
+ /**
583
+ * Manually pump game controller updates if not using the loop.
584
+ *
585
+ * This function is called automatically by the event loop if events are
586
+ * enabled. Under such circumstances, it will not be necessary to call this
587
+ * function.
588
+ *
589
+ * \since This function is available since SDL 2.0.0.
590
+ */
591
+ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
592
+
593
+
594
+ /**
595
+ * The list of axes available from a controller
596
+ *
597
+ * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
598
+ * and are centered within ~8000 of zero, though advanced UI will allow users to set
599
+ * or autodetect the dead zone, which varies between controllers.
600
+ *
601
+ * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
602
+ */
603
+ typedef enum
604
+ {
605
+ SDL_CONTROLLER_AXIS_INVALID = -1,
606
+ SDL_CONTROLLER_AXIS_LEFTX,
607
+ SDL_CONTROLLER_AXIS_LEFTY,
608
+ SDL_CONTROLLER_AXIS_RIGHTX,
609
+ SDL_CONTROLLER_AXIS_RIGHTY,
610
+ SDL_CONTROLLER_AXIS_TRIGGERLEFT,
611
+ SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
612
+ SDL_CONTROLLER_AXIS_MAX
613
+ } SDL_GameControllerAxis;
614
+
615
+ /**
616
+ * Convert a string into SDL_GameControllerAxis enum.
617
+ *
618
+ * This function is called internally to translate SDL_GameController mapping
619
+ * strings for the underlying joystick device into the consistent
620
+ * SDL_GameController mapping. You do not normally need to call this function
621
+ * unless you are parsing SDL_GameController mappings in your own code.
622
+ *
623
+ * Note specially that "righttrigger" and "lefttrigger" map to
624
+ * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
625
+ * respectively.
626
+ *
627
+ * \param str string representing a SDL_GameController axis
628
+ * \returns the SDL_GameControllerAxis enum corresponding to the input string,
629
+ * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
630
+ *
631
+ * \since This function is available since SDL 2.0.0.
632
+ *
633
+ * \sa SDL_GameControllerGetStringForAxis
634
+ */
635
+ extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
636
+
637
+ /**
638
+ * Convert from an SDL_GameControllerAxis enum to a string.
639
+ *
640
+ * The caller should not SDL_free() the returned string.
641
+ *
642
+ * \param axis an enum value for a given SDL_GameControllerAxis
643
+ * \returns a string for the given axis, or NULL if an invalid axis is
644
+ * specified. The string returned is of the format used by
645
+ * SDL_GameController mapping strings.
646
+ *
647
+ * \since This function is available since SDL 2.0.0.
648
+ *
649
+ * \sa SDL_GameControllerGetAxisFromString
650
+ */
651
+ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
652
+
653
+ /**
654
+ * Get the SDL joystick layer binding for a controller axis mapping.
655
+ *
656
+ * \param gamecontroller a game controller
657
+ * \param axis an axis enum value (one of the SDL_GameControllerAxis values)
658
+ * \returns a SDL_GameControllerButtonBind describing the bind. On failure
659
+ * (like the given Controller axis doesn't exist on the device), its
660
+ * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
661
+ *
662
+ * \since This function is available since SDL 2.0.0.
663
+ *
664
+ * \sa SDL_GameControllerGetBindForButton
665
+ */
666
+ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
667
+ SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
668
+ SDL_GameControllerAxis axis);
669
+
670
+ /**
671
+ * Query whether a game controller has a given axis.
672
+ *
673
+ * This merely reports whether the controller's mapping defined this axis, as
674
+ * that is all the information SDL has about the physical device.
675
+ *
676
+ * \param gamecontroller a game controller
677
+ * \param axis an axis enum value (an SDL_GameControllerAxis value)
678
+ * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
679
+ *
680
+ * \since This function is available since SDL 2.0.14.
681
+ */
682
+ extern DECLSPEC SDL_bool SDLCALL
683
+ SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
684
+
685
+ /**
686
+ * Get the current state of an axis control on a game controller.
687
+ *
688
+ * The axis indices start at index 0.
689
+ *
690
+ * The state is a value ranging from -32768 to 32767. Triggers, however, range
691
+ * from 0 to 32767 (they never return a negative value).
692
+ *
693
+ * \param gamecontroller a game controller
694
+ * \param axis an axis index (one of the SDL_GameControllerAxis values)
695
+ * \returns axis state (including 0) on success or 0 (also) on failure; call
696
+ * SDL_GetError() for more information.
697
+ *
698
+ * \since This function is available since SDL 2.0.0.
699
+ *
700
+ * \sa SDL_GameControllerGetButton
701
+ */
702
+ extern DECLSPEC Sint16 SDLCALL
703
+ SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
704
+
705
+ /**
706
+ * The list of buttons available from a controller
707
+ */
708
+ typedef enum
709
+ {
710
+ SDL_CONTROLLER_BUTTON_INVALID = -1,
711
+ SDL_CONTROLLER_BUTTON_A,
712
+ SDL_CONTROLLER_BUTTON_B,
713
+ SDL_CONTROLLER_BUTTON_X,
714
+ SDL_CONTROLLER_BUTTON_Y,
715
+ SDL_CONTROLLER_BUTTON_BACK,
716
+ SDL_CONTROLLER_BUTTON_GUIDE,
717
+ SDL_CONTROLLER_BUTTON_START,
718
+ SDL_CONTROLLER_BUTTON_LEFTSTICK,
719
+ SDL_CONTROLLER_BUTTON_RIGHTSTICK,
720
+ SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
721
+ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
722
+ SDL_CONTROLLER_BUTTON_DPAD_UP,
723
+ SDL_CONTROLLER_BUTTON_DPAD_DOWN,
724
+ SDL_CONTROLLER_BUTTON_DPAD_LEFT,
725
+ SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
726
+ SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
727
+ SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
728
+ SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
729
+ SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
730
+ SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
731
+ SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
732
+ SDL_CONTROLLER_BUTTON_MAX
733
+ } SDL_GameControllerButton;
734
+
735
+ /**
736
+ * Convert a string into an SDL_GameControllerButton enum.
737
+ *
738
+ * This function is called internally to translate SDL_GameController mapping
739
+ * strings for the underlying joystick device into the consistent
740
+ * SDL_GameController mapping. You do not normally need to call this function
741
+ * unless you are parsing SDL_GameController mappings in your own code.
742
+ *
743
+ * \param str string representing a SDL_GameController axis
744
+ * \returns the SDL_GameControllerButton enum corresponding to the input
745
+ * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
746
+ *
747
+ * \since This function is available since SDL 2.0.0.
748
+ */
749
+ extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
750
+
751
+ /**
752
+ * Convert from an SDL_GameControllerButton enum to a string.
753
+ *
754
+ * The caller should not SDL_free() the returned string.
755
+ *
756
+ * \param button an enum value for a given SDL_GameControllerButton
757
+ * \returns a string for the given button, or NULL if an invalid button is
758
+ * specified. The string returned is of the format used by
759
+ * SDL_GameController mapping strings.
760
+ *
761
+ * \since This function is available since SDL 2.0.0.
762
+ *
763
+ * \sa SDL_GameControllerGetButtonFromString
764
+ */
765
+ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
766
+
767
+ /**
768
+ * Get the SDL joystick layer binding for a controller button mapping.
769
+ *
770
+ * \param gamecontroller a game controller
771
+ * \param button an button enum value (an SDL_GameControllerButton value)
772
+ * \returns a SDL_GameControllerButtonBind describing the bind. On failure
773
+ * (like the given Controller button doesn't exist on the device),
774
+ * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
775
+ *
776
+ * \since This function is available since SDL 2.0.0.
777
+ *
778
+ * \sa SDL_GameControllerGetBindForAxis
779
+ */
780
+ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
781
+ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
782
+ SDL_GameControllerButton button);
783
+
784
+ /**
785
+ * Query whether a game controller has a given button.
786
+ *
787
+ * This merely reports whether the controller's mapping defined this button,
788
+ * as that is all the information SDL has about the physical device.
789
+ *
790
+ * \param gamecontroller a game controller
791
+ * \param button a button enum value (an SDL_GameControllerButton value)
792
+ * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
793
+ *
794
+ * \since This function is available since SDL 2.0.14.
795
+ */
796
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
797
+ SDL_GameControllerButton button);
798
+
799
+ /**
800
+ * Get the current state of a button on a game controller.
801
+ *
802
+ * \param gamecontroller a game controller
803
+ * \param button a button index (one of the SDL_GameControllerButton values)
804
+ * \returns 1 for pressed state or 0 for not pressed state or error; call
805
+ * SDL_GetError() for more information.
806
+ *
807
+ * \since This function is available since SDL 2.0.0.
808
+ *
809
+ * \sa SDL_GameControllerGetAxis
810
+ */
811
+ extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
812
+ SDL_GameControllerButton button);
813
+
814
+ /**
815
+ * Get the number of touchpads on a game controller.
816
+ *
817
+ * \since This function is available since SDL 2.0.14.
818
+ */
819
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
820
+
821
+ /**
822
+ * Get the number of supported simultaneous fingers on a touchpad on a game
823
+ * controller.
824
+ *
825
+ * \since This function is available since SDL 2.0.14.
826
+ */
827
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
828
+
829
+ /**
830
+ * Get the current state of a finger on a touchpad on a game controller.
831
+ *
832
+ * \since This function is available since SDL 2.0.14.
833
+ */
834
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
835
+
836
+ /**
837
+ * Return whether a game controller has a particular sensor.
838
+ *
839
+ * \param gamecontroller The controller to query
840
+ * \param type The type of sensor to query
841
+ * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
842
+ *
843
+ * \since This function is available since SDL 2.0.14.
844
+ */
845
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
846
+
847
+ /**
848
+ * Set whether data reporting for a game controller sensor is enabled.
849
+ *
850
+ * \param gamecontroller The controller to update
851
+ * \param type The type of sensor to enable/disable
852
+ * \param enabled Whether data reporting should be enabled
853
+ * \returns 0 or -1 if an error occurred.
854
+ *
855
+ * \since This function is available since SDL 2.0.14.
856
+ */
857
+ extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
858
+
859
+ /**
860
+ * Query whether sensor data reporting is enabled for a game controller.
861
+ *
862
+ * \param gamecontroller The controller to query
863
+ * \param type The type of sensor to query
864
+ * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
865
+ *
866
+ * \since This function is available since SDL 2.0.14.
867
+ */
868
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
869
+
870
+ /**
871
+ * Get the data rate (number of events per second) of a game controller
872
+ * sensor.
873
+ *
874
+ * \param gamecontroller The controller to query
875
+ * \param type The type of sensor to query
876
+ * \return the data rate, or 0.0f if the data rate is not available.
877
+ *
878
+ * \since This function is available since SDL 2.0.16.
879
+ */
880
+ extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
881
+
882
+ /**
883
+ * Get the current state of a game controller sensor.
884
+ *
885
+ * The number of values and interpretation of the data is sensor dependent.
886
+ * See SDL_sensor.h for the details for each type of sensor.
887
+ *
888
+ * \param gamecontroller The controller to query
889
+ * \param type The type of sensor to query
890
+ * \param data A pointer filled with the current sensor state
891
+ * \param num_values The number of values to write to data
892
+ * \return 0 or -1 if an error occurred.
893
+ *
894
+ * \since This function is available since SDL 2.0.14.
895
+ */
896
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
897
+
898
+ /**
899
+ * Get the current state of a game controller sensor with the timestamp of the
900
+ * last update.
901
+ *
902
+ * The number of values and interpretation of the data is sensor dependent.
903
+ * See SDL_sensor.h for the details for each type of sensor.
904
+ *
905
+ * \param gamecontroller The controller to query
906
+ * \param type The type of sensor to query
907
+ * \param timestamp A pointer filled with the timestamp in microseconds of the
908
+ * current sensor reading if available, or 0 if not
909
+ * \param data A pointer filled with the current sensor state
910
+ * \param num_values The number of values to write to data
911
+ * \return 0 or -1 if an error occurred.
912
+ *
913
+ * \since This function is available since SDL 2.26.0.
914
+ */
915
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
916
+
917
+ /**
918
+ * Start a rumble effect on a game controller.
919
+ *
920
+ * Each call to this function cancels any previous rumble effect, and calling
921
+ * it with 0 intensity stops any rumbling.
922
+ *
923
+ * \param gamecontroller The controller to vibrate
924
+ * \param low_frequency_rumble The intensity of the low frequency (left)
925
+ * rumble motor, from 0 to 0xFFFF
926
+ * \param high_frequency_rumble The intensity of the high frequency (right)
927
+ * rumble motor, from 0 to 0xFFFF
928
+ * \param duration_ms The duration of the rumble effect, in milliseconds
929
+ * \returns 0, or -1 if rumble isn't supported on this controller
930
+ *
931
+ * \since This function is available since SDL 2.0.9.
932
+ *
933
+ * \sa SDL_GameControllerHasRumble
934
+ */
935
+ extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
936
+
937
+ /**
938
+ * Start a rumble effect in the game controller's triggers.
939
+ *
940
+ * Each call to this function cancels any previous trigger rumble effect, and
941
+ * calling it with 0 intensity stops any rumbling.
942
+ *
943
+ * Note that this is rumbling of the _triggers_ and not the game controller as
944
+ * a whole. This is currently only supported on Xbox One controllers. If you
945
+ * want the (more common) whole-controller rumble, use
946
+ * SDL_GameControllerRumble() instead.
947
+ *
948
+ * \param gamecontroller The controller to vibrate
949
+ * \param left_rumble The intensity of the left trigger rumble motor, from 0
950
+ * to 0xFFFF
951
+ * \param right_rumble The intensity of the right trigger rumble motor, from 0
952
+ * to 0xFFFF
953
+ * \param duration_ms The duration of the rumble effect, in milliseconds
954
+ * \returns 0, or -1 if trigger rumble isn't supported on this controller
955
+ *
956
+ * \since This function is available since SDL 2.0.14.
957
+ *
958
+ * \sa SDL_GameControllerHasRumbleTriggers
959
+ */
960
+ extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
961
+
962
+ /**
963
+ * Query whether a game controller has an LED.
964
+ *
965
+ * \param gamecontroller The controller to query
966
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
967
+ * modifiable LED
968
+ *
969
+ * \since This function is available since SDL 2.0.14.
970
+ */
971
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
972
+
973
+ /**
974
+ * Query whether a game controller has rumble support.
975
+ *
976
+ * \param gamecontroller The controller to query
977
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
978
+ * support
979
+ *
980
+ * \since This function is available since SDL 2.0.18.
981
+ *
982
+ * \sa SDL_GameControllerRumble
983
+ */
984
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
985
+
986
+ /**
987
+ * Query whether a game controller has rumble support on triggers.
988
+ *
989
+ * \param gamecontroller The controller to query
990
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
991
+ * rumble support
992
+ *
993
+ * \since This function is available since SDL 2.0.18.
994
+ *
995
+ * \sa SDL_GameControllerRumbleTriggers
996
+ */
997
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
998
+
999
+ /**
1000
+ * Update a game controller's LED color.
1001
+ *
1002
+ * \param gamecontroller The controller to update
1003
+ * \param red The intensity of the red LED
1004
+ * \param green The intensity of the green LED
1005
+ * \param blue The intensity of the blue LED
1006
+ * \returns 0, or -1 if this controller does not have a modifiable LED
1007
+ *
1008
+ * \since This function is available since SDL 2.0.14.
1009
+ */
1010
+ extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
1011
+
1012
+ /**
1013
+ * Send a controller specific effect packet
1014
+ *
1015
+ * \param gamecontroller The controller to affect
1016
+ * \param data The data to send to the controller
1017
+ * \param size The size of the data to send to the controller
1018
+ * \returns 0, or -1 if this controller or driver doesn't support effect
1019
+ * packets
1020
+ *
1021
+ * \since This function is available since SDL 2.0.16.
1022
+ */
1023
+ extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
1024
+
1025
+ /**
1026
+ * Close a game controller previously opened with SDL_GameControllerOpen().
1027
+ *
1028
+ * \param gamecontroller a game controller identifier previously returned by
1029
+ * SDL_GameControllerOpen()
1030
+ *
1031
+ * \since This function is available since SDL 2.0.0.
1032
+ *
1033
+ * \sa SDL_GameControllerOpen
1034
+ */
1035
+ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
1036
+
1037
+ /**
1038
+ * Return the sfSymbolsName for a given button on a game controller on Apple
1039
+ * platforms.
1040
+ *
1041
+ * \param gamecontroller the controller to query
1042
+ * \param button a button on the game controller
1043
+ * \returns the sfSymbolsName or NULL if the name can't be found
1044
+ *
1045
+ * \since This function is available since SDL 2.0.18.
1046
+ *
1047
+ * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
1048
+ */
1049
+ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
1050
+
1051
+ /**
1052
+ * Return the sfSymbolsName for a given axis on a game controller on Apple
1053
+ * platforms.
1054
+ *
1055
+ * \param gamecontroller the controller to query
1056
+ * \param axis an axis on the game controller
1057
+ * \returns the sfSymbolsName or NULL if the name can't be found
1058
+ *
1059
+ * \since This function is available since SDL 2.0.18.
1060
+ *
1061
+ * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
1062
+ */
1063
+ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
1064
+
1065
+
1066
+ /* Ends C function definitions when using C++ */
1067
+ #ifdef __cplusplus
1068
+ }
1069
+ #endif
1070
+ #include "close_code.h"
1071
+
1072
+ #endif /* SDL_gamecontroller_h_ */
1073
+
1074
+ /* vi: set ts=4 sw=4 expandtab: */