ruby2d-rpeck-windows 0.11.1

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Files changed (289) hide show
  1. checksums.yaml +7 -0
  2. data/assets/README.md +22 -0
  3. data/assets/Rakefile +85 -0
  4. data/assets/app.icns +0 -0
  5. data/assets/include/SDL2/SDL.h +138 -0
  6. data/assets/include/SDL2/SDL_assert.h +293 -0
  7. data/assets/include/SDL2/SDL_atomic.h +295 -0
  8. data/assets/include/SDL2/SDL_audio.h +859 -0
  9. data/assets/include/SDL2/SDL_bits.h +121 -0
  10. data/assets/include/SDL2/SDL_blendmode.h +123 -0
  11. data/assets/include/SDL2/SDL_clipboard.h +71 -0
  12. data/assets/include/SDL2/SDL_config.h +55 -0
  13. data/assets/include/SDL2/SDL_config_android.h +182 -0
  14. data/assets/include/SDL2/SDL_config_iphoneos.h +207 -0
  15. data/assets/include/SDL2/SDL_config_macosx.h +266 -0
  16. data/assets/include/SDL2/SDL_config_minimal.h +85 -0
  17. data/assets/include/SDL2/SDL_config_os2.h +188 -0
  18. data/assets/include/SDL2/SDL_config_pandora.h +135 -0
  19. data/assets/include/SDL2/SDL_config_psp.h +165 -0
  20. data/assets/include/SDL2/SDL_config_windows.h +288 -0
  21. data/assets/include/SDL2/SDL_config_winrt.h +243 -0
  22. data/assets/include/SDL2/SDL_config_wiz.h +149 -0
  23. data/assets/include/SDL2/SDL_copying.h +20 -0
  24. data/assets/include/SDL2/SDL_cpuinfo.h +299 -0
  25. data/assets/include/SDL2/SDL_egl.h +1676 -0
  26. data/assets/include/SDL2/SDL_endian.h +263 -0
  27. data/assets/include/SDL2/SDL_error.h +112 -0
  28. data/assets/include/SDL2/SDL_events.h +827 -0
  29. data/assets/include/SDL2/SDL_filesystem.h +136 -0
  30. data/assets/include/SDL2/SDL_gamecontroller.h +541 -0
  31. data/assets/include/SDL2/SDL_gesture.h +87 -0
  32. data/assets/include/SDL2/SDL_haptic.h +1247 -0
  33. data/assets/include/SDL2/SDL_hints.h +1578 -0
  34. data/assets/include/SDL2/SDL_image.h +161 -0
  35. data/assets/include/SDL2/SDL_joystick.h +499 -0
  36. data/assets/include/SDL2/SDL_keyboard.h +217 -0
  37. data/assets/include/SDL2/SDL_keycode.h +351 -0
  38. data/assets/include/SDL2/SDL_loadso.h +81 -0
  39. data/assets/include/SDL2/SDL_locale.h +101 -0
  40. data/assets/include/SDL2/SDL_log.h +211 -0
  41. data/assets/include/SDL2/SDL_main.h +180 -0
  42. data/assets/include/SDL2/SDL_messagebox.h +146 -0
  43. data/assets/include/SDL2/SDL_metal.h +117 -0
  44. data/assets/include/SDL2/SDL_misc.h +75 -0
  45. data/assets/include/SDL2/SDL_mixer.h +651 -0
  46. data/assets/include/SDL2/SDL_mouse.h +302 -0
  47. data/assets/include/SDL2/SDL_mutex.h +251 -0
  48. data/assets/include/SDL2/SDL_name.h +33 -0
  49. data/assets/include/SDL2/SDL_opengl.h +2183 -0
  50. data/assets/include/SDL2/SDL_opengl_glext.h +11180 -0
  51. data/assets/include/SDL2/SDL_opengles.h +39 -0
  52. data/assets/include/SDL2/SDL_opengles2.h +52 -0
  53. data/assets/include/SDL2/SDL_opengles2_gl2.h +621 -0
  54. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +2050 -0
  55. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +30 -0
  56. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +282 -0
  57. data/assets/include/SDL2/SDL_pixels.h +479 -0
  58. data/assets/include/SDL2/SDL_platform.h +198 -0
  59. data/assets/include/SDL2/SDL_power.h +75 -0
  60. data/assets/include/SDL2/SDL_quit.h +58 -0
  61. data/assets/include/SDL2/SDL_rect.h +174 -0
  62. data/assets/include/SDL2/SDL_render.h +1158 -0
  63. data/assets/include/SDL2/SDL_revision.h +2 -0
  64. data/assets/include/SDL2/SDL_rwops.h +283 -0
  65. data/assets/include/SDL2/SDL_scancode.h +413 -0
  66. data/assets/include/SDL2/SDL_sensor.h +267 -0
  67. data/assets/include/SDL2/SDL_shape.h +144 -0
  68. data/assets/include/SDL2/SDL_stdinc.h +647 -0
  69. data/assets/include/SDL2/SDL_surface.h +563 -0
  70. data/assets/include/SDL2/SDL_system.h +325 -0
  71. data/assets/include/SDL2/SDL_syswm.h +354 -0
  72. data/assets/include/SDL2/SDL_test.h +69 -0
  73. data/assets/include/SDL2/SDL_test_assert.h +105 -0
  74. data/assets/include/SDL2/SDL_test_common.h +218 -0
  75. data/assets/include/SDL2/SDL_test_compare.h +69 -0
  76. data/assets/include/SDL2/SDL_test_crc32.h +124 -0
  77. data/assets/include/SDL2/SDL_test_font.h +81 -0
  78. data/assets/include/SDL2/SDL_test_fuzzer.h +384 -0
  79. data/assets/include/SDL2/SDL_test_harness.h +134 -0
  80. data/assets/include/SDL2/SDL_test_images.h +78 -0
  81. data/assets/include/SDL2/SDL_test_log.h +67 -0
  82. data/assets/include/SDL2/SDL_test_md5.h +129 -0
  83. data/assets/include/SDL2/SDL_test_memory.h +63 -0
  84. data/assets/include/SDL2/SDL_test_random.h +115 -0
  85. data/assets/include/SDL2/SDL_thread.h +366 -0
  86. data/assets/include/SDL2/SDL_timer.h +115 -0
  87. data/assets/include/SDL2/SDL_touch.h +102 -0
  88. data/assets/include/SDL2/SDL_ttf.h +294 -0
  89. data/assets/include/SDL2/SDL_types.h +29 -0
  90. data/assets/include/SDL2/SDL_version.h +162 -0
  91. data/assets/include/SDL2/SDL_video.h +1282 -0
  92. data/assets/include/SDL2/SDL_vulkan.h +276 -0
  93. data/assets/include/SDL2/begin_code.h +166 -0
  94. data/assets/include/SDL2/close_code.h +40 -0
  95. data/assets/include/glew.h +23686 -0
  96. data/assets/ios/Assets.xcassets/AppIcon.appiconset/Contents.json +98 -0
  97. data/assets/ios/Assets.xcassets/Contents.json +6 -0
  98. data/assets/ios/Base.lproj/LaunchScreen.storyboard +27 -0
  99. data/assets/ios/Info.plist +43 -0
  100. data/assets/ios/MRuby.framework/Headers/mrbconf.h +143 -0
  101. data/assets/ios/MRuby.framework/Headers/mruby/array.h +280 -0
  102. data/assets/ios/MRuby.framework/Headers/mruby/boxing_nan.h +102 -0
  103. data/assets/ios/MRuby.framework/Headers/mruby/boxing_no.h +56 -0
  104. data/assets/ios/MRuby.framework/Headers/mruby/boxing_word.h +144 -0
  105. data/assets/ios/MRuby.framework/Headers/mruby/class.h +97 -0
  106. data/assets/ios/MRuby.framework/Headers/mruby/common.h +77 -0
  107. data/assets/ios/MRuby.framework/Headers/mruby/compile.h +195 -0
  108. data/assets/ios/MRuby.framework/Headers/mruby/data.h +75 -0
  109. data/assets/ios/MRuby.framework/Headers/mruby/debug.h +67 -0
  110. data/assets/ios/MRuby.framework/Headers/mruby/dump.h +196 -0
  111. data/assets/ios/MRuby.framework/Headers/mruby/error.h +75 -0
  112. data/assets/ios/MRuby.framework/Headers/mruby/gc.h +91 -0
  113. data/assets/ios/MRuby.framework/Headers/mruby/hash.h +215 -0
  114. data/assets/ios/MRuby.framework/Headers/mruby/irep.h +75 -0
  115. data/assets/ios/MRuby.framework/Headers/mruby/istruct.h +47 -0
  116. data/assets/ios/MRuby.framework/Headers/mruby/khash.h +274 -0
  117. data/assets/ios/MRuby.framework/Headers/mruby/numeric.h +161 -0
  118. data/assets/ios/MRuby.framework/Headers/mruby/object.h +44 -0
  119. data/assets/ios/MRuby.framework/Headers/mruby/opcode.h +69 -0
  120. data/assets/ios/MRuby.framework/Headers/mruby/ops.h +117 -0
  121. data/assets/ios/MRuby.framework/Headers/mruby/proc.h +131 -0
  122. data/assets/ios/MRuby.framework/Headers/mruby/range.h +49 -0
  123. data/assets/ios/MRuby.framework/Headers/mruby/re.h +16 -0
  124. data/assets/ios/MRuby.framework/Headers/mruby/string.h +444 -0
  125. data/assets/ios/MRuby.framework/Headers/mruby/throw.h +55 -0
  126. data/assets/ios/MRuby.framework/Headers/mruby/value.h +309 -0
  127. data/assets/ios/MRuby.framework/Headers/mruby/variable.h +136 -0
  128. data/assets/ios/MRuby.framework/Headers/mruby/version.h +110 -0
  129. data/assets/ios/MRuby.framework/Headers/mruby.h +1282 -0
  130. data/assets/ios/MRuby.framework/Info.plist +20 -0
  131. data/assets/ios/MRuby.framework/MRuby +0 -0
  132. data/assets/ios/MyApp.xcodeproj/project.pbxproj +368 -0
  133. data/assets/ios/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +7 -0
  134. data/assets/ios/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
  135. data/assets/ios/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +30 -0
  136. data/assets/ios/main.c +1 -0
  137. data/assets/macos/lib/libFLAC.a +0 -0
  138. data/assets/macos/lib/libSDL2.a +0 -0
  139. data/assets/macos/lib/libSDL2_image.a +0 -0
  140. data/assets/macos/lib/libSDL2_mixer.a +0 -0
  141. data/assets/macos/lib/libSDL2_ttf.a +0 -0
  142. data/assets/macos/lib/libfreetype.a +0 -0
  143. data/assets/macos/lib/libjpeg.a +0 -0
  144. data/assets/macos/lib/libmodplug.a +0 -0
  145. data/assets/macos/lib/libmpg123.a +0 -0
  146. data/assets/macos/lib/libogg.a +0 -0
  147. data/assets/macos/lib/libpng16.a +0 -0
  148. data/assets/macos/lib/libtiff.a +0 -0
  149. data/assets/macos/lib/libvorbis.a +0 -0
  150. data/assets/macos/lib/libvorbisfile.a +0 -0
  151. data/assets/macos/lib/libwebp.a +0 -0
  152. data/assets/mingw/bin/SDL2.dll +0 -0
  153. data/assets/mingw/bin/SDL2_image.dll +0 -0
  154. data/assets/mingw/bin/SDL2_mixer.dll +0 -0
  155. data/assets/mingw/bin/SDL2_ttf.dll +0 -0
  156. data/assets/mingw/bin/glew32.dll +0 -0
  157. data/assets/mingw/bin/libFLAC-8.dll +0 -0
  158. data/assets/mingw/bin/libfreetype-6.dll +0 -0
  159. data/assets/mingw/bin/libjpeg-9.dll +0 -0
  160. data/assets/mingw/bin/libmodplug-1.dll +0 -0
  161. data/assets/mingw/bin/libmpg123-0.dll +0 -0
  162. data/assets/mingw/bin/libogg-0.dll +0 -0
  163. data/assets/mingw/bin/libopus-0.dll +0 -0
  164. data/assets/mingw/bin/libopusfile-0.dll +0 -0
  165. data/assets/mingw/bin/libpng16-16.dll +0 -0
  166. data/assets/mingw/bin/libtiff-5.dll +0 -0
  167. data/assets/mingw/bin/libvorbis-0.dll +0 -0
  168. data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
  169. data/assets/mingw/bin/libwebp-7.dll +0 -0
  170. data/assets/mingw/bin/libwinpthread-1.dll +0 -0
  171. data/assets/mingw/bin/zlib1.dll +0 -0
  172. data/assets/mingw/lib/libSDL2.a +0 -0
  173. data/assets/mingw/lib/libSDL2.dll.a +0 -0
  174. data/assets/mingw/lib/libSDL2_image.a +0 -0
  175. data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
  176. data/assets/mingw/lib/libSDL2_mixer.a +0 -0
  177. data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
  178. data/assets/mingw/lib/libSDL2_test.a +0 -0
  179. data/assets/mingw/lib/libSDL2_ttf.a +0 -0
  180. data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
  181. data/assets/mingw/lib/libSDL2main.a +0 -0
  182. data/assets/mingw/lib/libglew32.a +0 -0
  183. data/assets/mingw/lib/libglew32.dll.a +0 -0
  184. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +16 -0
  185. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Contents.json +6 -0
  186. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Contents.json +17 -0
  187. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +16 -0
  188. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Contents.json +6 -0
  189. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +16 -0
  190. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Contents.json +6 -0
  191. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +16 -0
  192. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Contents.json +6 -0
  193. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Contents.json +17 -0
  194. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +16 -0
  195. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Contents.json +6 -0
  196. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +16 -0
  197. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Contents.json +6 -0
  198. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Contents.json +32 -0
  199. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +16 -0
  200. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +16 -0
  201. data/assets/tvos/Assets.xcassets/Contents.json +6 -0
  202. data/assets/tvos/Assets.xcassets/LaunchImage.launchimage/Contents.json +22 -0
  203. data/assets/tvos/Info.plist +30 -0
  204. data/assets/tvos/MRuby.framework/Headers/mrbconf.h +143 -0
  205. data/assets/tvos/MRuby.framework/Headers/mruby/array.h +280 -0
  206. data/assets/tvos/MRuby.framework/Headers/mruby/boxing_nan.h +102 -0
  207. data/assets/tvos/MRuby.framework/Headers/mruby/boxing_no.h +56 -0
  208. data/assets/tvos/MRuby.framework/Headers/mruby/boxing_word.h +144 -0
  209. data/assets/tvos/MRuby.framework/Headers/mruby/class.h +97 -0
  210. data/assets/tvos/MRuby.framework/Headers/mruby/common.h +77 -0
  211. data/assets/tvos/MRuby.framework/Headers/mruby/compile.h +195 -0
  212. data/assets/tvos/MRuby.framework/Headers/mruby/data.h +75 -0
  213. data/assets/tvos/MRuby.framework/Headers/mruby/debug.h +67 -0
  214. data/assets/tvos/MRuby.framework/Headers/mruby/dump.h +196 -0
  215. data/assets/tvos/MRuby.framework/Headers/mruby/error.h +75 -0
  216. data/assets/tvos/MRuby.framework/Headers/mruby/gc.h +91 -0
  217. data/assets/tvos/MRuby.framework/Headers/mruby/hash.h +215 -0
  218. data/assets/tvos/MRuby.framework/Headers/mruby/irep.h +75 -0
  219. data/assets/tvos/MRuby.framework/Headers/mruby/istruct.h +47 -0
  220. data/assets/tvos/MRuby.framework/Headers/mruby/khash.h +274 -0
  221. data/assets/tvos/MRuby.framework/Headers/mruby/numeric.h +161 -0
  222. data/assets/tvos/MRuby.framework/Headers/mruby/object.h +44 -0
  223. data/assets/tvos/MRuby.framework/Headers/mruby/opcode.h +69 -0
  224. data/assets/tvos/MRuby.framework/Headers/mruby/ops.h +117 -0
  225. data/assets/tvos/MRuby.framework/Headers/mruby/proc.h +131 -0
  226. data/assets/tvos/MRuby.framework/Headers/mruby/range.h +49 -0
  227. data/assets/tvos/MRuby.framework/Headers/mruby/re.h +16 -0
  228. data/assets/tvos/MRuby.framework/Headers/mruby/string.h +444 -0
  229. data/assets/tvos/MRuby.framework/Headers/mruby/throw.h +55 -0
  230. data/assets/tvos/MRuby.framework/Headers/mruby/value.h +309 -0
  231. data/assets/tvos/MRuby.framework/Headers/mruby/variable.h +136 -0
  232. data/assets/tvos/MRuby.framework/Headers/mruby/version.h +110 -0
  233. data/assets/tvos/MRuby.framework/Headers/mruby.h +1282 -0
  234. data/assets/tvos/MRuby.framework/Info.plist +20 -0
  235. data/assets/tvos/MRuby.framework/MRuby +0 -0
  236. data/assets/tvos/MyApp.xcodeproj/project.pbxproj +350 -0
  237. data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +7 -0
  238. data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
  239. data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +30 -0
  240. data/assets/tvos/main.c +1 -0
  241. data/bin/ruby2d +142 -0
  242. data/ext/ruby2d/common.c +185 -0
  243. data/ext/ruby2d/controllers.c +110 -0
  244. data/ext/ruby2d/extconf.rb +147 -0
  245. data/ext/ruby2d/font.c +35 -0
  246. data/ext/ruby2d/gl.c +398 -0
  247. data/ext/ruby2d/gl2.c +86 -0
  248. data/ext/ruby2d/gl3.c +305 -0
  249. data/ext/ruby2d/gles.c +249 -0
  250. data/ext/ruby2d/image.c +58 -0
  251. data/ext/ruby2d/input.c +48 -0
  252. data/ext/ruby2d/music.c +127 -0
  253. data/ext/ruby2d/ruby2d.c +1374 -0
  254. data/ext/ruby2d/ruby2d.h +656 -0
  255. data/ext/ruby2d/shapes.c +154 -0
  256. data/ext/ruby2d/sound.c +118 -0
  257. data/ext/ruby2d/text.c +22 -0
  258. data/ext/ruby2d/window.c +414 -0
  259. data/lib/ruby2d/circle.rb +43 -0
  260. data/lib/ruby2d/cli/build.rb +237 -0
  261. data/lib/ruby2d/cli/colorize.rb +10 -0
  262. data/lib/ruby2d/cli/console.rb +65 -0
  263. data/lib/ruby2d/cli/enable_console.rb +5 -0
  264. data/lib/ruby2d/cli/launch.rb +50 -0
  265. data/lib/ruby2d/color.rb +136 -0
  266. data/lib/ruby2d/dsl.rb +46 -0
  267. data/lib/ruby2d/entity.rb +17 -0
  268. data/lib/ruby2d/exceptions.rb +6 -0
  269. data/lib/ruby2d/font.rb +96 -0
  270. data/lib/ruby2d/image.rb +58 -0
  271. data/lib/ruby2d/line.rb +89 -0
  272. data/lib/ruby2d/music.rb +67 -0
  273. data/lib/ruby2d/pixel.rb +17 -0
  274. data/lib/ruby2d/quad.rb +96 -0
  275. data/lib/ruby2d/rectangle.rb +65 -0
  276. data/lib/ruby2d/renderable.rb +40 -0
  277. data/lib/ruby2d/ruby2d.so +0 -0
  278. data/lib/ruby2d/sound.rb +55 -0
  279. data/lib/ruby2d/sprite.rb +232 -0
  280. data/lib/ruby2d/square.rb +37 -0
  281. data/lib/ruby2d/text.rb +76 -0
  282. data/lib/ruby2d/texture.rb +28 -0
  283. data/lib/ruby2d/tileset.rb +87 -0
  284. data/lib/ruby2d/triangle.rb +82 -0
  285. data/lib/ruby2d/version.rb +5 -0
  286. data/lib/ruby2d/vertices.rb +84 -0
  287. data/lib/ruby2d/window.rb +673 -0
  288. data/lib/ruby2d.rb +69 -0
  289. metadata +346 -0
@@ -0,0 +1,136 @@
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+ /*
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+ Simple DirectMedia Layer
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+ Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely, subject to the following restrictions:
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+
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+ 1. The origin of this software must not be misrepresented; you must not
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+ claim that you wrote the original software. If you use this software
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+ in a product, an acknowledgment in the product documentation would be
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+ appreciated but is not required.
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+ 2. Altered source versions must be plainly marked as such, and must not be
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+ misrepresented as being the original software.
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+ 3. This notice may not be removed or altered from any source distribution.
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+ */
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+
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+ /**
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+ * \file SDL_filesystem.h
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+ *
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+ * \brief Include file for filesystem SDL API functions
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+ */
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+
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+ #ifndef SDL_filesystem_h_
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+ #define SDL_filesystem_h_
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+
31
+ #include "SDL_stdinc.h"
32
+
33
+ #include "begin_code.h"
34
+
35
+ /* Set up for C function definitions, even when using C++ */
36
+ #ifdef __cplusplus
37
+ extern "C" {
38
+ #endif
39
+
40
+ /**
41
+ * \brief Get the path where the application resides.
42
+ *
43
+ * Get the "base path". This is the directory where the application was run
44
+ * from, which is probably the installation directory, and may or may not
45
+ * be the process's current working directory.
46
+ *
47
+ * This returns an absolute path in UTF-8 encoding, and is guaranteed to
48
+ * end with a path separator ('\\' on Windows, '/' most other places).
49
+ *
50
+ * The pointer returned by this function is owned by you. Please call
51
+ * SDL_free() on the pointer when you are done with it, or it will be a
52
+ * memory leak. This is not necessarily a fast call, though, so you should
53
+ * call this once near startup and save the string if you need it.
54
+ *
55
+ * Some platforms can't determine the application's path, and on other
56
+ * platforms, this might be meaningless. In such cases, this function will
57
+ * return NULL.
58
+ *
59
+ * \return String of base dir in UTF-8 encoding, or NULL on error.
60
+ *
61
+ * \sa SDL_GetPrefPath
62
+ */
63
+ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
64
+
65
+ /**
66
+ * \brief Get the user-and-app-specific path where files can be written.
67
+ *
68
+ * Get the "pref dir". This is meant to be where users can write personal
69
+ * files (preferences and save games, etc) that are specific to your
70
+ * application. This directory is unique per user, per application.
71
+ *
72
+ * This function will decide the appropriate location in the native filesystem,
73
+ * create the directory if necessary, and return a string of the absolute
74
+ * path to the directory in UTF-8 encoding.
75
+ *
76
+ * On Windows, the string might look like:
77
+ * "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
78
+ *
79
+ * On Linux, the string might look like:
80
+ * "/home/bob/.local/share/My Program Name/"
81
+ *
82
+ * On Mac OS X, the string might look like:
83
+ * "/Users/bob/Library/Application Support/My Program Name/"
84
+ *
85
+ * (etc.)
86
+ *
87
+ * You specify the name of your organization (if it's not a real organization,
88
+ * your name or an Internet domain you own might do) and the name of your
89
+ * application. These should be untranslated proper names.
90
+ *
91
+ * Both the org and app strings may become part of a directory name, so
92
+ * please follow these rules:
93
+ *
94
+ * - Try to use the same org string (including case-sensitivity) for
95
+ * all your applications that use this function.
96
+ * - Always use a unique app string for each one, and make sure it never
97
+ * changes for an app once you've decided on it.
98
+ * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
99
+ * - ...only use letters, numbers, and spaces. Avoid punctuation like
100
+ * "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
101
+ *
102
+ * This returns an absolute path in UTF-8 encoding, and is guaranteed to
103
+ * end with a path separator ('\\' on Windows, '/' most other places).
104
+ *
105
+ * The pointer returned by this function is owned by you. Please call
106
+ * SDL_free() on the pointer when you are done with it, or it will be a
107
+ * memory leak. This is not necessarily a fast call, though, so you should
108
+ * call this once near startup and save the string if you need it.
109
+ *
110
+ * You should assume the path returned by this function is the only safe
111
+ * place to write files (and that SDL_GetBasePath(), while it might be
112
+ * writable, or even the parent of the returned path, aren't where you
113
+ * should be writing things).
114
+ *
115
+ * Some platforms can't determine the pref path, and on other
116
+ * platforms, this might be meaningless. In such cases, this function will
117
+ * return NULL.
118
+ *
119
+ * \param org The name of your organization.
120
+ * \param app The name of your application.
121
+ * \return UTF-8 string of user dir in platform-dependent notation. NULL
122
+ * if there's a problem (creating directory failed, etc).
123
+ *
124
+ * \sa SDL_GetBasePath
125
+ */
126
+ extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
127
+
128
+ /* Ends C function definitions when using C++ */
129
+ #ifdef __cplusplus
130
+ }
131
+ #endif
132
+ #include "close_code.h"
133
+
134
+ #endif /* SDL_filesystem_h_ */
135
+
136
+ /* vi: set ts=4 sw=4 expandtab: */
@@ -0,0 +1,541 @@
1
+ /*
2
+ Simple DirectMedia Layer
3
+ Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
4
+
5
+ This software is provided 'as-is', without any express or implied
6
+ warranty. In no event will the authors be held liable for any damages
7
+ arising from the use of this software.
8
+
9
+ Permission is granted to anyone to use this software for any purpose,
10
+ including commercial applications, and to alter it and redistribute it
11
+ freely, subject to the following restrictions:
12
+
13
+ 1. The origin of this software must not be misrepresented; you must not
14
+ claim that you wrote the original software. If you use this software
15
+ in a product, an acknowledgment in the product documentation would be
16
+ appreciated but is not required.
17
+ 2. Altered source versions must be plainly marked as such, and must not be
18
+ misrepresented as being the original software.
19
+ 3. This notice may not be removed or altered from any source distribution.
20
+ */
21
+
22
+ /**
23
+ * \file SDL_gamecontroller.h
24
+ *
25
+ * Include file for SDL game controller event handling
26
+ */
27
+
28
+ #ifndef SDL_gamecontroller_h_
29
+ #define SDL_gamecontroller_h_
30
+
31
+ #include "SDL_stdinc.h"
32
+ #include "SDL_error.h"
33
+ #include "SDL_rwops.h"
34
+ #include "SDL_sensor.h"
35
+ #include "SDL_joystick.h"
36
+
37
+ #include "begin_code.h"
38
+ /* Set up for C function definitions, even when using C++ */
39
+ #ifdef __cplusplus
40
+ extern "C" {
41
+ #endif
42
+
43
+ /**
44
+ * \file SDL_gamecontroller.h
45
+ *
46
+ * In order to use these functions, SDL_Init() must have been called
47
+ * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
48
+ * for game controllers, and load appropriate drivers.
49
+ *
50
+ * If you would like to receive controller updates while the application
51
+ * is in the background, you should set the following hint before calling
52
+ * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
53
+ */
54
+
55
+ /**
56
+ * The gamecontroller structure used to identify an SDL game controller
57
+ */
58
+ struct _SDL_GameController;
59
+ typedef struct _SDL_GameController SDL_GameController;
60
+
61
+ typedef enum
62
+ {
63
+ SDL_CONTROLLER_TYPE_UNKNOWN = 0,
64
+ SDL_CONTROLLER_TYPE_XBOX360,
65
+ SDL_CONTROLLER_TYPE_XBOXONE,
66
+ SDL_CONTROLLER_TYPE_PS3,
67
+ SDL_CONTROLLER_TYPE_PS4,
68
+ SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
69
+ SDL_CONTROLLER_TYPE_VIRTUAL,
70
+ SDL_CONTROLLER_TYPE_PS5
71
+ } SDL_GameControllerType;
72
+
73
+ typedef enum
74
+ {
75
+ SDL_CONTROLLER_BINDTYPE_NONE = 0,
76
+ SDL_CONTROLLER_BINDTYPE_BUTTON,
77
+ SDL_CONTROLLER_BINDTYPE_AXIS,
78
+ SDL_CONTROLLER_BINDTYPE_HAT
79
+ } SDL_GameControllerBindType;
80
+
81
+ /**
82
+ * Get the SDL joystick layer binding for this controller button/axis mapping
83
+ */
84
+ typedef struct SDL_GameControllerButtonBind
85
+ {
86
+ SDL_GameControllerBindType bindType;
87
+ union
88
+ {
89
+ int button;
90
+ int axis;
91
+ struct {
92
+ int hat;
93
+ int hat_mask;
94
+ } hat;
95
+ } value;
96
+
97
+ } SDL_GameControllerButtonBind;
98
+
99
+
100
+ /**
101
+ * To count the number of game controllers in the system for the following:
102
+ * int nJoysticks = SDL_NumJoysticks();
103
+ * int nGameControllers = 0;
104
+ * for (int i = 0; i < nJoysticks; i++) {
105
+ * if (SDL_IsGameController(i)) {
106
+ * nGameControllers++;
107
+ * }
108
+ * }
109
+ *
110
+ * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
111
+ * guid,name,mappings
112
+ *
113
+ * Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
114
+ * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
115
+ * The mapping format for joystick is:
116
+ * bX - a joystick button, index X
117
+ * hX.Y - hat X with value Y
118
+ * aX - axis X of the joystick
119
+ * Buttons can be used as a controller axis and vice versa.
120
+ *
121
+ * This string shows an example of a valid mapping for a controller
122
+ * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
123
+ *
124
+ */
125
+
126
+ /**
127
+ * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
128
+ * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
129
+ *
130
+ * If \c freerw is non-zero, the stream will be closed after being read.
131
+ *
132
+ * \return number of mappings added, -1 on error
133
+ */
134
+ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
135
+
136
+ /**
137
+ * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
138
+ *
139
+ * Convenience macro.
140
+ */
141
+ #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
142
+
143
+ /**
144
+ * Add or update an existing mapping configuration
145
+ *
146
+ * \return 1 if mapping is added, 0 if updated, -1 on error
147
+ */
148
+ extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
149
+
150
+ /**
151
+ * Get the number of mappings installed
152
+ *
153
+ * \return the number of mappings
154
+ */
155
+ extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
156
+
157
+ /**
158
+ * Get the mapping at a particular index.
159
+ *
160
+ * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
161
+ */
162
+ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
163
+
164
+ /**
165
+ * Get a mapping string for a GUID
166
+ *
167
+ * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
168
+ */
169
+ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
170
+
171
+ /**
172
+ * Get a mapping string for an open GameController
173
+ *
174
+ * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
175
+ */
176
+ extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
177
+
178
+ /**
179
+ * Is the joystick on this index supported by the game controller interface?
180
+ */
181
+ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
182
+
183
+ /**
184
+ * Get the implementation dependent name of a game controller.
185
+ * This can be called before any controllers are opened.
186
+ * If no name can be found, this function returns NULL.
187
+ */
188
+ extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
189
+
190
+ /**
191
+ * Get the type of a game controller.
192
+ * This can be called before any controllers are opened.
193
+ */
194
+ extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
195
+
196
+ /**
197
+ * Get the mapping of a game controller.
198
+ * This can be called before any controllers are opened.
199
+ *
200
+ * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
201
+ */
202
+ extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
203
+
204
+ /**
205
+ * Open a game controller for use.
206
+ * The index passed as an argument refers to the N'th game controller on the system.
207
+ * This index is not the value which will identify this controller in future
208
+ * controller events. The joystick's instance id (::SDL_JoystickID) will be
209
+ * used there instead.
210
+ *
211
+ * \return A controller identifier, or NULL if an error occurred.
212
+ */
213
+ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
214
+
215
+ /**
216
+ * Return the SDL_GameController associated with an instance id.
217
+ */
218
+ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
219
+
220
+ /**
221
+ * Return the SDL_GameController associated with a player index.
222
+ */
223
+ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
224
+
225
+ /**
226
+ * Return the name for this currently opened controller
227
+ */
228
+ extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
229
+
230
+ /**
231
+ * Return the type of this currently opened controller
232
+ */
233
+ extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
234
+
235
+ /**
236
+ * Get the player index of an opened game controller, or -1 if it's not available
237
+ *
238
+ * For XInput controllers this returns the XInput user index.
239
+ */
240
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
241
+
242
+ /**
243
+ * Set the player index of an opened game controller
244
+ */
245
+ extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
246
+
247
+ /**
248
+ * Get the USB vendor ID of an opened controller, if available.
249
+ * If the vendor ID isn't available this function returns 0.
250
+ */
251
+ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
252
+
253
+ /**
254
+ * Get the USB product ID of an opened controller, if available.
255
+ * If the product ID isn't available this function returns 0.
256
+ */
257
+ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
258
+
259
+ /**
260
+ * Get the product version of an opened controller, if available.
261
+ * If the product version isn't available this function returns 0.
262
+ */
263
+ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
264
+
265
+ /**
266
+ * Get the serial number of an opened controller, if available.
267
+ *
268
+ * Returns the serial number of the controller, or NULL if it is not available.
269
+ */
270
+ extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
271
+
272
+ /**
273
+ * Returns SDL_TRUE if the controller has been opened and currently connected,
274
+ * or SDL_FALSE if it has not.
275
+ */
276
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
277
+
278
+ /**
279
+ * Get the underlying joystick object used by a controller
280
+ */
281
+ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
282
+
283
+ /**
284
+ * Enable/disable controller event polling.
285
+ *
286
+ * If controller events are disabled, you must call SDL_GameControllerUpdate()
287
+ * yourself and check the state of the controller when you want controller
288
+ * information.
289
+ *
290
+ * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
291
+ */
292
+ extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
293
+
294
+ /**
295
+ * Update the current state of the open game controllers.
296
+ *
297
+ * This is called automatically by the event loop if any game controller
298
+ * events are enabled.
299
+ */
300
+ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
301
+
302
+
303
+ /**
304
+ * The list of axes available from a controller
305
+ *
306
+ * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
307
+ * and are centered within ~8000 of zero, though advanced UI will allow users to set
308
+ * or autodetect the dead zone, which varies between controllers.
309
+ *
310
+ * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
311
+ */
312
+ typedef enum
313
+ {
314
+ SDL_CONTROLLER_AXIS_INVALID = -1,
315
+ SDL_CONTROLLER_AXIS_LEFTX,
316
+ SDL_CONTROLLER_AXIS_LEFTY,
317
+ SDL_CONTROLLER_AXIS_RIGHTX,
318
+ SDL_CONTROLLER_AXIS_RIGHTY,
319
+ SDL_CONTROLLER_AXIS_TRIGGERLEFT,
320
+ SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
321
+ SDL_CONTROLLER_AXIS_MAX
322
+ } SDL_GameControllerAxis;
323
+
324
+ /**
325
+ * turn this string into a axis mapping
326
+ */
327
+ extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
328
+
329
+ /**
330
+ * turn this axis enum into a string mapping
331
+ */
332
+ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
333
+
334
+ /**
335
+ * Get the SDL joystick layer binding for this controller button mapping
336
+ */
337
+ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
338
+ SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
339
+ SDL_GameControllerAxis axis);
340
+
341
+ /**
342
+ * Return whether a game controller has a given axis
343
+ */
344
+ extern DECLSPEC SDL_bool SDLCALL
345
+ SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
346
+
347
+ /**
348
+ * Get the current state of an axis control on a game controller.
349
+ *
350
+ * The state is a value ranging from -32768 to 32767 (except for the triggers,
351
+ * which range from 0 to 32767).
352
+ *
353
+ * The axis indices start at index 0.
354
+ */
355
+ extern DECLSPEC Sint16 SDLCALL
356
+ SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
357
+
358
+ /**
359
+ * The list of buttons available from a controller
360
+ */
361
+ typedef enum
362
+ {
363
+ SDL_CONTROLLER_BUTTON_INVALID = -1,
364
+ SDL_CONTROLLER_BUTTON_A,
365
+ SDL_CONTROLLER_BUTTON_B,
366
+ SDL_CONTROLLER_BUTTON_X,
367
+ SDL_CONTROLLER_BUTTON_Y,
368
+ SDL_CONTROLLER_BUTTON_BACK,
369
+ SDL_CONTROLLER_BUTTON_GUIDE,
370
+ SDL_CONTROLLER_BUTTON_START,
371
+ SDL_CONTROLLER_BUTTON_LEFTSTICK,
372
+ SDL_CONTROLLER_BUTTON_RIGHTSTICK,
373
+ SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
374
+ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
375
+ SDL_CONTROLLER_BUTTON_DPAD_UP,
376
+ SDL_CONTROLLER_BUTTON_DPAD_DOWN,
377
+ SDL_CONTROLLER_BUTTON_DPAD_LEFT,
378
+ SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
379
+ SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
380
+ SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
381
+ SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
382
+ SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
383
+ SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
384
+ SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
385
+ SDL_CONTROLLER_BUTTON_MAX
386
+ } SDL_GameControllerButton;
387
+
388
+ /**
389
+ * turn this string into a button mapping
390
+ */
391
+ extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
392
+
393
+ /**
394
+ * turn this button enum into a string mapping
395
+ */
396
+ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
397
+
398
+ /**
399
+ * Get the SDL joystick layer binding for this controller button mapping
400
+ */
401
+ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
402
+ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
403
+ SDL_GameControllerButton button);
404
+
405
+ /**
406
+ * Return whether a game controller has a given button
407
+ */
408
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
409
+ SDL_GameControllerButton button);
410
+
411
+ /**
412
+ * Get the current state of a button on a game controller.
413
+ *
414
+ * The button indices start at index 0.
415
+ */
416
+ extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
417
+ SDL_GameControllerButton button);
418
+
419
+ /**
420
+ * Get the number of touchpads on a game controller.
421
+ */
422
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
423
+
424
+ /**
425
+ * Get the number of supported simultaneous fingers on a touchpad on a game controller.
426
+ */
427
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
428
+
429
+ /**
430
+ * Get the current state of a finger on a touchpad on a game controller.
431
+ */
432
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
433
+
434
+ /**
435
+ * Return whether a game controller has a particular sensor.
436
+ *
437
+ * \param gamecontroller The controller to query
438
+ * \param type The type of sensor to query
439
+ *
440
+ * \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
441
+ */
442
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
443
+
444
+ /**
445
+ * Set whether data reporting for a game controller sensor is enabled
446
+ *
447
+ * \param gamecontroller The controller to update
448
+ * \param type The type of sensor to enable/disable
449
+ * \param enabled Whether data reporting should be enabled
450
+ *
451
+ * \return 0 or -1 if an error occurred.
452
+ */
453
+ extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
454
+
455
+ /**
456
+ * Query whether sensor data reporting is enabled for a game controller
457
+ *
458
+ * \param gamecontroller The controller to query
459
+ * \param type The type of sensor to query
460
+ *
461
+ * \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
462
+ */
463
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
464
+
465
+ /**
466
+ * Get the current state of a game controller sensor.
467
+ *
468
+ * The number of values and interpretation of the data is sensor dependent.
469
+ * See SDL_sensor.h for the details for each type of sensor.
470
+ *
471
+ * \param gamecontroller The controller to query
472
+ * \param type The type of sensor to query
473
+ * \param data A pointer filled with the current sensor state
474
+ * \param num_values The number of values to write to data
475
+ *
476
+ * \return 0 or -1 if an error occurred.
477
+ */
478
+ extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
479
+
480
+ /**
481
+ * Start a rumble effect
482
+ * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
483
+ *
484
+ * \param gamecontroller The controller to vibrate
485
+ * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
486
+ * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
487
+ * \param duration_ms The duration of the rumble effect, in milliseconds
488
+ *
489
+ * \return 0, or -1 if rumble isn't supported on this controller
490
+ */
491
+ extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
492
+
493
+ /**
494
+ * Start a rumble effect in the game controller's triggers
495
+ * Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
496
+ *
497
+ * \param gamecontroller The controller to vibrate
498
+ * \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF
499
+ * \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF
500
+ * \param duration_ms The duration of the rumble effect, in milliseconds
501
+ *
502
+ * \return 0, or -1 if rumble isn't supported on this controller
503
+ */
504
+ extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
505
+
506
+ /**
507
+ * Return whether a controller has an LED
508
+ *
509
+ * \param gamecontroller The controller to query
510
+ *
511
+ * \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
512
+ */
513
+ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
514
+
515
+ /**
516
+ * Update a controller's LED color.
517
+ *
518
+ * \param gamecontroller The controller to update
519
+ * \param red The intensity of the red LED
520
+ * \param green The intensity of the green LED
521
+ * \param blue The intensity of the blue LED
522
+ *
523
+ * \return 0, or -1 if this controller does not have a modifiable LED
524
+ */
525
+ extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
526
+
527
+ /**
528
+ * Close a controller previously opened with SDL_GameControllerOpen().
529
+ */
530
+ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
531
+
532
+
533
+ /* Ends C function definitions when using C++ */
534
+ #ifdef __cplusplus
535
+ }
536
+ #endif
537
+ #include "close_code.h"
538
+
539
+ #endif /* SDL_gamecontroller_h_ */
540
+
541
+ /* vi: set ts=4 sw=4 expandtab: */