ruby2d 0.8.1 → 0.9.0
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- checksums.yaml +4 -4
- data/assets/README.md +20 -7
- data/assets/include/SDL2/SDL.h +135 -0
- data/assets/include/SDL2/SDL_assert.h +291 -0
- data/assets/include/SDL2/SDL_atomic.h +277 -0
- data/assets/include/SDL2/SDL_audio.h +826 -0
- data/assets/include/SDL2/SDL_bits.h +112 -0
- data/assets/include/SDL2/SDL_blendmode.h +120 -0
- data/assets/include/SDL2/SDL_clipboard.h +71 -0
- data/assets/include/SDL2/SDL_config.h +421 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +188 -0
- data/assets/include/SDL2/SDL_egl.h +1673 -0
- data/assets/include/SDL2/SDL_endian.h +260 -0
- data/assets/include/SDL2/SDL_error.h +76 -0
- data/assets/include/SDL2/SDL_events.h +788 -0
- data/assets/include/SDL2/SDL_filesystem.h +136 -0
- data/assets/include/SDL2/SDL_gamecontroller.h +390 -0
- data/assets/include/SDL2/SDL_gesture.h +87 -0
- data/assets/include/SDL2/SDL_haptic.h +1238 -0
- data/assets/include/SDL2/SDL_hints.h +1135 -0
- data/assets/include/SDL2/SDL_image.h +161 -0
- data/assets/include/SDL2/SDL_joystick.h +408 -0
- data/assets/include/SDL2/SDL_keyboard.h +217 -0
- data/assets/include/SDL2/SDL_keycode.h +349 -0
- data/assets/include/SDL2/SDL_loadso.h +81 -0
- data/assets/include/SDL2/SDL_log.h +211 -0
- data/assets/include/SDL2/SDL_main.h +168 -0
- data/assets/include/SDL2/SDL_messagebox.h +144 -0
- data/assets/include/SDL2/SDL_mixer.h +651 -0
- data/assets/include/SDL2/SDL_mouse.h +302 -0
- data/assets/include/SDL2/SDL_mutex.h +251 -0
- data/assets/include/SDL2/SDL_name.h +33 -0
- data/assets/include/SDL2/SDL_opengl.h +2183 -0
- data/assets/include/SDL2/SDL_opengl_glext.h +11177 -0
- data/assets/include/SDL2/SDL_opengles.h +39 -0
- data/assets/include/SDL2/SDL_opengles2.h +52 -0
- data/assets/include/SDL2/SDL_opengles2_gl2.h +621 -0
- data/assets/include/SDL2/SDL_opengles2_gl2ext.h +2050 -0
- data/assets/include/SDL2/SDL_opengles2_gl2platform.h +30 -0
- data/assets/include/SDL2/SDL_opengles2_khrplatform.h +282 -0
- data/assets/include/SDL2/SDL_pixels.h +470 -0
- data/assets/include/SDL2/SDL_platform.h +198 -0
- data/assets/include/SDL2/SDL_power.h +75 -0
- data/assets/include/SDL2/SDL_quit.h +58 -0
- data/assets/include/SDL2/SDL_rect.h +148 -0
- data/assets/include/SDL2/SDL_render.h +931 -0
- data/assets/include/SDL2/SDL_revision.h +2 -0
- data/assets/include/SDL2/SDL_rwops.h +254 -0
- data/assets/include/SDL2/SDL_scancode.h +413 -0
- data/assets/include/SDL2/SDL_sensor.h +251 -0
- data/assets/include/SDL2/SDL_shape.h +144 -0
- data/assets/include/SDL2/SDL_stdinc.h +607 -0
- data/assets/include/SDL2/SDL_surface.h +553 -0
- data/assets/include/SDL2/SDL_system.h +279 -0
- data/assets/include/SDL2/SDL_syswm.h +324 -0
- data/assets/include/SDL2/SDL_test.h +69 -0
- data/assets/include/SDL2/SDL_test_assert.h +105 -0
- data/assets/include/SDL2/SDL_test_common.h +188 -0
- data/assets/include/SDL2/SDL_test_compare.h +69 -0
- data/assets/include/SDL2/SDL_test_crc32.h +124 -0
- data/assets/include/SDL2/SDL_test_font.h +81 -0
- data/assets/include/SDL2/SDL_test_fuzzer.h +384 -0
- data/assets/include/SDL2/SDL_test_harness.h +134 -0
- data/assets/include/SDL2/SDL_test_images.h +78 -0
- data/assets/include/SDL2/SDL_test_log.h +67 -0
- data/assets/include/SDL2/SDL_test_md5.h +129 -0
- data/assets/include/SDL2/SDL_test_memory.h +63 -0
- data/assets/include/SDL2/SDL_test_random.h +115 -0
- data/assets/include/SDL2/SDL_thread.h +343 -0
- data/assets/include/SDL2/SDL_timer.h +115 -0
- data/assets/include/SDL2/SDL_touch.h +86 -0
- data/assets/include/SDL2/SDL_ttf.h +294 -0
- data/assets/include/SDL2/SDL_types.h +29 -0
- data/assets/include/SDL2/SDL_version.h +162 -0
- data/assets/include/SDL2/SDL_video.h +1276 -0
- data/assets/include/SDL2/SDL_vulkan.h +278 -0
- data/assets/include/SDL2/begin_code.h +167 -0
- data/assets/include/SDL2/close_code.h +37 -0
- data/assets/include/glew.h +23686 -0
- data/assets/include/simple2d.h +735 -0
- data/assets/ios/MRuby.framework/Headers/mrbconf.h +3 -5
- data/assets/ios/MRuby.framework/Headers/mruby.h +35 -32
- data/assets/ios/MRuby.framework/Headers/mruby/array.h +1 -0
- data/assets/ios/MRuby.framework/Headers/mruby/boxing_word.h +9 -1
- data/assets/ios/MRuby.framework/Headers/mruby/class.h +14 -11
- data/assets/ios/MRuby.framework/Headers/mruby/common.h +5 -0
- data/assets/ios/MRuby.framework/Headers/mruby/compile.h +4 -3
- data/assets/ios/MRuby.framework/Headers/mruby/debug.h +3 -2
- data/assets/ios/MRuby.framework/Headers/mruby/dump.h +2 -2
- data/assets/ios/MRuby.framework/Headers/mruby/hash.h +38 -5
- data/assets/ios/MRuby.framework/Headers/mruby/irep.h +17 -4
- data/assets/ios/MRuby.framework/Headers/mruby/object.h +4 -5
- data/assets/ios/MRuby.framework/Headers/mruby/opcode.h +47 -139
- data/assets/ios/MRuby.framework/Headers/mruby/ops.h +117 -0
- data/assets/ios/MRuby.framework/Headers/mruby/proc.h +4 -4
- data/assets/ios/MRuby.framework/Headers/mruby/string.h +11 -7
- data/assets/ios/MRuby.framework/Headers/mruby/throw.h +4 -4
- data/assets/ios/MRuby.framework/Headers/mruby/variable.h +2 -4
- data/assets/ios/MRuby.framework/Headers/mruby/version.h +6 -6
- data/assets/ios/MRuby.framework/MRuby +0 -0
- data/assets/ios/MyApp.xcodeproj/project.pbxproj +24 -18
- data/assets/ios/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
- data/assets/ios/main.c +1 -1
- data/assets/macos/lib/libFLAC.a +0 -0
- data/assets/macos/lib/libSDL2.a +0 -0
- data/assets/macos/lib/libSDL2_image.a +0 -0
- data/assets/macos/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/lib/libfreetype.a +0 -0
- data/assets/macos/lib/libjpeg.a +0 -0
- data/assets/macos/lib/libmpg123.a +0 -0
- data/assets/macos/lib/libogg.a +0 -0
- data/assets/macos/lib/libpng16.a +0 -0
- data/assets/macos/lib/libsimple2d.a +0 -0
- data/assets/macos/lib/libtiff.a +0 -0
- data/assets/macos/lib/libvorbis.a +0 -0
- data/assets/macos/lib/libvorbisfile.a +0 -0
- data/assets/macos/lib/libwebp.a +0 -0
- data/assets/mingw/bin/SDL2.dll +0 -0
- data/assets/mingw/bin/SDL2_image.dll +0 -0
- data/assets/mingw/bin/SDL2_mixer.dll +0 -0
- data/assets/mingw/bin/SDL2_ttf.dll +0 -0
- data/assets/mingw/bin/glew32.dll +0 -0
- data/assets/mingw/bin/libFLAC-8.dll +0 -0
- data/assets/mingw/bin/libfreetype-6.dll +0 -0
- data/assets/mingw/bin/libjpeg-9.dll +0 -0
- data/assets/mingw/bin/libmodplug-1.dll +0 -0
- data/assets/mingw/bin/libmpg123-0.dll +0 -0
- data/assets/mingw/bin/libogg-0.dll +0 -0
- data/assets/mingw/bin/libopus-0.dll +0 -0
- data/assets/mingw/bin/libopusfile-0.dll +0 -0
- data/assets/mingw/bin/libpng16-16.dll +0 -0
- data/assets/mingw/bin/libtiff-5.dll +0 -0
- data/assets/mingw/bin/libvorbis-0.dll +0 -0
- data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
- data/assets/mingw/bin/libwebp-7.dll +0 -0
- data/assets/mingw/bin/zlib1.dll +0 -0
- data/assets/mingw/lib/libSDL2.a +0 -0
- data/assets/mingw/lib/libSDL2.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_image.a +0 -0
- data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_mixer.a +0 -0
- data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_test.a +0 -0
- data/assets/mingw/lib/libSDL2_ttf.a +0 -0
- data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
- data/assets/mingw/lib/libSDL2main.a +0 -0
- data/assets/mingw/lib/libglew32.a +0 -0
- data/assets/mingw/lib/libglew32.dll.a +0 -0
- data/assets/mingw/lib/libsimple2d.a +0 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/LaunchImage.launchimage/Contents.json +7 -0
- data/assets/tvos/MRuby.framework/Headers/mrbconf.h +3 -5
- data/assets/tvos/MRuby.framework/Headers/mruby.h +35 -32
- data/assets/tvos/MRuby.framework/Headers/mruby/array.h +1 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/boxing_word.h +9 -1
- data/assets/tvos/MRuby.framework/Headers/mruby/class.h +14 -11
- data/assets/tvos/MRuby.framework/Headers/mruby/common.h +5 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/compile.h +4 -3
- data/assets/tvos/MRuby.framework/Headers/mruby/debug.h +3 -2
- data/assets/tvos/MRuby.framework/Headers/mruby/dump.h +2 -2
- data/assets/tvos/MRuby.framework/Headers/mruby/hash.h +38 -5
- data/assets/tvos/MRuby.framework/Headers/mruby/irep.h +17 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/object.h +4 -5
- data/assets/tvos/MRuby.framework/Headers/mruby/opcode.h +47 -139
- data/assets/tvos/MRuby.framework/Headers/mruby/ops.h +117 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/proc.h +4 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/string.h +11 -7
- data/assets/tvos/MRuby.framework/Headers/mruby/throw.h +4 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/variable.h +2 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/version.h +6 -6
- data/assets/tvos/MRuby.framework/MRuby +0 -0
- data/assets/tvos/MyApp.xcodeproj/project.pbxproj +25 -19
- data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
- data/assets/tvos/main.c +1 -1
- data/ext/ruby2d/extconf.rb +59 -50
- data/ext/ruby2d/ruby2d.c +0 -1
- data/lib/ruby2d.rb +1 -7
- data/lib/ruby2d/cli/launch.rb +1 -1
- data/lib/ruby2d/font.rb +32 -7
- data/lib/ruby2d/version.rb +1 -1
- metadata +132 -6
- data/assets/opal.js +0 -21637
- data/assets/simple2d.js +0 -1379
- data/assets/template.html +0 -18
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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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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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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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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#ifndef SDL_filesystem_h_
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#define SDL_filesystem_h_
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#include "SDL_stdinc.h"
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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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* \brief Get the path where the application resides.
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*
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* Get the "base path". This is the directory where the application was run
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* from, which is probably the installation directory, and may or may not
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*
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* This returns an absolute path in UTF-8 encoding, and is guaranteed to
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* end with a path separator ('\\' on Windows, '/' most other places).
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*
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* The pointer returned by this function is owned by you. Please call
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* SDL_free() on the pointer when you are done with it, or it will be a
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* memory leak. This is not necessarily a fast call, though, so you should
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* call this once near startup and save the string if you need it.
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*
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* Some platforms can't determine the application's path, and on other
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* platforms, this might be meaningless. In such cases, this function will
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* return NULL.
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*
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*
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* \sa SDL_GetPrefPath
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*/
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extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
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/**
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* \brief Get the user-and-app-specific path where files can be written.
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*
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* Get the "pref dir". This is meant to be where users can write personal
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* files (preferences and save games, etc) that are specific to your
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* application. This directory is unique per user, per application.
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*
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* This function will decide the appropriate location in the native filesystem,
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* create the directory if necessary, and return a string of the absolute
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* path to the directory in UTF-8 encoding.
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*
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* On Windows, the string might look like:
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*
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* "/home/bob/.local/share/My Program Name/"
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*
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* On Mac OS X, the string might look like:
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*
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* (etc.)
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* your name or an Internet domain you own might do) and the name of your
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* application. These should be untranslated proper names.
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*
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* Both the org and app strings may become part of a directory name, so
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* all your applications that use this function.
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* - Always use a unique app string for each one, and make sure it never
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* changes for an app once you've decided on it.
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* - Unicode characters are legal, as long as it's UTF-8 encoded, but...
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* "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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*
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* This returns an absolute path in UTF-8 encoding, and is guaranteed to
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*
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* The pointer returned by this function is owned by you. Please call
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* SDL_free() on the pointer when you are done with it, or it will be a
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* memory leak. This is not necessarily a fast call, though, so you should
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* call this once near startup and save the string if you need it.
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*
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* You should assume the path returned by this function is the only safe
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* place to write files (and that SDL_GetBasePath(), while it might be
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* writable, or even the parent of the returned path, aren't where you
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*
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* Some platforms can't determine the pref path, and on other
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* platforms, this might be meaningless. In such cases, this function will
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* \param org The name of your organization.
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* \param app The name of your application.
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*
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* \sa SDL_GetBasePath
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extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_filesystem_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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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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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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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_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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+
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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:
|
90
|
+
* 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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|
+
* 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:
|
99
|
+
* guid,name,mappings
|
100
|
+
*
|
101
|
+
* 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.
|
102
|
+
* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
|
103
|
+
* The mapping format for joystick is:
|
104
|
+
* bX - a joystick button, index X
|
105
|
+
* hX.Y - hat X with value Y
|
106
|
+
* aX - axis X of the joystick
|
107
|
+
* Buttons can be used as a controller axis and vice versa.
|
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|
+
*
|
109
|
+
* This string shows an example of a valid mapping for a controller
|
110
|
+
* "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",
|
111
|
+
*
|
112
|
+
*/
|
113
|
+
|
114
|
+
/**
|
115
|
+
* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
|
116
|
+
* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
|
117
|
+
*
|
118
|
+
* If \c freerw is non-zero, the stream will be closed after being read.
|
119
|
+
*
|
120
|
+
* \return number of mappings added, -1 on error
|
121
|
+
*/
|
122
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
|
123
|
+
|
124
|
+
/**
|
125
|
+
* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
|
126
|
+
*
|
127
|
+
* Convenience macro.
|
128
|
+
*/
|
129
|
+
#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
|
130
|
+
|
131
|
+
/**
|
132
|
+
* Add or update an existing mapping configuration
|
133
|
+
*
|
134
|
+
* \return 1 if mapping is added, 0 if updated, -1 on error
|
135
|
+
*/
|
136
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
|
137
|
+
|
138
|
+
/**
|
139
|
+
* Get the number of mappings installed
|
140
|
+
*
|
141
|
+
* \return the number of mappings
|
142
|
+
*/
|
143
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
|
144
|
+
|
145
|
+
/**
|
146
|
+
* Get the mapping at a particular index.
|
147
|
+
*
|
148
|
+
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
|
149
|
+
*/
|
150
|
+
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
|
151
|
+
|
152
|
+
/**
|
153
|
+
* Get a mapping string for a GUID
|
154
|
+
*
|
155
|
+
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
|
156
|
+
*/
|
157
|
+
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
|
158
|
+
|
159
|
+
/**
|
160
|
+
* Get a mapping string for an open GameController
|
161
|
+
*
|
162
|
+
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
|
163
|
+
*/
|
164
|
+
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
|
165
|
+
|
166
|
+
/**
|
167
|
+
* Is the joystick on this index supported by the game controller interface?
|
168
|
+
*/
|
169
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
|
170
|
+
|
171
|
+
/**
|
172
|
+
* Get the implementation dependent name of a game controller.
|
173
|
+
* This can be called before any controllers are opened.
|
174
|
+
* If no name can be found, this function returns NULL.
|
175
|
+
*/
|
176
|
+
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
|
177
|
+
|
178
|
+
/**
|
179
|
+
* Get the mapping of a game controller.
|
180
|
+
* This can be called before any controllers are opened.
|
181
|
+
*
|
182
|
+
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
|
183
|
+
*/
|
184
|
+
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
|
185
|
+
|
186
|
+
/**
|
187
|
+
* Open a game controller for use.
|
188
|
+
* The index passed as an argument refers to the N'th game controller on the system.
|
189
|
+
* This index is not the value which will identify this controller in future
|
190
|
+
* controller events. The joystick's instance id (::SDL_JoystickID) will be
|
191
|
+
* used there instead.
|
192
|
+
*
|
193
|
+
* \return A controller identifier, or NULL if an error occurred.
|
194
|
+
*/
|
195
|
+
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
|
196
|
+
|
197
|
+
/**
|
198
|
+
* Return the SDL_GameController associated with an instance id.
|
199
|
+
*/
|
200
|
+
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
|
201
|
+
|
202
|
+
/**
|
203
|
+
* Return the name for this currently opened controller
|
204
|
+
*/
|
205
|
+
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
|
206
|
+
|
207
|
+
/**
|
208
|
+
* Get the player index of an opened game controller, or -1 if it's not available
|
209
|
+
*
|
210
|
+
* For XInput controllers this returns the XInput user index.
|
211
|
+
*/
|
212
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
|
213
|
+
|
214
|
+
/**
|
215
|
+
* Get the USB vendor ID of an opened controller, if available.
|
216
|
+
* If the vendor ID isn't available this function returns 0.
|
217
|
+
*/
|
218
|
+
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
|
219
|
+
|
220
|
+
/**
|
221
|
+
* Get the USB product ID of an opened controller, if available.
|
222
|
+
* If the product ID isn't available this function returns 0.
|
223
|
+
*/
|
224
|
+
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
|
225
|
+
|
226
|
+
/**
|
227
|
+
* Get the product version of an opened controller, if available.
|
228
|
+
* If the product version isn't available this function returns 0.
|
229
|
+
*/
|
230
|
+
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
|
231
|
+
|
232
|
+
/**
|
233
|
+
* Returns SDL_TRUE if the controller has been opened and currently connected,
|
234
|
+
* or SDL_FALSE if it has not.
|
235
|
+
*/
|
236
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
|
237
|
+
|
238
|
+
/**
|
239
|
+
* Get the underlying joystick object used by a controller
|
240
|
+
*/
|
241
|
+
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
|
242
|
+
|
243
|
+
/**
|
244
|
+
* Enable/disable controller event polling.
|
245
|
+
*
|
246
|
+
* If controller events are disabled, you must call SDL_GameControllerUpdate()
|
247
|
+
* yourself and check the state of the controller when you want controller
|
248
|
+
* information.
|
249
|
+
*
|
250
|
+
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
|
251
|
+
*/
|
252
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
|
253
|
+
|
254
|
+
/**
|
255
|
+
* Update the current state of the open game controllers.
|
256
|
+
*
|
257
|
+
* This is called automatically by the event loop if any game controller
|
258
|
+
* events are enabled.
|
259
|
+
*/
|
260
|
+
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
|
261
|
+
|
262
|
+
|
263
|
+
/**
|
264
|
+
* The list of axes available from a controller
|
265
|
+
*
|
266
|
+
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
|
267
|
+
* and are centered within ~8000 of zero, though advanced UI will allow users to set
|
268
|
+
* or autodetect the dead zone, which varies between controllers.
|
269
|
+
*
|
270
|
+
* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
|
271
|
+
*/
|
272
|
+
typedef enum
|
273
|
+
{
|
274
|
+
SDL_CONTROLLER_AXIS_INVALID = -1,
|
275
|
+
SDL_CONTROLLER_AXIS_LEFTX,
|
276
|
+
SDL_CONTROLLER_AXIS_LEFTY,
|
277
|
+
SDL_CONTROLLER_AXIS_RIGHTX,
|
278
|
+
SDL_CONTROLLER_AXIS_RIGHTY,
|
279
|
+
SDL_CONTROLLER_AXIS_TRIGGERLEFT,
|
280
|
+
SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
|
281
|
+
SDL_CONTROLLER_AXIS_MAX
|
282
|
+
} SDL_GameControllerAxis;
|
283
|
+
|
284
|
+
/**
|
285
|
+
* turn this string into a axis mapping
|
286
|
+
*/
|
287
|
+
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
|
288
|
+
|
289
|
+
/**
|
290
|
+
* turn this axis enum into a string mapping
|
291
|
+
*/
|
292
|
+
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
|
293
|
+
|
294
|
+
/**
|
295
|
+
* Get the SDL joystick layer binding for this controller button mapping
|
296
|
+
*/
|
297
|
+
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
|
298
|
+
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
|
299
|
+
SDL_GameControllerAxis axis);
|
300
|
+
|
301
|
+
/**
|
302
|
+
* Get the current state of an axis control on a game controller.
|
303
|
+
*
|
304
|
+
* The state is a value ranging from -32768 to 32767 (except for the triggers,
|
305
|
+
* which range from 0 to 32767).
|
306
|
+
*
|
307
|
+
* The axis indices start at index 0.
|
308
|
+
*/
|
309
|
+
extern DECLSPEC Sint16 SDLCALL
|
310
|
+
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
|
311
|
+
SDL_GameControllerAxis axis);
|
312
|
+
|
313
|
+
/**
|
314
|
+
* The list of buttons available from a controller
|
315
|
+
*/
|
316
|
+
typedef enum
|
317
|
+
{
|
318
|
+
SDL_CONTROLLER_BUTTON_INVALID = -1,
|
319
|
+
SDL_CONTROLLER_BUTTON_A,
|
320
|
+
SDL_CONTROLLER_BUTTON_B,
|
321
|
+
SDL_CONTROLLER_BUTTON_X,
|
322
|
+
SDL_CONTROLLER_BUTTON_Y,
|
323
|
+
SDL_CONTROLLER_BUTTON_BACK,
|
324
|
+
SDL_CONTROLLER_BUTTON_GUIDE,
|
325
|
+
SDL_CONTROLLER_BUTTON_START,
|
326
|
+
SDL_CONTROLLER_BUTTON_LEFTSTICK,
|
327
|
+
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
|
328
|
+
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
|
329
|
+
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
|
330
|
+
SDL_CONTROLLER_BUTTON_DPAD_UP,
|
331
|
+
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
|
332
|
+
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
|
333
|
+
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
|
334
|
+
SDL_CONTROLLER_BUTTON_MAX
|
335
|
+
} SDL_GameControllerButton;
|
336
|
+
|
337
|
+
/**
|
338
|
+
* turn this string into a button mapping
|
339
|
+
*/
|
340
|
+
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
|
341
|
+
|
342
|
+
/**
|
343
|
+
* turn this button enum into a string mapping
|
344
|
+
*/
|
345
|
+
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
|
346
|
+
|
347
|
+
/**
|
348
|
+
* Get the SDL joystick layer binding for this controller button mapping
|
349
|
+
*/
|
350
|
+
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
|
351
|
+
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
|
352
|
+
SDL_GameControllerButton button);
|
353
|
+
|
354
|
+
|
355
|
+
/**
|
356
|
+
* Get the current state of a button on a game controller.
|
357
|
+
*
|
358
|
+
* The button indices start at index 0.
|
359
|
+
*/
|
360
|
+
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
|
361
|
+
SDL_GameControllerButton button);
|
362
|
+
|
363
|
+
/**
|
364
|
+
* Trigger a rumble effect
|
365
|
+
* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
|
366
|
+
*
|
367
|
+
* \param gamecontroller The controller to vibrate
|
368
|
+
* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
|
369
|
+
* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
|
370
|
+
* \param duration_ms The duration of the rumble effect, in milliseconds
|
371
|
+
*
|
372
|
+
* \return 0, or -1 if rumble isn't supported on this joystick
|
373
|
+
*/
|
374
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
|
375
|
+
|
376
|
+
/**
|
377
|
+
* Close a controller previously opened with SDL_GameControllerOpen().
|
378
|
+
*/
|
379
|
+
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
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380
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+
|
381
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+
|
382
|
+
/* Ends C function definitions when using C++ */
|
383
|
+
#ifdef __cplusplus
|
384
|
+
}
|
385
|
+
#endif
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386
|
+
#include "close_code.h"
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387
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+
|
388
|
+
#endif /* SDL_gamecontroller_h_ */
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389
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+
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390
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+
/* vi: set ts=4 sw=4 expandtab: */
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