ruby2d 0.8.1 → 0.9.0

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Files changed (192) hide show
  1. checksums.yaml +4 -4
  2. data/assets/README.md +20 -7
  3. data/assets/include/SDL2/SDL.h +135 -0
  4. data/assets/include/SDL2/SDL_assert.h +291 -0
  5. data/assets/include/SDL2/SDL_atomic.h +277 -0
  6. data/assets/include/SDL2/SDL_audio.h +826 -0
  7. data/assets/include/SDL2/SDL_bits.h +112 -0
  8. data/assets/include/SDL2/SDL_blendmode.h +120 -0
  9. data/assets/include/SDL2/SDL_clipboard.h +71 -0
  10. data/assets/include/SDL2/SDL_config.h +421 -0
  11. data/assets/include/SDL2/SDL_cpuinfo.h +188 -0
  12. data/assets/include/SDL2/SDL_egl.h +1673 -0
  13. data/assets/include/SDL2/SDL_endian.h +260 -0
  14. data/assets/include/SDL2/SDL_error.h +76 -0
  15. data/assets/include/SDL2/SDL_events.h +788 -0
  16. data/assets/include/SDL2/SDL_filesystem.h +136 -0
  17. data/assets/include/SDL2/SDL_gamecontroller.h +390 -0
  18. data/assets/include/SDL2/SDL_gesture.h +87 -0
  19. data/assets/include/SDL2/SDL_haptic.h +1238 -0
  20. data/assets/include/SDL2/SDL_hints.h +1135 -0
  21. data/assets/include/SDL2/SDL_image.h +161 -0
  22. data/assets/include/SDL2/SDL_joystick.h +408 -0
  23. data/assets/include/SDL2/SDL_keyboard.h +217 -0
  24. data/assets/include/SDL2/SDL_keycode.h +349 -0
  25. data/assets/include/SDL2/SDL_loadso.h +81 -0
  26. data/assets/include/SDL2/SDL_log.h +211 -0
  27. data/assets/include/SDL2/SDL_main.h +168 -0
  28. data/assets/include/SDL2/SDL_messagebox.h +144 -0
  29. data/assets/include/SDL2/SDL_mixer.h +651 -0
  30. data/assets/include/SDL2/SDL_mouse.h +302 -0
  31. data/assets/include/SDL2/SDL_mutex.h +251 -0
  32. data/assets/include/SDL2/SDL_name.h +33 -0
  33. data/assets/include/SDL2/SDL_opengl.h +2183 -0
  34. data/assets/include/SDL2/SDL_opengl_glext.h +11177 -0
  35. data/assets/include/SDL2/SDL_opengles.h +39 -0
  36. data/assets/include/SDL2/SDL_opengles2.h +52 -0
  37. data/assets/include/SDL2/SDL_opengles2_gl2.h +621 -0
  38. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +2050 -0
  39. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +30 -0
  40. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +282 -0
  41. data/assets/include/SDL2/SDL_pixels.h +470 -0
  42. data/assets/include/SDL2/SDL_platform.h +198 -0
  43. data/assets/include/SDL2/SDL_power.h +75 -0
  44. data/assets/include/SDL2/SDL_quit.h +58 -0
  45. data/assets/include/SDL2/SDL_rect.h +148 -0
  46. data/assets/include/SDL2/SDL_render.h +931 -0
  47. data/assets/include/SDL2/SDL_revision.h +2 -0
  48. data/assets/include/SDL2/SDL_rwops.h +254 -0
  49. data/assets/include/SDL2/SDL_scancode.h +413 -0
  50. data/assets/include/SDL2/SDL_sensor.h +251 -0
  51. data/assets/include/SDL2/SDL_shape.h +144 -0
  52. data/assets/include/SDL2/SDL_stdinc.h +607 -0
  53. data/assets/include/SDL2/SDL_surface.h +553 -0
  54. data/assets/include/SDL2/SDL_system.h +279 -0
  55. data/assets/include/SDL2/SDL_syswm.h +324 -0
  56. data/assets/include/SDL2/SDL_test.h +69 -0
  57. data/assets/include/SDL2/SDL_test_assert.h +105 -0
  58. data/assets/include/SDL2/SDL_test_common.h +188 -0
  59. data/assets/include/SDL2/SDL_test_compare.h +69 -0
  60. data/assets/include/SDL2/SDL_test_crc32.h +124 -0
  61. data/assets/include/SDL2/SDL_test_font.h +81 -0
  62. data/assets/include/SDL2/SDL_test_fuzzer.h +384 -0
  63. data/assets/include/SDL2/SDL_test_harness.h +134 -0
  64. data/assets/include/SDL2/SDL_test_images.h +78 -0
  65. data/assets/include/SDL2/SDL_test_log.h +67 -0
  66. data/assets/include/SDL2/SDL_test_md5.h +129 -0
  67. data/assets/include/SDL2/SDL_test_memory.h +63 -0
  68. data/assets/include/SDL2/SDL_test_random.h +115 -0
  69. data/assets/include/SDL2/SDL_thread.h +343 -0
  70. data/assets/include/SDL2/SDL_timer.h +115 -0
  71. data/assets/include/SDL2/SDL_touch.h +86 -0
  72. data/assets/include/SDL2/SDL_ttf.h +294 -0
  73. data/assets/include/SDL2/SDL_types.h +29 -0
  74. data/assets/include/SDL2/SDL_version.h +162 -0
  75. data/assets/include/SDL2/SDL_video.h +1276 -0
  76. data/assets/include/SDL2/SDL_vulkan.h +278 -0
  77. data/assets/include/SDL2/begin_code.h +167 -0
  78. data/assets/include/SDL2/close_code.h +37 -0
  79. data/assets/include/glew.h +23686 -0
  80. data/assets/include/simple2d.h +735 -0
  81. data/assets/ios/MRuby.framework/Headers/mrbconf.h +3 -5
  82. data/assets/ios/MRuby.framework/Headers/mruby.h +35 -32
  83. data/assets/ios/MRuby.framework/Headers/mruby/array.h +1 -0
  84. data/assets/ios/MRuby.framework/Headers/mruby/boxing_word.h +9 -1
  85. data/assets/ios/MRuby.framework/Headers/mruby/class.h +14 -11
  86. data/assets/ios/MRuby.framework/Headers/mruby/common.h +5 -0
  87. data/assets/ios/MRuby.framework/Headers/mruby/compile.h +4 -3
  88. data/assets/ios/MRuby.framework/Headers/mruby/debug.h +3 -2
  89. data/assets/ios/MRuby.framework/Headers/mruby/dump.h +2 -2
  90. data/assets/ios/MRuby.framework/Headers/mruby/hash.h +38 -5
  91. data/assets/ios/MRuby.framework/Headers/mruby/irep.h +17 -4
  92. data/assets/ios/MRuby.framework/Headers/mruby/object.h +4 -5
  93. data/assets/ios/MRuby.framework/Headers/mruby/opcode.h +47 -139
  94. data/assets/ios/MRuby.framework/Headers/mruby/ops.h +117 -0
  95. data/assets/ios/MRuby.framework/Headers/mruby/proc.h +4 -4
  96. data/assets/ios/MRuby.framework/Headers/mruby/string.h +11 -7
  97. data/assets/ios/MRuby.framework/Headers/mruby/throw.h +4 -4
  98. data/assets/ios/MRuby.framework/Headers/mruby/variable.h +2 -4
  99. data/assets/ios/MRuby.framework/Headers/mruby/version.h +6 -6
  100. data/assets/ios/MRuby.framework/MRuby +0 -0
  101. data/assets/ios/MyApp.xcodeproj/project.pbxproj +24 -18
  102. data/assets/ios/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
  103. data/assets/ios/main.c +1 -1
  104. data/assets/macos/lib/libFLAC.a +0 -0
  105. data/assets/macos/lib/libSDL2.a +0 -0
  106. data/assets/macos/lib/libSDL2_image.a +0 -0
  107. data/assets/macos/lib/libSDL2_mixer.a +0 -0
  108. data/assets/macos/lib/libSDL2_ttf.a +0 -0
  109. data/assets/macos/lib/libfreetype.a +0 -0
  110. data/assets/macos/lib/libjpeg.a +0 -0
  111. data/assets/macos/lib/libmpg123.a +0 -0
  112. data/assets/macos/lib/libogg.a +0 -0
  113. data/assets/macos/lib/libpng16.a +0 -0
  114. data/assets/macos/lib/libsimple2d.a +0 -0
  115. data/assets/macos/lib/libtiff.a +0 -0
  116. data/assets/macos/lib/libvorbis.a +0 -0
  117. data/assets/macos/lib/libvorbisfile.a +0 -0
  118. data/assets/macos/lib/libwebp.a +0 -0
  119. data/assets/mingw/bin/SDL2.dll +0 -0
  120. data/assets/mingw/bin/SDL2_image.dll +0 -0
  121. data/assets/mingw/bin/SDL2_mixer.dll +0 -0
  122. data/assets/mingw/bin/SDL2_ttf.dll +0 -0
  123. data/assets/mingw/bin/glew32.dll +0 -0
  124. data/assets/mingw/bin/libFLAC-8.dll +0 -0
  125. data/assets/mingw/bin/libfreetype-6.dll +0 -0
  126. data/assets/mingw/bin/libjpeg-9.dll +0 -0
  127. data/assets/mingw/bin/libmodplug-1.dll +0 -0
  128. data/assets/mingw/bin/libmpg123-0.dll +0 -0
  129. data/assets/mingw/bin/libogg-0.dll +0 -0
  130. data/assets/mingw/bin/libopus-0.dll +0 -0
  131. data/assets/mingw/bin/libopusfile-0.dll +0 -0
  132. data/assets/mingw/bin/libpng16-16.dll +0 -0
  133. data/assets/mingw/bin/libtiff-5.dll +0 -0
  134. data/assets/mingw/bin/libvorbis-0.dll +0 -0
  135. data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
  136. data/assets/mingw/bin/libwebp-7.dll +0 -0
  137. data/assets/mingw/bin/zlib1.dll +0 -0
  138. data/assets/mingw/lib/libSDL2.a +0 -0
  139. data/assets/mingw/lib/libSDL2.dll.a +0 -0
  140. data/assets/mingw/lib/libSDL2_image.a +0 -0
  141. data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
  142. data/assets/mingw/lib/libSDL2_mixer.a +0 -0
  143. data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
  144. data/assets/mingw/lib/libSDL2_test.a +0 -0
  145. data/assets/mingw/lib/libSDL2_ttf.a +0 -0
  146. data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
  147. data/assets/mingw/lib/libSDL2main.a +0 -0
  148. data/assets/mingw/lib/libglew32.a +0 -0
  149. data/assets/mingw/lib/libglew32.dll.a +0 -0
  150. data/assets/mingw/lib/libsimple2d.a +0 -0
  151. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +4 -0
  152. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +4 -0
  153. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +4 -0
  154. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +4 -0
  155. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +4 -0
  156. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +4 -0
  157. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +4 -0
  158. data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +4 -0
  159. data/assets/tvos/Assets.xcassets/LaunchImage.launchimage/Contents.json +7 -0
  160. data/assets/tvos/MRuby.framework/Headers/mrbconf.h +3 -5
  161. data/assets/tvos/MRuby.framework/Headers/mruby.h +35 -32
  162. data/assets/tvos/MRuby.framework/Headers/mruby/array.h +1 -0
  163. data/assets/tvos/MRuby.framework/Headers/mruby/boxing_word.h +9 -1
  164. data/assets/tvos/MRuby.framework/Headers/mruby/class.h +14 -11
  165. data/assets/tvos/MRuby.framework/Headers/mruby/common.h +5 -0
  166. data/assets/tvos/MRuby.framework/Headers/mruby/compile.h +4 -3
  167. data/assets/tvos/MRuby.framework/Headers/mruby/debug.h +3 -2
  168. data/assets/tvos/MRuby.framework/Headers/mruby/dump.h +2 -2
  169. data/assets/tvos/MRuby.framework/Headers/mruby/hash.h +38 -5
  170. data/assets/tvos/MRuby.framework/Headers/mruby/irep.h +17 -4
  171. data/assets/tvos/MRuby.framework/Headers/mruby/object.h +4 -5
  172. data/assets/tvos/MRuby.framework/Headers/mruby/opcode.h +47 -139
  173. data/assets/tvos/MRuby.framework/Headers/mruby/ops.h +117 -0
  174. data/assets/tvos/MRuby.framework/Headers/mruby/proc.h +4 -4
  175. data/assets/tvos/MRuby.framework/Headers/mruby/string.h +11 -7
  176. data/assets/tvos/MRuby.framework/Headers/mruby/throw.h +4 -4
  177. data/assets/tvos/MRuby.framework/Headers/mruby/variable.h +2 -4
  178. data/assets/tvos/MRuby.framework/Headers/mruby/version.h +6 -6
  179. data/assets/tvos/MRuby.framework/MRuby +0 -0
  180. data/assets/tvos/MyApp.xcodeproj/project.pbxproj +25 -19
  181. data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
  182. data/assets/tvos/main.c +1 -1
  183. data/ext/ruby2d/extconf.rb +59 -50
  184. data/ext/ruby2d/ruby2d.c +0 -1
  185. data/lib/ruby2d.rb +1 -7
  186. data/lib/ruby2d/cli/launch.rb +1 -1
  187. data/lib/ruby2d/font.rb +32 -7
  188. data/lib/ruby2d/version.rb +1 -1
  189. metadata +132 -6
  190. data/assets/opal.js +0 -21637
  191. data/assets/simple2d.js +0 -1379
  192. data/assets/template.html +0 -18
@@ -0,0 +1,136 @@
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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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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely, subject to the following restrictions:
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+
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+ 1. The origin of this software must not be misrepresented; you must not
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+ claim that you wrote the original software. If you use this software
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+ in a product, an acknowledgment in the product documentation would be
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+ appreciated but is not required.
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+ 2. Altered source versions must be plainly marked as such, and must not be
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+ misrepresented as being the original software.
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+ 3. This notice may not be removed or altered from any source distribution.
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+ */
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+
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+ /**
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+ * \file SDL_filesystem.h
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+ *
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+ * \brief Include file for filesystem SDL API functions
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+ */
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+
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+ #ifndef SDL_filesystem_h_
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+ #define SDL_filesystem_h_
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+
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+ #include "SDL_stdinc.h"
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+
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+ #include "begin_code.h"
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+
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+ /* Set up for C function definitions, even when using C++ */
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+ #ifdef __cplusplus
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+ extern "C" {
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+ #endif
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+
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+ /**
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+ * \brief Get the path where the application resides.
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+ *
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+ * Get the "base path". This is the directory where the application was run
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+ * from, which is probably the installation directory, and may or may not
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+ * be the process's current working directory.
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+ *
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+ * This returns an absolute path in UTF-8 encoding, and is guaranteed to
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+ * end with a path separator ('\\' on Windows, '/' most other places).
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+ *
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+ * The pointer returned by this function is owned by you. Please call
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+ * SDL_free() on the pointer when you are done with it, or it will be a
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+ * memory leak. This is not necessarily a fast call, though, so you should
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+ * call this once near startup and save the string if you need it.
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+ *
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+ * Some platforms can't determine the application's path, and on other
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+ * platforms, this might be meaningless. In such cases, this function will
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+ * return NULL.
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+ *
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+ * \return String of base dir in UTF-8 encoding, or NULL on error.
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+ *
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+ * \sa SDL_GetPrefPath
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+ */
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+ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
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+
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+ /**
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+ * \brief Get the user-and-app-specific path where files can be written.
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+ *
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+ * Get the "pref dir". This is meant to be where users can write personal
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+ * files (preferences and save games, etc) that are specific to your
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+ * application. This directory is unique per user, per application.
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+ *
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+ * This function will decide the appropriate location in the native filesystem,
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+ * create the directory if necessary, and return a string of the absolute
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+ * path to the directory in UTF-8 encoding.
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+ *
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+ * On Windows, the string might look like:
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+ * "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
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+ *
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+ * On Linux, the string might look like:
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+ * "/home/bob/.local/share/My Program Name/"
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+ *
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+ * On Mac OS X, the string might look like:
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+ * "/Users/bob/Library/Application Support/My Program Name/"
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+ *
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+ * (etc.)
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+ *
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+ * You specify the name of your organization (if it's not a real organization,
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+ * your name or an Internet domain you own might do) and the name of your
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+ * application. These should be untranslated proper names.
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+ *
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+ * Both the org and app strings may become part of a directory name, so
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+ * please follow these rules:
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+ *
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+ * - Try to use the same org string (including case-sensitivity) for
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+ * all your applications that use this function.
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+ * - Always use a unique app string for each one, and make sure it never
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+ * changes for an app once you've decided on it.
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+ * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
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+ * - ...only use letters, numbers, and spaces. Avoid punctuation like
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+ * "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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+ *
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+ * This returns an absolute path in UTF-8 encoding, and is guaranteed to
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+ * end with a path separator ('\\' on Windows, '/' most other places).
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+ *
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+ * The pointer returned by this function is owned by you. Please call
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+ * SDL_free() on the pointer when you are done with it, or it will be a
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+ * memory leak. This is not necessarily a fast call, though, so you should
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+ * call this once near startup and save the string if you need it.
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+ *
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+ * You should assume the path returned by this function is the only safe
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+ * place to write files (and that SDL_GetBasePath(), while it might be
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+ * writable, or even the parent of the returned path, aren't where you
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+ * should be writing things).
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+ *
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+ * Some platforms can't determine the pref path, and on other
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+ * platforms, this might be meaningless. In such cases, this function will
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+ * return NULL.
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+ *
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+ * \param org The name of your organization.
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+ * \param app The name of your application.
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+ * \return UTF-8 string of user dir in platform-dependent notation. NULL
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+ * if there's a problem (creating directory failed, etc).
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+ *
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+ * \sa SDL_GetBasePath
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+ */
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+ extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
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+
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+ /* Ends C function definitions when using C++ */
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+ #ifdef __cplusplus
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+ }
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+ #endif
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+ #include "close_code.h"
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+
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+ #endif /* SDL_filesystem_h_ */
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+
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+ /* vi: set ts=4 sw=4 expandtab: */
@@ -0,0 +1,390 @@
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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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+
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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,
10
+ 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
14
+ claim that you wrote the original software. If you use this software
15
+ in a product, an acknowledgment in the product documentation would be
16
+ appreciated but is not required.
17
+ 2. Altered source versions must be plainly marked as such, and must not be
18
+ misrepresented as being the original software.
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+ 3. This notice may not be removed or altered from any source distribution.
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+ */
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+
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+ /**
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+ * \file SDL_gamecontroller.h
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+ *
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+ * Include file for SDL game controller event handling
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+ */
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+
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+ #ifndef SDL_gamecontroller_h_
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+ #define SDL_gamecontroller_h_
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+
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+ #include "SDL_stdinc.h"
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+ #include "SDL_error.h"
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+ #include "SDL_rwops.h"
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+ #include "SDL_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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+ {
77
+ int button;
78
+ int axis;
79
+ struct {
80
+ int hat;
81
+ int hat_mask;
82
+ } hat;
83
+ } value;
84
+
85
+ } SDL_GameControllerButtonBind;
86
+
87
+
88
+ /**
89
+ * To count the number of game controllers in the system for the following:
90
+ * int nJoysticks = SDL_NumJoysticks();
91
+ * int nGameControllers = 0;
92
+ * for (int i = 0; i < nJoysticks; i++) {
93
+ * if (SDL_IsGameController(i)) {
94
+ * nGameControllers++;
95
+ * }
96
+ * }
97
+ *
98
+ * 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.
108
+ *
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);
380
+
381
+
382
+ /* Ends C function definitions when using C++ */
383
+ #ifdef __cplusplus
384
+ }
385
+ #endif
386
+ #include "close_code.h"
387
+
388
+ #endif /* SDL_gamecontroller_h_ */
389
+
390
+ /* vi: set ts=4 sw=4 expandtab: */