tomato/include/SDL3/SDL_gamepad.h
Green Sky 644725478f Squashed 'external/sdl/SDL/' changes from ec0042081..399bc709b
399bc709b build-scripts.pl: Added add-source-to-projects.pl
ac6827187 Visual-WinRT: dos2unix the project files to match other Visual Studio targets.
34719cba9 Fixed crash in hid_init() if the HIDDeviceManager isn't available
2e92e94eb Make sure we update device->sample_frames in SDL_AudioDeviceFormatChangedAlreadyLocked()
9964e5c5b wayland: Don't retrieve the drag offer strings with every pointer motion event
bac7eeaaa Added missing include
a541e2ac1 audio: Change a few SDL_memcpy calls to SDL_copyp.
54125c140 audio: Only update bound audiostreams' formats when necessary.
e0b0f9a36 testaudio: Fix mouseover testing.
2f3deec24 wayland: Don't process drag & drop events from surfaces not owned by SDL
42bdced05 events: Log file drop position events and print the pointer coordinates
c10d93d3a wayland: Replace magic constant with define
500852153 emscripten: Restore compatibility with existing emsdk releases.
953b55dd6 Use EM_ASM_PTR when the return value is a pointer
a4541a255 audio: SDL_GetAudioStreamQueued now returns bytes, not frames.
703aefbce Sync SDL3 wiki -> header
99421b64d linux: Add portal drag and drop
952c5059b Remove stray Â
eebd5d18a linux: Handle upower's UP_DEVICE_STATE_PENDING_CHARGE, PENDING_DISCHARGE
f8fdb20d8 audio: Destroy all existing SDL_AudioStreams on shutdown.
62d445997 audio: Removed declarations of functions that don't exist anymore.
b656720bc loopwave: Use SDL_GetAudioStreamQueued() for more accurate results.
34b931f7e audio: Added SDL_GetAudioStreamQueued
23206b9e3 audio: Added SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED
c7e6d7a1f audio: Changed debug logging output.
87ec6acf2 audio: Added a FIXME
ac88ffb7e audio: don't allocate buffer in SDL_SetAudioPostmixCallback for NULL callback.
2a950f6ae audio: Replace some SDL_memcpy calls with SDL_copyp.
0dc0434a3 audio: Fixed race condition in subsystem shutdown.
23f60203a audio: precalculate if we can use simple copies instead of the full mixer.
36b0f1141 audio: Optimize setting device formats during audio thread iteration.
4c3e84897 testspriteminimal: make standalone by embedding icon.bmp
2a01f9dcb tests: plug leaks when running with --trackmem
f42bbeca2 SDL_test: track stack frames of allocations on Windows
12c0be028 SDL_test: clear text cache on exit event
b4bfb1831 SDL_test: free state before logging allocations
248b1edd3 SDL_test: destroy windows in SDL_CommonQuit
98da2dd30 SDL_test: don't warn about expected allocations when running with --trackmem
6a381567b Support audio rate conversion up to 384KHz
b2b548a1f Don't hang if IAudioRenderClient_GetBuffer() fails indefinitely
a3a5e1728 Fixed build warning '=': conversion from 'Uint32' to 'Uint16', possible loss of data
6d3e21c27 Fixed android build warnings
fca2f5318 Fixed warning: this function declaration is not a prototype
a72dfa6a5 Fixed sensor timestamp units for third-party PS5 controllers
f6756047a Fixed error: array subscript 2 is above array bounds of ‘const Uint8[2]’
7059a55cc Fixed sensor timestamp calculation for third-party PS5 controllers
c0443e5d1 Fixed crash in SDL_IMMDevice_FindByDevID()
fde8499f6 Use around 20ms for the audio buffer size
e5739d7d1 video: Remove SDL_GetFocusWindow()
39c2f9737 Fix NULL dereference in SDL_OpenAudio
9a23d0e3f Added new audio files to the Xcode project
a62e62f97 Refactored SDL_audiocvt.c
31229fd47 include: Added a note about SDL's iOS app delegate functions.
65aaf3a9a x11: Always update clipboard owner
f622f21e6 Fixed build
5774c9638 Prefer hidraw over libusb when libusb whitelisting is not enabled
9301f7ace hidapi/libusb: only enumerate each interface once
859dc14ad Replaced SDL_GetGamepadBindForAxis() and SDL_GetGamepadBindForButton() with SDL_GetGamepadBindings()
9e50048ab Revert "Removed SDL_GamepadBinding from the API"
9f17d1a9d Don't reference the same function in "see also"
86505ea63 fix SDL_AudioStreamCallback documentation
d885d5c31 Sync SDL3 wiki -> header
2f43f7bc5 audio: Allow querying of device buffer size.
cf9572113 audio: Added a hint to let apps force device buffer size.
47d8c77c6 audio: Choose better default sample frame counts.
8b26e95f9 audio: Change SDL_AudioStreamCallback
9da34e8fb docs: Updated README-emscripten.md.
fd1c54a00 detect fanatec steering wheels
cb4414608 docs: Whoops, this got added by the wiki bridge by accident!
cd633b9a8 Renamed SDL_IsAudioDevicePaused() to SDL_AudioDevicePaused()
c6cad07fa Sync SDL3 wiki -> header
a6e52f9e4 Sync SDL3 wiki -> header
2de2e9d03 Fix flickering of window when using desktop-fullscreen and borderless window on multiple monitors on Linux.  Closes #8186.
723835d16 Windows: fix for client rect resizing larger each time we came from exclusive fullscreen -> windowed on a monitor with HiDPI set.  The problem was we were using the monitor DPI rather than the window DPI so AdjustWindowRectExForDpi was giving us an incorrect size which would be too large for the client rect.  Closes #8237.
ce27363df wikiheaders: Sort undocumented functions.
e22282b09 Added README about transparent windows in Win32
1d1c6e630 Turn off COREAUDIO debug logging by default
52efefca0 wayland: Fix drag offer leak
3a992af44 audio: Added a postmix callback to logical devices.
7207bdce5 render: Enable clipping for zero-sized rectangles
22d81fb3e cmake: use MSVC_RUNTIME_LIBRARY to force MT
a2e17852d cmake: make sure SDL_GetPrefPath is run before testfilesystem
2fb266e0a ci: run tests in parallel
ad1313e75 testaudio: Patched to compile.
5747ddc01 testaudio: Clean up some messy memory management.
fafbea1ce audio: Move internal float32 mixing to a simplified function
116b0ec97 include: minor tweak to audio API documentation
fb1377035 include: Replaced old Bugzilla URL.
38c8fc05c audio: Remove ChooseMixStrategy.
b00cbd76a wikiheaders.pl: create Unsupported.md file with list of functions undocumented in either the headers or the wiki
37e1fc3b5 wayland: Ensure that the toplevel window is recreated when switching decoration modes
f2ca9a615 Added SDL_AUDIO_FRAMESIZE
53122593f Added SDL_AUDIO_BYTESIZE
544351c98 Sync SDL3 wiki -> header
2e7d2b94e Clarify that SDL_BlitSurface() ignores the width and height in dstrect
a2c1984d3 Detect Simagic wheel bases as wheels (#8198)
1d8dfbb22 avoid type redefinition errors after PR/8181
266b91d2f Detect Logitech G923 Playstation as wheel G923 have two different versions - Xbox version is already present in the wheel list, but not the PS version.
cde67ea49 Detect Logitech PRO Racing Wheel for Xbox (PC mode) as wheel Logitech PRO Racing Wheel have two different versions - for Playstation and Xbox. Vendor + Product ID for Playstation version already present in SDL sources, but not an Xbox version
3a932141e Restore audio format binary compatibility with SDL 2.0
e85206ffd wikiheaders.pl: add --rev= option to pass revision string
233789b0d Audio types have the same naming convention as other SDL endian types, e.g. [S|U][BITS][LE|BE]
36b5f3e35 Sync SDL3 wiki -> header
0e552761b Renamed AudioStreamSpeed to AudioStreamFrequencyRatio
47bcb078f Fixed some incorrect SDL_AUDIO_F32 uses
2833f2e7b Fixed OOB access in audio_convertAccuracy test
8387fae69 Sync SDL3 wiki -> header
832181345 docs: Add note about Wayland application icons
825d34475 Make sure that the same timestamp is used for all PS5 events from the same packet
9c1430324 Removed SDL_dataqueue
28b28bd8f Added audio_formatChange test
a59152688 Try and avoid overflow when handling very large audio streams
5394a805f Improved testaudiostreamdynamicresample
e55844274 Added SDL_(Get|Set)AudioStreamSpeed
43c3c5736 Track the formats of data in an SDL_AudioStream
337fed3df Tweaked ResampleFrame_SSE Use _mm_unpack(lo|hi)_ps instead of _mm_shuffle_ps
fd7cd91dc audio: Mix multiple streams in float32 to prevent clipping.
9097573e3 audio: Choose a mixing strategy on each iteration.
bbe2e012a Don't provide the SDL3 header path
c17a35f09 Fixed typo
4f72255eb Fixed README.md link
e0ab59754 Simplified SDL_main.h migration notes
d44bde61e Added SDL migration information to the top level README.md
6ff31e10c metal: Add hint to select low power device instead of the default one (#8182)
8a8aed477 Make sure that we process touch events that position the mouse
f84c87f20 Sync SDL3 wiki -> header
a7eea9997 macOS: Don't raise the parent top-level window when raising a child window, only raise the child window to the top of the parent
a5e721479 Add SDL_WINDOW_NOT_FOCUSABLE flag to set that the window should not be able to gain key focus
b385dc3b6 n3dsaudio: Patched to compile.
4e0c7c91f audio: PlayDevice() should return an error code.
a94d724f1 wayland: add SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL
da5d93d3d wayland: don't define SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_* macro's
f002f7d12 ci: build emscripten with Debug buid type
3699b12ed audio: Fixed some "is_*" variables to be cleaner and/or more specific.
2471d8cc2 audio: Fixed logic error in SDL_OpenAudioDeviceStream.
1b03a2430 testsurround: fix order of arguments of callback
82db2b58f Renamed audio stream callback and moved the userdata parameter first
5bdad5210 Sync SDL3 wiki -> header
58c859f64 audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice.
efd2023a7 audio: Fixed documentation.
1e775e0ee audio: Replace SDL_CreateAndBindAudioStream with SDL_OpenAudioDeviceStream.
bd088c2f9 Revert "Clarify whether an audio function expects a physical or logical device ID"
82e481b52 Added --randmem test parameter
ea68bb802 Add some additional checks to audio_convertAudio
f8286df16 Fixed ResampleFrame_SSE doing unnecessary work
b1d63be53 Fixed audio_resampleLoss test
c191d6c30 Better Win32 transparent window support
923d612ca hidapi: sync macOS code with mainstream.
363f4fa9c avoid type redefinition errors after commit ee806597b9.
615824a80 Updated documentation now that SDL_GetAudioDevices() has been split into separate functions for output and capture devices
506a133d8 Clarify whether an audio function expects a physical or logical device ID
3b1d1e4e3 hidapi: sync the hidraw changes with mainstream
f617918e0 cmake: check linkage to libusb too, instead of libusb.h presence only.
041dbd6b5 Fixed GetResamplerAvailableOutputFrames Non-euclidean division is a pain
b49d0a607 x11: Avoid including full Vulkan headers.
4d2f9f3a3 yuv_rgb: Comment out unused code.
3c3486e2a wayland: Don't include full Vulkan headers when not necessary.
f066bbe98 x11: Don't include system headers twice.
d86d02bbb updated dynapi after SDL_GDKGetDefaultUser addition
4355f9cec Fixed warning C4389: '!=': signed/unsigned mismatch
5755de07a Fixed build warnings
0f80d47bb Fixed thread-safety warning
ee806597b Removed SDL_vulkan_internal.h from SDL_sysvideo.h
34860b932 Fixed testautomation --filter pixels_allocFreeFormat
6f8a6a31c gdk: GetBasePath should be a UTF8 version of Win32 GetBasePath
e30e5c77e Sync SDL3 wiki -> header
c0cd8c814 gdk: Add SDL_GDKGetDefaultUser, SDL_GetPrefPath implementation
106abce69 Refactored GetAudioStreamDataInternal buffer handling The final conversion step should now always go straight into the output buffer.
e44f54ec5 Avoid using hex-floats
5b696996c Added ResampleFrame_SSE
958b3cfae Tweaked and enabled audio_convertAudio test
7dbb9b65b audio_convertAccuracy: Shuffle the data in case of a bad SIMD implementation
f6a4080ff audio_resampleLoss: Add support for multiple channels
4f894e748 audio_resampleLoss: SDL_GetAudioStreamData now returns the correct length
ab83f75bb Make sure GetAudioStreamDataInternal is called with a valid length
6a73f74b6 Rebuild full ResamplerFilter (left wing + right wing) at runtime
0c15ce006 Add a missing int cast
b74ee86b1 Optimized ResampleAudio, with special cases for 1 and 2 channels This would also benefit from some SIMD, since it's just a bunch of multiply-adds
fba6e1e3d Removed ResamplerFilterDifference It takes 1 extra multiply to calculate the correct interpolation, but I think the improvement in cache locality (and binary size) outweighs that.
9f7a22fa4 Removed 64-bit handling from AudioConvertByteswap
1f5327a9f Removed future_buffer, left_padding, and right_padding from SDL_AudioStream
71ad52d6d Lowered SDL_GetAudioStreamData to 32 KB No particular reason for this number, but 1 MB was a bit silly
69aec8c91 Fixed the report format for the Razer Wolverine V2 Pro
7c2669c9d Accept key events from any source
1e9d31448 Updated to Android minSdkVersion 19 and targetSdkVersion 34
8924d0d92 Added missing function prototype for SDL_WriteS64BE()
845f3c745 Fixed mismatch between stdlib calloc() and SDL free()
fb7921173 emscriptenaudio: Fire the capture silence_callback at an interval.
5191b2054 emscriptenaudio: Don't bother undefining things about to be unreachable.
fd75a4ca0 emscriptenaudio: Deal with blocked audio devices better.
981b8a337 emscriptenaudio: Remove unnecessary functions.
c7588e426 Transparent window for Win32 + OpenGL (#8143)
f9581178d cmake: fixed a typo.
e6c878824 Fixed ResampleAudio interpolation factor calculation
498363863 Misc audio tweaks/cleanup
72d9d53de Invert the inner ResampleAudio loops to avoid doing unnecessary work
88123a510 The history buffer should always have the maximum possible padding frames
96e47f165 Clamp results of GetResampler(AvailableOutput|NeededInput)Frames
d2b9c8b80 Fixed maths in testaudiostreamdynamicresample (and just show the actual scale)
14e38b17d Removed assertions from inner ResampleAudio loop
9d413dfdc The history buffer doesn't need to be so large
2788e848f Allow resampling less than 1 frame of input
383084e0a Pre-calculate resampling rate, and use it instead of .freq in most places
40a6a445c Update resample_offset inside ResampleAudio
47fea7f06 Used fixed-point arithmetic in ResampleAudio
7bb4e806e Clear resample_offset in SDL_ClearAudioStream, not SetAudioStreamFormat Not entirely sure if ClearAudioStream is the right place, but SetAudioStreamFormat was the wrong place
b9541b9ea Improved ResampleAudio * filterindex2 was off-by-one * Generate ResamplerFilter using doubles * Transpose ResamplerFilter to improve access patterns
cdaa19869 Track offset within the current sample when resampling
d60ebb06d mouse: Ensure that the dummy default cursor is removed from the cursor list
e58c2731f mouse: Free the default cursor when destroyed
789ce17e1 audio: Don't resample in chunks for now.
cbab33482 audio: Don't call SDL_AudioStream callbacks for empty data sets.
3e1ae0c86 Clearified the libusb whitelist default logic
f4520821e Removed some unnecessary integer casts
0989b7e86 Avoid using designated initializers
c6c1e673c Optimized SDL_Convert_*_to_*_Scalar
f97b920b3 Optimized SDL_Convert_*_to_*_SSE2 Some of the SDL_Convert_F32_to_*_SSE2 do not explicitly clamp the input, but instead rely on saturating casts. Inputs very far outside the valid [-1.0, 1.0] range may produce an incorrect result, but I believe that is an acceptable trade-off.
300d1ec3e Added audio_convertAccuracy test
32cecc2ea Fixed assertion in audio_convertAudio
33f11e21e Removed assertions in AudioConvert(To|From)Float
c2f388fd8 cmake: add SDL_HIDAPI_LIBUSB_SHARED option + test on ci
371cc2d17 wayland: Remove unnecessary flag and state settings
fe85e6e75 cocoa: Send a maximized event instead of restored if a deminiaturized window is zoomed
ddddcb78c cocoa: Use the close method to hide a miniaturized window
be8c42cfd Clarify that a window being 'hidden' means that it is unmapped/ordered out
a44338cbc Fix typo in SDL_audiocvt.c
f464eb2c5 SDL_hidapi.c: change 'use_libusb_whitelist_default' into a macro.
6607a3cfa Disable cache in python http server
181d5d285 hidapi: Enable libusb support by default.
f0f15e365 hidapi: Use a whitelist for libusb when other backends are available
c3f7a7dc4 Convert audio using SDL_AUDIO_F32SYS format instead of SDL_AUDIO_F32
796713b9d xxd.py: always write \n line endings
723bcd0a8 SDL_TriggerBreakppoint for riscv arch (both 32/64) version.

git-subtree-dir: external/sdl/SDL
git-subtree-split: 399bc709b7485bab57880f8261f826f29dc0d7b2
2023-09-23 18:45:49 +02:00

1233 lines
41 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_gamepad.h
*
* \brief Include file for SDL gamepad event handling
*/
#ifndef SDL_gamepad_h_
#define SDL_gamepad_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_rwops.h>
#include <SDL3/SDL_sensor.h>
#include <SDL3/SDL_joystick.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_gamepad.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_GAMEPAD flag. This causes SDL to scan the system
* for gamepads, and load appropriate drivers.
*
* If you would like to receive gamepad updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/**
* The structure used to identify an SDL gamepad
*/
struct SDL_Gamepad;
typedef struct SDL_Gamepad SDL_Gamepad;
typedef enum
{
SDL_GAMEPAD_TYPE_UNKNOWN = 0,
SDL_GAMEPAD_TYPE_STANDARD,
SDL_GAMEPAD_TYPE_XBOX360,
SDL_GAMEPAD_TYPE_XBOXONE,
SDL_GAMEPAD_TYPE_PS3,
SDL_GAMEPAD_TYPE_PS4,
SDL_GAMEPAD_TYPE_PS5,
SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO,
SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
SDL_GAMEPAD_TYPE_MAX
} SDL_GamepadType;
/**
* The list of buttons available on a gamepad
*/
typedef enum
{
SDL_GAMEPAD_BUTTON_INVALID = -1,
SDL_GAMEPAD_BUTTON_A,
SDL_GAMEPAD_BUTTON_B,
SDL_GAMEPAD_BUTTON_X,
SDL_GAMEPAD_BUTTON_Y,
SDL_GAMEPAD_BUTTON_BACK,
SDL_GAMEPAD_BUTTON_GUIDE,
SDL_GAMEPAD_BUTTON_START,
SDL_GAMEPAD_BUTTON_LEFT_STICK,
SDL_GAMEPAD_BUTTON_RIGHT_STICK,
SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
SDL_GAMEPAD_BUTTON_DPAD_UP,
SDL_GAMEPAD_BUTTON_DPAD_DOWN,
SDL_GAMEPAD_BUTTON_DPAD_LEFT,
SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
SDL_GAMEPAD_BUTTON_MISC1, /* Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button) */
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /* Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */
SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /* Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /* Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */
SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /* Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */
SDL_GAMEPAD_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
SDL_GAMEPAD_BUTTON_MAX
} SDL_GamepadButton;
/**
* The list of axes available on a gamepad
*
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
* and are centered within ~8000 of zero, though advanced UI will allow users to set
* or autodetect the dead zone, which varies between gamepads.
*
* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
*/
typedef enum
{
SDL_GAMEPAD_AXIS_INVALID = -1,
SDL_GAMEPAD_AXIS_LEFTX,
SDL_GAMEPAD_AXIS_LEFTY,
SDL_GAMEPAD_AXIS_RIGHTX,
SDL_GAMEPAD_AXIS_RIGHTY,
SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
SDL_GAMEPAD_AXIS_MAX
} SDL_GamepadAxis;
typedef enum
{
SDL_GAMEPAD_BINDTYPE_NONE = 0,
SDL_GAMEPAD_BINDTYPE_BUTTON,
SDL_GAMEPAD_BINDTYPE_AXIS,
SDL_GAMEPAD_BINDTYPE_HAT
} SDL_GamepadBindingType;
typedef struct
{
SDL_GamepadBindingType inputType;
union
{
int button;
struct
{
int axis;
int axis_min;
int axis_max;
} axis;
struct
{
int hat;
int hat_mask;
} hat;
} input;
SDL_GamepadBindingType outputType;
union
{
SDL_GamepadButton button;
struct
{
SDL_GamepadAxis axis;
int axis_min;
int axis_max;
} axis;
} output;
} SDL_GamepadBinding;
/**
* Add support for gamepads that SDL is unaware of or change the binding of an
* existing gamepad.
*
* The mapping string has the format "GUID,name,mapping", where GUID is the
* string value from SDL_GetJoystickGUIDString(), name is the human readable
* string for the device and mappings are gamepad mappings to joystick ones.
* Under Windows there is a reserved GUID of "xinput" that covers all XInput
* devices. The mapping format for joystick is:
*
* - `bX`: a joystick button, index X
* - `hX.Y`: hat X with value Y
* - `aX`: axis X of the joystick
*
* Buttons can be used as a gamepad axes and vice versa.
*
* This string shows an example of a valid mapping for a gamepad:
*
* ```c
* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
* ```
*
* \param mapping the mapping string
* \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
* -1 on error; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadMapping
* \sa SDL_GetGamepadMappingForGUID
*/
extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
/**
* Load a set of gamepad mappings from a seekable SDL data stream.
*
* You can call this function several times, if needed, to load different
* database files.
*
* If a new mapping is loaded for an already known gamepad GUID, the later
* version will overwrite the one currently loaded.
*
* Mappings not belonging to the current platform or with no platform field
* specified will be ignored (i.e. mappings for Linux will be ignored in
* Windows, etc).
*
* This function will load the text database entirely in memory before
* processing it, so take this into consideration if you are in a memory
* constrained environment.
*
* \param src the data stream for the mappings to be added
* \param freesrc if SDL_TRUE, calls SDL_RWclose() on `src` before returning,
* even in the case of an error
* \returns the number of mappings added or -1 on error; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AddGamepadMapping
* \sa SDL_AddGamepadMappingsFromFile
* \sa SDL_GetGamepadMappingForGUID
*/
extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromRW(SDL_RWops *src, SDL_bool freesrc);
/**
* Load a set of gamepad mappings from a file.
*
* You can call this function several times, if needed, to load different
* database files.
*
* If a new mapping is loaded for an already known gamepad GUID, the later
* version will overwrite the one currently loaded.
*
* Mappings not belonging to the current platform or with no platform field
* specified will be ignored (i.e. mappings for Linux will be ignored in
* Windows, etc).
*
* \param file the mappings file to load
* \returns the number of mappings added or -1 on error; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AddGamepadMapping
* \sa SDL_AddGamepadMappingsFromRW
* \sa SDL_GetGamepadMappingForGUID
*/
extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
/**
* Reinitialize the SDL mapping database to its initial state.
*
* This will generate gamepad events as needed if device mappings change.
*
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
/**
* Get the number of mappings installed.
*
* \returns the number of mappings.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetNumGamepadMappings(void);
/**
* Get the mapping at a particular index.
*
* \param mapping_index mapping index
* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
* the index is out of range.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForIndex(int mapping_index);
/**
* Get the gamepad mapping string for a given GUID.
*
* The returned string must be freed with SDL_free().
*
* \param guid a structure containing the GUID for which a mapping is desired
* \returns a mapping string or NULL on error; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoystickInstanceGUID
* \sa SDL_GetJoystickGUID
*/
extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID guid);
/**
* Get the current mapping of a gamepad.
*
* The returned string must be freed with SDL_free().
*
* Details about mappings are discussed with SDL_AddGamepadMapping().
*
* \param gamepad the gamepad you want to get the current mapping for
* \returns a string that has the gamepad's mapping or NULL if no mapping is
* available; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AddGamepadMapping
* \sa SDL_GetGamepadMappingForGUID
* \sa SDL_SetGamepadMapping
*/
extern DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
/**
* Set the current mapping of a joystick or gamepad.
*
* Details about mappings are discussed with SDL_AddGamepadMapping().
*
* \param instance_id the joystick instance ID
* \param mapping the mapping to use for this device, or NULL to clear the
* mapping
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AddGamepadMapping
* \sa SDL_GetGamepadMapping
*/
extern DECLSPEC int SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping);
/**
* Get a list of currently connected gamepads.
*
* \param count a pointer filled in with the number of gamepads returned
* \returns a 0 terminated array of joystick instance IDs which should be
* freed with SDL_free(), or NULL on error; call SDL_GetError() for
* more details.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_OpenGamepad
*/
extern DECLSPEC SDL_JoystickID *SDLCALL SDL_GetGamepads(int *count);
/**
* Check if the given joystick is supported by the gamepad interface.
*
* \param instance_id the joystick instance ID
* \returns SDL_TRUE if the given joystick is supported by the gamepad
* interface, SDL_FALSE if it isn't or it's an invalid index.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_OpenGamepad
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
/**
* Get the implementation dependent name of a gamepad.
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \returns the name of the selected gamepad. If no name can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadName
* \sa SDL_OpenGamepad
*/
extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstanceName(SDL_JoystickID instance_id);
/**
* Get the implementation dependent path of a gamepad.
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \returns the path of the selected gamepad. If no path can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadPath
* \sa SDL_OpenGamepad
*/
extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstancePath(SDL_JoystickID instance_id);
/**
* Get the player index of a gamepad.
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \returns the player index of a gamepad, or -1 if it's not available
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadPlayerIndex
* \sa SDL_OpenGamepad
*/
extern DECLSPEC int SDLCALL SDL_GetGamepadInstancePlayerIndex(SDL_JoystickID instance_id);
/**
* Get the implementation-dependent GUID of a gamepad.
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \returns the GUID of the selected gamepad. If called on an invalid index,
* this function returns a zero GUID
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadGUID
* \sa SDL_GetGamepadGUIDString
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_JoystickID instance_id);
/**
* Get the USB vendor ID of a gamepad, if available.
*
* This can be called before any gamepads are opened. If the vendor ID isn't
* available this function returns 0.
*
* \param instance_id the joystick instance ID
* \returns the USB vendor ID of the selected gamepad. If called on an invalid
* index, this function returns zero
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceVendor(SDL_JoystickID instance_id);
/**
* Get the USB product ID of a gamepad, if available.
*
* This can be called before any gamepads are opened. If the product ID isn't
* available this function returns 0.
*
* \param instance_id the joystick instance ID
* \returns the USB product ID of the selected gamepad. If called on an
* invalid index, this function returns zero
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProduct(SDL_JoystickID instance_id);
/**
* Get the product version of a gamepad, if available.
*
* This can be called before any gamepads are opened. If the product version
* isn't available this function returns 0.
*
* \param instance_id the joystick instance ID
* \returns the product version of the selected gamepad. If called on an
* invalid index, this function returns zero
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProductVersion(SDL_JoystickID instance_id);
/**
* Get the type of a gamepad.
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \returns the gamepad type.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadInstanceType(SDL_JoystickID instance_id);
/**
* Get the type of a gamepad, ignoring any mapping override.
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \returns the gamepad type.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadInstanceType(SDL_JoystickID instance_id);
/**
* Get the mapping of a gamepad.
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
* no mapping is available.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID instance_id);
/**
* Open a gamepad for use.
*
* \param instance_id the joystick instance ID
* \returns a gamepad identifier or NULL if an error occurred; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CloseGamepad
* \sa SDL_IsGamepad
*/
extern DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
/**
* Get the SDL_Gamepad associated with a joystick instance ID, if it has been
* opened.
*
* \param instance_id the joystick instance ID of the gamepad
* \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
* opened yet; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromInstanceID(SDL_JoystickID instance_id);
/**
* Get the SDL_Gamepad associated with a player index.
*
* \param player_index the player index, which different from the instance ID
* \returns the SDL_Gamepad associated with a player index.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadPlayerIndex
* \sa SDL_SetGamepadPlayerIndex
*/
extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index);
/**
* Get the instance ID of an opened gamepad.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* \returns the instance ID of the specified gamepad on success or 0 on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_OpenGamepad
*/
extern DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadInstanceID(SDL_Gamepad *gamepad);
/**
* Get the implementation-dependent name for an opened gamepad.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* \returns the implementation dependent name for the gamepad, or NULL if
* there is no name or the identifier passed is invalid.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadInstanceName
* \sa SDL_OpenGamepad
*/
extern DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
/**
* Get the implementation-dependent path for an opened gamepad.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* \returns the implementation dependent path for the gamepad, or NULL if
* there is no path or the identifier passed is invalid.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadInstancePath
*/
extern DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
/**
* Get the type of an opened gamepad.
*
* \param gamepad the gamepad object to query.
* \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
* available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadInstanceType
*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad);
/**
* Get the type of an opened gamepad, ignoring any mapping override.
*
* \param gamepad the gamepad object to query.
* \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
* available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRealGamepadInstanceType
*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad);
/**
* Get the player index of an opened gamepad.
*
* For XInput gamepads this returns the XInput user index.
*
* \param gamepad the gamepad object to query.
* \returns the player index for gamepad, or -1 if it's not available.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
/**
* Set the player index of an opened gamepad.
*
* \param gamepad the gamepad object to adjust.
* \param player_index Player index to assign to this gamepad, or -1 to clear
* the player index and turn off player LEDs.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index);
/**
* Get the USB vendor ID of an opened gamepad, if available.
*
* If the vendor ID isn't available this function returns 0.
*
* \param gamepad the gamepad object to query.
* \returns the USB vendor ID, or zero if unavailable.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
/**
* Get the USB product ID of an opened gamepad, if available.
*
* If the product ID isn't available this function returns 0.
*
* \param gamepad the gamepad object to query.
* \returns the USB product ID, or zero if unavailable.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
/**
* Get the product version of an opened gamepad, if available.
*
* If the product version isn't available this function returns 0.
*
* \param gamepad the gamepad object to query.
* \returns the USB product version, or zero if unavailable.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad);
/**
* Get the firmware version of an opened gamepad, if available.
*
* If the firmware version isn't available this function returns 0.
*
* \param gamepad the gamepad object to query.
* \returns the gamepad firmware version, or zero if unavailable.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad);
/**
* Get the serial number of an opened gamepad, if available.
*
* Returns the serial number of the gamepad, or NULL if it is not available.
*
* \param gamepad the gamepad object to query.
* \returns the serial number, or NULL if unavailable.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
/**
* Get the battery level of a gamepad, if available.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* \returns the current battery level as SDL_JoystickPowerLevel on success or
* `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_GetGamepadPowerLevel(SDL_Gamepad *gamepad);
/**
* Check if a gamepad has been opened and is currently connected.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* \returns SDL_TRUE if the gamepad has been opened and is currently
* connected, or SDL_FALSE if not.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CloseGamepad
* \sa SDL_OpenGamepad
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
/**
* Get the underlying joystick from a gamepad
*
* This function will give you a SDL_Joystick object, which allows you to use
* the SDL_Joystick functions with a SDL_Gamepad object. This would be useful
* for getting a joystick's position at any given time, even if it hasn't
* moved (moving it would produce an event, which would have the axis' value).
*
* The pointer returned is owned by the SDL_Gamepad. You should not call
* SDL_CloseJoystick() on it, for example, since doing so will likely cause
* SDL to crash.
*
* \param gamepad the gamepad object that you want to get a joystick from
* \returns an SDL_Joystick object; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad);
/**
* Set the state of gamepad event processing.
*
* If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
* and check the state of the gamepad when you want gamepad information.
*
* \param enabled whether to process gamepad events or not
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GamepadEventsEnabled
*/
extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
/**
* Query the state of gamepad event processing.
*
* If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
* and check the state of the gamepad when you want gamepad information.
*
* \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE
* otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetGamepadEventsEnabled
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
/**
* Get the SDL joystick layer bindings for a gamepad
*
* \param gamepad a gamepad
* \param count a pointer filled in with the number of bindings returned
* \returns a NULL terminated array of pointers to bindings which should be
* freed with SDL_free(), or NULL on error; call SDL_GetError() for
* more details.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_GamepadBinding **SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
/**
* Manually pump gamepad updates if not using the loop.
*
* This function is called automatically by the event loop if events are
* enabled. Under such circumstances, it will not be necessary to call this
* function.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
/**
* Convert a string into SDL_GamepadType enum.
*
* This function is called internally to translate SDL_Gamepad mapping strings
* for the underlying joystick device into the consistent SDL_Gamepad mapping.
* You do not normally need to call this function unless you are parsing
* SDL_Gamepad mappings in your own code.
*
* \param str string representing a SDL_GamepadType type
* \returns the SDL_GamepadType enum corresponding to the input string, or
* `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadStringForType
*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str);
/**
* Convert from an SDL_GamepadType enum to a string.
*
* The caller should not SDL_free() the returned string.
*
* \param type an enum value for a given SDL_GamepadType
* \returns a string for the given type, or NULL if an invalid type is
* specified. The string returned is of the format used by
* SDL_Gamepad mapping strings.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadTypeFromString
*/
extern DECLSPEC const char *SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type);
/**
* Convert a string into SDL_GamepadAxis enum.
*
* This function is called internally to translate SDL_Gamepad mapping strings
* for the underlying joystick device into the consistent SDL_Gamepad mapping.
* You do not normally need to call this function unless you are parsing
* SDL_Gamepad mappings in your own code.
*
* Note specially that "righttrigger" and "lefttrigger" map to
* `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
* respectively.
*
* \param str string representing a SDL_Gamepad axis
* \returns the SDL_GamepadAxis enum corresponding to the input string, or
* `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadStringForAxis
*/
extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str);
/**
* Convert from an SDL_GamepadAxis enum to a string.
*
* The caller should not SDL_free() the returned string.
*
* \param axis an enum value for a given SDL_GamepadAxis
* \returns a string for the given axis, or NULL if an invalid axis is
* specified. The string returned is of the format used by
* SDL_Gamepad mapping strings.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadAxisFromString
*/
extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
/**
* Query whether a gamepad has a given axis.
*
* This merely reports whether the gamepad's mapping defined this axis, as
* that is all the information SDL has about the physical device.
*
* \param gamepad a gamepad
* \param axis an axis enum value (an SDL_GamepadAxis value)
* \returns SDL_TRUE if the gamepad has this axis, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
/**
* Get the current state of an axis control on a gamepad.
*
* The axis indices start at index 0.
*
* The state is a value ranging from -32768 to 32767. Triggers, however, range
* from 0 to 32767 (they never return a negative value).
*
* \param gamepad a gamepad
* \param axis an axis index (one of the SDL_GamepadAxis values)
* \returns axis state (including 0) on success or 0 (also) on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadButton
*/
extern DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
/**
* Convert a string into an SDL_GamepadButton enum.
*
* This function is called internally to translate SDL_Gamepad mapping strings
* for the underlying joystick device into the consistent SDL_Gamepad mapping.
* You do not normally need to call this function unless you are parsing
* SDL_Gamepad mappings in your own code.
*
* \param str string representing a SDL_Gamepad axis
* \returns the SDL_GamepadButton enum corresponding to the input string, or
* `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str);
/**
* Convert from an SDL_GamepadButton enum to a string.
*
* The caller should not SDL_free() the returned string.
*
* \param button an enum value for a given SDL_GamepadButton
* \returns a string for the given button, or NULL if an invalid button is
* specified. The string returned is of the format used by
* SDL_Gamepad mapping strings.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadButtonFromString
*/
extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
/**
* Query whether a gamepad has a given button.
*
* This merely reports whether the gamepad's mapping defined this button, as
* that is all the information SDL has about the physical device.
*
* \param gamepad a gamepad
* \param button a button enum value (an SDL_GamepadButton value)
* \returns SDL_TRUE if the gamepad has this button, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
/**
* Get the current state of a button on a gamepad.
*
* \param gamepad a gamepad
* \param button a button index (one of the SDL_GamepadButton values)
* \returns 1 for pressed state or 0 for not pressed state or error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadAxis
*/
extern DECLSPEC Uint8 SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
/**
* Get the number of touchpads on a gamepad.
*
* \param gamepad a gamepad
* \returns number of touchpads
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad);
/**
* Get the number of supported simultaneous fingers on a touchpad on a game
* gamepad.
*
* \param gamepad a gamepad
* \param touchpad a touchpad
* \returns number of supported simultaneous fingers
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad);
/**
* Get the current state of a finger on a touchpad on a gamepad.
*
* \param gamepad a gamepad
* \param touchpad a touchpad
* \param finger a finger
* \param state filled with state
* \param x filled with x position
* \param y filled with y position
* \param pressure filled with pressure value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
/**
* Return whether a gamepad has a particular sensor.
*
* \param gamepad The gamepad to query
* \param type The type of sensor to query
* \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type);
/**
* Set whether data reporting for a gamepad sensor is enabled.
*
* \param gamepad The gamepad to update
* \param type The type of sensor to enable/disable
* \param enabled Whether data reporting should be enabled
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, SDL_bool enabled);
/**
* Query whether sensor data reporting is enabled for a gamepad.
*
* \param gamepad The gamepad to query
* \param type The type of sensor to query
* \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
/**
* Get the data rate (number of events per second) of a gamepad sensor.
*
* \param gamepad The gamepad to query
* \param type The type of sensor to query
* \returns the data rate, or 0.0f if the data rate is not available.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type);
/**
* Get the current state of a gamepad sensor.
*
* The number of values and interpretation of the data is sensor dependent.
* See SDL_sensor.h for the details for each type of sensor.
*
* \param gamepad The gamepad to query
* \param type The type of sensor to query
* \param data A pointer filled with the current sensor state
* \param num_values The number of values to write to data
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values);
/**
* Start a rumble effect on a gamepad.
*
* Each call to this function cancels any previous rumble effect, and calling
* it with 0 intensity stops any rumbling.
*
* \param gamepad The gamepad to vibrate
* \param low_frequency_rumble The intensity of the low frequency (left)
* rumble motor, from 0 to 0xFFFF
* \param high_frequency_rumble The intensity of the high frequency (right)
* rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* \returns 0, or -1 if rumble isn't supported on this gamepad
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GamepadHasRumble
*/
extern DECLSPEC int SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/**
* Start a rumble effect in the gamepad's triggers.
*
* Each call to this function cancels any previous trigger rumble effect, and
* calling it with 0 intensity stops any rumbling.
*
* Note that this is rumbling of the _triggers_ and not the gamepad as a
* whole. This is currently only supported on Xbox One gamepads. If you want
* the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
*
* \param gamepad The gamepad to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0
* to 0xFFFF
* \param right_rumble The intensity of the right trigger rumble motor, from 0
* to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GamepadHasRumbleTriggers
*/
extern DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
/**
* Query whether a gamepad has an LED.
*
* \param gamepad The gamepad to query
* \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a modifiable
* LED
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasLED(SDL_Gamepad *gamepad);
/**
* Query whether a gamepad has rumble support.
*
* \param gamepad The gamepad to query
* \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have rumble
* support
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RumbleGamepad
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasRumble(SDL_Gamepad *gamepad);
/**
* Query whether a gamepad has rumble support on triggers.
*
* \param gamepad The gamepad to query
* \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have trigger
* rumble support
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RumbleGamepadTriggers
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasRumbleTriggers(SDL_Gamepad *gamepad);
/**
* Update a gamepad's LED color.
*
* \param gamepad The gamepad to update
* \param red The intensity of the red LED
* \param green The intensity of the green LED
* \param blue The intensity of the blue LED
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue);
/**
* Send a gamepad specific effect packet
*
* \param gamepad The gamepad to affect
* \param data The data to send to the gamepad
* \param size The size of the data to send to the gamepad
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size);
/**
* Close a gamepad previously opened with SDL_OpenGamepad().
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_OpenGamepad
*/
extern DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
/**
* Return the sfSymbolsName for a given button on a gamepad on Apple
* platforms.
*
* \param gamepad the gamepad to query
* \param button a button on the gamepad
* \returns the sfSymbolsName or NULL if the name can't be found
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
*/
extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
/**
* Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
*
* \param gamepad the gamepad to query
* \param axis an axis on the gamepad
* \returns the sfSymbolsName or NULL if the name can't be found
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadAppleSFSymbolsNameForButton
*/
extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_gamepad_h_ */