forked from Green-Sky/tomato
Green Sky
4d48f9d237
ec0042081e Add .gitattributes file a5d9db0cd0 cmake: build tests for UWP b7889a7389 winrt: use windowsio in non-libc mode ea8757a748 Make testaudiostreamdynamicresample compatible with emscripten 1a7a74fb2e cmake: build emscripten tests as html page 64d570f027 Add minimal http server for emscripten test apps 8e898c4a21 SDL_test does not parse --samples argument 91cd5478be audio: Fix resampler overflowing input buffer. f290c85b22 testaudiocapture: Make sure we convert captured audio to output format. b75c751dfc rwlock: Make generic implmentations work on single-threaded platforms. 80850af7ce The controller update complete events are no longer disabled by default 3f486224a9 Fixed refresh rate calculation for KMSDRM 342ec51131 Fix overflow when doing SDL_sscanf("%hd", ...) 9129e1d557 Fixed crash when setting the default cursor twice 8e99a4f4f5 Undo variable rename be67f0de10 Fixed crashes related to the default cursor on WinRT and KMSDRM 94b3f78c44 Fix out of bound read of 'has_hat' array 94f48f19b0 Use more specific build destinations when creating an xcframework dabd45997e Back out change supporting multiple names for binding elements efe15588d5 Relabel back paddles as left or right be884f0c95 ci: disable visionos.yml by renaming the file ac094d00f5 ci: add workflow_dispatch event to visionos workflow 9be9e2292b build: Consistently use pathlib APIs in cmake/xxd.py a9f6950657 Fixed deadlock shutting down Android sensors d9f09e77f2 Actually make the sensors magical! 690eae7d22 Implement visionOS support e385d6da0a Fixed build warning 6b93e788fa Improved sensor thread-safety 4ee0e5a984 Fixed thread-safety warnings 12deed91f8 Added information on how to enable thread-safety analysis 5735d2b03b coreaudio: Fixed assertion when device fails/quits mid-iteration. 1022fd6e04 testaudio: the test framework opens an audio device at startup; close it. 0714da37a4 audio: Fix audio stream callback calculations when future buffer has space. 917e036f6f MSVC has __declspec(deprecated) 279ff8909f Changed example code to avoid potential divide by zero 8a1afc9b10 Fixed Android not sending controller event timestamps 463c456b98 Fill the correct member with the joystick ID in SDL_EVENT_JOYSTICK_UPDATE_COMPLETE 55cf1abaa6 test: Don't flag testsurround as suitable for non-interactive use a2d594269c Fixed pixel format compatibility with SDL2 79a190aa23 Fixed setting invalid bpp for FOURCC formats in SDL_GetMasksForPixelFormatEnum() 8fdebdd3e0 Sync SDL3 wiki -> header b903ccf945 SDL_rwops read/write functions return size_t again c03f5b4b69 Fixed rounding up in SDL_PrintFloat 75a020aa6b Only query serial number and firmware versions from Sony PS5 controllers fa189d302e Added the Victrix Pro FS for PS4/PS5 to the controller list 26205b659d Fixed PS4/PS5 touchpad for third party controllers 6af0448af9 include: fixed a typo in SDL_RenderGetMetalCommandEncoder docs. f3cb46b083 SDL_thread.h: do not conflict with sdl2-compat::sdl3_include_wrapper.h 080b1dfbdb Revert "Improved fallback for SDL_COMPILE_TIME_ASSERT() (thanks @icculus!)" 9d453daa23 Improved fallback for SDL_COMPILE_TIME_ASSERT() (thanks @icculus!) 1fb2419882 Removed reference to renamed function e7d56dd0b2 audio: Renamed new API SDL_UnpauseAudioDevice to SDL_ResumeAudioDevice. 2b0c0f5b6b Don't pass NULL to strncmp 778e8185cd Fix size of memcpy in SDL_AudioDeviceFormatChangedAlreadyLocked And add diagnostic that allows to find this kind of issue in clang-tidy 4bb426abad Sync SDL3 wiki -> header 3a752ce650 Reapply "Changed 'freesrc' parameter from int to SDL_bool" to SDL_wave.c 2ba03b4db0 fix build after previous commit. 0026adffd4 apply force_align_arg_pointer attribute to correct version of SDL_RunApp 77446e2029 Unaligned stacks on i686-w64-mingw32 may lead to crashes d3bcc3f057 Fixed build errors when OpenGL isn't enabled 35ad68e126 Sync SDL3 wiki -> header 70323a8350 Add a function to display the system menu for a window be5f66c84e testaudio: Fixed soundboard icon, which had a colorkey issue. c0a88930bf Sync SDL3 wiki -> header 18c59cc969 Merge the SDL3 audio subsystem redesign! 99b0e31788 The Steam Controller D-Pad is only pressed when the button is pressed down 103073d694 Set NSBluetoothAlwaysUsageDescription for testcontroller ca02bb6c8c We don't need testdropfile-Info.plist e063f662e9 Enable the controller update complete events 06bea1eb55 Added a gamepad mapping for the G-Shark GS-GP702 5ca3c50bf0 testaudio: Fix compiler warning. 1b1f02c5aa testaudio: Apparently compilers don't like this possibly being NULL now...? 2de9253b6c test: Added testaudio fb3ab3f113 SDL_video.c: move ngage video before offscreen. 843572d993 Don't mark autorelease keys as virtual 648de4f9b8 Fixed duplicate key press/release events on iOS a8abe612ed Only pass keypresses up the responder chain when text input is active c3288d113e Synchronize on-screen keyboard state with text input active state 5fb92ef2f7 Fixed whitespace f5ea6ae18d Revert "Stop beep when running iOS apps on ARM-based Macs" 546508b9b4 Allow test programs to run at full resolution on iPads 68a4bb01e0 Allocate displays as an array of pointers instead of an array of objects 07578fde3d Fixed crash if a display is enumerated twice a509771a87 fix ios CI workflow after commit e4460e897f 72ce76905a The scheme isn't always the same as the framework name (e.g. xmp_lite vs xmp-lite) e4460e897f By default Xcode expects the framework target name to be the name of the project. ac683773dc Added missing tests to the "All" target 7dd56eaafe Removed unnecessary reference to testoverlay-Info.plist e1c7f524ef Reduce the number of times SDL3 is duplicated in the xcframework script 65538011ca Make Xcode targets more specific efe114c300 Revert "Renamed the xcframework target from "SDL.xcframework" to "xcframework"" 73ed1d21a9 Renamed the xcframework target from "SDL.xcframework" to "xcframework" 76b4d8a0d8 Build the Framework instead of a static library for iOS and tvOS d1bf979160 Removed unnecessary setting from the "Create DMG" target c94cb3a5d8 Simplified the Xcode project to a single Framework target ea60474c65 cmake: don't build SDL3-static Apple framework 8f00d7856d Sync SDL3 wiki -> header d4a867a256 Rename SDL_GetPath to SDL_GetUserFolder 71099149b8 Fall back to Xlib if XRandR isn't available b7f32f74ce Note the removal of the SDL_RENDERER_TARGETTEXTURE flag 0eda582160 testaudiostreamdynamicresample: Load sample.wav correctly. 87eae9a0a1 aaudio: We need a mixbuf on capture devices, too. fb68e84646 wayland: Fix memory leaks b0edd23c00 testsurround: Log available audio output devices at the start. ae3090c387 androidaudio: Move Init/bootstrap code to bottom of source code. 18fc0db9e5 aaudio: Rearranged source code to match other backends. 2507c1d68b aaudio: Disconnect playing devices if error callback fires. 32a3fc3783 aaudio: Use the callback interface. b49ce86765 audio: Fixed compiler warning on Android NDK. 1c074e8d97 android: Fixed audio device detection. 82ce05ad01 pulseaudio: Be more aggressive with hotplug thread synchronization. 5cbdf1168e androidaudio: Fixed incorrect JNI call (thanks, @madebr!) 660054f3dc include: Correct comment about audio device hotplug events. ab68428a64 aaudio: Fixed for older SDKs and Android releases. 5ff87c6d4a android: Reworked audio backends for SDL3 audio API. 54af687210 testautomation_audio.c: Patched to compile. :/ 5e82090662 testautomation_audio.c: Apparently we aren't updating test code for C99 atm. 7f4488f625 wasapi: More fixes for Clang warnings. 29a0c689c9 wasapi: Patched to compile with Clang. 4aa95c21bc pspaudio: Patched to compile. 9a2a0a1463 ps2audio: Delete errant character that got inserted before previous commit. 2c578bd0d5 qnxaudio: Rewrite for SDL3 audio APIs. 455eef4cd9 audio: Use AtomicAdd for device counts, don't treat as a refcount. 095ea57f94 pspaudio: Patched to compile. d7cf63db67 ps2audio: Patched to compile. 027b9e8787 coreaudio: (maybe) patched to compile on iOS. 4836c2db07 pspaudio: Patched to compile. 86ca412436 n3dsaudio: Patched to compile. 66bcee2ca9 testaudiostreamdynamicresample.c: Fixed MSVC compiler warning. dbf993d358 vitaaudio: patched to compile. 5707e14716 audio: Fix up some things that broke when rebasing the branch against main. 6567285eae SDL_migration.cocci: Fix up SDL_(Pause|Unpause)Audio. 0b6255551e test: Fixed incorrect SDL_OpenAudioDevice call in testautomation. 107fd941cd vitaaudio: Clean up correctly in CloseDevice. 9fa4a6ef87 netbsdaudio: Minor fix. b0d89868c6 n3dsaudio: Updated (but untested!) for SDL3 audio API. ba27176106 vitaaudio: Untested attempt to move Vita audio to SDL3's audio API. 0b58e96d9e wasapi: Patched WinRT to compile. d6b4f48488 visualc: Turn on multiprocessor compilation. c58d95c343 wasapi: Reworked for new SDL3 audio API, other win32 fixes. dc04f85646 audio: whoops, that should be an int. be0dc630b7 audio: Fixed incorrect assertion 77b3fb06ee directsound: First shot at updating for SDL3 audio API. 4399b71715 audio: Generalize how backends can lookup an SDL_AudioDevice. 2fb122fe46 audio: backends now "find" instead of "obtain" devices by handle. c3f5a5fc72 dummyaudio: SDL3ify style 7d65ff86e2 diskaudio: Adjusted for later SDL3 audio API redesign changes. 4ba9c2eade dummyaudio: Configurable delay, other SDL3 API fixes. fb395d3ad7 sndio: Updated to the SDL3 audio API. 1a55282051 dsp: Some minor logic fixes 6bc85577d7 netbsdaudio: Updated for SDL3 audio API. 0f6e59312b netbsdaudio: Removed email address from source code. 51ae78c0af haikuaudio: Updated for SDL3 audio API. fc7ed18ca1 emscriptenaudio: don't forget to finalize the audio thread 4233c41ce2 pulseaudio: Removed unnecessary variable. a0528cd5ed emscriptenaudio: Updated for SDL3 audio API. 79cc29ba35 wave: Don't check if format->channels > INT_MAX, it's a Uint16. 1bfe97c235 pspaudio: Updated for SDL3 audio API. 121a2dce15 audio: Make sure `device->hidden` is NULL after CloseDevice 3d6ba0cafd ps2audio: Removed free of buffer that hasn't been allocated yet. 00ed6f8827 test: Fixed compiler warnings for unused vars. 6f12f68ec9 ps2audio: SDL3ified the style 4993743a02 ps2audio: Renamed `_this` to `device` 74568cdb2b ps2audio: Updated (but untested) for SDL3 audio API. c83b68ef26 jack: renamed `_this` to `device`. 3f4f004794 audio: Remove an assertion that no longer makes sense. 86243b2589 jack: Use ProvidesOwnCallbackThread. 18906a32b8 jack: First shot at updating for SDL3 audio API. a2b488359e dsp: Removed debug logging 6fd71185cd dsp: Updated for new SDL3 audio API. 3482d1215a alsa: Don't ever block in CaptureFromDevice. 65d296ef1a audio: Use SDL_powerof2 instead of reinventing it. 409b544505 alsa: Updated for new SDL3 audio API 0999a090a7 audio: More tweaking of `device->thread_alive` f94ffd6092 audio: Fixed logic error 4deb2970c9 alsa: Renamed `_this` to `device` 0fb9e4baae audio: Remove no-longer-used SupportsNonPow2Samples c653e57768 coreaudio: rewritten for SDL3 audio redesign! 533777eff5 audio: SDL_sysaudio.h comment conversion. 8473e522e0 audio: unify device thread naming. 258bc9efed audio: PlayDevice now passes the buffer, too, for convenience. e518149d14 audio: Fixed locking in SDL_AudioDeviceDisconnected 22afa5735f audio: FreeDeviceHandle should pass the whole device, for convenience. 9e3c5f93e0 coreaudio: Change `_this` to `device` e969160de0 audio: unset a freed variable to NULL 1fc01b0300 audio: Try to definitely have a default device set up. b60a56d368 audio: take first reported device if no default was specified. a8323ebe68 audio: Better handling of ProvidesOwnCallbackThread backends. 1dffb72c1d pipewire: Hooked up default device change notifications. a93fcf2444 audio: fixed flushed stream reporting bytes but not being able to get them. ad6c1781fc pulseaudio: Minor cleanups. cfc8a0d17d pipewire: First shot at moving to the new SDL3 audio interfaces. 13202642a3 aaudio: Fixed capitialization, plus some minor cleanups. 3e9991b535 audio: Make sure we don't write to a NULL pointer. 943351affb pulseaudio: GetDefaultAudioInfo isn't a thing anymore. 11dfc4d737 test: Update testautomation_audio for SDL3 audio API. 29afc2e42b test: Update testresample for SDL3 audio API. 3a02eecced test: Update testsurround for SDL3 audio API. e1c78718d4 test: testaudiocapture is updated for the SDL3 audio API. f48cb716c2 pulseaudio: a couple minor tweaks. dac25fe9eb audio: Seperate audio capture into Wait/Read operations. 3e10c0005d audio: Capture devices should respect logical device pausing. 7e700531c5 audio: Allow SDL_OpenAudioDevice to accept a NULL spec. bb1cbbd33a test: Update testaudioinfo for SDL3 audio API. 883aee32c5 audio: Let default formats differ for output and capture devices. 62cf24eeb9 pulseaudio: Listen for server events in addition to sources and sinks. 924f370bd7 pulseaudio: Fix deadlock in HotplugThread. 5d4e9e5f80 test: Updated testaudiostreamdynamicresample to SDL3 audio API. f883b9fc64 test: Updated testaudiohotplug to SDL3 audio API. 2be5f726d4 audio: Removed debug logging. 323ecce123 docs: Added migration note about SDL_AUDIODEVICEREMOVED. 47b0321ebf test: Removed loopwavequeue.c; obsolete in SDL3. 0e5a1d4f29 pulseaudio: Removed debug logging. f598626e46 test: loopwave shouldn't use an audiostream callback. eee407caf8 docs: migration guide note that SDL_LoadWAV has a different return type. b03c493fc4 test: Updated testmultiaudio to new SDL3 audio API fe1daf6fb5 audio: Mark disconnected default devices as "zombies". cdd2ba81de audio: Fixed adding new physical devices to a double-linked list. db39cbf208 audio: Allow SDL_GetAudioDeviceFormat() to query the default devices. ee10bab3cd audio: An enormous amount of work on managing default devices. c7a44eea83 audio: Fixed logic error. 089cd87cb5 audio: Make sure device count stays correct as hardware disconnects. e50cb72eb6 docs: Note that audio opening doesn't implicitly init SDL now. 97b2f747d0 docs: Corrections to audio section of README-migration.md 464640440f audio: Added SDL_GetAudioStreamBinding. 01f7b53865 audio: Readded (logical) device pausing. fd4c9f4e11 audio: documentation improvements. 4b78b789a7 audio: Switch SDL_audio.c and SDL_audiocvt.c to C99-ish syntax. d96a1db7d7 audio: Opening via a logical device ID should also track default device. b2e020958f audio: Wrap device access in opening of logical devices. 7ee2459927 audio: Check for unlikely failure case in WAV loaded. 3d65a2cefe audio: Made SDL_LoadWAV a real function, not just a macro. 26525f5fd3 audio: Readd SDL_AudioSpec, but just with format/channels/freq fields. e6aaed7d79 include: Audio is not, and has not been, a raw mixing buffer for a long time. 56b1bc2198 audio: SDL_AudioStream now has callbacks for Get and Put operations. 905c4fff5b audio: First shot at the SDL3 audio subsystem redesign! b221b59995 cmake: add SDL_REVISION option 0500fca00c Add missing break d3f2de7f29 fixed typo in prev. patch. 12b35c6a46 test/testnativecocoa.m: fixed deprecation warnings. e24b3e2fa4 cmake: rename SDL_TEST -> SDL_TEST_LIBRARY da5016d336 cmake: use pkg-config + test compile instead of Find module for detecting rpi deec574ff6 cmake: fix SDL_HIDAPI_LIBUSB f2ae00c1ad Sync SDL3 wiki -> header 41a96c8133 doc: document building of SDL tests with CMake 3174d0b970 Sorted controller list 27b8abb056 Add Steam Deck controller mapping to database. 41d436f0fe Use SetWindowPos to show windows when SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN is set to avoid activating the parent window when showing a child window 0dc85f3078 Improved the documentation for the gamepad paddle buttons 2fff999a41 Try to create the dummy mouse cursor after video backend initialization d086d9874d Sync SDL3 wiki -> header bce598addd SDL_pixels.c: Fixed compiler warning on Android NDK. ad0c0d3cde Sync SDL3 wiki -> header f8e8dff7ee tests: Fix automated window grab and positioning tests under Wayland/XWayland 4cffbc3644 Add VS code directory to gitignore 666f81bace Add more endian-specific aliases for 32 bit pixelformats 4749df0a63 Just disable the 4214 warning instead of trying to change the structure definition git-subtree-dir: external/sdl/SDL git-subtree-split: ec0042081ea104d5dd0ee291105210e00a4fe3d9
1173 lines
40 KiB
C
1173 lines
40 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_gamepad.h
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*
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* \brief Include file for SDL gamepad event handling
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*/
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#ifndef SDL_gamepad_h_
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#define SDL_gamepad_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_rwops.h>
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#include <SDL3/SDL_sensor.h>
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#include <SDL3/SDL_joystick.h>
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#include <SDL3/SDL_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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* \file SDL_gamepad.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_GAMEPAD flag. This causes SDL to scan the system
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* for gamepads, and load appropriate drivers.
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*
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* If you would like to receive gamepad 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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* The structure used to identify an SDL gamepad
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*/
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struct SDL_Gamepad;
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typedef struct SDL_Gamepad SDL_Gamepad;
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typedef enum
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{
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SDL_GAMEPAD_TYPE_UNKNOWN = 0,
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SDL_GAMEPAD_TYPE_STANDARD,
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SDL_GAMEPAD_TYPE_XBOX360,
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SDL_GAMEPAD_TYPE_XBOXONE,
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SDL_GAMEPAD_TYPE_PS3,
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SDL_GAMEPAD_TYPE_PS4,
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SDL_GAMEPAD_TYPE_PS5,
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SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO,
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SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
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SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
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SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
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SDL_GAMEPAD_TYPE_MAX
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} SDL_GamepadType;
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/**
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* The list of buttons available on a gamepad
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*/
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typedef enum
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{
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SDL_GAMEPAD_BUTTON_INVALID = -1,
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SDL_GAMEPAD_BUTTON_A,
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SDL_GAMEPAD_BUTTON_B,
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SDL_GAMEPAD_BUTTON_X,
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SDL_GAMEPAD_BUTTON_Y,
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SDL_GAMEPAD_BUTTON_BACK,
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SDL_GAMEPAD_BUTTON_GUIDE,
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SDL_GAMEPAD_BUTTON_START,
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SDL_GAMEPAD_BUTTON_LEFT_STICK,
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SDL_GAMEPAD_BUTTON_RIGHT_STICK,
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SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
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SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
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SDL_GAMEPAD_BUTTON_DPAD_UP,
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SDL_GAMEPAD_BUTTON_DPAD_DOWN,
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SDL_GAMEPAD_BUTTON_DPAD_LEFT,
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SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
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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) */
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SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /* Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */
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SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /* Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */
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SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /* Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */
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SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /* Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */
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SDL_GAMEPAD_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
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SDL_GAMEPAD_BUTTON_MAX
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} SDL_GamepadButton;
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/**
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* The list of axes available on a gamepad
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*
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* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
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* and are centered within ~8000 of zero, though advanced UI will allow users to set
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* or autodetect the dead zone, which varies between gamepads.
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*
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* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
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*/
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typedef enum
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{
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SDL_GAMEPAD_AXIS_INVALID = -1,
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SDL_GAMEPAD_AXIS_LEFTX,
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SDL_GAMEPAD_AXIS_LEFTY,
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SDL_GAMEPAD_AXIS_RIGHTX,
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SDL_GAMEPAD_AXIS_RIGHTY,
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SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
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SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
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SDL_GAMEPAD_AXIS_MAX
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} SDL_GamepadAxis;
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/**
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* Add support for gamepads that SDL is unaware of or change the binding of an
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* existing gamepad.
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*
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* The mapping string has the format "GUID,name,mapping", where GUID is the
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* string value from SDL_GetJoystickGUIDString(), name is the human readable
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* string for the device and mappings are gamepad mappings to joystick ones.
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* Under Windows there is a reserved GUID of "xinput" that covers all XInput
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* devices. The mapping format for joystick is:
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*
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* - `bX`: a joystick button, index X
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* - `hX.Y`: hat X with value Y
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* - `aX`: axis X of the joystick
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*
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* Buttons can be used as a gamepad axes and vice versa.
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*
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* This string shows an example of a valid mapping for a gamepad:
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*
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* ```c
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* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
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* ```
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*
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* \param mapping the mapping string
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* \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
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* -1 on error; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetGamepadMapping
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* \sa SDL_GetGamepadMappingForGUID
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*/
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extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
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/**
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* Load a set of gamepad mappings from a seekable SDL data stream.
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*
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* You can call this function several times, if needed, to load different
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* database files.
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*
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* If a new mapping is loaded for an already known gamepad GUID, the later
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* version will overwrite the one currently loaded.
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*
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* Mappings not belonging to the current platform or with no platform field
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* specified will be ignored (i.e. mappings for Linux will be ignored in
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* Windows, etc).
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*
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* This function will load the text database entirely in memory before
|
|
* 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);
|
|
|
|
/**
|
|
* 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.
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*
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* \sa SDL_GetGamepadAppleSFSymbolsNameForButton
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*/
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extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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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 <SDL3/SDL_close_code.h>
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#endif /* SDL_gamepad_h_ */
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