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authorFox Caminiti <fox@foxcam.net>2022-12-22 13:29:02 -0500
committerFox Caminiti <fox@foxcam.net>2022-12-22 13:29:02 -0500
commit375c120d30456738897c4bd775e38aa1db7d239c (patch)
tree5b365a6233cf736db15fa52fcfac4ba80a986217 /dependencies/SDL/SDL_gamecontroller.h
parent4854647d659f75ac6cf4575b61d1dcfd25865791 (diff)
v3.1
Diffstat (limited to 'dependencies/SDL/SDL_gamecontroller.h')
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diff --git a/dependencies/SDL/SDL_gamecontroller.h b/dependencies/SDL/SDL_gamecontroller.h
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--- a/dependencies/SDL/SDL_gamecontroller.h
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@@ -1,1074 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2022 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_gamecontroller.h
- *
- * Include file for SDL game controller event handling
- */
-
-#ifndef SDL_gamecontroller_h_
-#define SDL_gamecontroller_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_rwops.h"
-#include "SDL_sensor.h"
-#include "SDL_joystick.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \file SDL_gamecontroller.h
- *
- * In order to use these functions, SDL_Init() must have been called
- * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
- * for game controllers, and load appropriate drivers.
- *
- * If you would like to receive controller 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 gamecontroller structure used to identify an SDL game controller
- */
-struct _SDL_GameController;
-typedef struct _SDL_GameController SDL_GameController;
-
-typedef enum
-{
- SDL_CONTROLLER_TYPE_UNKNOWN = 0,
- SDL_CONTROLLER_TYPE_XBOX360,
- SDL_CONTROLLER_TYPE_XBOXONE,
- SDL_CONTROLLER_TYPE_PS3,
- SDL_CONTROLLER_TYPE_PS4,
- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
- SDL_CONTROLLER_TYPE_VIRTUAL,
- SDL_CONTROLLER_TYPE_PS5,
- SDL_CONTROLLER_TYPE_AMAZON_LUNA,
- SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
- SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
-} SDL_GameControllerType;
-
-typedef enum
-{
- SDL_CONTROLLER_BINDTYPE_NONE = 0,
- SDL_CONTROLLER_BINDTYPE_BUTTON,
- SDL_CONTROLLER_BINDTYPE_AXIS,
- SDL_CONTROLLER_BINDTYPE_HAT
-} SDL_GameControllerBindType;
-
-/**
- * Get the SDL joystick layer binding for this controller button/axis mapping
- */
-typedef struct SDL_GameControllerButtonBind
-{
- SDL_GameControllerBindType bindType;
- union
- {
- int button;
- int axis;
- struct {
- int hat;
- int hat_mask;
- } hat;
- } value;
-
-} SDL_GameControllerButtonBind;
-
-
-/**
- * To count the number of game controllers in the system for the following:
- *
- * ```c
- * int nJoysticks = SDL_NumJoysticks();
- * int nGameControllers = 0;
- * for (int i = 0; i < nJoysticks; i++) {
- * if (SDL_IsGameController(i)) {
- * nGameControllers++;
- * }
- * }
- * ```
- *
- * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
- * guid,name,mappings
- *
- * Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
- * Under Windows there is a reserved GUID of "xinput" that covers any 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 controller axis and vice versa.
- *
- * This string shows an example of a valid mapping for a controller
- *
- * ```c
- * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
- * ```
- */
-
-/**
- * Load a set of Game Controller 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 controller 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 rw the data stream for the mappings to be added
- * \param freerw non-zero to close the stream after being read
- * \returns the number of mappings added or -1 on error; call SDL_GetError()
- * for more information.
- *
- * \since This function is available since SDL 2.0.2.
- *
- * \sa SDL_GameControllerAddMapping
- * \sa SDL_GameControllerAddMappingsFromFile
- * \sa SDL_GameControllerMappingForGUID
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
-
-/**
- * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
- *
- * Convenience macro.
- */
-#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
-
-/**
- * Add support for controllers that SDL is unaware of or to cause an existing
- * controller to have a different binding.
- *
- * The mapping string has the format "GUID,name,mapping", where GUID is the
- * string value from SDL_JoystickGetGUIDString(), name is the human readable
- * string for the device and mappings are controller mappings to joystick
- * ones. 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 controller axes and vice versa.
- *
- * This string shows an example of a valid mapping for a controller:
- *
- * ```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 mappingString 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 2.0.0.
- *
- * \sa SDL_GameControllerMapping
- * \sa SDL_GameControllerMappingForGUID
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
-
-/**
- * Get the number of mappings installed.
- *
- * \returns the number of mappings.
- *
- * \since This function is available since SDL 2.0.6.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
-
-/**
- * Get the mapping at a particular 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 2.0.6.
- */
-extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
-
-/**
- * Get the game controller 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 2.0.0.
- *
- * \sa SDL_JoystickGetDeviceGUID
- * \sa SDL_JoystickGetGUID
- */
-extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
-
-/**
- * Get the current mapping of a Game Controller.
- *
- * The returned string must be freed with SDL_free().
- *
- * Details about mappings are discussed with SDL_GameControllerAddMapping().
- *
- * \param gamecontroller the game controller you want to get the current
- * mapping for
- * \returns a string that has the controller's mapping or NULL if no mapping
- * is available; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerAddMapping
- * \sa SDL_GameControllerMappingForGUID
- */
-extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
-
-/**
- * Check if the given joystick is supported by the game controller interface.
- *
- * `joystick_index` is the same as the `device_index` passed to
- * SDL_JoystickOpen().
- *
- * \param joystick_index the device_index of a device, up to
- * SDL_NumJoysticks()
- * \returns SDL_TRUE if the given joystick is supported by the game controller
- * interface, SDL_FALSE if it isn't or it's an invalid index.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerNameForIndex
- * \sa SDL_GameControllerOpen
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
-
-/**
- * Get the implementation dependent name for the game controller.
- *
- * This function can be called before any controllers are opened.
- *
- * `joystick_index` is the same as the `device_index` passed to
- * SDL_JoystickOpen().
- *
- * \param joystick_index the device_index of a device, from zero to
- * SDL_NumJoysticks()-1
- * \returns the implementation-dependent name for the game controller, or NULL
- * if there is no name or the index is invalid.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerName
- * \sa SDL_GameControllerOpen
- * \sa SDL_IsGameController
- */
-extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
-
-/**
- * Get the implementation dependent path for the game controller.
- *
- * This function can be called before any controllers are opened.
- *
- * `joystick_index` is the same as the `device_index` passed to
- * SDL_JoystickOpen().
- *
- * \param joystick_index the device_index of a device, from zero to
- * SDL_NumJoysticks()-1
- * \returns the implementation-dependent path for the game controller, or NULL
- * if there is no path or the index is invalid.
- *
- * \since This function is available since SDL 2.24.0.
- *
- * \sa SDL_GameControllerPath
- */
-extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
-
-/**
- * Get the type of a game controller.
- *
- * This can be called before any controllers are opened.
- *
- * \param joystick_index the device_index of a device, from zero to
- * SDL_NumJoysticks()-1
- * \returns the controller type.
- *
- * \since This function is available since SDL 2.0.12.
- */
-extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
-
-/**
- * Get the mapping of a game controller.
- *
- * This can be called before any controllers are opened.
- *
- * \param joystick_index the device_index of a device, from zero to
- * SDL_NumJoysticks()-1
- * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
- * no mapping is available.
- *
- * \since This function is available since SDL 2.0.9.
- */
-extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
-
-/**
- * Open a game controller for use.
- *
- * `joystick_index` is the same as the `device_index` passed to
- * SDL_JoystickOpen().
- *
- * The index passed as an argument refers to the N'th game controller on the
- * system. This index is not the value which will identify this controller in
- * future controller events. The joystick's instance id (SDL_JoystickID) will
- * be used there instead.
- *
- * \param joystick_index the device_index of a device, up to
- * SDL_NumJoysticks()
- * \returns a gamecontroller identifier or NULL if an error occurred; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerClose
- * \sa SDL_GameControllerNameForIndex
- * \sa SDL_IsGameController
- */
-extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
-
-/**
- * Get the SDL_GameController associated with an instance id.
- *
- * \param joyid the instance id to get the SDL_GameController for
- * \returns an SDL_GameController on success or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.4.
- */
-extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
-
-/**
- * Get the SDL_GameController associated with a player index.
- *
- * Please note that the player index is _not_ the device index, nor is it the
- * instance id!
- *
- * \param player_index the player index, which is not the device index or the
- * instance id!
- * \returns the SDL_GameController associated with a player index.
- *
- * \since This function is available since SDL 2.0.12.
- *
- * \sa SDL_GameControllerGetPlayerIndex
- * \sa SDL_GameControllerSetPlayerIndex
- */
-extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
-
-/**
- * Get the implementation-dependent name for an opened game controller.
- *
- * This is the same name as returned by SDL_GameControllerNameForIndex(), but
- * it takes a controller identifier instead of the (unstable) device index.
- *
- * \param gamecontroller a game controller identifier previously returned by
- * SDL_GameControllerOpen()
- * \returns the implementation dependent name for the game controller, or NULL
- * if there is no name or the identifier passed is invalid.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerNameForIndex
- * \sa SDL_GameControllerOpen
- */
-extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
-
-/**
- * Get the implementation-dependent path for an opened game controller.
- *
- * This is the same path as returned by SDL_GameControllerNameForIndex(), but
- * it takes a controller identifier instead of the (unstable) device index.
- *
- * \param gamecontroller a game controller identifier previously returned by
- * SDL_GameControllerOpen()
- * \returns the implementation dependent path for the game controller, or NULL
- * if there is no path or the identifier passed is invalid.
- *
- * \since This function is available since SDL 2.24.0.
- *
- * \sa SDL_GameControllerPathForIndex
- */
-extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
-
-/**
- * Get the type of this currently opened controller
- *
- * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
- * it takes a controller identifier instead of the (unstable) device index.
- *
- * \param gamecontroller the game controller object to query.
- * \returns the controller type.
- *
- * \since This function is available since SDL 2.0.12.
- */
-extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
-
-/**
- * Get the player index of an opened game controller.
- *
- * For XInput controllers this returns the XInput user index.
- *
- * \param gamecontroller the game controller object to query.
- * \returns the player index for controller, or -1 if it's not available.
- *
- * \since This function is available since SDL 2.0.9.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
-
-/**
- * Set the player index of an opened game controller.
- *
- * \param gamecontroller the game controller object to adjust.
- * \param player_index Player index to assign to this controller, or -1 to
- * clear the player index and turn off player LEDs.
- *
- * \since This function is available since SDL 2.0.12.
- */
-extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
-
-/**
- * Get the USB vendor ID of an opened controller, if available.
- *
- * If the vendor ID isn't available this function returns 0.
- *
- * \param gamecontroller the game controller object to query.
- * \return the USB vendor ID, or zero if unavailable.
- *
- * \since This function is available since SDL 2.0.6.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
-
-/**
- * Get the USB product ID of an opened controller, if available.
- *
- * If the product ID isn't available this function returns 0.
- *
- * \param gamecontroller the game controller object to query.
- * \return the USB product ID, or zero if unavailable.
- *
- * \since This function is available since SDL 2.0.6.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
-
-/**
- * Get the product version of an opened controller, if available.
- *
- * If the product version isn't available this function returns 0.
- *
- * \param gamecontroller the game controller object to query.
- * \return the USB product version, or zero if unavailable.
- *
- * \since This function is available since SDL 2.0.6.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
-
-/**
- * Get the firmware version of an opened controller, if available.
- *
- * If the firmware version isn't available this function returns 0.
- *
- * \param gamecontroller the game controller object to query.
- * \return the controller firmware version, or zero if unavailable.
- *
- * \since This function is available since SDL 2.24.0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
-
-/**
- * Get the serial number of an opened controller, if available.
- *
- * Returns the serial number of the controller, or NULL if it is not
- * available.
- *
- * \param gamecontroller the game controller object to query.
- * \return the serial number, or NULL if unavailable.
- *
- * \since This function is available since SDL 2.0.14.
- */
-extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
-
-/**
- * Check if a controller has been opened and is currently connected.
- *
- * \param gamecontroller a game controller identifier previously returned by
- * SDL_GameControllerOpen()
- * \returns SDL_TRUE if the controller has been opened and is currently
- * connected, or SDL_FALSE if not.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerClose
- * \sa SDL_GameControllerOpen
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
-
-/**
- * Get the Joystick ID from a Game Controller.
- *
- * This function will give you a SDL_Joystick object, which allows you to use
- * the SDL_Joystick functions with a SDL_GameController 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_GameController. You should not
- * call SDL_JoystickClose() on it, for example, since doing so will likely
- * cause SDL to crash.
- *
- * \param gamecontroller the game controller object that you want to get a
- * joystick from
- * \returns a SDL_Joystick object; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- */
-extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
-
-/**
- * Query or change current state of Game Controller events.
- *
- * If controller events are disabled, you must call SDL_GameControllerUpdate()
- * yourself and check the state of the controller when you want controller
- * information.
- *
- * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
- * and 1 will have any effect. Other numbers will just be returned.
- *
- * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
- * \returns the same value passed to the function, with exception to -1
- * (SDL_QUERY), which will return the current state.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_JoystickEventState
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
-
-/**
- * Manually pump game controller 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 2.0.0.
- */
-extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
-
-
-/**
- * The list of axes available from a controller
- *
- * 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 controllers.
- *
- * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
- */
-typedef enum
-{
- SDL_CONTROLLER_AXIS_INVALID = -1,
- SDL_CONTROLLER_AXIS_LEFTX,
- SDL_CONTROLLER_AXIS_LEFTY,
- SDL_CONTROLLER_AXIS_RIGHTX,
- SDL_CONTROLLER_AXIS_RIGHTY,
- SDL_CONTROLLER_AXIS_TRIGGERLEFT,
- SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
- SDL_CONTROLLER_AXIS_MAX
-} SDL_GameControllerAxis;
-
-/**
- * Convert a string into SDL_GameControllerAxis enum.
- *
- * This function is called internally to translate SDL_GameController mapping
- * strings for the underlying joystick device into the consistent
- * SDL_GameController mapping. You do not normally need to call this function
- * unless you are parsing SDL_GameController mappings in your own code.
- *
- * Note specially that "righttrigger" and "lefttrigger" map to
- * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
- * respectively.
- *
- * \param str string representing a SDL_GameController axis
- * \returns the SDL_GameControllerAxis enum corresponding to the input string,
- * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerGetStringForAxis
- */
-extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
-
-/**
- * Convert from an SDL_GameControllerAxis enum to a string.
- *
- * The caller should not SDL_free() the returned string.
- *
- * \param axis an enum value for a given SDL_GameControllerAxis
- * \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_GameController mapping strings.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerGetAxisFromString
- */
-extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
-
-/**
- * Get the SDL joystick layer binding for a controller axis mapping.
- *
- * \param gamecontroller a game controller
- * \param axis an axis enum value (one of the SDL_GameControllerAxis values)
- * \returns a SDL_GameControllerButtonBind describing the bind. On failure
- * (like the given Controller axis doesn't exist on the device), its
- * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerGetBindForButton
- */
-extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
-SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
- SDL_GameControllerAxis axis);
-
-/**
- * Query whether a game controller has a given axis.
- *
- * This merely reports whether the controller's mapping defined this axis, as
- * that is all the information SDL has about the physical device.
- *
- * \param gamecontroller a game controller
- * \param axis an axis enum value (an SDL_GameControllerAxis value)
- * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 2.0.14.
- */
-extern DECLSPEC SDL_bool SDLCALL
-SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
-
-/**
- * Get the current state of an axis control on a game controller.
- *
- * 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 gamecontroller a game controller
- * \param axis an axis index (one of the SDL_GameControllerAxis 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 2.0.0.
- *
- * \sa SDL_GameControllerGetButton
- */
-extern DECLSPEC Sint16 SDLCALL
-SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
-
-/**
- * The list of buttons available from a controller
- */
-typedef enum
-{
- SDL_CONTROLLER_BUTTON_INVALID = -1,
- SDL_CONTROLLER_BUTTON_A,
- SDL_CONTROLLER_BUTTON_B,
- SDL_CONTROLLER_BUTTON_X,
- SDL_CONTROLLER_BUTTON_Y,
- SDL_CONTROLLER_BUTTON_BACK,
- SDL_CONTROLLER_BUTTON_GUIDE,
- SDL_CONTROLLER_BUTTON_START,
- SDL_CONTROLLER_BUTTON_LEFTSTICK,
- SDL_CONTROLLER_BUTTON_RIGHTSTICK,
- SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
- SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
- SDL_CONTROLLER_BUTTON_DPAD_UP,
- SDL_CONTROLLER_BUTTON_DPAD_DOWN,
- SDL_CONTROLLER_BUTTON_DPAD_LEFT,
- SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
- SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
- SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
- SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
- SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
- SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
- SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
- SDL_CONTROLLER_BUTTON_MAX
-} SDL_GameControllerButton;
-
-/**
- * Convert a string into an SDL_GameControllerButton enum.
- *
- * This function is called internally to translate SDL_GameController mapping
- * strings for the underlying joystick device into the consistent
- * SDL_GameController mapping. You do not normally need to call this function
- * unless you are parsing SDL_GameController mappings in your own code.
- *
- * \param str string representing a SDL_GameController axis
- * \returns the SDL_GameControllerButton enum corresponding to the input
- * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
- *
- * \since This function is available since SDL 2.0.0.
- */
-extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
-
-/**
- * Convert from an SDL_GameControllerButton enum to a string.
- *
- * The caller should not SDL_free() the returned string.
- *
- * \param button an enum value for a given SDL_GameControllerButton
- * \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_GameController mapping strings.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerGetButtonFromString
- */
-extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
-
-/**
- * Get the SDL joystick layer binding for a controller button mapping.
- *
- * \param gamecontroller a game controller
- * \param button an button enum value (an SDL_GameControllerButton value)
- * \returns a SDL_GameControllerButtonBind describing the bind. On failure
- * (like the given Controller button doesn't exist on the device),
- * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerGetBindForAxis
- */
-extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
-SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
- SDL_GameControllerButton button);
-
-/**
- * Query whether a game controller has a given button.
- *
- * This merely reports whether the controller's mapping defined this button,
- * as that is all the information SDL has about the physical device.
- *
- * \param gamecontroller a game controller
- * \param button a button enum value (an SDL_GameControllerButton value)
- * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 2.0.14.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
- SDL_GameControllerButton button);
-
-/**
- * Get the current state of a button on a game controller.
- *
- * \param gamecontroller a game controller
- * \param button a button index (one of the SDL_GameControllerButton 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 2.0.0.
- *
- * \sa SDL_GameControllerGetAxis
- */
-extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
- SDL_GameControllerButton button);
-
-/**
- * Get the number of touchpads on a game controller.
- *
- * \since This function is available since SDL 2.0.14.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
-
-/**
- * Get the number of supported simultaneous fingers on a touchpad on a game
- * controller.
- *
- * \since This function is available since SDL 2.0.14.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
-
-/**
- * Get the current state of a finger on a touchpad on a game controller.
- *
- * \since This function is available since SDL 2.0.14.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
-
-/**
- * Return whether a game controller has a particular sensor.
- *
- * \param gamecontroller The controller 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 2.0.14.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
-
-/**
- * Set whether data reporting for a game controller sensor is enabled.
- *
- * \param gamecontroller The controller to update
- * \param type The type of sensor to enable/disable
- * \param enabled Whether data reporting should be enabled
- * \returns 0 or -1 if an error occurred.
- *
- * \since This function is available since SDL 2.0.14.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
-
-/**
- * Query whether sensor data reporting is enabled for a game controller.
- *
- * \param gamecontroller The controller 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 2.0.14.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
-
-/**
- * Get the data rate (number of events per second) of a game controller
- * sensor.
- *
- * \param gamecontroller The controller to query
- * \param type The type of sensor to query
- * \return the data rate, or 0.0f if the data rate is not available.
- *
- * \since This function is available since SDL 2.0.16.
- */
-extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
-
-/**
- * Get the current state of a game controller 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 gamecontroller The controller 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
- * \return 0 or -1 if an error occurred.
- *
- * \since This function is available since SDL 2.0.14.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
-
-/**
- * Get the current state of a game controller sensor with the timestamp of the
- * last update.
- *
- * 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 gamecontroller The controller to query
- * \param type The type of sensor to query
- * \param timestamp A pointer filled with the timestamp in microseconds of the
- * current sensor reading if available, or 0 if not
- * \param data A pointer filled with the current sensor state
- * \param num_values The number of values to write to data
- * \return 0 or -1 if an error occurred.
- *
- * \since This function is available since SDL 2.26.0.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
-
-/**
- * Start a rumble effect on a game controller.
- *
- * Each call to this function cancels any previous rumble effect, and calling
- * it with 0 intensity stops any rumbling.
- *
- * \param gamecontroller The controller 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 controller
- *
- * \since This function is available since SDL 2.0.9.
- *
- * \sa SDL_GameControllerHasRumble
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
-
-/**
- * Start a rumble effect in the game controller'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 game controller as
- * a whole. This is currently only supported on Xbox One controllers. If you
- * want the (more common) whole-controller rumble, use
- * SDL_GameControllerRumble() instead.
- *
- * \param gamecontroller The controller 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, or -1 if trigger rumble isn't supported on this controller
- *
- * \since This function is available since SDL 2.0.14.
- *
- * \sa SDL_GameControllerHasRumbleTriggers
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
-
-/**
- * Query whether a game controller has an LED.
- *
- * \param gamecontroller The controller to query
- * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
- * modifiable LED
- *
- * \since This function is available since SDL 2.0.14.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
-
-/**
- * Query whether a game controller has rumble support.
- *
- * \param gamecontroller The controller to query
- * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
- * support
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_GameControllerRumble
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
-
-/**
- * Query whether a game controller has rumble support on triggers.
- *
- * \param gamecontroller The controller to query
- * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
- * rumble support
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_GameControllerRumbleTriggers
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
-
-/**
- * Update a game controller's LED color.
- *
- * \param gamecontroller The controller 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, or -1 if this controller does not have a modifiable LED
- *
- * \since This function is available since SDL 2.0.14.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
-
-/**
- * Send a controller specific effect packet
- *
- * \param gamecontroller The controller to affect
- * \param data The data to send to the controller
- * \param size The size of the data to send to the controller
- * \returns 0, or -1 if this controller or driver doesn't support effect
- * packets
- *
- * \since This function is available since SDL 2.0.16.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
-
-/**
- * Close a game controller previously opened with SDL_GameControllerOpen().
- *
- * \param gamecontroller a game controller identifier previously returned by
- * SDL_GameControllerOpen()
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GameControllerOpen
- */
-extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
-
-/**
- * Return the sfSymbolsName for a given button on a game controller on Apple
- * platforms.
- *
- * \param gamecontroller the controller to query
- * \param button a button on the game controller
- * \returns the sfSymbolsName or NULL if the name can't be found
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
- */
-extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
-
-/**
- * Return the sfSymbolsName for a given axis on a game controller on Apple
- * platforms.
- *
- * \param gamecontroller the controller to query
- * \param axis an axis on the game controller
- * \returns the sfSymbolsName or NULL if the name can't be found
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
- */
-extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_gamecontroller_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */