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author | Star Rauchenberger <fefferburbia@gmail.com> | 2022-03-20 13:03:18 -0400 |
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committer | Star Rauchenberger <fefferburbia@gmail.com> | 2022-03-20 13:03:18 -0400 |
commit | 304bab2aced9cae51d2e4c09f3d9e06c66ff175d (patch) | |
tree | 8397f81b893feb1cf624eee49c4fb01297aa08ad /vendor/SDL2/include/SDL_gamecontroller.h | |
parent | ba350484072c78e5e1a765370c22dbd76474aa39 (diff) | |
download | ether-304bab2aced9cae51d2e4c09f3d9e06c66ff175d.tar.gz ether-304bab2aced9cae51d2e4c09f3d9e06c66ff175d.tar.bz2 ether-304bab2aced9cae51d2e4c09f3d9e06c66ff175d.zip |
we can build a window app!
build type must be set to Release or it's horribly slow, and fullscreen does not work
Diffstat (limited to 'vendor/SDL2/include/SDL_gamecontroller.h')
-rw-r--r-- | vendor/SDL2/include/SDL_gamecontroller.h | 1001 |
1 files changed, 1001 insertions, 0 deletions
diff --git a/vendor/SDL2/include/SDL_gamecontroller.h b/vendor/SDL2/include/SDL_gamecontroller.h new file mode 100644 index 0000000..bdd9b89 --- /dev/null +++ b/vendor/SDL2/include/SDL_gamecontroller.h | |||
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1 | /* | ||
2 | Simple DirectMedia Layer | ||
3 | Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> | ||
4 | |||
5 | This software is provided 'as-is', without any express or implied | ||
6 | warranty. In no event will the authors be held liable for any damages | ||
7 | arising from the use of this software. | ||
8 | |||
9 | Permission is granted to anyone to use this software for any purpose, | ||
10 | including commercial applications, and to alter it and redistribute it | ||
11 | freely, subject to the following restrictions: | ||
12 | |||
13 | 1. The origin of this software must not be misrepresented; you must not | ||
14 | claim that you wrote the original software. If you use this software | ||
15 | in a product, an acknowledgment in the product documentation would be | ||
16 | appreciated but is not required. | ||
17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
18 | misrepresented as being the original software. | ||
19 | 3. This notice may not be removed or altered from any source distribution. | ||
20 | */ | ||
21 | |||
22 | /** | ||
23 | * \file SDL_gamecontroller.h | ||
24 | * | ||
25 | * Include file for SDL game controller event handling | ||
26 | */ | ||
27 | |||
28 | #ifndef SDL_gamecontroller_h_ | ||
29 | #define SDL_gamecontroller_h_ | ||
30 | |||
31 | #include "SDL_stdinc.h" | ||
32 | #include "SDL_error.h" | ||
33 | #include "SDL_rwops.h" | ||
34 | #include "SDL_sensor.h" | ||
35 | #include "SDL_joystick.h" | ||
36 | |||
37 | #include "begin_code.h" | ||
38 | /* Set up for C function definitions, even when using C++ */ | ||
39 | #ifdef __cplusplus | ||
40 | extern "C" { | ||
41 | #endif | ||
42 | |||
43 | /** | ||
44 | * \file SDL_gamecontroller.h | ||
45 | * | ||
46 | * In order to use these functions, SDL_Init() must have been called | ||
47 | * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system | ||
48 | * for game controllers, and load appropriate drivers. | ||
49 | * | ||
50 | * If you would like to receive controller updates while the application | ||
51 | * is in the background, you should set the following hint before calling | ||
52 | * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS | ||
53 | */ | ||
54 | |||
55 | /** | ||
56 | * The gamecontroller structure used to identify an SDL game controller | ||
57 | */ | ||
58 | struct _SDL_GameController; | ||
59 | typedef struct _SDL_GameController SDL_GameController; | ||
60 | |||
61 | typedef enum | ||
62 | { | ||
63 | SDL_CONTROLLER_TYPE_UNKNOWN = 0, | ||
64 | SDL_CONTROLLER_TYPE_XBOX360, | ||
65 | SDL_CONTROLLER_TYPE_XBOXONE, | ||
66 | SDL_CONTROLLER_TYPE_PS3, | ||
67 | SDL_CONTROLLER_TYPE_PS4, | ||
68 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO, | ||
69 | SDL_CONTROLLER_TYPE_VIRTUAL, | ||
70 | SDL_CONTROLLER_TYPE_PS5, | ||
71 | SDL_CONTROLLER_TYPE_AMAZON_LUNA, | ||
72 | SDL_CONTROLLER_TYPE_GOOGLE_STADIA | ||
73 | } SDL_GameControllerType; | ||
74 | |||
75 | typedef enum | ||
76 | { | ||
77 | SDL_CONTROLLER_BINDTYPE_NONE = 0, | ||
78 | SDL_CONTROLLER_BINDTYPE_BUTTON, | ||
79 | SDL_CONTROLLER_BINDTYPE_AXIS, | ||
80 | SDL_CONTROLLER_BINDTYPE_HAT | ||
81 | } SDL_GameControllerBindType; | ||
82 | |||
83 | /** | ||
84 | * Get the SDL joystick layer binding for this controller button/axis mapping | ||
85 | */ | ||
86 | typedef struct SDL_GameControllerButtonBind | ||
87 | { | ||
88 | SDL_GameControllerBindType bindType; | ||
89 | union | ||
90 | { | ||
91 | int button; | ||
92 | int axis; | ||
93 | struct { | ||
94 | int hat; | ||
95 | int hat_mask; | ||
96 | } hat; | ||
97 | } value; | ||
98 | |||
99 | } SDL_GameControllerButtonBind; | ||
100 | |||
101 | |||
102 | /** | ||
103 | * To count the number of game controllers in the system for the following: | ||
104 | * | ||
105 | * ```c | ||
106 | * int nJoysticks = SDL_NumJoysticks(); | ||
107 | * int nGameControllers = 0; | ||
108 | * for (int i = 0; i < nJoysticks; i++) { | ||
109 | * if (SDL_IsGameController(i)) { | ||
110 | * nGameControllers++; | ||
111 | * } | ||
112 | * } | ||
113 | * ``` | ||
114 | * | ||
115 | * 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: | ||
116 | * guid,name,mappings | ||
117 | * | ||
118 | * 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. | ||
119 | * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. | ||
120 | * The mapping format for joystick is: | ||
121 | * bX - a joystick button, index X | ||
122 | * hX.Y - hat X with value Y | ||
123 | * aX - axis X of the joystick | ||
124 | * Buttons can be used as a controller axis and vice versa. | ||
125 | * | ||
126 | * This string shows an example of a valid mapping for a controller | ||
127 | * | ||
128 | * ```c | ||
129 | * "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", | ||
130 | * ``` | ||
131 | */ | ||
132 | |||
133 | /** | ||
134 | * Load a set of Game Controller mappings from a seekable SDL data stream. | ||
135 | * | ||
136 | * You can call this function several times, if needed, to load different | ||
137 | * database files. | ||
138 | * | ||
139 | * If a new mapping is loaded for an already known controller GUID, the later | ||
140 | * version will overwrite the one currently loaded. | ||
141 | * | ||
142 | * Mappings not belonging to the current platform or with no platform field | ||
143 | * specified will be ignored (i.e. mappings for Linux will be ignored in | ||
144 | * Windows, etc). | ||
145 | * | ||
146 | * This function will load the text database entirely in memory before | ||
147 | * processing it, so take this into consideration if you are in a memory | ||
148 | * constrained environment. | ||
149 | * | ||
150 | * \param rw the data stream for the mappings to be added | ||
151 | * \param freerw non-zero to close the stream after being read | ||
152 | * \returns the number of mappings added or -1 on error; call SDL_GetError() | ||
153 | * for more information. | ||
154 | * | ||
155 | * \since This function is available since SDL 2.0.2. | ||
156 | * | ||
157 | * \sa SDL_GameControllerAddMapping | ||
158 | * \sa SDL_GameControllerAddMappingsFromFile | ||
159 | * \sa SDL_GameControllerMappingForGUID | ||
160 | */ | ||
161 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); | ||
162 | |||
163 | /** | ||
164 | * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() | ||
165 | * | ||
166 | * Convenience macro. | ||
167 | */ | ||
168 | #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) | ||
169 | |||
170 | /** | ||
171 | * Add support for controllers that SDL is unaware of or to cause an existing | ||
172 | * controller to have a different binding. | ||
173 | * | ||
174 | * The mapping string has the format "GUID,name,mapping", where GUID is the | ||
175 | * string value from SDL_JoystickGetGUIDString(), name is the human readable | ||
176 | * string for the device and mappings are controller mappings to joystick | ||
177 | * ones. Under Windows there is a reserved GUID of "xinput" that covers all | ||
178 | * XInput devices. The mapping format for joystick is: {| |bX |a joystick | ||
179 | * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick | ||
180 | * |} Buttons can be used as a controller axes and vice versa. | ||
181 | * | ||
182 | * This string shows an example of a valid mapping for a controller: | ||
183 | * | ||
184 | * ```c | ||
185 | * "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" | ||
186 | * ``` | ||
187 | * | ||
188 | * \param mappingString the mapping string | ||
189 | * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, | ||
190 | * -1 on error; call SDL_GetError() for more information. | ||
191 | * | ||
192 | * \since This function is available since SDL 2.0.0. | ||
193 | * | ||
194 | * \sa SDL_GameControllerMapping | ||
195 | * \sa SDL_GameControllerMappingForGUID | ||
196 | */ | ||
197 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); | ||
198 | |||
199 | /** | ||
200 | * Get the number of mappings installed. | ||
201 | * | ||
202 | * \returns the number of mappings. | ||
203 | * | ||
204 | * \since This function is available since SDL 2.0.6. | ||
205 | */ | ||
206 | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); | ||
207 | |||
208 | /** | ||
209 | * Get the mapping at a particular index. | ||
210 | * | ||
211 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if | ||
212 | * the index is out of range. | ||
213 | * | ||
214 | * \since This function is available since SDL 2.0.6. | ||
215 | */ | ||
216 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); | ||
217 | |||
218 | /** | ||
219 | * Get the game controller mapping string for a given GUID. | ||
220 | * | ||
221 | * The returned string must be freed with SDL_free(). | ||
222 | * | ||
223 | * \param guid a structure containing the GUID for which a mapping is desired | ||
224 | * \returns a mapping string or NULL on error; call SDL_GetError() for more | ||
225 | * information. | ||
226 | * | ||
227 | * \since This function is available since SDL 2.0.0. | ||
228 | * | ||
229 | * \sa SDL_JoystickGetDeviceGUID | ||
230 | * \sa SDL_JoystickGetGUID | ||
231 | */ | ||
232 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); | ||
233 | |||
234 | /** | ||
235 | * Get the current mapping of a Game Controller. | ||
236 | * | ||
237 | * The returned string must be freed with SDL_free(). | ||
238 | * | ||
239 | * Details about mappings are discussed with SDL_GameControllerAddMapping(). | ||
240 | * | ||
241 | * \param gamecontroller the game controller you want to get the current | ||
242 | * mapping for | ||
243 | * \returns a string that has the controller's mapping or NULL if no mapping | ||
244 | * is available; call SDL_GetError() for more information. | ||
245 | * | ||
246 | * \since This function is available since SDL 2.0.0. | ||
247 | * | ||
248 | * \sa SDL_GameControllerAddMapping | ||
249 | * \sa SDL_GameControllerMappingForGUID | ||
250 | */ | ||
251 | extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); | ||
252 | |||
253 | /** | ||
254 | * Check if the given joystick is supported by the game controller interface. | ||
255 | * | ||
256 | * `joystick_index` is the same as the `device_index` passed to | ||
257 | * SDL_JoystickOpen(). | ||
258 | * | ||
259 | * \param joystick_index the device_index of a device, up to | ||
260 | * SDL_NumJoysticks() | ||
261 | * \returns SDL_TRUE if the given joystick is supported by the game controller | ||
262 | * interface, SDL_FALSE if it isn't or it's an invalid index. | ||
263 | * | ||
264 | * \since This function is available since SDL 2.0.0. | ||
265 | * | ||
266 | * \sa SDL_GameControllerNameForIndex | ||
267 | * \sa SDL_GameControllerOpen | ||
268 | */ | ||
269 | extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); | ||
270 | |||
271 | /** | ||
272 | * Get the implementation dependent name for the game controller. | ||
273 | * | ||
274 | * This function can be called before any controllers are opened. | ||
275 | * | ||
276 | * `joystick_index` is the same as the `device_index` passed to | ||
277 | * SDL_JoystickOpen(). | ||
278 | * | ||
279 | * \param joystick_index the device_index of a device, from zero to | ||
280 | * SDL_NumJoysticks()-1 | ||
281 | * \returns the implementation-dependent name for the game controller, or NULL | ||
282 | * if there is no name or the index is invalid. | ||
283 | * | ||
284 | * \since This function is available since SDL 2.0.0. | ||
285 | * | ||
286 | * \sa SDL_GameControllerName | ||
287 | * \sa SDL_GameControllerOpen | ||
288 | * \sa SDL_IsGameController | ||
289 | */ | ||
290 | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); | ||
291 | |||
292 | /** | ||
293 | * Get the type of a game controller. | ||
294 | * | ||
295 | * This can be called before any controllers are opened. | ||
296 | * | ||
297 | * \param joystick_index the device_index of a device, from zero to | ||
298 | * SDL_NumJoysticks()-1 | ||
299 | * \returns the controller type. | ||
300 | * | ||
301 | * \since This function is available since SDL 2.0.12. | ||
302 | */ | ||
303 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); | ||
304 | |||
305 | /** | ||
306 | * Get the mapping of a game controller. | ||
307 | * | ||
308 | * This can be called before any controllers are opened. | ||
309 | * | ||
310 | * \param joystick_index the device_index of a device, from zero to | ||
311 | * SDL_NumJoysticks()-1 | ||
312 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if | ||
313 | * no mapping is available. | ||
314 | * | ||
315 | * \since This function is available since SDL 2.0.9. | ||
316 | */ | ||
317 | extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); | ||
318 | |||
319 | /** | ||
320 | * Open a game controller for use. | ||
321 | * | ||
322 | * `joystick_index` is the same as the `device_index` passed to | ||
323 | * SDL_JoystickOpen(). | ||
324 | * | ||
325 | * The index passed as an argument refers to the N'th game controller on the | ||
326 | * system. This index is not the value which will identify this controller in | ||
327 | * future controller events. The joystick's instance id (SDL_JoystickID) will | ||
328 | * be used there instead. | ||
329 | * | ||
330 | * \param joystick_index the device_index of a device, up to | ||
331 | * SDL_NumJoysticks() | ||
332 | * \returns a gamecontroller identifier or NULL if an error occurred; call | ||
333 | * SDL_GetError() for more information. | ||
334 | * | ||
335 | * \since This function is available since SDL 2.0.0. | ||
336 | * | ||
337 | * \sa SDL_GameControllerClose | ||
338 | * \sa SDL_GameControllerNameForIndex | ||
339 | * \sa SDL_IsGameController | ||
340 | */ | ||
341 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); | ||
342 | |||
343 | /** | ||
344 | * Get the SDL_GameController associated with an instance id. | ||
345 | * | ||
346 | * \param joyid the instance id to get the SDL_GameController for | ||
347 | * \returns an SDL_GameController on success or NULL on failure; call | ||
348 | * SDL_GetError() for more information. | ||
349 | * | ||
350 | * \since This function is available since SDL 2.0.4. | ||
351 | */ | ||
352 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); | ||
353 | |||
354 | /** | ||
355 | * Get the SDL_GameController associated with a player index. | ||
356 | * | ||
357 | * Please note that the player index is _not_ the device index, nor is it the | ||
358 | * instance id! | ||
359 | * | ||
360 | * \param player_index the player index, which is not the device index or the | ||
361 | * instance id! | ||
362 | * \returns the SDL_GameController associated with a player index. | ||
363 | * | ||
364 | * \since This function is available since SDL 2.0.12. | ||
365 | * | ||
366 | * \sa SDL_GameControllerGetPlayerIndex | ||
367 | * \sa SDL_GameControllerSetPlayerIndex | ||
368 | */ | ||
369 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); | ||
370 | |||
371 | /** | ||
372 | * Get the implementation-dependent name for an opened game controller. | ||
373 | * | ||
374 | * This is the same name as returned by SDL_GameControllerNameForIndex(), but | ||
375 | * it takes a controller identifier instead of the (unstable) device index. | ||
376 | * | ||
377 | * \param gamecontroller a game controller identifier previously returned by | ||
378 | * SDL_GameControllerOpen() | ||
379 | * \returns the implementation dependent name for the game controller, or NULL | ||
380 | * if there is no name or the identifier passed is invalid. | ||
381 | * | ||
382 | * \since This function is available since SDL 2.0.0. | ||
383 | * | ||
384 | * \sa SDL_GameControllerNameForIndex | ||
385 | * \sa SDL_GameControllerOpen | ||
386 | */ | ||
387 | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); | ||
388 | |||
389 | /** | ||
390 | * Get the type of this currently opened controller | ||
391 | * | ||
392 | * This is the same name as returned by SDL_GameControllerTypeForIndex(), but | ||
393 | * it takes a controller identifier instead of the (unstable) device index. | ||
394 | * | ||
395 | * \param gamecontroller the game controller object to query. | ||
396 | * \returns the controller type. | ||
397 | * | ||
398 | * \since This function is available since SDL 2.0.12. | ||
399 | */ | ||
400 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); | ||
401 | |||
402 | /** | ||
403 | * Get the player index of an opened game controller. | ||
404 | * | ||
405 | * For XInput controllers this returns the XInput user index. | ||
406 | * | ||
407 | * \param gamecontroller the game controller object to query. | ||
408 | * \returns the player index for controller, or -1 if it's not available. | ||
409 | * | ||
410 | * \since This function is available since SDL 2.0.9. | ||
411 | */ | ||
412 | extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); | ||
413 | |||
414 | /** | ||
415 | * Set the player index of an opened game controller. | ||
416 | * | ||
417 | * \param gamecontroller the game controller object to adjust. | ||
418 | * \param player_index Player index to assign to this controller. | ||
419 | * | ||
420 | * \since This function is available since SDL 2.0.12. | ||
421 | */ | ||
422 | extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); | ||
423 | |||
424 | /** | ||
425 | * Get the USB vendor ID of an opened controller, if available. | ||
426 | * | ||
427 | * If the vendor ID isn't available this function returns 0. | ||
428 | * | ||
429 | * \param gamecontroller the game controller object to query. | ||
430 | * \return the USB vendor ID, or zero if unavailable. | ||
431 | * | ||
432 | * \since This function is available since SDL 2.0.6. | ||
433 | */ | ||
434 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); | ||
435 | |||
436 | /** | ||
437 | * Get the USB product ID of an opened controller, if available. | ||
438 | * | ||
439 | * If the product ID isn't available this function returns 0. | ||
440 | * | ||
441 | * \param gamecontroller the game controller object to query. | ||
442 | * \return the USB product ID, or zero if unavailable. | ||
443 | * | ||
444 | * \since This function is available since SDL 2.0.6. | ||
445 | */ | ||
446 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); | ||
447 | |||
448 | /** | ||
449 | * Get the product version of an opened controller, if available. | ||
450 | * | ||
451 | * If the product version isn't available this function returns 0. | ||
452 | * | ||
453 | * \param gamecontroller the game controller object to query. | ||
454 | * \return the USB product version, or zero if unavailable. | ||
455 | * | ||
456 | * \since This function is available since SDL 2.0.6. | ||
457 | */ | ||
458 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); | ||
459 | |||
460 | /** | ||
461 | * Get the serial number of an opened controller, if available. | ||
462 | * | ||
463 | * Returns the serial number of the controller, or NULL if it is not | ||
464 | * available. | ||
465 | * | ||
466 | * \param gamecontroller the game controller object to query. | ||
467 | * \return the serial number, or NULL if unavailable. | ||
468 | * | ||
469 | * \since This function is available since SDL 2.0.14. | ||
470 | */ | ||
471 | extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); | ||
472 | |||
473 | /** | ||
474 | * Check if a controller has been opened and is currently connected. | ||
475 | * | ||
476 | * \param gamecontroller a game controller identifier previously returned by | ||
477 | * SDL_GameControllerOpen() | ||
478 | * \returns SDL_TRUE if the controller has been opened and is currently | ||
479 | * connected, or SDL_FALSE if not. | ||
480 | * | ||
481 | * \since This function is available since SDL 2.0.0. | ||
482 | * | ||
483 | * \sa SDL_GameControllerClose | ||
484 | * \sa SDL_GameControllerOpen | ||
485 | */ | ||
486 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); | ||
487 | |||
488 | /** | ||
489 | * Get the Joystick ID from a Game Controller. | ||
490 | * | ||
491 | * This function will give you a SDL_Joystick object, which allows you to use | ||
492 | * the SDL_Joystick functions with a SDL_GameController object. This would be | ||
493 | * useful for getting a joystick's position at any given time, even if it | ||
494 | * hasn't moved (moving it would produce an event, which would have the axis' | ||
495 | * value). | ||
496 | * | ||
497 | * The pointer returned is owned by the SDL_GameController. You should not | ||
498 | * call SDL_JoystickClose() on it, for example, since doing so will likely | ||
499 | * cause SDL to crash. | ||
500 | * | ||
501 | * \param gamecontroller the game controller object that you want to get a | ||
502 | * joystick from | ||
503 | * \returns a SDL_Joystick object; call SDL_GetError() for more information. | ||
504 | * | ||
505 | * \since This function is available since SDL 2.0.0. | ||
506 | */ | ||
507 | extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); | ||
508 | |||
509 | /** | ||
510 | * Query or change current state of Game Controller events. | ||
511 | * | ||
512 | * If controller events are disabled, you must call SDL_GameControllerUpdate() | ||
513 | * yourself and check the state of the controller when you want controller | ||
514 | * information. | ||
515 | * | ||
516 | * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, | ||
517 | * and 1 will have any effect. Other numbers will just be returned. | ||
518 | * | ||
519 | * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` | ||
520 | * \returns the same value passed to the function, with exception to -1 | ||
521 | * (SDL_QUERY), which will return the current state. | ||
522 | * | ||
523 | * \since This function is available since SDL 2.0.0. | ||
524 | * | ||
525 | * \sa SDL_JoystickEventState | ||
526 | */ | ||
527 | extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); | ||
528 | |||
529 | /** | ||
530 | * Manually pump game controller updates if not using the loop. | ||
531 | * | ||
532 | * This function is called automatically by the event loop if events are | ||
533 | * enabled. Under such circumstances, it will not be necessary to call this | ||
534 | * function. | ||
535 | * | ||
536 | * \since This function is available since SDL 2.0.0. | ||
537 | */ | ||
538 | extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); | ||
539 | |||
540 | |||
541 | /** | ||
542 | * The list of axes available from a controller | ||
543 | * | ||
544 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, | ||
545 | * and are centered within ~8000 of zero, though advanced UI will allow users to set | ||
546 | * or autodetect the dead zone, which varies between controllers. | ||
547 | * | ||
548 | * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. | ||
549 | */ | ||
550 | typedef enum | ||
551 | { | ||
552 | SDL_CONTROLLER_AXIS_INVALID = -1, | ||
553 | SDL_CONTROLLER_AXIS_LEFTX, | ||
554 | SDL_CONTROLLER_AXIS_LEFTY, | ||
555 | SDL_CONTROLLER_AXIS_RIGHTX, | ||
556 | SDL_CONTROLLER_AXIS_RIGHTY, | ||
557 | SDL_CONTROLLER_AXIS_TRIGGERLEFT, | ||
558 | SDL_CONTROLLER_AXIS_TRIGGERRIGHT, | ||
559 | SDL_CONTROLLER_AXIS_MAX | ||
560 | } SDL_GameControllerAxis; | ||
561 | |||
562 | /** | ||
563 | * Convert a string into SDL_GameControllerAxis enum. | ||
564 | * | ||
565 | * This function is called internally to translate SDL_GameController mapping | ||
566 | * strings for the underlying joystick device into the consistent | ||
567 | * SDL_GameController mapping. You do not normally need to call this function | ||
568 | * unless you are parsing SDL_GameController mappings in your own code. | ||
569 | * | ||
570 | * Note specially that "righttrigger" and "lefttrigger" map to | ||
571 | * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, | ||
572 | * respectively. | ||
573 | * | ||
574 | * \param str string representing a SDL_GameController axis | ||
575 | * \returns the SDL_GameControllerAxis enum corresponding to the input string, | ||
576 | * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. | ||
577 | * | ||
578 | * \since This function is available since SDL 2.0.0. | ||
579 | * | ||
580 | * \sa SDL_GameControllerGetStringForAxis | ||
581 | */ | ||
582 | extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); | ||
583 | |||
584 | /** | ||
585 | * Convert from an SDL_GameControllerAxis enum to a string. | ||
586 | * | ||
587 | * The caller should not SDL_free() the returned string. | ||
588 | * | ||
589 | * \param axis an enum value for a given SDL_GameControllerAxis | ||
590 | * \returns a string for the given axis, or NULL if an invalid axis is | ||
591 | * specified. The string returned is of the format used by | ||
592 | * SDL_GameController mapping strings. | ||
593 | * | ||
594 | * \since This function is available since SDL 2.0.0. | ||
595 | * | ||
596 | * \sa SDL_GameControllerGetAxisFromString | ||
597 | */ | ||
598 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); | ||
599 | |||
600 | /** | ||
601 | * Get the SDL joystick layer binding for a controller axis mapping. | ||
602 | * | ||
603 | * \param gamecontroller a game controller | ||
604 | * \param axis an axis enum value (one of the SDL_GameControllerAxis values) | ||
605 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure | ||
606 | * (like the given Controller axis doesn't exist on the device), its | ||
607 | * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. | ||
608 | * | ||
609 | * \since This function is available since SDL 2.0.0. | ||
610 | * | ||
611 | * \sa SDL_GameControllerGetBindForButton | ||
612 | */ | ||
613 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL | ||
614 | SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, | ||
615 | SDL_GameControllerAxis axis); | ||
616 | |||
617 | /** | ||
618 | * Query whether a game controller has a given axis. | ||
619 | * | ||
620 | * This merely reports whether the controller's mapping defined this axis, as | ||
621 | * that is all the information SDL has about the physical device. | ||
622 | * | ||
623 | * \param gamecontroller a game controller | ||
624 | * \param axis an axis enum value (an SDL_GameControllerAxis value) | ||
625 | * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. | ||
626 | * | ||
627 | * \since This function is available since SDL 2.0.14. | ||
628 | */ | ||
629 | extern DECLSPEC SDL_bool SDLCALL | ||
630 | SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); | ||
631 | |||
632 | /** | ||
633 | * Get the current state of an axis control on a game controller. | ||
634 | * | ||
635 | * The axis indices start at index 0. | ||
636 | * | ||
637 | * The state is a value ranging from -32768 to 32767. Triggers, however, range | ||
638 | * from 0 to 32767 (they never return a negative value). | ||
639 | * | ||
640 | * \param gamecontroller a game controller | ||
641 | * \param axis an axis index (one of the SDL_GameControllerAxis values) | ||
642 | * \returns axis state (including 0) on success or 0 (also) on failure; call | ||
643 | * SDL_GetError() for more information. | ||
644 | * | ||
645 | * \since This function is available since SDL 2.0.0. | ||
646 | * | ||
647 | * \sa SDL_GameControllerGetButton | ||
648 | */ | ||
649 | extern DECLSPEC Sint16 SDLCALL | ||
650 | SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); | ||
651 | |||
652 | /** | ||
653 | * The list of buttons available from a controller | ||
654 | */ | ||
655 | typedef enum | ||
656 | { | ||
657 | SDL_CONTROLLER_BUTTON_INVALID = -1, | ||
658 | SDL_CONTROLLER_BUTTON_A, | ||
659 | SDL_CONTROLLER_BUTTON_B, | ||
660 | SDL_CONTROLLER_BUTTON_X, | ||
661 | SDL_CONTROLLER_BUTTON_Y, | ||
662 | SDL_CONTROLLER_BUTTON_BACK, | ||
663 | SDL_CONTROLLER_BUTTON_GUIDE, | ||
664 | SDL_CONTROLLER_BUTTON_START, | ||
665 | SDL_CONTROLLER_BUTTON_LEFTSTICK, | ||
666 | SDL_CONTROLLER_BUTTON_RIGHTSTICK, | ||
667 | SDL_CONTROLLER_BUTTON_LEFTSHOULDER, | ||
668 | SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, | ||
669 | SDL_CONTROLLER_BUTTON_DPAD_UP, | ||
670 | SDL_CONTROLLER_BUTTON_DPAD_DOWN, | ||
671 | SDL_CONTROLLER_BUTTON_DPAD_LEFT, | ||
672 | SDL_CONTROLLER_BUTTON_DPAD_RIGHT, | ||
673 | SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */ | ||
674 | SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */ | ||
675 | SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */ | ||
676 | SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */ | ||
677 | SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */ | ||
678 | SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ | ||
679 | SDL_CONTROLLER_BUTTON_MAX | ||
680 | } SDL_GameControllerButton; | ||
681 | |||
682 | /** | ||
683 | * Convert a string into an SDL_GameControllerButton enum. | ||
684 | * | ||
685 | * This function is called internally to translate SDL_GameController mapping | ||
686 | * strings for the underlying joystick device into the consistent | ||
687 | * SDL_GameController mapping. You do not normally need to call this function | ||
688 | * unless you are parsing SDL_GameController mappings in your own code. | ||
689 | * | ||
690 | * \param str string representing a SDL_GameController axis | ||
691 | * \returns the SDL_GameControllerButton enum corresponding to the input | ||
692 | * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. | ||
693 | * | ||
694 | * \since This function is available since SDL 2.0.0. | ||
695 | */ | ||
696 | extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); | ||
697 | |||
698 | /** | ||
699 | * Convert from an SDL_GameControllerButton enum to a string. | ||
700 | * | ||
701 | * The caller should not SDL_free() the returned string. | ||
702 | * | ||
703 | * \param button an enum value for a given SDL_GameControllerButton | ||
704 | * \returns a string for the given button, or NULL if an invalid axis is | ||
705 | * specified. The string returned is of the format used by | ||
706 | * SDL_GameController mapping strings. | ||
707 | * | ||
708 | * \since This function is available since SDL 2.0.0. | ||
709 | * | ||
710 | * \sa SDL_GameControllerGetButtonFromString | ||
711 | */ | ||
712 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); | ||
713 | |||
714 | /** | ||
715 | * Get the SDL joystick layer binding for a controller button mapping. | ||
716 | * | ||
717 | * \param gamecontroller a game controller | ||
718 | * \param button an button enum value (an SDL_GameControllerButton value) | ||
719 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure | ||
720 | * (like the given Controller button doesn't exist on the device), | ||
721 | * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. | ||
722 | * | ||
723 | * \since This function is available since SDL 2.0.0. | ||
724 | * | ||
725 | * \sa SDL_GameControllerGetBindForAxis | ||
726 | */ | ||
727 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL | ||
728 | SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, | ||
729 | SDL_GameControllerButton button); | ||
730 | |||
731 | /** | ||
732 | * Query whether a game controller has a given button. | ||
733 | * | ||
734 | * This merely reports whether the controller's mapping defined this button, | ||
735 | * as that is all the information SDL has about the physical device. | ||
736 | * | ||
737 | * \param gamecontroller a game controller | ||
738 | * \param button a button enum value (an SDL_GameControllerButton value) | ||
739 | * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. | ||
740 | * | ||
741 | * \since This function is available since SDL 2.0.14. | ||
742 | */ | ||
743 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, | ||
744 | SDL_GameControllerButton button); | ||
745 | |||
746 | /** | ||
747 | * Get the current state of a button on a game controller. | ||
748 | * | ||
749 | * \param gamecontroller a game controller | ||
750 | * \param button a button index (one of the SDL_GameControllerButton values) | ||
751 | * \returns 1 for pressed state or 0 for not pressed state or error; call | ||
752 | * SDL_GetError() for more information. | ||
753 | * | ||
754 | * \since This function is available since SDL 2.0.0. | ||
755 | * | ||
756 | * \sa SDL_GameControllerGetAxis | ||
757 | */ | ||
758 | extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, | ||
759 | SDL_GameControllerButton button); | ||
760 | |||
761 | /** | ||
762 | * Get the number of touchpads on a game controller. | ||
763 | * | ||
764 | * \since This function is available since SDL 2.0.14. | ||
765 | */ | ||
766 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); | ||
767 | |||
768 | /** | ||
769 | * Get the number of supported simultaneous fingers on a touchpad on a game | ||
770 | * controller. | ||
771 | * | ||
772 | * \since This function is available since SDL 2.0.14. | ||
773 | */ | ||
774 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); | ||
775 | |||
776 | /** | ||
777 | * Get the current state of a finger on a touchpad on a game controller. | ||
778 | * | ||
779 | * \since This function is available since SDL 2.0.14. | ||
780 | */ | ||
781 | extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); | ||
782 | |||
783 | /** | ||
784 | * Return whether a game controller has a particular sensor. | ||
785 | * | ||
786 | * \param gamecontroller The controller to query | ||
787 | * \param type The type of sensor to query | ||
788 | * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. | ||
789 | * | ||
790 | * \since This function is available since SDL 2.0.14. | ||
791 | */ | ||
792 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); | ||
793 | |||
794 | /** | ||
795 | * Set whether data reporting for a game controller sensor is enabled. | ||
796 | * | ||
797 | * \param gamecontroller The controller to update | ||
798 | * \param type The type of sensor to enable/disable | ||
799 | * \param enabled Whether data reporting should be enabled | ||
800 | * \returns 0 or -1 if an error occurred. | ||
801 | * | ||
802 | * \since This function is available since SDL 2.0.14. | ||
803 | */ | ||
804 | extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); | ||
805 | |||
806 | /** | ||
807 | * Query whether sensor data reporting is enabled for a game controller. | ||
808 | * | ||
809 | * \param gamecontroller The controller to query | ||
810 | * \param type The type of sensor to query | ||
811 | * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. | ||
812 | * | ||
813 | * \since This function is available since SDL 2.0.14. | ||
814 | */ | ||
815 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); | ||
816 | |||
817 | /** | ||
818 | * Get the data rate (number of events per second) of a game controller | ||
819 | * sensor. | ||
820 | * | ||
821 | * \param gamecontroller The controller to query | ||
822 | * \param type The type of sensor to query | ||
823 | * \return the data rate, or 0.0f if the data rate is not available. | ||
824 | * | ||
825 | * \since This function is available since SDL 2.0.16. | ||
826 | */ | ||
827 | extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type); | ||
828 | |||
829 | /** | ||
830 | * Get the current state of a game controller sensor. | ||
831 | * | ||
832 | * The number of values and interpretation of the data is sensor dependent. | ||
833 | * See SDL_sensor.h for the details for each type of sensor. | ||
834 | * | ||
835 | * \param gamecontroller The controller to query | ||
836 | * \param type The type of sensor to query | ||
837 | * \param data A pointer filled with the current sensor state | ||
838 | * \param num_values The number of values to write to data | ||
839 | * \return 0 or -1 if an error occurred. | ||
840 | * | ||
841 | * \since This function is available since SDL 2.0.14. | ||
842 | */ | ||
843 | extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); | ||
844 | |||
845 | /** | ||
846 | * Start a rumble effect on a game controller. | ||
847 | * | ||
848 | * Each call to this function cancels any previous rumble effect, and calling | ||
849 | * it with 0 intensity stops any rumbling. | ||
850 | * | ||
851 | * \param gamecontroller The controller to vibrate | ||
852 | * \param low_frequency_rumble The intensity of the low frequency (left) | ||
853 | * rumble motor, from 0 to 0xFFFF | ||
854 | * \param high_frequency_rumble The intensity of the high frequency (right) | ||
855 | * rumble motor, from 0 to 0xFFFF | ||
856 | * \param duration_ms The duration of the rumble effect, in milliseconds | ||
857 | * \returns 0, or -1 if rumble isn't supported on this controller | ||
858 | * | ||
859 | * \since This function is available since SDL 2.0.9. | ||
860 | * | ||
861 | * \sa SDL_GameControllerHasRumble | ||
862 | */ | ||
863 | extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); | ||
864 | |||
865 | /** | ||
866 | * Start a rumble effect in the game controller's triggers. | ||
867 | * | ||
868 | * Each call to this function cancels any previous trigger rumble effect, and | ||
869 | * calling it with 0 intensity stops any rumbling. | ||
870 | * | ||
871 | * Note that this is rumbling of the _triggers_ and not the game controller as | ||
872 | * a whole. The first controller to offer this feature was the PlayStation 5's | ||
873 | * DualShock 5. | ||
874 | * | ||
875 | * \param gamecontroller The controller to vibrate | ||
876 | * \param left_rumble The intensity of the left trigger rumble motor, from 0 | ||
877 | * to 0xFFFF | ||
878 | * \param right_rumble The intensity of the right trigger rumble motor, from 0 | ||
879 | * to 0xFFFF | ||
880 | * \param duration_ms The duration of the rumble effect, in milliseconds | ||
881 | * \returns 0, or -1 if trigger rumble isn't supported on this controller | ||
882 | * | ||
883 | * \since This function is available since SDL 2.0.14. | ||
884 | * | ||
885 | * \sa SDL_GameControllerHasRumbleTriggers | ||
886 | */ | ||
887 | extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); | ||
888 | |||
889 | /** | ||
890 | * Query whether a game controller has an LED. | ||
891 | * | ||
892 | * \param gamecontroller The controller to query | ||
893 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a | ||
894 | * modifiable LED | ||
895 | * | ||
896 | * \since This function is available since SDL 2.0.14. | ||
897 | */ | ||
898 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); | ||
899 | |||
900 | /** | ||
901 | * Query whether a game controller has rumble support. | ||
902 | * | ||
903 | * \param gamecontroller The controller to query | ||
904 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble | ||
905 | * support | ||
906 | * | ||
907 | * \since This function is available since SDL 2.0.18. | ||
908 | * | ||
909 | * \sa SDL_GameControllerRumble | ||
910 | */ | ||
911 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); | ||
912 | |||
913 | /** | ||
914 | * Query whether a game controller has rumble support on triggers. | ||
915 | * | ||
916 | * \param gamecontroller The controller to query | ||
917 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger | ||
918 | * rumble support | ||
919 | * | ||
920 | * \since This function is available since SDL 2.0.18. | ||
921 | * | ||
922 | * \sa SDL_GameControllerRumbleTriggers | ||
923 | */ | ||
924 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller); | ||
925 | |||
926 | /** | ||
927 | * Update a game controller's LED color. | ||
928 | * | ||
929 | * \param gamecontroller The controller to update | ||
930 | * \param red The intensity of the red LED | ||
931 | * \param green The intensity of the green LED | ||
932 | * \param blue The intensity of the blue LED | ||
933 | * \returns 0, or -1 if this controller does not have a modifiable LED | ||
934 | * | ||
935 | * \since This function is available since SDL 2.0.14. | ||
936 | */ | ||
937 | extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); | ||
938 | |||
939 | /** | ||
940 | * Send a controller specific effect packet | ||
941 | * | ||
942 | * \param gamecontroller The controller to affect | ||
943 | * \param data The data to send to the controller | ||
944 | * \param size The size of the data to send to the controller | ||
945 | * \returns 0, or -1 if this controller or driver doesn't support effect | ||
946 | * packets | ||
947 | * | ||
948 | * \since This function is available since SDL 2.0.16. | ||
949 | */ | ||
950 | extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size); | ||
951 | |||
952 | /** | ||
953 | * Close a game controller previously opened with SDL_GameControllerOpen(). | ||
954 | * | ||
955 | * \param gamecontroller a game controller identifier previously returned by | ||
956 | * SDL_GameControllerOpen() | ||
957 | * | ||
958 | * \since This function is available since SDL 2.0.0. | ||
959 | * | ||
960 | * \sa SDL_GameControllerOpen | ||
961 | */ | ||
962 | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); | ||
963 | |||
964 | /** | ||
965 | * Return the sfSymbolsName for a given button on a game controller on Apple | ||
966 | * platforms. | ||
967 | * | ||
968 | * \param gamecontroller the controller to query | ||
969 | * \param button a button on the game controller | ||
970 | * \returns the sfSymbolsName or NULL if the name can't be found | ||
971 | * | ||
972 | * \since This function is available since SDL 2.0.18. | ||
973 | * | ||
974 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis | ||
975 | */ | ||
976 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); | ||
977 | |||
978 | /** | ||
979 | * Return the sfSymbolsName for a given axis on a game controller on Apple | ||
980 | * platforms. | ||
981 | * | ||
982 | * \param gamecontroller the controller to query | ||
983 | * \param axis an axis on the game controller | ||
984 | * \returns the sfSymbolsName or NULL if the name can't be found | ||
985 | * | ||
986 | * \since This function is available since SDL 2.0.18. | ||
987 | * | ||
988 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton | ||
989 | */ | ||
990 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); | ||
991 | |||
992 | |||
993 | /* Ends C function definitions when using C++ */ | ||
994 | #ifdef __cplusplus | ||
995 | } | ||
996 | #endif | ||
997 | #include "close_code.h" | ||
998 | |||
999 | #endif /* SDL_gamecontroller_h_ */ | ||
1000 | |||
1001 | /* vi: set ts=4 sw=4 expandtab: */ | ||