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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 | |||
| @@ -0,0 +1,1001 @@ | |||
| 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: */ | ||
