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1 | /* | ||
2 | Simple DirectMedia Layer | ||
3 | Copyright (C) 1997-2025 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 | * # CategoryGamepad | ||
24 | * | ||
25 | * SDL provides a low-level joystick API, which just treats joysticks as an | ||
26 | * arbitrary pile of buttons, axes, and hat switches. If you're planning to | ||
27 | * write your own control configuration screen, this can give you a lot of | ||
28 | * flexibility, but that's a lot of work, and most things that we consider | ||
29 | * "joysticks" now are actually console-style gamepads. So SDL provides the | ||
30 | * gamepad API on top of the lower-level joystick functionality. | ||
31 | * | ||
32 | * The difference between a joystick and a gamepad is that a gamepad tells you | ||
33 | * _where_ a button or axis is on the device. You don't speak to gamepads in | ||
34 | * terms of arbitrary numbers like "button 3" or "axis 2" but in standard | ||
35 | * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or | ||
36 | * X/O/Square/Triangle, if you will). | ||
37 | * | ||
38 | * One turns a joystick into a gamepad by providing a magic configuration | ||
39 | * string, which tells SDL the details of a specific device: when you see this | ||
40 | * specific hardware, if button 2 gets pressed, this is actually D-Pad Up, | ||
41 | * etc. | ||
42 | * | ||
43 | * SDL has many popular controllers configured out of the box, and users can | ||
44 | * add their own controller details through an environment variable if it's | ||
45 | * otherwise unknown to SDL. | ||
46 | * | ||
47 | * In order to use these functions, SDL_Init() must have been called with the | ||
48 | * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and | ||
49 | * load appropriate drivers. | ||
50 | * | ||
51 | * If you would like to receive gamepad updates while the application is in | ||
52 | * the background, you should set the following hint before calling | ||
53 | * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS | ||
54 | * | ||
55 | * Gamepads support various optional features such as rumble, color LEDs, | ||
56 | * touchpad, gyro, etc. The support for these features varies depending on the | ||
57 | * controller and OS support available. You can check for LED and rumble | ||
58 | * capabilities at runtime by calling SDL_GetGamepadProperties() and checking | ||
59 | * the various capability properties. You can check for touchpad by calling | ||
60 | * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by | ||
61 | * calling SDL_GamepadHasSensor(). | ||
62 | * | ||
63 | * By default SDL will try to use the most capable driver available, but you | ||
64 | * can tune which OS drivers to use with the various joystick hints in | ||
65 | * SDL_hints.h. | ||
66 | * | ||
67 | * Your application should always support gamepad hotplugging. On some | ||
68 | * platforms like Xbox, Steam Deck, etc., this is a requirement for | ||
69 | * certification. On other platforms, like macOS and Windows when using | ||
70 | * Windows.Gaming.Input, controllers may not be available at startup and will | ||
71 | * come in at some point after you've started processing events. | ||
72 | */ | ||
73 | |||
74 | #ifndef SDL_gamepad_h_ | ||
75 | #define SDL_gamepad_h_ | ||
76 | |||
77 | #include <SDL3/SDL_stdinc.h> | ||
78 | #include <SDL3/SDL_error.h> | ||
79 | #include <SDL3/SDL_guid.h> | ||
80 | #include <SDL3/SDL_iostream.h> | ||
81 | #include <SDL3/SDL_joystick.h> | ||
82 | #include <SDL3/SDL_power.h> | ||
83 | #include <SDL3/SDL_properties.h> | ||
84 | #include <SDL3/SDL_sensor.h> | ||
85 | |||
86 | #include <SDL3/SDL_begin_code.h> | ||
87 | /* Set up for C function definitions, even when using C++ */ | ||
88 | #ifdef __cplusplus | ||
89 | extern "C" { | ||
90 | #endif | ||
91 | |||
92 | /** | ||
93 | * The structure used to identify an SDL gamepad | ||
94 | * | ||
95 | * \since This struct is available since SDL 3.2.0. | ||
96 | */ | ||
97 | typedef struct SDL_Gamepad SDL_Gamepad; | ||
98 | |||
99 | /** | ||
100 | * Standard gamepad types. | ||
101 | * | ||
102 | * This type does not necessarily map to first-party controllers from | ||
103 | * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report | ||
104 | * as these, either because they were designed for a specific console, or they | ||
105 | * simply most closely match that console's controllers (does it have A/B/X/Y | ||
106 | * buttons or X/O/Square/Triangle? Does it have a touchpad? etc). | ||
107 | */ | ||
108 | typedef enum SDL_GamepadType | ||
109 | { | ||
110 | SDL_GAMEPAD_TYPE_UNKNOWN = 0, | ||
111 | SDL_GAMEPAD_TYPE_STANDARD, | ||
112 | SDL_GAMEPAD_TYPE_XBOX360, | ||
113 | SDL_GAMEPAD_TYPE_XBOXONE, | ||
114 | SDL_GAMEPAD_TYPE_PS3, | ||
115 | SDL_GAMEPAD_TYPE_PS4, | ||
116 | SDL_GAMEPAD_TYPE_PS5, | ||
117 | SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO, | ||
118 | SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, | ||
119 | SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, | ||
120 | SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR, | ||
121 | SDL_GAMEPAD_TYPE_COUNT | ||
122 | } SDL_GamepadType; | ||
123 | |||
124 | /** | ||
125 | * The list of buttons available on a gamepad | ||
126 | * | ||
127 | * For controllers that use a diamond pattern for the face buttons, the | ||
128 | * south/east/west/north buttons below correspond to the locations in the | ||
129 | * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo | ||
130 | * Switch controllers, this would be B/A/Y/X, for PlayStation controllers this | ||
131 | * would be Cross/Circle/Square/Triangle. | ||
132 | * | ||
133 | * For controllers that don't use a diamond pattern for the face buttons, the | ||
134 | * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or | ||
135 | * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, | ||
136 | * secondary, etc. buttons. | ||
137 | * | ||
138 | * The activate action is often the south button and the cancel action is | ||
139 | * often the east button, but in some regions this is reversed, so your game | ||
140 | * should allow remapping actions based on user preferences. | ||
141 | * | ||
142 | * You can query the labels for the face buttons using | ||
143 | * SDL_GetGamepadButtonLabel() | ||
144 | * | ||
145 | * \since This enum is available since SDL 3.2.0. | ||
146 | */ | ||
147 | typedef enum SDL_GamepadButton | ||
148 | { | ||
149 | SDL_GAMEPAD_BUTTON_INVALID = -1, | ||
150 | SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */ | ||
151 | SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */ | ||
152 | SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */ | ||
153 | SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */ | ||
154 | SDL_GAMEPAD_BUTTON_BACK, | ||
155 | SDL_GAMEPAD_BUTTON_GUIDE, | ||
156 | SDL_GAMEPAD_BUTTON_START, | ||
157 | SDL_GAMEPAD_BUTTON_LEFT_STICK, | ||
158 | SDL_GAMEPAD_BUTTON_RIGHT_STICK, | ||
159 | SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, | ||
160 | SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, | ||
161 | SDL_GAMEPAD_BUTTON_DPAD_UP, | ||
162 | SDL_GAMEPAD_BUTTON_DPAD_DOWN, | ||
163 | SDL_GAMEPAD_BUTTON_DPAD_LEFT, | ||
164 | SDL_GAMEPAD_BUTTON_DPAD_RIGHT, | ||
165 | SDL_GAMEPAD_BUTTON_MISC1, /**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */ | ||
166 | SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */ | ||
167 | SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */ | ||
168 | SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */ | ||
169 | SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */ | ||
170 | SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */ | ||
171 | SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */ | ||
172 | SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button */ | ||
173 | SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button */ | ||
174 | SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */ | ||
175 | SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */ | ||
176 | SDL_GAMEPAD_BUTTON_COUNT | ||
177 | } SDL_GamepadButton; | ||
178 | |||
179 | /** | ||
180 | * The set of gamepad button labels | ||
181 | * | ||
182 | * This isn't a complete set, just the face buttons to make it easy to show | ||
183 | * button prompts. | ||
184 | * | ||
185 | * For a complete set, you should look at the button and gamepad type and have | ||
186 | * a set of symbols that work well with your art style. | ||
187 | * | ||
188 | * \since This enum is available since SDL 3.2.0. | ||
189 | */ | ||
190 | typedef enum SDL_GamepadButtonLabel | ||
191 | { | ||
192 | SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN, | ||
193 | SDL_GAMEPAD_BUTTON_LABEL_A, | ||
194 | SDL_GAMEPAD_BUTTON_LABEL_B, | ||
195 | SDL_GAMEPAD_BUTTON_LABEL_X, | ||
196 | SDL_GAMEPAD_BUTTON_LABEL_Y, | ||
197 | SDL_GAMEPAD_BUTTON_LABEL_CROSS, | ||
198 | SDL_GAMEPAD_BUTTON_LABEL_CIRCLE, | ||
199 | SDL_GAMEPAD_BUTTON_LABEL_SQUARE, | ||
200 | SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE | ||
201 | } SDL_GamepadButtonLabel; | ||
202 | |||
203 | /** | ||
204 | * The list of axes available on a gamepad | ||
205 | * | ||
206 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to | ||
207 | * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though | ||
208 | * advanced UI will allow users to set or autodetect the dead zone, which | ||
209 | * varies between gamepads. | ||
210 | * | ||
211 | * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully | ||
212 | * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the | ||
213 | * same range that will be reported by the lower-level SDL_GetJoystickAxis(). | ||
214 | * | ||
215 | * \since This enum is available since SDL 3.2.0. | ||
216 | */ | ||
217 | typedef enum SDL_GamepadAxis | ||
218 | { | ||
219 | SDL_GAMEPAD_AXIS_INVALID = -1, | ||
220 | SDL_GAMEPAD_AXIS_LEFTX, | ||
221 | SDL_GAMEPAD_AXIS_LEFTY, | ||
222 | SDL_GAMEPAD_AXIS_RIGHTX, | ||
223 | SDL_GAMEPAD_AXIS_RIGHTY, | ||
224 | SDL_GAMEPAD_AXIS_LEFT_TRIGGER, | ||
225 | SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, | ||
226 | SDL_GAMEPAD_AXIS_COUNT | ||
227 | } SDL_GamepadAxis; | ||
228 | |||
229 | /** | ||
230 | * Types of gamepad control bindings. | ||
231 | * | ||
232 | * A gamepad is a collection of bindings that map arbitrary joystick buttons, | ||
233 | * axes and hat switches to specific positions on a generic console-style | ||
234 | * gamepad. This enum is used as part of SDL_GamepadBinding to specify those | ||
235 | * mappings. | ||
236 | * | ||
237 | * \since This enum is available since SDL 3.2.0. | ||
238 | */ | ||
239 | typedef enum SDL_GamepadBindingType | ||
240 | { | ||
241 | SDL_GAMEPAD_BINDTYPE_NONE = 0, | ||
242 | SDL_GAMEPAD_BINDTYPE_BUTTON, | ||
243 | SDL_GAMEPAD_BINDTYPE_AXIS, | ||
244 | SDL_GAMEPAD_BINDTYPE_HAT | ||
245 | } SDL_GamepadBindingType; | ||
246 | |||
247 | /** | ||
248 | * A mapping between one joystick input to a gamepad control. | ||
249 | * | ||
250 | * A gamepad has a collection of several bindings, to say, for example, when | ||
251 | * joystick button number 5 is pressed, that should be treated like the | ||
252 | * gamepad's "start" button. | ||
253 | * | ||
254 | * SDL has these bindings built-in for many popular controllers, and can add | ||
255 | * more with a simple text string. Those strings are parsed into a collection | ||
256 | * of these structs to make it easier to operate on the data. | ||
257 | * | ||
258 | * \since This struct is available since SDL 3.2.0. | ||
259 | * | ||
260 | * \sa SDL_GetGamepadBindings | ||
261 | */ | ||
262 | typedef struct SDL_GamepadBinding | ||
263 | { | ||
264 | SDL_GamepadBindingType input_type; | ||
265 | union | ||
266 | { | ||
267 | int button; | ||
268 | |||
269 | struct | ||
270 | { | ||
271 | int axis; | ||
272 | int axis_min; | ||
273 | int axis_max; | ||
274 | } axis; | ||
275 | |||
276 | struct | ||
277 | { | ||
278 | int hat; | ||
279 | int hat_mask; | ||
280 | } hat; | ||
281 | |||
282 | } input; | ||
283 | |||
284 | SDL_GamepadBindingType output_type; | ||
285 | union | ||
286 | { | ||
287 | SDL_GamepadButton button; | ||
288 | |||
289 | struct | ||
290 | { | ||
291 | SDL_GamepadAxis axis; | ||
292 | int axis_min; | ||
293 | int axis_max; | ||
294 | } axis; | ||
295 | |||
296 | } output; | ||
297 | } SDL_GamepadBinding; | ||
298 | |||
299 | |||
300 | /** | ||
301 | * Add support for gamepads that SDL is unaware of or change the binding of an | ||
302 | * existing gamepad. | ||
303 | * | ||
304 | * The mapping string has the format "GUID,name,mapping", where GUID is the | ||
305 | * string value from SDL_GUIDToString(), name is the human readable string for | ||
306 | * the device and mappings are gamepad mappings to joystick ones. Under | ||
307 | * Windows there is a reserved GUID of "xinput" that covers all XInput | ||
308 | * devices. The mapping format for joystick is: | ||
309 | * | ||
310 | * - `bX`: a joystick button, index X | ||
311 | * - `hX.Y`: hat X with value Y | ||
312 | * - `aX`: axis X of the joystick | ||
313 | * | ||
314 | * Buttons can be used as a gamepad axes and vice versa. | ||
315 | * | ||
316 | * If a device with this GUID is already plugged in, SDL will generate an | ||
317 | * SDL_EVENT_GAMEPAD_ADDED event. | ||
318 | * | ||
319 | * This string shows an example of a valid mapping for a gamepad: | ||
320 | * | ||
321 | * ```c | ||
322 | * "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" | ||
323 | * ``` | ||
324 | * | ||
325 | * \param mapping the mapping string. | ||
326 | * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, | ||
327 | * -1 on failure; call SDL_GetError() for more information. | ||
328 | * | ||
329 | * \threadsafety It is safe to call this function from any thread. | ||
330 | * | ||
331 | * \since This function is available since SDL 3.2.0. | ||
332 | * | ||
333 | * \sa SDL_AddGamepadMappingsFromFile | ||
334 | * \sa SDL_AddGamepadMappingsFromIO | ||
335 | * \sa SDL_GetGamepadMapping | ||
336 | * \sa SDL_GetGamepadMappingForGUID | ||
337 | * \sa SDL_HINT_GAMECONTROLLERCONFIG | ||
338 | * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE | ||
339 | * \sa SDL_EVENT_GAMEPAD_ADDED | ||
340 | */ | ||
341 | extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping); | ||
342 | |||
343 | /** | ||
344 | * Load a set of gamepad mappings from an SDL_IOStream. | ||
345 | * | ||
346 | * You can call this function several times, if needed, to load different | ||
347 | * database files. | ||
348 | * | ||
349 | * If a new mapping is loaded for an already known gamepad GUID, the later | ||
350 | * version will overwrite the one currently loaded. | ||
351 | * | ||
352 | * Any new mappings for already plugged in controllers will generate | ||
353 | * SDL_EVENT_GAMEPAD_ADDED events. | ||
354 | * | ||
355 | * Mappings not belonging to the current platform or with no platform field | ||
356 | * specified will be ignored (i.e. mappings for Linux will be ignored in | ||
357 | * Windows, etc). | ||
358 | * | ||
359 | * This function will load the text database entirely in memory before | ||
360 | * processing it, so take this into consideration if you are in a memory | ||
361 | * constrained environment. | ||
362 | * | ||
363 | * \param src the data stream for the mappings to be added. | ||
364 | * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even | ||
365 | * in the case of an error. | ||
366 | * \returns the number of mappings added or -1 on failure; call SDL_GetError() | ||
367 | * for more information. | ||
368 | * | ||
369 | * \threadsafety It is safe to call this function from any thread. | ||
370 | * | ||
371 | * \since This function is available since SDL 3.2.0. | ||
372 | * | ||
373 | * \sa SDL_AddGamepadMapping | ||
374 | * \sa SDL_AddGamepadMappingsFromFile | ||
375 | * \sa SDL_GetGamepadMapping | ||
376 | * \sa SDL_GetGamepadMappingForGUID | ||
377 | * \sa SDL_HINT_GAMECONTROLLERCONFIG | ||
378 | * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE | ||
379 | * \sa SDL_EVENT_GAMEPAD_ADDED | ||
380 | */ | ||
381 | extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio); | ||
382 | |||
383 | /** | ||
384 | * Load a set of gamepad mappings from a file. | ||
385 | * | ||
386 | * You can call this function several times, if needed, to load different | ||
387 | * database files. | ||
388 | * | ||
389 | * If a new mapping is loaded for an already known gamepad GUID, the later | ||
390 | * version will overwrite the one currently loaded. | ||
391 | * | ||
392 | * Any new mappings for already plugged in controllers will generate | ||
393 | * SDL_EVENT_GAMEPAD_ADDED events. | ||
394 | * | ||
395 | * Mappings not belonging to the current platform or with no platform field | ||
396 | * specified will be ignored (i.e. mappings for Linux will be ignored in | ||
397 | * Windows, etc). | ||
398 | * | ||
399 | * \param file the mappings file to load. | ||
400 | * \returns the number of mappings added or -1 on failure; call SDL_GetError() | ||
401 | * for more information. | ||
402 | * | ||
403 | * \threadsafety It is safe to call this function from any thread. | ||
404 | * | ||
405 | * \since This function is available since SDL 3.2.0. | ||
406 | * | ||
407 | * \sa SDL_AddGamepadMapping | ||
408 | * \sa SDL_AddGamepadMappingsFromIO | ||
409 | * \sa SDL_GetGamepadMapping | ||
410 | * \sa SDL_GetGamepadMappingForGUID | ||
411 | * \sa SDL_HINT_GAMECONTROLLERCONFIG | ||
412 | * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE | ||
413 | * \sa SDL_EVENT_GAMEPAD_ADDED | ||
414 | */ | ||
415 | extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file); | ||
416 | |||
417 | /** | ||
418 | * Reinitialize the SDL mapping database to its initial state. | ||
419 | * | ||
420 | * This will generate gamepad events as needed if device mappings change. | ||
421 | * | ||
422 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
423 | * information. | ||
424 | * | ||
425 | * \since This function is available since SDL 3.2.0. | ||
426 | */ | ||
427 | extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void); | ||
428 | |||
429 | /** | ||
430 | * Get the current gamepad mappings. | ||
431 | * | ||
432 | * \param count a pointer filled in with the number of mappings returned, can | ||
433 | * be NULL. | ||
434 | * \returns an array of the mapping strings, NULL-terminated, or NULL on | ||
435 | * failure; call SDL_GetError() for more information. This is a | ||
436 | * single allocation that should be freed with SDL_free() when it is | ||
437 | * no longer needed. | ||
438 | * | ||
439 | * \since This function is available since SDL 3.2.0. | ||
440 | */ | ||
441 | extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count); | ||
442 | |||
443 | /** | ||
444 | * Get the gamepad mapping string for a given GUID. | ||
445 | * | ||
446 | * \param guid a structure containing the GUID for which a mapping is desired. | ||
447 | * \returns a mapping string or NULL on failure; call SDL_GetError() for more | ||
448 | * information. This should be freed with SDL_free() when it is no | ||
449 | * longer needed. | ||
450 | * | ||
451 | * \since This function is available since SDL 3.2.0. | ||
452 | * | ||
453 | * \sa SDL_GetJoystickGUIDForID | ||
454 | * \sa SDL_GetJoystickGUID | ||
455 | */ | ||
456 | extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid); | ||
457 | |||
458 | /** | ||
459 | * Get the current mapping of a gamepad. | ||
460 | * | ||
461 | * Details about mappings are discussed with SDL_AddGamepadMapping(). | ||
462 | * | ||
463 | * \param gamepad the gamepad you want to get the current mapping for. | ||
464 | * \returns a string that has the gamepad's mapping or NULL if no mapping is | ||
465 | * available; call SDL_GetError() for more information. This should | ||
466 | * be freed with SDL_free() when it is no longer needed. | ||
467 | * | ||
468 | * \since This function is available since SDL 3.2.0. | ||
469 | * | ||
470 | * \sa SDL_AddGamepadMapping | ||
471 | * \sa SDL_GetGamepadMappingForID | ||
472 | * \sa SDL_GetGamepadMappingForGUID | ||
473 | * \sa SDL_SetGamepadMapping | ||
474 | */ | ||
475 | extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad); | ||
476 | |||
477 | /** | ||
478 | * Set the current mapping of a joystick or gamepad. | ||
479 | * | ||
480 | * Details about mappings are discussed with SDL_AddGamepadMapping(). | ||
481 | * | ||
482 | * \param instance_id the joystick instance ID. | ||
483 | * \param mapping the mapping to use for this device, or NULL to clear the | ||
484 | * mapping. | ||
485 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
486 | * information. | ||
487 | * | ||
488 | * \since This function is available since SDL 3.2.0. | ||
489 | * | ||
490 | * \sa SDL_AddGamepadMapping | ||
491 | * \sa SDL_GetGamepadMapping | ||
492 | */ | ||
493 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping); | ||
494 | |||
495 | /** | ||
496 | * Return whether a gamepad is currently connected. | ||
497 | * | ||
498 | * \returns true if a gamepad is connected, false otherwise. | ||
499 | * | ||
500 | * \since This function is available since SDL 3.2.0. | ||
501 | * | ||
502 | * \sa SDL_GetGamepads | ||
503 | */ | ||
504 | extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void); | ||
505 | |||
506 | /** | ||
507 | * Get a list of currently connected gamepads. | ||
508 | * | ||
509 | * \param count a pointer filled in with the number of gamepads returned, may | ||
510 | * be NULL. | ||
511 | * \returns a 0 terminated array of joystick instance IDs or NULL on failure; | ||
512 | * call SDL_GetError() for more information. This should be freed | ||
513 | * with SDL_free() when it is no longer needed. | ||
514 | * | ||
515 | * \since This function is available since SDL 3.2.0. | ||
516 | * | ||
517 | * \sa SDL_HasGamepad | ||
518 | * \sa SDL_OpenGamepad | ||
519 | */ | ||
520 | extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count); | ||
521 | |||
522 | /** | ||
523 | * Check if the given joystick is supported by the gamepad interface. | ||
524 | * | ||
525 | * \param instance_id the joystick instance ID. | ||
526 | * \returns true if the given joystick is supported by the gamepad interface, | ||
527 | * false if it isn't or it's an invalid index. | ||
528 | * | ||
529 | * \since This function is available since SDL 3.2.0. | ||
530 | * | ||
531 | * \sa SDL_GetJoysticks | ||
532 | * \sa SDL_OpenGamepad | ||
533 | */ | ||
534 | extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id); | ||
535 | |||
536 | /** | ||
537 | * Get the implementation dependent name of a gamepad. | ||
538 | * | ||
539 | * This can be called before any gamepads are opened. | ||
540 | * | ||
541 | * \param instance_id the joystick instance ID. | ||
542 | * \returns the name of the selected gamepad. If no name can be found, this | ||
543 | * function returns NULL; call SDL_GetError() for more information. | ||
544 | * | ||
545 | * \since This function is available since SDL 3.2.0. | ||
546 | * | ||
547 | * \sa SDL_GetGamepadName | ||
548 | * \sa SDL_GetGamepads | ||
549 | */ | ||
550 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id); | ||
551 | |||
552 | /** | ||
553 | * Get the implementation dependent path of a gamepad. | ||
554 | * | ||
555 | * This can be called before any gamepads are opened. | ||
556 | * | ||
557 | * \param instance_id the joystick instance ID. | ||
558 | * \returns the path of the selected gamepad. If no path can be found, this | ||
559 | * function returns NULL; call SDL_GetError() for more information. | ||
560 | * | ||
561 | * \since This function is available since SDL 3.2.0. | ||
562 | * | ||
563 | * \sa SDL_GetGamepadPath | ||
564 | * \sa SDL_GetGamepads | ||
565 | */ | ||
566 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id); | ||
567 | |||
568 | /** | ||
569 | * Get the player index of a gamepad. | ||
570 | * | ||
571 | * This can be called before any gamepads are opened. | ||
572 | * | ||
573 | * \param instance_id the joystick instance ID. | ||
574 | * \returns the player index of a gamepad, or -1 if it's not available. | ||
575 | * | ||
576 | * \since This function is available since SDL 3.2.0. | ||
577 | * | ||
578 | * \sa SDL_GetGamepadPlayerIndex | ||
579 | * \sa SDL_GetGamepads | ||
580 | */ | ||
581 | extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id); | ||
582 | |||
583 | /** | ||
584 | * Get the implementation-dependent GUID of a gamepad. | ||
585 | * | ||
586 | * This can be called before any gamepads are opened. | ||
587 | * | ||
588 | * \param instance_id the joystick instance ID. | ||
589 | * \returns the GUID of the selected gamepad. If called on an invalid index, | ||
590 | * this function returns a zero GUID. | ||
591 | * | ||
592 | * \since This function is available since SDL 3.2.0. | ||
593 | * | ||
594 | * \sa SDL_GUIDToString | ||
595 | * \sa SDL_GetGamepads | ||
596 | */ | ||
597 | extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id); | ||
598 | |||
599 | /** | ||
600 | * Get the USB vendor ID of a gamepad, if available. | ||
601 | * | ||
602 | * This can be called before any gamepads are opened. If the vendor ID isn't | ||
603 | * available this function returns 0. | ||
604 | * | ||
605 | * \param instance_id the joystick instance ID. | ||
606 | * \returns the USB vendor ID of the selected gamepad. If called on an invalid | ||
607 | * index, this function returns zero. | ||
608 | * | ||
609 | * \since This function is available since SDL 3.2.0. | ||
610 | * | ||
611 | * \sa SDL_GetGamepadVendor | ||
612 | * \sa SDL_GetGamepads | ||
613 | */ | ||
614 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID instance_id); | ||
615 | |||
616 | /** | ||
617 | * Get the USB product ID of a gamepad, if available. | ||
618 | * | ||
619 | * This can be called before any gamepads are opened. If the product ID isn't | ||
620 | * available this function returns 0. | ||
621 | * | ||
622 | * \param instance_id the joystick instance ID. | ||
623 | * \returns the USB product ID of the selected gamepad. If called on an | ||
624 | * invalid index, this function returns zero. | ||
625 | * | ||
626 | * \since This function is available since SDL 3.2.0. | ||
627 | * | ||
628 | * \sa SDL_GetGamepadProduct | ||
629 | * \sa SDL_GetGamepads | ||
630 | */ | ||
631 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID instance_id); | ||
632 | |||
633 | /** | ||
634 | * Get the product version of a gamepad, if available. | ||
635 | * | ||
636 | * This can be called before any gamepads are opened. If the product version | ||
637 | * isn't available this function returns 0. | ||
638 | * | ||
639 | * \param instance_id the joystick instance ID. | ||
640 | * \returns the product version of the selected gamepad. If called on an | ||
641 | * invalid index, this function returns zero. | ||
642 | * | ||
643 | * \since This function is available since SDL 3.2.0. | ||
644 | * | ||
645 | * \sa SDL_GetGamepadProductVersion | ||
646 | * \sa SDL_GetGamepads | ||
647 | */ | ||
648 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id); | ||
649 | |||
650 | /** | ||
651 | * Get the type of a gamepad. | ||
652 | * | ||
653 | * This can be called before any gamepads are opened. | ||
654 | * | ||
655 | * \param instance_id the joystick instance ID. | ||
656 | * \returns the gamepad type. | ||
657 | * | ||
658 | * \since This function is available since SDL 3.2.0. | ||
659 | * | ||
660 | * \sa SDL_GetGamepadType | ||
661 | * \sa SDL_GetGamepads | ||
662 | * \sa SDL_GetRealGamepadTypeForID | ||
663 | */ | ||
664 | extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_JoystickID instance_id); | ||
665 | |||
666 | /** | ||
667 | * Get the type of a gamepad, ignoring any mapping override. | ||
668 | * | ||
669 | * This can be called before any gamepads are opened. | ||
670 | * | ||
671 | * \param instance_id the joystick instance ID. | ||
672 | * \returns the gamepad type. | ||
673 | * | ||
674 | * \since This function is available since SDL 3.2.0. | ||
675 | * | ||
676 | * \sa SDL_GetGamepadTypeForID | ||
677 | * \sa SDL_GetGamepads | ||
678 | * \sa SDL_GetRealGamepadType | ||
679 | */ | ||
680 | extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id); | ||
681 | |||
682 | /** | ||
683 | * Get the mapping of a gamepad. | ||
684 | * | ||
685 | * This can be called before any gamepads are opened. | ||
686 | * | ||
687 | * \param instance_id the joystick instance ID. | ||
688 | * \returns the mapping string. Returns NULL if no mapping is available. This | ||
689 | * should be freed with SDL_free() when it is no longer needed. | ||
690 | * | ||
691 | * \since This function is available since SDL 3.2.0. | ||
692 | * | ||
693 | * \sa SDL_GetGamepads | ||
694 | * \sa SDL_GetGamepadMapping | ||
695 | */ | ||
696 | extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id); | ||
697 | |||
698 | /** | ||
699 | * Open a gamepad for use. | ||
700 | * | ||
701 | * \param instance_id the joystick instance ID. | ||
702 | * \returns a gamepad identifier or NULL if an error occurred; call | ||
703 | * SDL_GetError() for more information. | ||
704 | * | ||
705 | * \since This function is available since SDL 3.2.0. | ||
706 | * | ||
707 | * \sa SDL_CloseGamepad | ||
708 | * \sa SDL_IsGamepad | ||
709 | */ | ||
710 | extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id); | ||
711 | |||
712 | /** | ||
713 | * Get the SDL_Gamepad associated with a joystick instance ID, if it has been | ||
714 | * opened. | ||
715 | * | ||
716 | * \param instance_id the joystick instance ID of the gamepad. | ||
717 | * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been | ||
718 | * opened yet; call SDL_GetError() for more information. | ||
719 | * | ||
720 | * \since This function is available since SDL 3.2.0. | ||
721 | */ | ||
722 | extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id); | ||
723 | |||
724 | /** | ||
725 | * Get the SDL_Gamepad associated with a player index. | ||
726 | * | ||
727 | * \param player_index the player index, which different from the instance ID. | ||
728 | * \returns the SDL_Gamepad associated with a player index. | ||
729 | * | ||
730 | * \since This function is available since SDL 3.2.0. | ||
731 | * | ||
732 | * \sa SDL_GetGamepadPlayerIndex | ||
733 | * \sa SDL_SetGamepadPlayerIndex | ||
734 | */ | ||
735 | extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index); | ||
736 | |||
737 | /** | ||
738 | * Get the properties associated with an opened gamepad. | ||
739 | * | ||
740 | * These properties are shared with the underlying joystick object. | ||
741 | * | ||
742 | * The following read-only properties are provided by SDL: | ||
743 | * | ||
744 | * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED | ||
745 | * that has adjustable brightness | ||
746 | * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED | ||
747 | * that has adjustable color | ||
748 | * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a | ||
749 | * player LED | ||
750 | * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has | ||
751 | * left/right rumble | ||
752 | * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has | ||
753 | * simple trigger rumble | ||
754 | * | ||
755 | * \param gamepad a gamepad identifier previously returned by | ||
756 | * SDL_OpenGamepad(). | ||
757 | * \returns a valid property ID on success or 0 on failure; call | ||
758 | * SDL_GetError() for more information. | ||
759 | * | ||
760 | * \since This function is available since SDL 3.2.0. | ||
761 | */ | ||
762 | extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad); | ||
763 | |||
764 | #define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN | ||
765 | #define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN | ||
766 | #define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN | ||
767 | #define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN | ||
768 | #define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN | ||
769 | |||
770 | /** | ||
771 | * Get the instance ID of an opened gamepad. | ||
772 | * | ||
773 | * \param gamepad a gamepad identifier previously returned by | ||
774 | * SDL_OpenGamepad(). | ||
775 | * \returns the instance ID of the specified gamepad on success or 0 on | ||
776 | * failure; call SDL_GetError() for more information. | ||
777 | * | ||
778 | * \since This function is available since SDL 3.2.0. | ||
779 | */ | ||
780 | extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad); | ||
781 | |||
782 | /** | ||
783 | * Get the implementation-dependent name for an opened gamepad. | ||
784 | * | ||
785 | * \param gamepad a gamepad identifier previously returned by | ||
786 | * SDL_OpenGamepad(). | ||
787 | * \returns the implementation dependent name for the gamepad, or NULL if | ||
788 | * there is no name or the identifier passed is invalid. | ||
789 | * | ||
790 | * \since This function is available since SDL 3.2.0. | ||
791 | * | ||
792 | * \sa SDL_GetGamepadNameForID | ||
793 | */ | ||
794 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad); | ||
795 | |||
796 | /** | ||
797 | * Get the implementation-dependent path for an opened gamepad. | ||
798 | * | ||
799 | * \param gamepad a gamepad identifier previously returned by | ||
800 | * SDL_OpenGamepad(). | ||
801 | * \returns the implementation dependent path for the gamepad, or NULL if | ||
802 | * there is no path or the identifier passed is invalid. | ||
803 | * | ||
804 | * \since This function is available since SDL 3.2.0. | ||
805 | * | ||
806 | * \sa SDL_GetGamepadPathForID | ||
807 | */ | ||
808 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad); | ||
809 | |||
810 | /** | ||
811 | * Get the type of an opened gamepad. | ||
812 | * | ||
813 | * \param gamepad the gamepad object to query. | ||
814 | * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not | ||
815 | * available. | ||
816 | * | ||
817 | * \since This function is available since SDL 3.2.0. | ||
818 | * | ||
819 | * \sa SDL_GetGamepadTypeForID | ||
820 | */ | ||
821 | extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad); | ||
822 | |||
823 | /** | ||
824 | * Get the type of an opened gamepad, ignoring any mapping override. | ||
825 | * | ||
826 | * \param gamepad the gamepad object to query. | ||
827 | * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not | ||
828 | * available. | ||
829 | * | ||
830 | * \since This function is available since SDL 3.2.0. | ||
831 | * | ||
832 | * \sa SDL_GetRealGamepadTypeForID | ||
833 | */ | ||
834 | extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad); | ||
835 | |||
836 | /** | ||
837 | * Get the player index of an opened gamepad. | ||
838 | * | ||
839 | * For XInput gamepads this returns the XInput user index. | ||
840 | * | ||
841 | * \param gamepad the gamepad object to query. | ||
842 | * \returns the player index for gamepad, or -1 if it's not available. | ||
843 | * | ||
844 | * \since This function is available since SDL 3.2.0. | ||
845 | * | ||
846 | * \sa SDL_SetGamepadPlayerIndex | ||
847 | */ | ||
848 | extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad); | ||
849 | |||
850 | /** | ||
851 | * Set the player index of an opened gamepad. | ||
852 | * | ||
853 | * \param gamepad the gamepad object to adjust. | ||
854 | * \param player_index player index to assign to this gamepad, or -1 to clear | ||
855 | * the player index and turn off player LEDs. | ||
856 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
857 | * information. | ||
858 | * | ||
859 | * \since This function is available since SDL 3.2.0. | ||
860 | * | ||
861 | * \sa SDL_GetGamepadPlayerIndex | ||
862 | */ | ||
863 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index); | ||
864 | |||
865 | /** | ||
866 | * Get the USB vendor ID of an opened gamepad, if available. | ||
867 | * | ||
868 | * If the vendor ID isn't available this function returns 0. | ||
869 | * | ||
870 | * \param gamepad the gamepad object to query. | ||
871 | * \returns the USB vendor ID, or zero if unavailable. | ||
872 | * | ||
873 | * \since This function is available since SDL 3.2.0. | ||
874 | * | ||
875 | * \sa SDL_GetGamepadVendorForID | ||
876 | */ | ||
877 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad); | ||
878 | |||
879 | /** | ||
880 | * Get the USB product ID of an opened gamepad, if available. | ||
881 | * | ||
882 | * If the product ID isn't available this function returns 0. | ||
883 | * | ||
884 | * \param gamepad the gamepad object to query. | ||
885 | * \returns the USB product ID, or zero if unavailable. | ||
886 | * | ||
887 | * \since This function is available since SDL 3.2.0. | ||
888 | * | ||
889 | * \sa SDL_GetGamepadProductForID | ||
890 | */ | ||
891 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad); | ||
892 | |||
893 | /** | ||
894 | * Get the product version of an opened gamepad, if available. | ||
895 | * | ||
896 | * If the product version isn't available this function returns 0. | ||
897 | * | ||
898 | * \param gamepad the gamepad object to query. | ||
899 | * \returns the USB product version, or zero if unavailable. | ||
900 | * | ||
901 | * \since This function is available since SDL 3.2.0. | ||
902 | * | ||
903 | * \sa SDL_GetGamepadProductVersionForID | ||
904 | */ | ||
905 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad); | ||
906 | |||
907 | /** | ||
908 | * Get the firmware version of an opened gamepad, if available. | ||
909 | * | ||
910 | * If the firmware version isn't available this function returns 0. | ||
911 | * | ||
912 | * \param gamepad the gamepad object to query. | ||
913 | * \returns the gamepad firmware version, or zero if unavailable. | ||
914 | * | ||
915 | * \since This function is available since SDL 3.2.0. | ||
916 | */ | ||
917 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad); | ||
918 | |||
919 | /** | ||
920 | * Get the serial number of an opened gamepad, if available. | ||
921 | * | ||
922 | * Returns the serial number of the gamepad, or NULL if it is not available. | ||
923 | * | ||
924 | * \param gamepad the gamepad object to query. | ||
925 | * \returns the serial number, or NULL if unavailable. | ||
926 | * | ||
927 | * \since This function is available since SDL 3.2.0. | ||
928 | */ | ||
929 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad); | ||
930 | |||
931 | /** | ||
932 | * Get the Steam Input handle of an opened gamepad, if available. | ||
933 | * | ||
934 | * Returns an InputHandle_t for the gamepad that can be used with Steam Input | ||
935 | * API: https://partner.steamgames.com/doc/api/ISteamInput | ||
936 | * | ||
937 | * \param gamepad the gamepad object to query. | ||
938 | * \returns the gamepad handle, or 0 if unavailable. | ||
939 | * | ||
940 | * \since This function is available since SDL 3.2.0. | ||
941 | */ | ||
942 | extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad); | ||
943 | |||
944 | /** | ||
945 | * Get the connection state of a gamepad. | ||
946 | * | ||
947 | * \param gamepad the gamepad object to query. | ||
948 | * \returns the connection state on success or | ||
949 | * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() | ||
950 | * for more information. | ||
951 | * | ||
952 | * \since This function is available since SDL 3.2.0. | ||
953 | */ | ||
954 | extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad); | ||
955 | |||
956 | /** | ||
957 | * Get the battery state of a gamepad. | ||
958 | * | ||
959 | * You should never take a battery status as absolute truth. Batteries | ||
960 | * (especially failing batteries) are delicate hardware, and the values | ||
961 | * reported here are best estimates based on what that hardware reports. It's | ||
962 | * not uncommon for older batteries to lose stored power much faster than it | ||
963 | * reports, or completely drain when reporting it has 20 percent left, etc. | ||
964 | * | ||
965 | * \param gamepad the gamepad object to query. | ||
966 | * \param percent a pointer filled in with the percentage of battery life | ||
967 | * left, between 0 and 100, or NULL to ignore. This will be | ||
968 | * filled in with -1 we can't determine a value or there is no | ||
969 | * battery. | ||
970 | * \returns the current battery state. | ||
971 | * | ||
972 | * \since This function is available since SDL 3.2.0. | ||
973 | */ | ||
974 | extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent); | ||
975 | |||
976 | /** | ||
977 | * Check if a gamepad has been opened and is currently connected. | ||
978 | * | ||
979 | * \param gamepad a gamepad identifier previously returned by | ||
980 | * SDL_OpenGamepad(). | ||
981 | * \returns true if the gamepad has been opened and is currently connected, or | ||
982 | * false if not. | ||
983 | * | ||
984 | * \since This function is available since SDL 3.2.0. | ||
985 | */ | ||
986 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad); | ||
987 | |||
988 | /** | ||
989 | * Get the underlying joystick from a gamepad. | ||
990 | * | ||
991 | * This function will give you a SDL_Joystick object, which allows you to use | ||
992 | * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful | ||
993 | * for getting a joystick's position at any given time, even if it hasn't | ||
994 | * moved (moving it would produce an event, which would have the axis' value). | ||
995 | * | ||
996 | * The pointer returned is owned by the SDL_Gamepad. You should not call | ||
997 | * SDL_CloseJoystick() on it, for example, since doing so will likely cause | ||
998 | * SDL to crash. | ||
999 | * | ||
1000 | * \param gamepad the gamepad object that you want to get a joystick from. | ||
1001 | * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError() | ||
1002 | * for more information. | ||
1003 | * | ||
1004 | * \since This function is available since SDL 3.2.0. | ||
1005 | */ | ||
1006 | extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad); | ||
1007 | |||
1008 | /** | ||
1009 | * Set the state of gamepad event processing. | ||
1010 | * | ||
1011 | * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself | ||
1012 | * and check the state of the gamepad when you want gamepad information. | ||
1013 | * | ||
1014 | * \param enabled whether to process gamepad events or not. | ||
1015 | * | ||
1016 | * \since This function is available since SDL 3.2.0. | ||
1017 | * | ||
1018 | * \sa SDL_GamepadEventsEnabled | ||
1019 | * \sa SDL_UpdateGamepads | ||
1020 | */ | ||
1021 | extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled); | ||
1022 | |||
1023 | /** | ||
1024 | * Query the state of gamepad event processing. | ||
1025 | * | ||
1026 | * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself | ||
1027 | * and check the state of the gamepad when you want gamepad information. | ||
1028 | * | ||
1029 | * \returns true if gamepad events are being processed, false otherwise. | ||
1030 | * | ||
1031 | * \since This function is available since SDL 3.2.0. | ||
1032 | * | ||
1033 | * \sa SDL_SetGamepadEventsEnabled | ||
1034 | */ | ||
1035 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void); | ||
1036 | |||
1037 | /** | ||
1038 | * Get the SDL joystick layer bindings for a gamepad. | ||
1039 | * | ||
1040 | * \param gamepad a gamepad. | ||
1041 | * \param count a pointer filled in with the number of bindings returned. | ||
1042 | * \returns a NULL terminated array of pointers to bindings or NULL on | ||
1043 | * failure; call SDL_GetError() for more information. This is a | ||
1044 | * single allocation that should be freed with SDL_free() when it is | ||
1045 | * no longer needed. | ||
1046 | * | ||
1047 | * \since This function is available since SDL 3.2.0. | ||
1048 | */ | ||
1049 | extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count); | ||
1050 | |||
1051 | /** | ||
1052 | * Manually pump gamepad updates if not using the loop. | ||
1053 | * | ||
1054 | * This function is called automatically by the event loop if events are | ||
1055 | * enabled. Under such circumstances, it will not be necessary to call this | ||
1056 | * function. | ||
1057 | * | ||
1058 | * \since This function is available since SDL 3.2.0. | ||
1059 | */ | ||
1060 | extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void); | ||
1061 | |||
1062 | /** | ||
1063 | * Convert a string into SDL_GamepadType enum. | ||
1064 | * | ||
1065 | * This function is called internally to translate SDL_Gamepad mapping strings | ||
1066 | * for the underlying joystick device into the consistent SDL_Gamepad mapping. | ||
1067 | * You do not normally need to call this function unless you are parsing | ||
1068 | * SDL_Gamepad mappings in your own code. | ||
1069 | * | ||
1070 | * \param str string representing a SDL_GamepadType type. | ||
1071 | * \returns the SDL_GamepadType enum corresponding to the input string, or | ||
1072 | * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found. | ||
1073 | * | ||
1074 | * \since This function is available since SDL 3.2.0. | ||
1075 | * | ||
1076 | * \sa SDL_GetGamepadStringForType | ||
1077 | */ | ||
1078 | extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str); | ||
1079 | |||
1080 | /** | ||
1081 | * Convert from an SDL_GamepadType enum to a string. | ||
1082 | * | ||
1083 | * \param type an enum value for a given SDL_GamepadType. | ||
1084 | * \returns a string for the given type, or NULL if an invalid type is | ||
1085 | * specified. The string returned is of the format used by | ||
1086 | * SDL_Gamepad mapping strings. | ||
1087 | * | ||
1088 | * \since This function is available since SDL 3.2.0. | ||
1089 | * | ||
1090 | * \sa SDL_GetGamepadTypeFromString | ||
1091 | */ | ||
1092 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type); | ||
1093 | |||
1094 | /** | ||
1095 | * Convert a string into SDL_GamepadAxis enum. | ||
1096 | * | ||
1097 | * This function is called internally to translate SDL_Gamepad mapping strings | ||
1098 | * for the underlying joystick device into the consistent SDL_Gamepad mapping. | ||
1099 | * You do not normally need to call this function unless you are parsing | ||
1100 | * SDL_Gamepad mappings in your own code. | ||
1101 | * | ||
1102 | * Note specially that "righttrigger" and "lefttrigger" map to | ||
1103 | * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`, | ||
1104 | * respectively. | ||
1105 | * | ||
1106 | * \param str string representing a SDL_Gamepad axis. | ||
1107 | * \returns the SDL_GamepadAxis enum corresponding to the input string, or | ||
1108 | * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. | ||
1109 | * | ||
1110 | * \since This function is available since SDL 3.2.0. | ||
1111 | * | ||
1112 | * \sa SDL_GetGamepadStringForAxis | ||
1113 | */ | ||
1114 | extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str); | ||
1115 | |||
1116 | /** | ||
1117 | * Convert from an SDL_GamepadAxis enum to a string. | ||
1118 | * | ||
1119 | * \param axis an enum value for a given SDL_GamepadAxis. | ||
1120 | * \returns a string for the given axis, or NULL if an invalid axis is | ||
1121 | * specified. The string returned is of the format used by | ||
1122 | * SDL_Gamepad mapping strings. | ||
1123 | * | ||
1124 | * \since This function is available since SDL 3.2.0. | ||
1125 | * | ||
1126 | * \sa SDL_GetGamepadAxisFromString | ||
1127 | */ | ||
1128 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis); | ||
1129 | |||
1130 | /** | ||
1131 | * Query whether a gamepad has a given axis. | ||
1132 | * | ||
1133 | * This merely reports whether the gamepad's mapping defined this axis, as | ||
1134 | * that is all the information SDL has about the physical device. | ||
1135 | * | ||
1136 | * \param gamepad a gamepad. | ||
1137 | * \param axis an axis enum value (an SDL_GamepadAxis value). | ||
1138 | * \returns true if the gamepad has this axis, false otherwise. | ||
1139 | * | ||
1140 | * \since This function is available since SDL 3.2.0. | ||
1141 | * | ||
1142 | * \sa SDL_GamepadHasButton | ||
1143 | * \sa SDL_GetGamepadAxis | ||
1144 | */ | ||
1145 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); | ||
1146 | |||
1147 | /** | ||
1148 | * Get the current state of an axis control on a gamepad. | ||
1149 | * | ||
1150 | * The axis indices start at index 0. | ||
1151 | * | ||
1152 | * For thumbsticks, the state is a value ranging from -32768 (up/left) to | ||
1153 | * 32767 (down/right). | ||
1154 | * | ||
1155 | * Triggers range from 0 when released to 32767 when fully pressed, and never | ||
1156 | * return a negative value. Note that this differs from the value reported by | ||
1157 | * the lower-level SDL_GetJoystickAxis(), which normally uses the full range. | ||
1158 | * | ||
1159 | * \param gamepad a gamepad. | ||
1160 | * \param axis an axis index (one of the SDL_GamepadAxis values). | ||
1161 | * \returns axis state (including 0) on success or 0 (also) on failure; call | ||
1162 | * SDL_GetError() for more information. | ||
1163 | * | ||
1164 | * \since This function is available since SDL 3.2.0. | ||
1165 | * | ||
1166 | * \sa SDL_GamepadHasAxis | ||
1167 | * \sa SDL_GetGamepadButton | ||
1168 | */ | ||
1169 | extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); | ||
1170 | |||
1171 | /** | ||
1172 | * Convert a string into an SDL_GamepadButton enum. | ||
1173 | * | ||
1174 | * This function is called internally to translate SDL_Gamepad mapping strings | ||
1175 | * for the underlying joystick device into the consistent SDL_Gamepad mapping. | ||
1176 | * You do not normally need to call this function unless you are parsing | ||
1177 | * SDL_Gamepad mappings in your own code. | ||
1178 | * | ||
1179 | * \param str string representing a SDL_Gamepad axis. | ||
1180 | * \returns the SDL_GamepadButton enum corresponding to the input string, or | ||
1181 | * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found. | ||
1182 | * | ||
1183 | * \since This function is available since SDL 3.2.0. | ||
1184 | * | ||
1185 | * \sa SDL_GetGamepadStringForButton | ||
1186 | */ | ||
1187 | extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str); | ||
1188 | |||
1189 | /** | ||
1190 | * Convert from an SDL_GamepadButton enum to a string. | ||
1191 | * | ||
1192 | * \param button an enum value for a given SDL_GamepadButton. | ||
1193 | * \returns a string for the given button, or NULL if an invalid button is | ||
1194 | * specified. The string returned is of the format used by | ||
1195 | * SDL_Gamepad mapping strings. | ||
1196 | * | ||
1197 | * \since This function is available since SDL 3.2.0. | ||
1198 | * | ||
1199 | * \sa SDL_GetGamepadButtonFromString | ||
1200 | */ | ||
1201 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button); | ||
1202 | |||
1203 | /** | ||
1204 | * Query whether a gamepad has a given button. | ||
1205 | * | ||
1206 | * This merely reports whether the gamepad's mapping defined this button, as | ||
1207 | * that is all the information SDL has about the physical device. | ||
1208 | * | ||
1209 | * \param gamepad a gamepad. | ||
1210 | * \param button a button enum value (an SDL_GamepadButton value). | ||
1211 | * \returns true if the gamepad has this button, false otherwise. | ||
1212 | * | ||
1213 | * \since This function is available since SDL 3.2.0. | ||
1214 | * | ||
1215 | * \sa SDL_GamepadHasAxis | ||
1216 | */ | ||
1217 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); | ||
1218 | |||
1219 | /** | ||
1220 | * Get the current state of a button on a gamepad. | ||
1221 | * | ||
1222 | * \param gamepad a gamepad. | ||
1223 | * \param button a button index (one of the SDL_GamepadButton values). | ||
1224 | * \returns true if the button is pressed, false otherwise. | ||
1225 | * | ||
1226 | * \since This function is available since SDL 3.2.0. | ||
1227 | * | ||
1228 | * \sa SDL_GamepadHasButton | ||
1229 | * \sa SDL_GetGamepadAxis | ||
1230 | */ | ||
1231 | extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); | ||
1232 | |||
1233 | /** | ||
1234 | * Get the label of a button on a gamepad. | ||
1235 | * | ||
1236 | * \param type the type of gamepad to check. | ||
1237 | * \param button a button index (one of the SDL_GamepadButton values). | ||
1238 | * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. | ||
1239 | * | ||
1240 | * \since This function is available since SDL 3.2.0. | ||
1241 | * | ||
1242 | * \sa SDL_GetGamepadButtonLabel | ||
1243 | */ | ||
1244 | extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button); | ||
1245 | |||
1246 | /** | ||
1247 | * Get the label of a button on a gamepad. | ||
1248 | * | ||
1249 | * \param gamepad a gamepad. | ||
1250 | * \param button a button index (one of the SDL_GamepadButton values). | ||
1251 | * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. | ||
1252 | * | ||
1253 | * \since This function is available since SDL 3.2.0. | ||
1254 | * | ||
1255 | * \sa SDL_GetGamepadButtonLabelForType | ||
1256 | */ | ||
1257 | extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button); | ||
1258 | |||
1259 | /** | ||
1260 | * Get the number of touchpads on a gamepad. | ||
1261 | * | ||
1262 | * \param gamepad a gamepad. | ||
1263 | * \returns number of touchpads. | ||
1264 | * | ||
1265 | * \since This function is available since SDL 3.2.0. | ||
1266 | * | ||
1267 | * \sa SDL_GetNumGamepadTouchpadFingers | ||
1268 | */ | ||
1269 | extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad); | ||
1270 | |||
1271 | /** | ||
1272 | * Get the number of supported simultaneous fingers on a touchpad on a game | ||
1273 | * gamepad. | ||
1274 | * | ||
1275 | * \param gamepad a gamepad. | ||
1276 | * \param touchpad a touchpad. | ||
1277 | * \returns number of supported simultaneous fingers. | ||
1278 | * | ||
1279 | * \since This function is available since SDL 3.2.0. | ||
1280 | * | ||
1281 | * \sa SDL_GetGamepadTouchpadFinger | ||
1282 | * \sa SDL_GetNumGamepadTouchpads | ||
1283 | */ | ||
1284 | extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad); | ||
1285 | |||
1286 | /** | ||
1287 | * Get the current state of a finger on a touchpad on a gamepad. | ||
1288 | * | ||
1289 | * \param gamepad a gamepad. | ||
1290 | * \param touchpad a touchpad. | ||
1291 | * \param finger a finger. | ||
1292 | * \param down a pointer filled with true if the finger is down, false | ||
1293 | * otherwise, may be NULL. | ||
1294 | * \param x a pointer filled with the x position, normalized 0 to 1, with the | ||
1295 | * origin in the upper left, may be NULL. | ||
1296 | * \param y a pointer filled with the y position, normalized 0 to 1, with the | ||
1297 | * origin in the upper left, may be NULL. | ||
1298 | * \param pressure a pointer filled with pressure value, may be NULL. | ||
1299 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
1300 | * information. | ||
1301 | * | ||
1302 | * \since This function is available since SDL 3.2.0. | ||
1303 | * | ||
1304 | * \sa SDL_GetNumGamepadTouchpadFingers | ||
1305 | */ | ||
1306 | extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure); | ||
1307 | |||
1308 | /** | ||
1309 | * Return whether a gamepad has a particular sensor. | ||
1310 | * | ||
1311 | * \param gamepad the gamepad to query. | ||
1312 | * \param type the type of sensor to query. | ||
1313 | * \returns true if the sensor exists, false otherwise. | ||
1314 | * | ||
1315 | * \since This function is available since SDL 3.2.0. | ||
1316 | * | ||
1317 | * \sa SDL_GetGamepadSensorData | ||
1318 | * \sa SDL_GetGamepadSensorDataRate | ||
1319 | * \sa SDL_SetGamepadSensorEnabled | ||
1320 | */ | ||
1321 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type); | ||
1322 | |||
1323 | /** | ||
1324 | * Set whether data reporting for a gamepad sensor is enabled. | ||
1325 | * | ||
1326 | * \param gamepad the gamepad to update. | ||
1327 | * \param type the type of sensor to enable/disable. | ||
1328 | * \param enabled whether data reporting should be enabled. | ||
1329 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
1330 | * information. | ||
1331 | * | ||
1332 | * \since This function is available since SDL 3.2.0. | ||
1333 | * | ||
1334 | * \sa SDL_GamepadHasSensor | ||
1335 | * \sa SDL_GamepadSensorEnabled | ||
1336 | */ | ||
1337 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled); | ||
1338 | |||
1339 | /** | ||
1340 | * Query whether sensor data reporting is enabled for a gamepad. | ||
1341 | * | ||
1342 | * \param gamepad the gamepad to query. | ||
1343 | * \param type the type of sensor to query. | ||
1344 | * \returns true if the sensor is enabled, false otherwise. | ||
1345 | * | ||
1346 | * \since This function is available since SDL 3.2.0. | ||
1347 | * | ||
1348 | * \sa SDL_SetGamepadSensorEnabled | ||
1349 | */ | ||
1350 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type); | ||
1351 | |||
1352 | /** | ||
1353 | * Get the data rate (number of events per second) of a gamepad sensor. | ||
1354 | * | ||
1355 | * \param gamepad the gamepad to query. | ||
1356 | * \param type the type of sensor to query. | ||
1357 | * \returns the data rate, or 0.0f if the data rate is not available. | ||
1358 | * | ||
1359 | * \since This function is available since SDL 3.2.0. | ||
1360 | */ | ||
1361 | extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type); | ||
1362 | |||
1363 | /** | ||
1364 | * Get the current state of a gamepad sensor. | ||
1365 | * | ||
1366 | * The number of values and interpretation of the data is sensor dependent. | ||
1367 | * See SDL_sensor.h for the details for each type of sensor. | ||
1368 | * | ||
1369 | * \param gamepad the gamepad to query. | ||
1370 | * \param type the type of sensor to query. | ||
1371 | * \param data a pointer filled with the current sensor state. | ||
1372 | * \param num_values the number of values to write to data. | ||
1373 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
1374 | * information. | ||
1375 | * | ||
1376 | * \since This function is available since SDL 3.2.0. | ||
1377 | */ | ||
1378 | extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values); | ||
1379 | |||
1380 | /** | ||
1381 | * Start a rumble effect on a gamepad. | ||
1382 | * | ||
1383 | * Each call to this function cancels any previous rumble effect, and calling | ||
1384 | * it with 0 intensity stops any rumbling. | ||
1385 | * | ||
1386 | * This function requires you to process SDL events or call | ||
1387 | * SDL_UpdateJoysticks() to update rumble state. | ||
1388 | * | ||
1389 | * \param gamepad the gamepad to vibrate. | ||
1390 | * \param low_frequency_rumble the intensity of the low frequency (left) | ||
1391 | * rumble motor, from 0 to 0xFFFF. | ||
1392 | * \param high_frequency_rumble the intensity of the high frequency (right) | ||
1393 | * rumble motor, from 0 to 0xFFFF. | ||
1394 | * \param duration_ms the duration of the rumble effect, in milliseconds. | ||
1395 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
1396 | * information. | ||
1397 | * | ||
1398 | * \since This function is available since SDL 3.2.0. | ||
1399 | */ | ||
1400 | extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); | ||
1401 | |||
1402 | /** | ||
1403 | * Start a rumble effect in the gamepad's triggers. | ||
1404 | * | ||
1405 | * Each call to this function cancels any previous trigger rumble effect, and | ||
1406 | * calling it with 0 intensity stops any rumbling. | ||
1407 | * | ||
1408 | * Note that this is rumbling of the _triggers_ and not the gamepad as a | ||
1409 | * whole. This is currently only supported on Xbox One gamepads. If you want | ||
1410 | * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead. | ||
1411 | * | ||
1412 | * This function requires you to process SDL events or call | ||
1413 | * SDL_UpdateJoysticks() to update rumble state. | ||
1414 | * | ||
1415 | * \param gamepad the gamepad to vibrate. | ||
1416 | * \param left_rumble the intensity of the left trigger rumble motor, from 0 | ||
1417 | * to 0xFFFF. | ||
1418 | * \param right_rumble the intensity of the right trigger rumble motor, from 0 | ||
1419 | * to 0xFFFF. | ||
1420 | * \param duration_ms the duration of the rumble effect, in milliseconds. | ||
1421 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
1422 | * information. | ||
1423 | * | ||
1424 | * \since This function is available since SDL 3.2.0. | ||
1425 | * | ||
1426 | * \sa SDL_RumbleGamepad | ||
1427 | */ | ||
1428 | extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); | ||
1429 | |||
1430 | /** | ||
1431 | * Update a gamepad's LED color. | ||
1432 | * | ||
1433 | * An example of a joystick LED is the light on the back of a PlayStation 4's | ||
1434 | * DualShock 4 controller. | ||
1435 | * | ||
1436 | * For gamepads with a single color LED, the maximum of the RGB values will be | ||
1437 | * used as the LED brightness. | ||
1438 | * | ||
1439 | * \param gamepad the gamepad to update. | ||
1440 | * \param red the intensity of the red LED. | ||
1441 | * \param green the intensity of the green LED. | ||
1442 | * \param blue the intensity of the blue LED. | ||
1443 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
1444 | * information. | ||
1445 | * | ||
1446 | * \since This function is available since SDL 3.2.0. | ||
1447 | */ | ||
1448 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue); | ||
1449 | |||
1450 | /** | ||
1451 | * Send a gamepad specific effect packet. | ||
1452 | * | ||
1453 | * \param gamepad the gamepad to affect. | ||
1454 | * \param data the data to send to the gamepad. | ||
1455 | * \param size the size of the data to send to the gamepad. | ||
1456 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
1457 | * information. | ||
1458 | * | ||
1459 | * \since This function is available since SDL 3.2.0. | ||
1460 | */ | ||
1461 | extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size); | ||
1462 | |||
1463 | /** | ||
1464 | * Close a gamepad previously opened with SDL_OpenGamepad(). | ||
1465 | * | ||
1466 | * \param gamepad a gamepad identifier previously returned by | ||
1467 | * SDL_OpenGamepad(). | ||
1468 | * | ||
1469 | * \since This function is available since SDL 3.2.0. | ||
1470 | * | ||
1471 | * \sa SDL_OpenGamepad | ||
1472 | */ | ||
1473 | extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad); | ||
1474 | |||
1475 | /** | ||
1476 | * Return the sfSymbolsName for a given button on a gamepad on Apple | ||
1477 | * platforms. | ||
1478 | * | ||
1479 | * \param gamepad the gamepad to query. | ||
1480 | * \param button a button on the gamepad. | ||
1481 | * \returns the sfSymbolsName or NULL if the name can't be found. | ||
1482 | * | ||
1483 | * \since This function is available since SDL 3.2.0. | ||
1484 | * | ||
1485 | * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis | ||
1486 | */ | ||
1487 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); | ||
1488 | |||
1489 | /** | ||
1490 | * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. | ||
1491 | * | ||
1492 | * \param gamepad the gamepad to query. | ||
1493 | * \param axis an axis on the gamepad. | ||
1494 | * \returns the sfSymbolsName or NULL if the name can't be found. | ||
1495 | * | ||
1496 | * \since This function is available since SDL 3.2.0. | ||
1497 | * | ||
1498 | * \sa SDL_GetGamepadAppleSFSymbolsNameForButton | ||
1499 | */ | ||
1500 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); | ||
1501 | |||
1502 | |||
1503 | /* Ends C function definitions when using C++ */ | ||
1504 | #ifdef __cplusplus | ||
1505 | } | ||
1506 | #endif | ||
1507 | #include <SDL3/SDL_close_code.h> | ||
1508 | |||
1509 | #endif /* SDL_gamepad_h_ */ | ||