From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/include/SDL3/SDL_gamepad.h | 1509 -------------------------- 1 file changed, 1509 deletions(-) delete mode 100644 contrib/SDL-3.2.8/include/SDL3/SDL_gamepad.h (limited to 'contrib/SDL-3.2.8/include/SDL3/SDL_gamepad.h') diff --git a/contrib/SDL-3.2.8/include/SDL3/SDL_gamepad.h b/contrib/SDL-3.2.8/include/SDL3/SDL_gamepad.h deleted file mode 100644 index 99f8b65..0000000 --- a/contrib/SDL-3.2.8/include/SDL3/SDL_gamepad.h +++ /dev/null @@ -1,1509 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -/** - * # CategoryGamepad - * - * SDL provides a low-level joystick API, which just treats joysticks as an - * arbitrary pile of buttons, axes, and hat switches. If you're planning to - * write your own control configuration screen, this can give you a lot of - * flexibility, but that's a lot of work, and most things that we consider - * "joysticks" now are actually console-style gamepads. So SDL provides the - * gamepad API on top of the lower-level joystick functionality. - * - * The difference between a joystick and a gamepad is that a gamepad tells you - * _where_ a button or axis is on the device. You don't speak to gamepads in - * terms of arbitrary numbers like "button 3" or "axis 2" but in standard - * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or - * X/O/Square/Triangle, if you will). - * - * One turns a joystick into a gamepad by providing a magic configuration - * string, which tells SDL the details of a specific device: when you see this - * specific hardware, if button 2 gets pressed, this is actually D-Pad Up, - * etc. - * - * SDL has many popular controllers configured out of the box, and users can - * add their own controller details through an environment variable if it's - * otherwise unknown to SDL. - * - * In order to use these functions, SDL_Init() must have been called with the - * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and - * load appropriate drivers. - * - * If you would like to receive gamepad updates while the application is in - * the background, you should set the following hint before calling - * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS - * - * Gamepads support various optional features such as rumble, color LEDs, - * touchpad, gyro, etc. The support for these features varies depending on the - * controller and OS support available. You can check for LED and rumble - * capabilities at runtime by calling SDL_GetGamepadProperties() and checking - * the various capability properties. You can check for touchpad by calling - * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by - * calling SDL_GamepadHasSensor(). - * - * By default SDL will try to use the most capable driver available, but you - * can tune which OS drivers to use with the various joystick hints in - * SDL_hints.h. - * - * Your application should always support gamepad hotplugging. On some - * platforms like Xbox, Steam Deck, etc., this is a requirement for - * certification. On other platforms, like macOS and Windows when using - * Windows.Gaming.Input, controllers may not be available at startup and will - * come in at some point after you've started processing events. - */ - -#ifndef SDL_gamepad_h_ -#define SDL_gamepad_h_ - -#include -#include -#include -#include -#include -#include -#include -#include - -#include -/* Set up for C function definitions, even when using C++ */ -#ifdef __cplusplus -extern "C" { -#endif - -/** - * The structure used to identify an SDL gamepad - * - * \since This struct is available since SDL 3.2.0. - */ -typedef struct SDL_Gamepad SDL_Gamepad; - -/** - * Standard gamepad types. - * - * This type does not necessarily map to first-party controllers from - * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report - * as these, either because they were designed for a specific console, or they - * simply most closely match that console's controllers (does it have A/B/X/Y - * buttons or X/O/Square/Triangle? Does it have a touchpad? etc). - */ -typedef enum SDL_GamepadType -{ - SDL_GAMEPAD_TYPE_UNKNOWN = 0, - SDL_GAMEPAD_TYPE_STANDARD, - SDL_GAMEPAD_TYPE_XBOX360, - SDL_GAMEPAD_TYPE_XBOXONE, - SDL_GAMEPAD_TYPE_PS3, - SDL_GAMEPAD_TYPE_PS4, - SDL_GAMEPAD_TYPE_PS5, - SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO, - SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, - SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, - SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR, - SDL_GAMEPAD_TYPE_COUNT -} SDL_GamepadType; - -/** - * The list of buttons available on a gamepad - * - * For controllers that use a diamond pattern for the face buttons, the - * south/east/west/north buttons below correspond to the locations in the - * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo - * Switch controllers, this would be B/A/Y/X, for PlayStation controllers this - * would be Cross/Circle/Square/Triangle. - * - * For controllers that don't use a diamond pattern for the face buttons, the - * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or - * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, - * secondary, etc. buttons. - * - * The activate action is often the south button and the cancel action is - * often the east button, but in some regions this is reversed, so your game - * should allow remapping actions based on user preferences. - * - * You can query the labels for the face buttons using - * SDL_GetGamepadButtonLabel() - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_GamepadButton -{ - SDL_GAMEPAD_BUTTON_INVALID = -1, - SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */ - SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */ - SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */ - SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */ - SDL_GAMEPAD_BUTTON_BACK, - SDL_GAMEPAD_BUTTON_GUIDE, - SDL_GAMEPAD_BUTTON_START, - SDL_GAMEPAD_BUTTON_LEFT_STICK, - SDL_GAMEPAD_BUTTON_RIGHT_STICK, - SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, - SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, - SDL_GAMEPAD_BUTTON_DPAD_UP, - SDL_GAMEPAD_BUTTON_DPAD_DOWN, - SDL_GAMEPAD_BUTTON_DPAD_LEFT, - SDL_GAMEPAD_BUTTON_DPAD_RIGHT, - 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) */ - SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */ - SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */ - SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */ - SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */ - SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */ - SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */ - SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button */ - SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button */ - SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */ - SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */ - SDL_GAMEPAD_BUTTON_COUNT -} SDL_GamepadButton; - -/** - * The set of gamepad button labels - * - * This isn't a complete set, just the face buttons to make it easy to show - * button prompts. - * - * For a complete set, you should look at the button and gamepad type and have - * a set of symbols that work well with your art style. - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_GamepadButtonLabel -{ - SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN, - SDL_GAMEPAD_BUTTON_LABEL_A, - SDL_GAMEPAD_BUTTON_LABEL_B, - SDL_GAMEPAD_BUTTON_LABEL_X, - SDL_GAMEPAD_BUTTON_LABEL_Y, - SDL_GAMEPAD_BUTTON_LABEL_CROSS, - SDL_GAMEPAD_BUTTON_LABEL_CIRCLE, - SDL_GAMEPAD_BUTTON_LABEL_SQUARE, - SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE -} SDL_GamepadButtonLabel; - -/** - * The list of axes available on a gamepad - * - * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to - * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though - * advanced UI will allow users to set or autodetect the dead zone, which - * varies between gamepads. - * - * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully - * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the - * same range that will be reported by the lower-level SDL_GetJoystickAxis(). - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_GamepadAxis -{ - SDL_GAMEPAD_AXIS_INVALID = -1, - SDL_GAMEPAD_AXIS_LEFTX, - SDL_GAMEPAD_AXIS_LEFTY, - SDL_GAMEPAD_AXIS_RIGHTX, - SDL_GAMEPAD_AXIS_RIGHTY, - SDL_GAMEPAD_AXIS_LEFT_TRIGGER, - SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, - SDL_GAMEPAD_AXIS_COUNT -} SDL_GamepadAxis; - -/** - * Types of gamepad control bindings. - * - * A gamepad is a collection of bindings that map arbitrary joystick buttons, - * axes and hat switches to specific positions on a generic console-style - * gamepad. This enum is used as part of SDL_GamepadBinding to specify those - * mappings. - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_GamepadBindingType -{ - SDL_GAMEPAD_BINDTYPE_NONE = 0, - SDL_GAMEPAD_BINDTYPE_BUTTON, - SDL_GAMEPAD_BINDTYPE_AXIS, - SDL_GAMEPAD_BINDTYPE_HAT -} SDL_GamepadBindingType; - -/** - * A mapping between one joystick input to a gamepad control. - * - * A gamepad has a collection of several bindings, to say, for example, when - * joystick button number 5 is pressed, that should be treated like the - * gamepad's "start" button. - * - * SDL has these bindings built-in for many popular controllers, and can add - * more with a simple text string. Those strings are parsed into a collection - * of these structs to make it easier to operate on the data. - * - * \since This struct is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadBindings - */ -typedef struct SDL_GamepadBinding -{ - SDL_GamepadBindingType input_type; - union - { - int button; - - struct - { - int axis; - int axis_min; - int axis_max; - } axis; - - struct - { - int hat; - int hat_mask; - } hat; - - } input; - - SDL_GamepadBindingType output_type; - union - { - SDL_GamepadButton button; - - struct - { - SDL_GamepadAxis axis; - int axis_min; - int axis_max; - } axis; - - } output; -} SDL_GamepadBinding; - - -/** - * Add support for gamepads that SDL is unaware of or change the binding of an - * existing gamepad. - * - * The mapping string has the format "GUID,name,mapping", where GUID is the - * string value from SDL_GUIDToString(), name is the human readable string for - * the device and mappings are gamepad mappings to joystick ones. Under - * Windows there is a reserved GUID of "xinput" that covers all XInput - * devices. The mapping format for joystick is: - * - * - `bX`: a joystick button, index X - * - `hX.Y`: hat X with value Y - * - `aX`: axis X of the joystick - * - * Buttons can be used as a gamepad axes and vice versa. - * - * If a device with this GUID is already plugged in, SDL will generate an - * SDL_EVENT_GAMEPAD_ADDED event. - * - * This string shows an example of a valid mapping for a gamepad: - * - * ```c - * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" - * ``` - * - * \param mapping the mapping string. - * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, - * -1 on failure; call SDL_GetError() for more information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_AddGamepadMappingsFromFile - * \sa SDL_AddGamepadMappingsFromIO - * \sa SDL_GetGamepadMapping - * \sa SDL_GetGamepadMappingForGUID - * \sa SDL_HINT_GAMECONTROLLERCONFIG - * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE - * \sa SDL_EVENT_GAMEPAD_ADDED - */ -extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping); - -/** - * Load a set of gamepad mappings from an SDL_IOStream. - * - * You can call this function several times, if needed, to load different - * database files. - * - * If a new mapping is loaded for an already known gamepad GUID, the later - * version will overwrite the one currently loaded. - * - * Any new mappings for already plugged in controllers will generate - * SDL_EVENT_GAMEPAD_ADDED events. - * - * Mappings not belonging to the current platform or with no platform field - * specified will be ignored (i.e. mappings for Linux will be ignored in - * Windows, etc). - * - * This function will load the text database entirely in memory before - * processing it, so take this into consideration if you are in a memory - * constrained environment. - * - * \param src the data stream for the mappings to be added. - * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even - * in the case of an error. - * \returns the number of mappings added or -1 on failure; call SDL_GetError() - * for more information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_AddGamepadMapping - * \sa SDL_AddGamepadMappingsFromFile - * \sa SDL_GetGamepadMapping - * \sa SDL_GetGamepadMappingForGUID - * \sa SDL_HINT_GAMECONTROLLERCONFIG - * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE - * \sa SDL_EVENT_GAMEPAD_ADDED - */ -extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio); - -/** - * Load a set of gamepad mappings from a file. - * - * You can call this function several times, if needed, to load different - * database files. - * - * If a new mapping is loaded for an already known gamepad GUID, the later - * version will overwrite the one currently loaded. - * - * Any new mappings for already plugged in controllers will generate - * SDL_EVENT_GAMEPAD_ADDED events. - * - * Mappings not belonging to the current platform or with no platform field - * specified will be ignored (i.e. mappings for Linux will be ignored in - * Windows, etc). - * - * \param file the mappings file to load. - * \returns the number of mappings added or -1 on failure; call SDL_GetError() - * for more information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_AddGamepadMapping - * \sa SDL_AddGamepadMappingsFromIO - * \sa SDL_GetGamepadMapping - * \sa SDL_GetGamepadMappingForGUID - * \sa SDL_HINT_GAMECONTROLLERCONFIG - * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE - * \sa SDL_EVENT_GAMEPAD_ADDED - */ -extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file); - -/** - * Reinitialize the SDL mapping database to its initial state. - * - * This will generate gamepad events as needed if device mappings change. - * - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void); - -/** - * Get the current gamepad mappings. - * - * \param count a pointer filled in with the number of mappings returned, can - * be NULL. - * \returns an array of the mapping strings, NULL-terminated, or NULL on - * failure; call SDL_GetError() for more information. This is a - * single allocation that should be freed with SDL_free() when it is - * no longer needed. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count); - -/** - * Get the gamepad mapping string for a given GUID. - * - * \param guid a structure containing the GUID for which a mapping is desired. - * \returns a mapping string or NULL on failure; call SDL_GetError() for more - * information. This should be freed with SDL_free() when it is no - * longer needed. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetJoystickGUIDForID - * \sa SDL_GetJoystickGUID - */ -extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid); - -/** - * Get the current mapping of a gamepad. - * - * Details about mappings are discussed with SDL_AddGamepadMapping(). - * - * \param gamepad the gamepad you want to get the current mapping for. - * \returns a string that has the gamepad's mapping or NULL if no mapping is - * available; call SDL_GetError() for more information. This should - * be freed with SDL_free() when it is no longer needed. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_AddGamepadMapping - * \sa SDL_GetGamepadMappingForID - * \sa SDL_GetGamepadMappingForGUID - * \sa SDL_SetGamepadMapping - */ -extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad); - -/** - * Set the current mapping of a joystick or gamepad. - * - * Details about mappings are discussed with SDL_AddGamepadMapping(). - * - * \param instance_id the joystick instance ID. - * \param mapping the mapping to use for this device, or NULL to clear the - * mapping. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_AddGamepadMapping - * \sa SDL_GetGamepadMapping - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping); - -/** - * Return whether a gamepad is currently connected. - * - * \returns true if a gamepad is connected, false otherwise. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepads - */ -extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void); - -/** - * Get a list of currently connected gamepads. - * - * \param count a pointer filled in with the number of gamepads returned, may - * be NULL. - * \returns a 0 terminated array of joystick instance IDs or NULL on failure; - * call SDL_GetError() for more information. This should be freed - * with SDL_free() when it is no longer needed. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_HasGamepad - * \sa SDL_OpenGamepad - */ -extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count); - -/** - * Check if the given joystick is supported by the gamepad interface. - * - * \param instance_id the joystick instance ID. - * \returns true if the given joystick is supported by the gamepad interface, - * false if it isn't or it's an invalid index. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetJoysticks - * \sa SDL_OpenGamepad - */ -extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id); - -/** - * Get the implementation dependent name of a gamepad. - * - * This can be called before any gamepads are opened. - * - * \param instance_id the joystick instance ID. - * \returns the name of the selected gamepad. If no name can be found, this - * function returns NULL; call SDL_GetError() for more information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadName - * \sa SDL_GetGamepads - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id); - -/** - * Get the implementation dependent path of a gamepad. - * - * This can be called before any gamepads are opened. - * - * \param instance_id the joystick instance ID. - * \returns the path of the selected gamepad. If no path can be found, this - * function returns NULL; call SDL_GetError() for more information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadPath - * \sa SDL_GetGamepads - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id); - -/** - * Get the player index of a gamepad. - * - * This can be called before any gamepads are opened. - * - * \param instance_id the joystick instance ID. - * \returns the player index of a gamepad, or -1 if it's not available. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadPlayerIndex - * \sa SDL_GetGamepads - */ -extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id); - -/** - * Get the implementation-dependent GUID of a gamepad. - * - * This can be called before any gamepads are opened. - * - * \param instance_id the joystick instance ID. - * \returns the GUID of the selected gamepad. If called on an invalid index, - * this function returns a zero GUID. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GUIDToString - * \sa SDL_GetGamepads - */ -extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id); - -/** - * Get the USB vendor ID of a gamepad, if available. - * - * This can be called before any gamepads are opened. If the vendor ID isn't - * available this function returns 0. - * - * \param instance_id the joystick instance ID. - * \returns the USB vendor ID of the selected gamepad. If called on an invalid - * index, this function returns zero. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadVendor - * \sa SDL_GetGamepads - */ -extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID instance_id); - -/** - * Get the USB product ID of a gamepad, if available. - * - * This can be called before any gamepads are opened. If the product ID isn't - * available this function returns 0. - * - * \param instance_id the joystick instance ID. - * \returns the USB product ID of the selected gamepad. If called on an - * invalid index, this function returns zero. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadProduct - * \sa SDL_GetGamepads - */ -extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID instance_id); - -/** - * Get the product version of a gamepad, if available. - * - * This can be called before any gamepads are opened. If the product version - * isn't available this function returns 0. - * - * \param instance_id the joystick instance ID. - * \returns the product version of the selected gamepad. If called on an - * invalid index, this function returns zero. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadProductVersion - * \sa SDL_GetGamepads - */ -extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id); - -/** - * Get the type of a gamepad. - * - * This can be called before any gamepads are opened. - * - * \param instance_id the joystick instance ID. - * \returns the gamepad type. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadType - * \sa SDL_GetGamepads - * \sa SDL_GetRealGamepadTypeForID - */ -extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_JoystickID instance_id); - -/** - * Get the type of a gamepad, ignoring any mapping override. - * - * This can be called before any gamepads are opened. - * - * \param instance_id the joystick instance ID. - * \returns the gamepad type. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadTypeForID - * \sa SDL_GetGamepads - * \sa SDL_GetRealGamepadType - */ -extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id); - -/** - * Get the mapping of a gamepad. - * - * This can be called before any gamepads are opened. - * - * \param instance_id the joystick instance ID. - * \returns the mapping string. Returns NULL if no mapping is available. This - * should be freed with SDL_free() when it is no longer needed. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepads - * \sa SDL_GetGamepadMapping - */ -extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id); - -/** - * Open a gamepad for use. - * - * \param instance_id the joystick instance ID. - * \returns a gamepad identifier or NULL if an error occurred; call - * SDL_GetError() for more information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CloseGamepad - * \sa SDL_IsGamepad - */ -extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id); - -/** - * Get the SDL_Gamepad associated with a joystick instance ID, if it has been - * opened. - * - * \param instance_id the joystick instance ID of the gamepad. - * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been - * opened yet; call SDL_GetError() for more information. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id); - -/** - * Get the SDL_Gamepad associated with a player index. - * - * \param player_index the player index, which different from the instance ID. - * \returns the SDL_Gamepad associated with a player index. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadPlayerIndex - * \sa SDL_SetGamepadPlayerIndex - */ -extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index); - -/** - * Get the properties associated with an opened gamepad. - * - * These properties are shared with the underlying joystick object. - * - * The following read-only properties are provided by SDL: - * - * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED - * that has adjustable brightness - * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED - * that has adjustable color - * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a - * player LED - * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has - * left/right rumble - * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has - * simple trigger rumble - * - * \param gamepad a gamepad identifier previously returned by - * SDL_OpenGamepad(). - * \returns a valid property ID on success or 0 on failure; call - * SDL_GetError() for more information. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad); - -#define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN -#define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN -#define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN -#define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN -#define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN - -/** - * Get the instance ID of an opened gamepad. - * - * \param gamepad a gamepad identifier previously returned by - * SDL_OpenGamepad(). - * \returns the instance ID of the specified gamepad on success or 0 on - * failure; call SDL_GetError() for more information. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad); - -/** - * Get the implementation-dependent name for an opened gamepad. - * - * \param gamepad a gamepad identifier previously returned by - * SDL_OpenGamepad(). - * \returns the implementation dependent name for the gamepad, or NULL if - * there is no name or the identifier passed is invalid. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadNameForID - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad); - -/** - * Get the implementation-dependent path for an opened gamepad. - * - * \param gamepad a gamepad identifier previously returned by - * SDL_OpenGamepad(). - * \returns the implementation dependent path for the gamepad, or NULL if - * there is no path or the identifier passed is invalid. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadPathForID - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad); - -/** - * Get the type of an opened gamepad. - * - * \param gamepad the gamepad object to query. - * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not - * available. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadTypeForID - */ -extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad); - -/** - * Get the type of an opened gamepad, ignoring any mapping override. - * - * \param gamepad the gamepad object to query. - * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not - * available. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRealGamepadTypeForID - */ -extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad); - -/** - * Get the player index of an opened gamepad. - * - * For XInput gamepads this returns the XInput user index. - * - * \param gamepad the gamepad object to query. - * \returns the player index for gamepad, or -1 if it's not available. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetGamepadPlayerIndex - */ -extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad); - -/** - * Set the player index of an opened gamepad. - * - * \param gamepad the gamepad object to adjust. - * \param player_index player index to assign to this gamepad, or -1 to clear - * the player index and turn off player LEDs. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadPlayerIndex - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index); - -/** - * Get the USB vendor ID of an opened gamepad, if available. - * - * If the vendor ID isn't available this function returns 0. - * - * \param gamepad the gamepad object to query. - * \returns the USB vendor ID, or zero if unavailable. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadVendorForID - */ -extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad); - -/** - * Get the USB product ID of an opened gamepad, if available. - * - * If the product ID isn't available this function returns 0. - * - * \param gamepad the gamepad object to query. - * \returns the USB product ID, or zero if unavailable. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadProductForID - */ -extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad); - -/** - * Get the product version of an opened gamepad, if available. - * - * If the product version isn't available this function returns 0. - * - * \param gamepad the gamepad object to query. - * \returns the USB product version, or zero if unavailable. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadProductVersionForID - */ -extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad); - -/** - * Get the firmware version of an opened gamepad, if available. - * - * If the firmware version isn't available this function returns 0. - * - * \param gamepad the gamepad object to query. - * \returns the gamepad firmware version, or zero if unavailable. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad); - -/** - * Get the serial number of an opened gamepad, if available. - * - * Returns the serial number of the gamepad, or NULL if it is not available. - * - * \param gamepad the gamepad object to query. - * \returns the serial number, or NULL if unavailable. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad); - -/** - * Get the Steam Input handle of an opened gamepad, if available. - * - * Returns an InputHandle_t for the gamepad that can be used with Steam Input - * API: https://partner.steamgames.com/doc/api/ISteamInput - * - * \param gamepad the gamepad object to query. - * \returns the gamepad handle, or 0 if unavailable. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad); - -/** - * Get the connection state of a gamepad. - * - * \param gamepad the gamepad object to query. - * \returns the connection state on success or - * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() - * for more information. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad); - -/** - * Get the battery state of a gamepad. - * - * You should never take a battery status as absolute truth. Batteries - * (especially failing batteries) are delicate hardware, and the values - * reported here are best estimates based on what that hardware reports. It's - * not uncommon for older batteries to lose stored power much faster than it - * reports, or completely drain when reporting it has 20 percent left, etc. - * - * \param gamepad the gamepad object to query. - * \param percent a pointer filled in with the percentage of battery life - * left, between 0 and 100, or NULL to ignore. This will be - * filled in with -1 we can't determine a value or there is no - * battery. - * \returns the current battery state. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent); - -/** - * Check if a gamepad has been opened and is currently connected. - * - * \param gamepad a gamepad identifier previously returned by - * SDL_OpenGamepad(). - * \returns true if the gamepad has been opened and is currently connected, or - * false if not. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad); - -/** - * Get the underlying joystick from a gamepad. - * - * This function will give you a SDL_Joystick object, which allows you to use - * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful - * for getting a joystick's position at any given time, even if it hasn't - * moved (moving it would produce an event, which would have the axis' value). - * - * The pointer returned is owned by the SDL_Gamepad. You should not call - * SDL_CloseJoystick() on it, for example, since doing so will likely cause - * SDL to crash. - * - * \param gamepad the gamepad object that you want to get a joystick from. - * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError() - * for more information. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad); - -/** - * Set the state of gamepad event processing. - * - * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself - * and check the state of the gamepad when you want gamepad information. - * - * \param enabled whether to process gamepad events or not. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GamepadEventsEnabled - * \sa SDL_UpdateGamepads - */ -extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled); - -/** - * Query the state of gamepad event processing. - * - * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself - * and check the state of the gamepad when you want gamepad information. - * - * \returns true if gamepad events are being processed, false otherwise. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetGamepadEventsEnabled - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void); - -/** - * Get the SDL joystick layer bindings for a gamepad. - * - * \param gamepad a gamepad. - * \param count a pointer filled in with the number of bindings returned. - * \returns a NULL terminated array of pointers to bindings or NULL on - * failure; call SDL_GetError() for more information. This is a - * single allocation that should be freed with SDL_free() when it is - * no longer needed. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count); - -/** - * Manually pump gamepad updates if not using the loop. - * - * This function is called automatically by the event loop if events are - * enabled. Under such circumstances, it will not be necessary to call this - * function. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void); - -/** - * Convert a string into SDL_GamepadType enum. - * - * This function is called internally to translate SDL_Gamepad mapping strings - * for the underlying joystick device into the consistent SDL_Gamepad mapping. - * You do not normally need to call this function unless you are parsing - * SDL_Gamepad mappings in your own code. - * - * \param str string representing a SDL_GamepadType type. - * \returns the SDL_GamepadType enum corresponding to the input string, or - * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadStringForType - */ -extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str); - -/** - * Convert from an SDL_GamepadType enum to a string. - * - * \param type an enum value for a given SDL_GamepadType. - * \returns a string for the given type, or NULL if an invalid type is - * specified. The string returned is of the format used by - * SDL_Gamepad mapping strings. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadTypeFromString - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type); - -/** - * Convert a string into SDL_GamepadAxis enum. - * - * This function is called internally to translate SDL_Gamepad mapping strings - * for the underlying joystick device into the consistent SDL_Gamepad mapping. - * You do not normally need to call this function unless you are parsing - * SDL_Gamepad mappings in your own code. - * - * Note specially that "righttrigger" and "lefttrigger" map to - * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`, - * respectively. - * - * \param str string representing a SDL_Gamepad axis. - * \returns the SDL_GamepadAxis enum corresponding to the input string, or - * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadStringForAxis - */ -extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str); - -/** - * Convert from an SDL_GamepadAxis enum to a string. - * - * \param axis an enum value for a given SDL_GamepadAxis. - * \returns a string for the given axis, or NULL if an invalid axis is - * specified. The string returned is of the format used by - * SDL_Gamepad mapping strings. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadAxisFromString - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis); - -/** - * Query whether a gamepad has a given axis. - * - * This merely reports whether the gamepad's mapping defined this axis, as - * that is all the information SDL has about the physical device. - * - * \param gamepad a gamepad. - * \param axis an axis enum value (an SDL_GamepadAxis value). - * \returns true if the gamepad has this axis, false otherwise. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GamepadHasButton - * \sa SDL_GetGamepadAxis - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); - -/** - * Get the current state of an axis control on a gamepad. - * - * The axis indices start at index 0. - * - * For thumbsticks, the state is a value ranging from -32768 (up/left) to - * 32767 (down/right). - * - * Triggers range from 0 when released to 32767 when fully pressed, and never - * return a negative value. Note that this differs from the value reported by - * the lower-level SDL_GetJoystickAxis(), which normally uses the full range. - * - * \param gamepad a gamepad. - * \param axis an axis index (one of the SDL_GamepadAxis values). - * \returns axis state (including 0) on success or 0 (also) on failure; call - * SDL_GetError() for more information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GamepadHasAxis - * \sa SDL_GetGamepadButton - */ -extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); - -/** - * Convert a string into an SDL_GamepadButton enum. - * - * This function is called internally to translate SDL_Gamepad mapping strings - * for the underlying joystick device into the consistent SDL_Gamepad mapping. - * You do not normally need to call this function unless you are parsing - * SDL_Gamepad mappings in your own code. - * - * \param str string representing a SDL_Gamepad axis. - * \returns the SDL_GamepadButton enum corresponding to the input string, or - * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadStringForButton - */ -extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str); - -/** - * Convert from an SDL_GamepadButton enum to a string. - * - * \param button an enum value for a given SDL_GamepadButton. - * \returns a string for the given button, or NULL if an invalid button is - * specified. The string returned is of the format used by - * SDL_Gamepad mapping strings. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadButtonFromString - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button); - -/** - * Query whether a gamepad has a given button. - * - * This merely reports whether the gamepad's mapping defined this button, as - * that is all the information SDL has about the physical device. - * - * \param gamepad a gamepad. - * \param button a button enum value (an SDL_GamepadButton value). - * \returns true if the gamepad has this button, false otherwise. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GamepadHasAxis - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); - -/** - * Get the current state of a button on a gamepad. - * - * \param gamepad a gamepad. - * \param button a button index (one of the SDL_GamepadButton values). - * \returns true if the button is pressed, false otherwise. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GamepadHasButton - * \sa SDL_GetGamepadAxis - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); - -/** - * Get the label of a button on a gamepad. - * - * \param type the type of gamepad to check. - * \param button a button index (one of the SDL_GamepadButton values). - * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadButtonLabel - */ -extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button); - -/** - * Get the label of a button on a gamepad. - * - * \param gamepad a gamepad. - * \param button a button index (one of the SDL_GamepadButton values). - * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadButtonLabelForType - */ -extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button); - -/** - * Get the number of touchpads on a gamepad. - * - * \param gamepad a gamepad. - * \returns number of touchpads. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetNumGamepadTouchpadFingers - */ -extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad); - -/** - * Get the number of supported simultaneous fingers on a touchpad on a game - * gamepad. - * - * \param gamepad a gamepad. - * \param touchpad a touchpad. - * \returns number of supported simultaneous fingers. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadTouchpadFinger - * \sa SDL_GetNumGamepadTouchpads - */ -extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad); - -/** - * Get the current state of a finger on a touchpad on a gamepad. - * - * \param gamepad a gamepad. - * \param touchpad a touchpad. - * \param finger a finger. - * \param down a pointer filled with true if the finger is down, false - * otherwise, may be NULL. - * \param x a pointer filled with the x position, normalized 0 to 1, with the - * origin in the upper left, may be NULL. - * \param y a pointer filled with the y position, normalized 0 to 1, with the - * origin in the upper left, may be NULL. - * \param pressure a pointer filled with pressure value, may be NULL. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetNumGamepadTouchpadFingers - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure); - -/** - * Return whether a gamepad has a particular sensor. - * - * \param gamepad the gamepad to query. - * \param type the type of sensor to query. - * \returns true if the sensor exists, false otherwise. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadSensorData - * \sa SDL_GetGamepadSensorDataRate - * \sa SDL_SetGamepadSensorEnabled - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type); - -/** - * Set whether data reporting for a gamepad sensor is enabled. - * - * \param gamepad the gamepad to update. - * \param type the type of sensor to enable/disable. - * \param enabled whether data reporting should be enabled. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GamepadHasSensor - * \sa SDL_GamepadSensorEnabled - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled); - -/** - * Query whether sensor data reporting is enabled for a gamepad. - * - * \param gamepad the gamepad to query. - * \param type the type of sensor to query. - * \returns true if the sensor is enabled, false otherwise. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetGamepadSensorEnabled - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type); - -/** - * Get the data rate (number of events per second) of a gamepad sensor. - * - * \param gamepad the gamepad to query. - * \param type the type of sensor to query. - * \returns the data rate, or 0.0f if the data rate is not available. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type); - -/** - * Get the current state of a gamepad sensor. - * - * The number of values and interpretation of the data is sensor dependent. - * See SDL_sensor.h for the details for each type of sensor. - * - * \param gamepad the gamepad to query. - * \param type the type of sensor to query. - * \param data a pointer filled with the current sensor state. - * \param num_values the number of values to write to data. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values); - -/** - * Start a rumble effect on a gamepad. - * - * Each call to this function cancels any previous rumble effect, and calling - * it with 0 intensity stops any rumbling. - * - * This function requires you to process SDL events or call - * SDL_UpdateJoysticks() to update rumble state. - * - * \param gamepad the gamepad to vibrate. - * \param low_frequency_rumble the intensity of the low frequency (left) - * rumble motor, from 0 to 0xFFFF. - * \param high_frequency_rumble the intensity of the high frequency (right) - * rumble motor, from 0 to 0xFFFF. - * \param duration_ms the duration of the rumble effect, in milliseconds. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); - -/** - * Start a rumble effect in the gamepad's triggers. - * - * Each call to this function cancels any previous trigger rumble effect, and - * calling it with 0 intensity stops any rumbling. - * - * Note that this is rumbling of the _triggers_ and not the gamepad as a - * whole. This is currently only supported on Xbox One gamepads. If you want - * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead. - * - * This function requires you to process SDL events or call - * SDL_UpdateJoysticks() to update rumble state. - * - * \param gamepad the gamepad to vibrate. - * \param left_rumble the intensity of the left trigger rumble motor, from 0 - * to 0xFFFF. - * \param right_rumble the intensity of the right trigger rumble motor, from 0 - * to 0xFFFF. - * \param duration_ms the duration of the rumble effect, in milliseconds. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RumbleGamepad - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); - -/** - * Update a gamepad's LED color. - * - * An example of a joystick LED is the light on the back of a PlayStation 4's - * DualShock 4 controller. - * - * For gamepads with a single color LED, the maximum of the RGB values will be - * used as the LED brightness. - * - * \param gamepad the gamepad to update. - * \param red the intensity of the red LED. - * \param green the intensity of the green LED. - * \param blue the intensity of the blue LED. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue); - -/** - * Send a gamepad specific effect packet. - * - * \param gamepad the gamepad to affect. - * \param data the data to send to the gamepad. - * \param size the size of the data to send to the gamepad. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size); - -/** - * Close a gamepad previously opened with SDL_OpenGamepad(). - * - * \param gamepad a gamepad identifier previously returned by - * SDL_OpenGamepad(). - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_OpenGamepad - */ -extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad); - -/** - * Return the sfSymbolsName for a given button on a gamepad on Apple - * platforms. - * - * \param gamepad the gamepad to query. - * \param button a button on the gamepad. - * \returns the sfSymbolsName or NULL if the name can't be found. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); - -/** - * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. - * - * \param gamepad the gamepad to query. - * \param axis an axis on the gamepad. - * \returns the sfSymbolsName or NULL if the name can't be found. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetGamepadAppleSFSymbolsNameForButton - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); - - -/* Ends C function definitions when using C++ */ -#ifdef __cplusplus -} -#endif -#include - -#endif /* SDL_gamepad_h_ */ -- cgit v1.2.3