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/*
Simple DirectMedia Layer
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Copyright ( C ) 1997 - 2024 Sam Lantinga < slouken @ libsdl . org >
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This software is provided ' as - is ' , without any express or implied
warranty . In no event will the authors be held liable for any damages
arising from the use of this software .
Permission is granted to anyone to use this software for any purpose ,
including commercial applications , and to alter it and redistribute it
freely , subject to the following restrictions :
1. The origin of this software must not be misrepresented ; you must not
claim that you wrote the original software . If you use this software
in a product , an acknowledgment in the product documentation would be
appreciated but is not required .
2. Altered source versions must be plainly marked as such , and must not be
misrepresented as being the original software .
3. This notice may not be removed or altered from any source distribution .
*/
/**
* \ file SDL_gamepad . h
*
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* Include file for SDL gamepad event handling
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*/
# ifndef SDL_gamepad_h_
# define SDL_gamepad_h_
# include <SDL3/SDL_stdinc.h>
# include <SDL3/SDL_error.h>
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# include <SDL3/SDL_joystick.h>
# include <SDL3/SDL_properties.h>
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# include <SDL3/SDL_rwops.h>
# include <SDL3/SDL_sensor.h>
# include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
# ifdef __cplusplus
extern " C " {
# endif
/**
* \ file SDL_gamepad . h
*
* 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
*/
/**
* The structure used to identify an SDL gamepad
*/
struct SDL_Gamepad ;
typedef struct SDL_Gamepad SDL_Gamepad ;
typedef enum
{
SDL_GAMEPAD_TYPE_UNKNOWN = 0 ,
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SDL_GAMEPAD_TYPE_STANDARD ,
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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 ,
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SDL_GAMEPAD_TYPE_MAX
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} SDL_GamepadType ;
/**
* The list of buttons available on a gamepad
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*
* 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 ( )
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*/
typedef enum
{
SDL_GAMEPAD_BUTTON_INVALID = - 1 ,
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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) */
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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 ,
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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) */
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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 */
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SDL_GAMEPAD_BUTTON_MISC2 , /* Additional button */
SDL_GAMEPAD_BUTTON_MISC3 , /* Additional button */
SDL_GAMEPAD_BUTTON_MISC4 , /* Additional button */
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SDL_GAMEPAD_BUTTON_MISC5 , /* Additional button */
SDL_GAMEPAD_BUTTON_MISC6 , /* Additional button */
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SDL_GAMEPAD_BUTTON_MAX
} SDL_GamepadButton ;
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/**
* 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 .
*/
typedef enum
{
SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN ,
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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
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} SDL_GamepadButtonLabel ;
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/**
* 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 .
*
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* 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 ( ) .
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*/
typedef enum
{
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_MAX
} SDL_GamepadAxis ;
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typedef enum
{
SDL_GAMEPAD_BINDTYPE_NONE = 0 ,
SDL_GAMEPAD_BINDTYPE_BUTTON ,
SDL_GAMEPAD_BINDTYPE_AXIS ,
SDL_GAMEPAD_BINDTYPE_HAT
} SDL_GamepadBindingType ;
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typedef struct SDL_GamepadBinding
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{
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SDL_GamepadBindingType input_type ;
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union
{
int button ;
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struct
{
int axis ;
int axis_min ;
int axis_max ;
} axis ;
struct
{
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int hat ;
int hat_mask ;
} hat ;
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} input ;
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SDL_GamepadBindingType output_type ;
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union
{
SDL_GamepadButton button ;
struct
{
SDL_GamepadAxis axis ;
int axis_min ;
int axis_max ;
} axis ;
} output ;
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} SDL_GamepadBinding ;
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/**
* 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_GetJoystickGUIDString ( ) , name is the human readable
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* 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
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* 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
*
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* Buttons can be used as a gamepad axes and vice versa .
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*
* 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 "
* ` ` `
*
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* \ param mapping the mapping string
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* \ returns 1 if a new mapping is added , 0 if an existing mapping is updated ,
* - 1 on error ; call SDL_GetError ( ) for more information .
*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_GetGamepadMapping
* \ sa SDL_GetGamepadMappingForGUID
*/
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extern DECLSPEC int SDLCALL SDL_AddGamepadMapping ( const char * mapping ) ;
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/**
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* Load a set of gamepad mappings from a seekable SDL data stream .
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*
* 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 .
*
* 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 .
*
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* \ param src the data stream for the mappings to be added
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* \ param freesrc if SDL_TRUE , calls SDL_RWclose ( ) on ` src ` before returning ,
* even in the case of an error
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* \ returns the number of mappings added or - 1 on error ; call SDL_GetError ( )
* for more information .
*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_AddGamepadMapping
* \ sa SDL_AddGamepadMappingsFromFile
* \ sa SDL_GetGamepadMappingForGUID
*/
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extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromRW ( SDL_RWops * src , SDL_bool freesrc ) ;
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/**
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* Load a set of gamepad mappings from a file .
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*
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* 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 .
*
* 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 error ; call SDL_GetError ( )
* for more information .
*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_AddGamepadMapping
* \ sa SDL_AddGamepadMappingsFromRW
* \ sa SDL_GetGamepadMappingForGUID
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*/
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extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile ( const char * file ) ;
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/**
* Reinitialize the SDL mapping database to its initial state .
*
* This will generate gamepad events as needed if device mappings change .
*
* \ returns 0 on success or a negative error code on failure ; call
* SDL_GetError ( ) for more information .
*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC int SDLCALL SDL_ReloadGamepadMappings ( void ) ;
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/**
* Get the mapping at a particular index .
*
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* You must free the returned pointer with SDL_free ( ) when you are done with
* it , but you do _not_ free each string in the array .
*
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* \ param count a pointer filled in with the number of mappings returned , can
* be NULL .
* \ returns an array of the mapping strings , NULL - terminated . Must be freed
* with SDL_free ( ) . Returns NULL on error .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
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extern DECLSPEC char * * SDLCALL SDL_GetGamepadMappings ( int * count ) ;
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/**
* Get the gamepad mapping string for a given GUID .
*
* The returned string must be freed with SDL_free ( ) .
*
* \ param guid a structure containing the GUID for which a mapping is desired
* \ returns a mapping string or NULL on error ; call SDL_GetError ( ) for more
* information .
*
* \ since This function is available since SDL 3.0 .0 .
*
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* \ sa SDL_GetJoystickInstanceGUID
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* \ sa SDL_GetJoystickGUID
*/
extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID ( SDL_JoystickGUID guid ) ;
/**
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* Get the current mapping of a gamepad .
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*
* The returned string must be freed with SDL_free ( ) .
*
* Details about mappings are discussed with SDL_AddGamepadMapping ( ) .
*
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* \ 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 .
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*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_AddGamepadMapping
* \ sa SDL_GetGamepadMappingForGUID
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* \ sa SDL_SetGamepadMapping
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*/
extern DECLSPEC char * SDLCALL SDL_GetGamepadMapping ( SDL_Gamepad * gamepad ) ;
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/**
* Set the current mapping of a joystick or gamepad .
*
* Details about mappings are discussed with SDL_AddGamepadMapping ( ) .
*
* \ param instance_id the joystick instance ID
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* \ param mapping the mapping to use for this device , or NULL to clear the
* mapping
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* \ returns 0 on success or a negative error code on failure ; call
* SDL_GetError ( ) for more information .
*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_AddGamepadMapping
* \ sa SDL_GetGamepadMapping
*/
extern DECLSPEC int SDLCALL SDL_SetGamepadMapping ( SDL_JoystickID instance_id , const char * mapping ) ;
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/**
* Get a list of currently connected gamepads .
*
* \ param count a pointer filled in with the number of gamepads returned
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* \ returns a 0 terminated array of joystick instance IDs which should be
* freed with SDL_free ( ) , or NULL on error ; call SDL_GetError ( ) for
* more details .
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*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_OpenGamepad
*/
extern 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
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* \ returns SDL_TRUE if the given joystick is supported by the gamepad
* interface , SDL_FALSE if it isn ' t or it ' s an invalid index .
*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_OpenGamepad
*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsGamepad ( SDL_JoystickID instance_id ) ;
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/**
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* Get the implementation dependent name of a gamepad .
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*
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* This can be called before any gamepads are opened .
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*
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* \ 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 .
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*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_GetGamepadName
* \ sa SDL_OpenGamepad
*/
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extern DECLSPEC const char * SDLCALL SDL_GetGamepadInstanceName ( SDL_JoystickID instance_id ) ;
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/**
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* Get the implementation dependent path of a gamepad .
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*
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* This can be called before any gamepads are opened .
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*
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* \ 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 .
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*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_GetGamepadPath
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* \ sa SDL_OpenGamepad
*/
extern DECLSPEC const char * SDLCALL SDL_GetGamepadInstancePath ( 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 3.0 .0 .
*
* \ sa SDL_GetGamepadPlayerIndex
* \ sa SDL_OpenGamepad
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*/
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extern DECLSPEC int SDLCALL SDL_GetGamepadInstancePlayerIndex ( 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 3.0 .0 .
*
* \ sa SDL_GetGamepadGUID
* \ sa SDL_GetGamepadGUIDString
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID ( 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
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* \ returns the USB vendor ID of the selected gamepad . If called on an invalid
* index , this function returns zero
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceVendor ( 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 3.0 .0 .
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProduct ( 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 3.0 .0 .
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProductVersion ( SDL_JoystickID instance_id ) ;
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/**
* Get the type of a gamepad .
*
* This can be called before any gamepads are opened .
*
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* \ param instance_id the joystick instance ID
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* \ returns the gamepad type .
*
* \ since This function is available since SDL 3.0 .0 .
*/
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extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadInstanceType ( SDL_JoystickID instance_id ) ;
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/**
* 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 3.0 .0 .
*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadInstanceType ( SDL_JoystickID instance_id ) ;
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/**
* Get the mapping of a gamepad .
*
* This can be called before any gamepads are opened .
*
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* \ param instance_id the joystick instance ID
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* \ returns the mapping string . Must be freed with SDL_free ( ) . Returns NULL if
* no mapping is available .
*
* \ since This function is available since SDL 3.0 .0 .
*/
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extern DECLSPEC char * SDLCALL SDL_GetGamepadInstanceMapping ( SDL_JoystickID instance_id ) ;
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/**
* Open a gamepad for use .
*
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* \ param instance_id the joystick instance ID
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* \ returns a gamepad identifier or NULL if an error occurred ; call
* SDL_GetError ( ) for more information .
*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_CloseGamepad
* \ sa SDL_IsGamepad
*/
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extern DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad ( SDL_JoystickID instance_id ) ;
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/**
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* Get the SDL_Gamepad associated with a joystick instance ID , if it has been
* opened .
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*
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* \ param instance_id the joystick instance ID of the gamepad
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* \ returns an SDL_Gamepad on success or NULL on failure or if it hasn ' t been
* opened yet ; call SDL_GetError ( ) for more information .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
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extern DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromInstanceID ( SDL_JoystickID instance_id ) ;
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/**
* Get the SDL_Gamepad associated with a player index .
*
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* \ param player_index the player index , which different from the instance ID
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* \ returns the SDL_Gamepad associated with a player index .
*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_GetGamepadPlayerIndex
* \ sa SDL_SetGamepadPlayerIndex
*/
extern DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex ( int player_index ) ;
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/**
* Get the properties associated with an opened gamepad .
*
* These properties are shared with the underlying joystick object .
*
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* The following read - only properties are provided by SDL :
*
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* - ` 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
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*
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* \ param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad ( )
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* \ returns a valid property ID on success or 0 on failure ; call
* SDL_GetError ( ) for more information .
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*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_GetProperty
* \ sa SDL_SetProperty
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties ( SDL_Gamepad * gamepad ) ;
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# 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
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/**
* 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 3.0 .0 .
*
* \ sa SDL_OpenGamepad
*/
extern DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadInstanceID ( SDL_Gamepad * gamepad ) ;
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/**
* Get the implementation - dependent name for an opened gamepad .
*
* \ param gamepad a gamepad identifier previously returned by
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* SDL_OpenGamepad ( )
* \ returns the implementation dependent name for the gamepad , or NULL if
* there is no name or the identifier passed is invalid .
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*
* \ since This function is available since SDL 3.0 .0 .
*
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* \ sa SDL_GetGamepadInstanceName
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* \ sa SDL_OpenGamepad
*/
extern 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
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* SDL_OpenGamepad ( )
* \ returns the implementation dependent path for the gamepad , or NULL if
* there is no path or the identifier passed is invalid .
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*
* \ since This function is available since SDL 3.0 .0 .
*
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* \ sa SDL_GetGamepadInstancePath
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*/
extern DECLSPEC const char * SDLCALL SDL_GetGamepadPath ( SDL_Gamepad * gamepad ) ;
/**
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* Get the type of an opened gamepad .
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*
* \ param gamepad the gamepad object to query .
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* \ returns the gamepad type , or SDL_GAMEPAD_TYPE_UNKNOWN if it ' s not
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* available .
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*
* \ since This function is available since SDL 3.0 .0 .
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*
* \ sa SDL_GetGamepadInstanceType
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*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType ( SDL_Gamepad * gamepad ) ;
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/**
* Get the type of an opened gamepad , ignoring any mapping override .
*
* \ param gamepad the gamepad object to query .
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* \ returns the gamepad type , or SDL_GAMEPAD_TYPE_UNKNOWN if it ' s not
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* available .
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*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_GetRealGamepadInstanceType
*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType ( SDL_Gamepad * gamepad ) ;
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/**
* 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 3.0 .0 .
*/
extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex ( SDL_Gamepad * gamepad ) ;
/**
* Set the player index of an opened gamepad .
*
* \ param gamepad the gamepad object to adjust .
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* \ param player_index Player index to assign to this gamepad , or - 1 to clear
* the player index and turn off player LEDs .
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* \ returns 0 on success or a negative error code on failure ; call
* SDL_GetError ( ) for more information .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
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extern DECLSPEC int SDLCALL SDL_SetGamepadPlayerIndex ( SDL_Gamepad * gamepad , int player_index ) ;
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/**
* 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 .
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* \ returns the USB vendor ID , or zero if unavailable .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern 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 .
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* \ returns the USB product ID , or zero if unavailable .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern 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 .
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* \ returns the USB product version , or zero if unavailable .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern 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 .
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* \ returns the gamepad firmware version , or zero if unavailable .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion ( SDL_Gamepad * gamepad ) ;
/**
* Get the serial number of an opened gamepad , if available .
*
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* Returns the serial number of the gamepad , or NULL if it is not available .
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*
* \ param gamepad the gamepad object to query .
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* \ returns the serial number , or NULL if unavailable .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC const char * SDLCALL SDL_GetGamepadSerial ( SDL_Gamepad * gamepad ) ;
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/**
* Get the Steam Input handle of an opened gamepad , if available .
*
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* Returns an InputHandle_t for the gamepad that can be used with Steam Input
* API : https : //partner.steamgames.com/doc/api/ISteamInput
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*
* \ param gamepad the gamepad object to query .
* \ returns the gamepad handle , or 0 if unavailable .
*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle ( SDL_Gamepad * gamepad ) ;
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/**
* Get the battery level of a gamepad , if available .
*
* \ param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad ( )
* \ returns the current battery level as SDL_JoystickPowerLevel on success or
* ` SDL_JOYSTICK_POWER_UNKNOWN ` if it is unknown
*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_GetGamepadPowerLevel ( SDL_Gamepad * gamepad ) ;
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/**
* Check if a gamepad has been opened and is currently connected .
*
* \ param gamepad a gamepad identifier previously returned by
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* SDL_OpenGamepad ( )
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* \ returns SDL_TRUE if the gamepad has been opened and is currently
* connected , or SDL_FALSE if not .
*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_CloseGamepad
* \ sa SDL_OpenGamepad
*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected ( SDL_Gamepad * gamepad ) ;
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/**
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* Get the underlying joystick from a gamepad
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*
* This function will give you a SDL_Joystick object , which allows you to use
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* 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 ) .
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*
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* 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 .
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*
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* \ param gamepad the gamepad object that you want to get a joystick from
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* \ returns an SDL_Joystick object ; call SDL_GetError ( ) for more information .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick ( SDL_Gamepad * gamepad ) ;
/**
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* Set the state of gamepad event processing .
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*
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* If gamepad events are disabled , you must call SDL_UpdateGamepads ( ) yourself
* and check the state of the gamepad when you want gamepad information .
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*
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* \ param enabled whether to process gamepad events or not
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*
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* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_GamepadEventsEnabled
*/
extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled ( SDL_bool enabled ) ;
/**
* Query the state of gamepad event processing .
*
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* If gamepad events are disabled , you must call SDL_UpdateGamepads ( ) yourself
* and check the state of the gamepad when you want gamepad information .
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*
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* \ returns SDL_TRUE if gamepad events are being processed , SDL_FALSE
* otherwise .
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*
* \ since This function is available since SDL 3.0 .0 .
*
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* \ sa SDL_SetGamepadEventsEnabled
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled ( void ) ;
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/**
* 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 which should be
* freed with SDL_free ( ) , or NULL on error ; call SDL_GetError ( ) for
* more details .
*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC SDL_GamepadBinding * * SDLCALL SDL_GetGamepadBindings ( SDL_Gamepad * gamepad , int * count ) ;
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/**
* 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 3.0 .0 .
*/
extern DECLSPEC void SDLCALL SDL_UpdateGamepads ( void ) ;
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/**
* 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
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* ` SDL_GAMEPAD_TYPE_UNKNOWN ` if no match was found .
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*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_GetGamepadStringForType
*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString ( const char * str ) ;
/**
* Convert from an SDL_GamepadType enum to a string .
*
* The caller should not SDL_free ( ) the returned 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 3.0 .0 .
*
* \ sa SDL_GetGamepadTypeFromString
*/
extern DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType ( SDL_GamepadType type ) ;
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/**
* Convert a string into SDL_GamepadAxis enum .
*
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* 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 .
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*
* 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
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* \ returns the SDL_GamepadAxis enum corresponding to the input string , or
* ` SDL_GAMEPAD_AXIS_INVALID ` if no match was found .
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*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_GetGamepadStringForAxis
*/
extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString ( const char * str ) ;
/**
* Convert from an SDL_GamepadAxis enum to a string .
*
* The caller should not SDL_free ( ) the returned 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 3.0 .0 .
*
* \ sa SDL_GetGamepadAxisFromString
*/
extern 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 SDL_TRUE if the gamepad has this axis , SDL_FALSE otherwise .
*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC SDL_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.
*
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* For thumbsticks , the state is a value ranging from - 32768 ( up / left ) to
* 32767 ( down / right ) .
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*
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* 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 .
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*
* \ 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 3.0 .0 .
*
* \ sa SDL_GetGamepadButton
*/
extern DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis ( SDL_Gamepad * gamepad , SDL_GamepadAxis axis ) ;
/**
* Convert a string into an SDL_GamepadButton enum .
*
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* 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 .
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*
* \ param str string representing a SDL_Gamepad axis
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* \ returns the SDL_GamepadButton enum corresponding to the input string , or
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* ` SDL_GAMEPAD_BUTTON_INVALID ` if no match was found .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString ( const char * str ) ;
/**
* Convert from an SDL_GamepadButton enum to a string .
*
* The caller should not SDL_free ( ) the returned 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 3.0 .0 .
*
* \ sa SDL_GetGamepadButtonFromString
*/
extern DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton ( SDL_GamepadButton button ) ;
/**
* Query whether a gamepad has a given button .
*
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* This merely reports whether the gamepad ' s mapping defined this button , as
* that is all the information SDL has about the physical device .
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*
* \ param gamepad a gamepad
* \ param button a button enum value ( an SDL_GamepadButton value )
* \ returns SDL_TRUE if the gamepad has this button , SDL_FALSE otherwise .
*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC SDL_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 1 for pressed state or 0 for not pressed state or error ; call
* SDL_GetError ( ) for more information .
*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_GetGamepadAxis
*/
extern DECLSPEC Uint8 SDLCALL SDL_GetGamepadButton ( SDL_Gamepad * gamepad , SDL_GamepadButton button ) ;
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/**
* 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 3.0 .0 .
*
* \ sa SDL_GetGamepadButtonLabel
*/
extern 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 3.0 .0 .
*
* \ sa SDL_GetGamepadButtonLabelForType
*/
extern DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel ( SDL_Gamepad * gamepad , SDL_GamepadButton button ) ;
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/**
* Get the number of touchpads on a gamepad .
*
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* \ param gamepad a gamepad
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* \ returns number of touchpads
*
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* \ since This function is available since SDL 3.0 .0 .
*/
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extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads ( SDL_Gamepad * gamepad ) ;
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/**
* Get the number of supported simultaneous fingers on a touchpad on a game
* gamepad .
*
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* \ param gamepad a gamepad
* \ param touchpad a touchpad
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* \ returns number of supported simultaneous fingers
*
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* \ since This function is available since SDL 3.0 .0 .
*/
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extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers ( SDL_Gamepad * gamepad , int touchpad ) ;
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/**
* Get the current state of a finger on a touchpad on a gamepad .
*
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* \ param gamepad a gamepad
* \ param touchpad a touchpad
* \ param finger a finger
* \ param state filled with state
* \ param x filled with x position
* \ param y filled with y position
* \ param pressure filled with pressure value
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* \ returns 0 on success or a negative error code on failure ; call
* SDL_GetError ( ) for more information .
*
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* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC int SDLCALL SDL_GetGamepadTouchpadFinger ( SDL_Gamepad * gamepad , int touchpad , int finger , Uint8 * state , 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 SDL_TRUE if the sensor exists , SDL_FALSE otherwise .
*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC SDL_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
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* \ returns 0 on success or a negative error code on failure ; call
* SDL_GetError ( ) for more information .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled ( SDL_Gamepad * gamepad , SDL_SensorType type , SDL_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 SDL_TRUE if the sensor is enabled , SDL_FALSE otherwise .
*
* \ since This function is available since SDL 3.0 .0 .
*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled ( SDL_Gamepad * gamepad , SDL_SensorType type ) ;
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/**
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* Get the data rate ( number of events per second ) of a gamepad sensor .
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*
* \ param gamepad The gamepad to query
* \ param type The type of sensor to query
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* \ returns the data rate , or 0.0f if the data rate is not available .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern 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
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* \ returns 0 on success or a negative error code on failure ; call
* SDL_GetError ( ) for more information .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC int 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 .
*
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* This function requires you to process SDL events or call
* SDL_UpdateJoysticks ( ) to update rumble state .
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*
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* \ 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 0 , or - 1 if rumble isn ' t supported on this gamepad
*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC int 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 .
*
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* 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 .
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*
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* This function requires you to process SDL events or call
* SDL_UpdateJoysticks ( ) to update rumble state .
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*
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* \ 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
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* \ returns 0 on success or a negative error code on failure ; call
* SDL_GetError ( ) for more information .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers ( SDL_Gamepad * gamepad , Uint16 left_rumble , Uint16 right_rumble , Uint32 duration_ms ) ;
/**
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* Update a gamepad ' s LED color .
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*
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* An example of a joystick LED is the light on the back of a PlayStation 4 ' s
* DualShock 4 controller .
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*
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* For gamepads with a single color LED , the maximum of the RGB values will be
* used as the LED brightness .
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*
* \ 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
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* \ returns 0 on success or a negative error code on failure ; call
* SDL_GetError ( ) for more information .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC int 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
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* \ returns 0 on success or a negative error code on failure ; call
* SDL_GetError ( ) for more information .
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*
* \ since This function is available since SDL 3.0 .0 .
*/
extern DECLSPEC int SDLCALL SDL_SendGamepadEffect ( SDL_Gamepad * gamepad , const void * data , int size ) ;
/**
* Close a gamepad previously opened with SDL_OpenGamepad ( ) .
*
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* \ param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad ( )
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*
* \ since This function is available since SDL 3.0 .0 .
*
* \ sa SDL_OpenGamepad
*/
extern 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 3.0 .0 .
*
* \ sa SDL_GetGamepadAppleSFSymbolsNameForAxis
*/
extern DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton ( SDL_Gamepad * gamepad , SDL_GamepadButton button ) ;
/**
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* Return the sfSymbolsName for a given axis on a gamepad on Apple platforms .
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*
* \ 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 3.0 .0 .
*
* \ sa SDL_GetGamepadAppleSFSymbolsNameForButton
*/
extern DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis ( SDL_Gamepad * gamepad , SDL_GamepadAxis axis ) ;
/* Ends C function definitions when using C++ */
# ifdef __cplusplus
}
# endif
# include <SDL3/SDL_close_code.h>
# endif /* SDL_gamepad_h_ */