2022-12-27 10:46:24 -07:00
|
|
|
/*
|
|
|
|
Simple DirectMedia Layer
|
|
|
|
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
|
|
|
|
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
|
|
|
|
*
|
|
|
|
* Include file for SDL gamepad event handling
|
|
|
|
*/
|
|
|
|
|
|
|
|
#ifndef SDL_gamepad_h_
|
|
|
|
#define SDL_gamepad_h_
|
|
|
|
|
|
|
|
#include <SDL3/SDL_stdinc.h>
|
|
|
|
#include <SDL3/SDL_error.h>
|
|
|
|
#include <SDL3/SDL_rwops.h>
|
|
|
|
#include <SDL3/SDL_sensor.h>
|
|
|
|
#include <SDL3/SDL_joystick.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,
|
|
|
|
SDL_GAMEPAD_TYPE_VIRTUAL,
|
|
|
|
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_AMAZON_LUNA,
|
|
|
|
SDL_GAMEPAD_TYPE_GOOGLE_STADIA,
|
|
|
|
SDL_GAMEPAD_TYPE_NVIDIA_SHIELD
|
|
|
|
} SDL_GamepadType;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The list of buttons available on a gamepad
|
|
|
|
*/
|
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
SDL_GAMEPAD_BUTTON_INVALID = -1,
|
|
|
|
SDL_GAMEPAD_BUTTON_A,
|
|
|
|
SDL_GAMEPAD_BUTTON_B,
|
|
|
|
SDL_GAMEPAD_BUTTON_X,
|
|
|
|
SDL_GAMEPAD_BUTTON_Y,
|
|
|
|
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, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
|
|
|
|
SDL_GAMEPAD_BUTTON_PADDLE1, /* Xbox Elite paddle P1 (upper left, facing the back) */
|
|
|
|
SDL_GAMEPAD_BUTTON_PADDLE2, /* Xbox Elite paddle P3 (upper right, facing the back) */
|
|
|
|
SDL_GAMEPAD_BUTTON_PADDLE3, /* Xbox Elite paddle P2 (lower left, facing the back) */
|
|
|
|
SDL_GAMEPAD_BUTTON_PADDLE4, /* Xbox Elite paddle P4 (lower right, facing the back) */
|
|
|
|
SDL_GAMEPAD_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
|
|
|
|
SDL_GAMEPAD_BUTTON_MAX
|
|
|
|
} SDL_GamepadButton;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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 to SDL_JOYSTICK_AXIS_MAX.
|
|
|
|
*/
|
|
|
|
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;
|
|
|
|
|
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
SDL_GAMEPAD_BINDTYPE_NONE = 0,
|
|
|
|
SDL_GAMEPAD_BINDTYPE_BUTTON,
|
|
|
|
SDL_GAMEPAD_BINDTYPE_AXIS,
|
|
|
|
SDL_GAMEPAD_BINDTYPE_HAT
|
|
|
|
} SDL_GamepadBindingType;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the SDL joystick layer binding for this gamepad button/axis mapping
|
|
|
|
*/
|
|
|
|
typedef struct SDL_GamepadBinding
|
|
|
|
{
|
|
|
|
SDL_GamepadBindingType bindType;
|
|
|
|
union
|
|
|
|
{
|
|
|
|
int button;
|
|
|
|
int axis;
|
|
|
|
struct {
|
|
|
|
int hat;
|
|
|
|
int hat_mask;
|
|
|
|
} hat;
|
|
|
|
} value;
|
|
|
|
|
|
|
|
} 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_GetJoystickGUIDString(), 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.
|
|
|
|
*
|
|
|
|
* 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 mappingString the mapping string
|
|
|
|
* \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
|
|
|
|
*/
|
2022-12-27 19:10:06 -07:00
|
|
|
extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mappingString);
|
2022-12-27 10:46:24 -07:00
|
|
|
|
|
|
|
/**
|
2022-12-28 18:06:38 -07:00
|
|
|
* Load a set of gamepad mappings from a seekable SDL data stream.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
|
|
|
* 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.
|
|
|
|
*
|
|
|
|
* \param rw the data stream for the mappings to be added
|
|
|
|
* \param freerw non-zero to close the stream after being read
|
|
|
|
* \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
|
|
|
|
*/
|
2022-12-27 19:10:06 -07:00
|
|
|
extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromRW(SDL_RWops *rw, int freerw);
|
2022-12-27 10:46:24 -07:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
|
|
|
|
*
|
|
|
|
* Convenience macro.
|
|
|
|
*/
|
|
|
|
#define SDL_AddGamepadMappingsFromFile(file) SDL_AddGamepadMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the number of mappings installed.
|
|
|
|
*
|
|
|
|
* \returns the number of mappings.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_GetNumGamepadMappings(void);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the mapping at a particular index.
|
|
|
|
*
|
|
|
|
* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
|
|
|
|
* the index is out of range.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForIndex(int mapping_index);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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.
|
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \sa SDL_GetJoystickInstanceGUID
|
2022-12-27 10:46:24 -07:00
|
|
|
* \sa SDL_GetJoystickGUID
|
|
|
|
*/
|
|
|
|
extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID guid);
|
|
|
|
|
|
|
|
/**
|
2022-12-28 18:06:38 -07:00
|
|
|
* Get the current mapping of a gamepad.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
|
|
|
* The returned string must be freed with SDL_free().
|
|
|
|
*
|
|
|
|
* 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.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*
|
|
|
|
* \sa SDL_AddGamepadMapping
|
|
|
|
* \sa SDL_GetGamepadMappingForGUID
|
|
|
|
*/
|
|
|
|
extern DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
2022-12-27 19:10:06 -07:00
|
|
|
* Return whether there are gamepads connected
|
|
|
|
*
|
|
|
|
* \returns SDL_TRUE if there are gamepads connected, SDL_FALSE otherwise.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \since This function is available since SDL 3.0.0.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \sa SDL_GetGamepads
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_HasGamepads(void);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get a list of currently connected gamepads.
|
|
|
|
*
|
|
|
|
* \param count a pointer filled in with the number of gamepads returned
|
|
|
|
* \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.
|
|
|
|
*
|
|
|
|
* \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
|
2022-12-27 10:46:24 -07:00
|
|
|
* \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_GetGamepadNameForIndex
|
|
|
|
* \sa SDL_OpenGamepad
|
|
|
|
*/
|
2022-12-27 19:10:06 -07:00
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
|
2022-12-27 10:46:24 -07:00
|
|
|
|
|
|
|
/**
|
2022-12-27 19:10:06 -07:00
|
|
|
* Get the implementation dependent name of a gamepad.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* This can be called before any gamepads are opened.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \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.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*
|
|
|
|
* \sa SDL_GetGamepadName
|
|
|
|
* \sa SDL_OpenGamepad
|
|
|
|
*/
|
2022-12-27 19:10:06 -07:00
|
|
|
extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstanceName(SDL_JoystickID instance_id);
|
2022-12-27 10:46:24 -07:00
|
|
|
|
|
|
|
/**
|
2022-12-27 19:10:06 -07:00
|
|
|
* Get the implementation dependent path of a gamepad.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* This can be called before any gamepads are opened.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \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.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*
|
|
|
|
* \sa SDL_GetGamepadPath
|
2022-12-27 19:10:06 -07:00
|
|
|
* \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
|
2022-12-27 10:46:24 -07:00
|
|
|
*/
|
2022-12-27 19:10:06 -07:00
|
|
|
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
|
|
|
|
* \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 3.0.0.
|
|
|
|
*/
|
|
|
|
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);
|
2022-12-27 10:46:24 -07:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the type of a gamepad.
|
|
|
|
*
|
|
|
|
* This can be called before any gamepads are opened.
|
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \param instance_id the joystick instance ID
|
2022-12-27 10:46:24 -07:00
|
|
|
* \returns the gamepad type.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
2022-12-27 19:10:06 -07:00
|
|
|
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadInstanceType(SDL_JoystickID instance_id);
|
2022-12-27 10:46:24 -07:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the mapping of a gamepad.
|
|
|
|
*
|
|
|
|
* This can be called before any gamepads are opened.
|
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \param instance_id the joystick instance ID
|
2022-12-27 10:46:24 -07:00
|
|
|
* \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.
|
|
|
|
*/
|
2022-12-27 19:10:06 -07:00
|
|
|
extern DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID instance_id);
|
2022-12-27 10:46:24 -07:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Open a gamepad for use.
|
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \param instance_id the joystick instance ID
|
2022-12-27 10:46:24 -07:00
|
|
|
* \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_GetGamepadNameForIndex
|
|
|
|
* \sa SDL_IsGamepad
|
|
|
|
*/
|
2022-12-27 19:10:06 -07:00
|
|
|
extern DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
|
2022-12-27 10:46:24 -07:00
|
|
|
|
|
|
|
/**
|
2022-12-27 19:10:06 -07:00
|
|
|
* Get the SDL_Gamepad associated with a joystick instance ID.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \param instance_id the joystick instance ID of the gamepad
|
2022-12-27 10:46:24 -07:00
|
|
|
* \returns an SDL_Gamepad on success or NULL on failure; call
|
|
|
|
* SDL_GetError() for more information.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
2022-12-27 19:10:06 -07:00
|
|
|
extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromInstanceID(SDL_JoystickID instance_id);
|
2022-12-27 10:46:24 -07:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the SDL_Gamepad associated with a player index.
|
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \param player_index the player index, which different from the instance ID
|
2022-12-27 10:46:24 -07:00
|
|
|
* \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);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the implementation-dependent name for an opened gamepad.
|
|
|
|
*
|
|
|
|
* This is the same name as returned by SDL_GetGamepadNameForIndex(), but
|
|
|
|
* it takes a gamepad identifier instead of the (unstable) device index.
|
|
|
|
*
|
|
|
|
* \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 3.0.0.
|
|
|
|
*
|
|
|
|
* \sa SDL_GetGamepadNameForIndex
|
|
|
|
* \sa SDL_OpenGamepad
|
|
|
|
*/
|
|
|
|
extern DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the implementation-dependent path for an opened gamepad.
|
|
|
|
*
|
|
|
|
* This is the same path as returned by SDL_GetGamepadNameForIndex(), but
|
|
|
|
* it takes a gamepad identifier instead of the (unstable) device index.
|
|
|
|
*
|
|
|
|
* \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 3.0.0.
|
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* \sa SDL_GetGamepadInstancePath
|
2022-12-27 10:46:24 -07:00
|
|
|
*/
|
|
|
|
extern DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the type of this currently opened gamepad
|
|
|
|
*
|
2022-12-27 19:10:06 -07:00
|
|
|
* This is the same name as returned by SDL_GetGamepadInstanceType(), but
|
2022-12-27 10:46:24 -07:00
|
|
|
* it takes a gamepad identifier instead of the (unstable) device index.
|
|
|
|
*
|
|
|
|
* \param gamepad the gamepad object to query.
|
|
|
|
* \returns the gamepad type.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(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 3.0.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set the player index of an opened gamepad.
|
|
|
|
*
|
|
|
|
* \param gamepad the gamepad object to adjust.
|
|
|
|
* \param player_index Player index to assign to this gamepad, or -1 to
|
|
|
|
* clear the player index and turn off player LEDs.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC void 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.
|
|
|
|
* \return the USB vendor ID, or zero if unavailable.
|
|
|
|
*
|
|
|
|
* \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.
|
|
|
|
* \return the USB product ID, or zero if unavailable.
|
|
|
|
*
|
|
|
|
* \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.
|
|
|
|
* \return the USB product version, or zero if unavailable.
|
|
|
|
*
|
|
|
|
* \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.
|
|
|
|
* \return the gamepad firmware version, or zero if unavailable.
|
|
|
|
*
|
|
|
|
* \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.
|
|
|
|
*
|
|
|
|
* Returns the serial number of the gamepad, or NULL if it is not
|
|
|
|
* available.
|
|
|
|
*
|
|
|
|
* \param gamepad the gamepad object to query.
|
|
|
|
* \return the serial number, or NULL if unavailable.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Check if a gamepad has been opened and is currently connected.
|
|
|
|
*
|
|
|
|
* \param gamepad a gamepad identifier previously returned by
|
|
|
|
* SDL_OpenGamepad()
|
|
|
|
* \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
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_IsGamepadConnected(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
2022-12-27 19:10:06 -07:00
|
|
|
* Get the underlying joystick from a gamepad
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
|
|
|
* 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
|
2022-12-27 19:10:06 -07:00
|
|
|
* \returns an SDL_Joystick object; call SDL_GetError() for more information.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
2022-12-28 18:06:38 -07:00
|
|
|
* Set the state of gamepad event processing.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
|
|
|
* If gamepad events are disabled, you must call SDL_UpdateGamepads()
|
|
|
|
* yourself and check the state of the gamepad when you want gamepad
|
|
|
|
* information.
|
|
|
|
*
|
2022-12-28 18:06:38 -07:00
|
|
|
* \param state whether to process gamepad events or not
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
2022-12-28 18:06:38 -07:00
|
|
|
* \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.
|
|
|
|
*
|
|
|
|
* If gamepad events are disabled, you must call SDL_UpdateGamepads()
|
|
|
|
* yourself and check the state of the gamepad when you want gamepad
|
|
|
|
* information.
|
|
|
|
*
|
|
|
|
* \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE otherwise.
|
2022-12-27 10:46:24 -07:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*
|
2022-12-28 18:06:38 -07:00
|
|
|
* \sa SDL_SetGamepadEventsEnabled
|
2022-12-27 10:46:24 -07:00
|
|
|
*/
|
2022-12-28 18:06:38 -07:00
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
|
2022-12-27 10:46:24 -07:00
|
|
|
|
|
|
|
/**
|
|
|
|
* 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);
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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 3.0.0.
|
|
|
|
*
|
|
|
|
* \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);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the SDL joystick layer binding for a gamepad axis mapping.
|
|
|
|
*
|
|
|
|
* \param gamepad a gamepad
|
|
|
|
* \param axis an axis enum value (one of the SDL_GamepadAxis values)
|
|
|
|
* \returns a SDL_GamepadBinding describing the bind. On failure
|
|
|
|
* (like the given Controller axis doesn't exist on the device), its
|
|
|
|
* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*
|
|
|
|
* \sa SDL_GetGamepadBindForButton
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, 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.
|
|
|
|
*
|
|
|
|
* The state is a value ranging from -32768 to 32767. Triggers, however, range
|
|
|
|
* from 0 to 32767 (they never return a negative value).
|
|
|
|
*
|
|
|
|
* \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.
|
|
|
|
*
|
|
|
|
* 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_AXIS_INVALID` if no match was found.
|
|
|
|
*
|
|
|
|
* \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);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the SDL joystick layer binding for a gamepad button mapping.
|
|
|
|
*
|
|
|
|
* \param gamepad a gamepad
|
|
|
|
* \param button an button enum value (an SDL_GamepadButton value)
|
|
|
|
* \returns a SDL_GamepadBinding describing the bind. On failure
|
|
|
|
* (like the given Controller button doesn't exist on the device),
|
|
|
|
* its `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*
|
|
|
|
* \sa SDL_GetGamepadBindForAxis
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, 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 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);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the number of touchpads on a gamepad.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_GetGamepadNumTouchpads(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the number of supported simultaneous fingers on a touchpad on a game
|
|
|
|
* gamepad.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_GetGamepadNumTouchpadFingers(SDL_Gamepad *gamepad, int touchpad);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the current state of a finger on a touchpad on a gamepad.
|
|
|
|
*
|
|
|
|
* \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
|
|
|
|
* \returns 0 or -1 if an error occurred.
|
|
|
|
*
|
|
|
|
* \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.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_IsGamepadSensorEnabled(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
|
|
|
|
* \return the data rate, or 0.0f if the data rate is not available.
|
|
|
|
*
|
|
|
|
* \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
|
|
|
|
* \return 0 or -1 if an error occurred.
|
|
|
|
*
|
|
|
|
* \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.
|
|
|
|
*
|
|
|
|
* \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.
|
|
|
|
*
|
|
|
|
* \sa SDL_GamepadHasRumble
|
|
|
|
*/
|
|
|
|
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.
|
|
|
|
*
|
|
|
|
* 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.
|
|
|
|
*
|
|
|
|
* \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 0, or -1 if trigger rumble isn't supported on this gamepad
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*
|
|
|
|
* \sa SDL_GamepadHasRumbleTriggers
|
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Query whether a gamepad has an LED.
|
|
|
|
*
|
|
|
|
* \param gamepad The gamepad to query
|
|
|
|
* \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a
|
|
|
|
* modifiable LED
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasLED(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Query whether a gamepad has rumble support.
|
|
|
|
*
|
|
|
|
* \param gamepad The gamepad to query
|
|
|
|
* \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have rumble
|
|
|
|
* support
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*
|
|
|
|
* \sa SDL_RumbleGamepad
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasRumble(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Query whether a gamepad has rumble support on triggers.
|
|
|
|
*
|
|
|
|
* \param gamepad The gamepad to query
|
|
|
|
* \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have trigger
|
|
|
|
* rumble support
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 3.0.0.
|
|
|
|
*
|
|
|
|
* \sa SDL_RumbleGamepadTriggers
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasRumbleTriggers(SDL_Gamepad *gamepad);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Update a gamepad's LED color.
|
|
|
|
*
|
|
|
|
* \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 0, or -1 if this gamepad does not have a modifiable LED
|
|
|
|
*
|
|
|
|
* \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
|
|
|
|
* \returns 0, or -1 if this gamepad or driver doesn't support effect
|
|
|
|
* packets
|
|
|
|
*
|
|
|
|
* \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().
|
|
|
|
*
|
|
|
|
* \param gamepad a gamepad identifier previously returned by SDL_OpenGamepad()
|
|
|
|
*
|
|
|
|
* \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);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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 3.0.0.
|
|
|
|
*
|
|
|
|
* \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_ */
|