|
|
@@ -1,6 +1,6 @@
|
|
|
/*
|
|
|
Simple DirectMedia Layer
|
|
|
- Copyright (C) 1997-2020 Sam Lantinga <[email protected]>
|
|
|
+ Copyright (C) 1997-2021 Sam Lantinga <[email protected]>
|
|
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
|
warranty. In no event will the authors be held liable for any damages
|
|
|
@@ -67,7 +67,9 @@ typedef enum
|
|
|
SDL_CONTROLLER_TYPE_PS4,
|
|
|
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
|
|
|
SDL_CONTROLLER_TYPE_VIRTUAL,
|
|
|
- SDL_CONTROLLER_TYPE_PS5
|
|
|
+ SDL_CONTROLLER_TYPE_PS5,
|
|
|
+ SDL_CONTROLLER_TYPE_AMAZON_LUNA,
|
|
|
+ SDL_CONTROLLER_TYPE_GOOGLE_STADIA
|
|
|
} SDL_GameControllerType;
|
|
|
|
|
|
typedef enum
|
|
|
@@ -99,6 +101,8 @@ typedef struct SDL_GameControllerButtonBind
|
|
|
|
|
|
/**
|
|
|
* To count the number of game controllers in the system for the following:
|
|
|
+ *
|
|
|
+ * ```c
|
|
|
* int nJoysticks = SDL_NumJoysticks();
|
|
|
* int nGameControllers = 0;
|
|
|
* for (int i = 0; i < nJoysticks; i++) {
|
|
|
@@ -106,6 +110,7 @@ typedef struct SDL_GameControllerButtonBind
|
|
|
* nGameControllers++;
|
|
|
* }
|
|
|
* }
|
|
|
+ * ```
|
|
|
*
|
|
|
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
|
|
|
* guid,name,mappings
|
|
|
@@ -119,17 +124,39 @@ typedef struct SDL_GameControllerButtonBind
|
|
|
* Buttons can be used as a controller axis and vice versa.
|
|
|
*
|
|
|
* This string shows an example of a valid mapping for a controller
|
|
|
- * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
|
|
|
*
|
|
|
+ * ```c
|
|
|
+ * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
|
|
|
+ * ```
|
|
|
*/
|
|
|
|
|
|
/**
|
|
|
- * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
|
|
|
- * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
|
|
|
+ * Load a set of Game Controller mappings from a seekable SDL data stream.
|
|
|
+ *
|
|
|
+ * You can call this function several times, if needed, to load different
|
|
|
+ * database files.
|
|
|
+ *
|
|
|
+ * If a new mapping is loaded for an already known controller 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.
|
|
|
*
|
|
|
- * If \c freerw is non-zero, the stream will be closed after being read.
|
|
|
- *
|
|
|
- * \return number of mappings added, -1 on error
|
|
|
+ * \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 2.0.2.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerAddMapping
|
|
|
+ * \sa SDL_GameControllerAddMappingsFromFile
|
|
|
+ * \sa SDL_GameControllerMappingForGUID
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
|
|
|
|
|
|
@@ -141,161 +168,372 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw,
|
|
|
#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
|
|
|
|
|
|
/**
|
|
|
- * Add or update an existing mapping configuration
|
|
|
+ * Add support for controllers that SDL is unaware of or to cause an existing
|
|
|
+ * controller to have a different binding.
|
|
|
+ *
|
|
|
+ * The mapping string has the format "GUID,name,mapping", where GUID is the
|
|
|
+ * string value from SDL_JoystickGetGUIDString(), name is the human readable
|
|
|
+ * string for the device and mappings are controller mappings to joystick
|
|
|
+ * ones. 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 controller axes and vice versa.
|
|
|
+ *
|
|
|
+ * This string shows an example of a valid mapping for a controller:
|
|
|
+ *
|
|
|
+ * ```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"
|
|
|
+ * ```
|
|
|
*
|
|
|
- * \return 1 if mapping is added, 0 if updated, -1 on error
|
|
|
+ * \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 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerMapping
|
|
|
+ * \sa SDL_GameControllerMappingForGUID
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
|
|
|
|
|
|
/**
|
|
|
- * Get the number of mappings installed
|
|
|
+ * Get the number of mappings installed.
|
|
|
+ *
|
|
|
+ * \returns the number of mappings.
|
|
|
*
|
|
|
- * \return the number of mappings
|
|
|
+ * \since This function is available since SDL 2.0.6.
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
|
|
|
|
|
|
/**
|
|
|
- * Get the mapping at a particular index.
|
|
|
+ * Get the mapping at a particular index.
|
|
|
*
|
|
|
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
|
|
|
+ * \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 2.0.6.
|
|
|
*/
|
|
|
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
|
|
|
|
|
|
/**
|
|
|
- * Get a mapping string for a GUID
|
|
|
+ * Get the game controller mapping string for a given GUID.
|
|
|
+ *
|
|
|
+ * The returned string must be freed with SDL_free().
|
|
|
*
|
|
|
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
|
|
|
+ * \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 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_JoystickGetDeviceGUID
|
|
|
+ * \sa SDL_JoystickGetGUID
|
|
|
*/
|
|
|
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
|
|
|
|
|
|
/**
|
|
|
- * Get a mapping string for an open GameController
|
|
|
+ * Get the current mapping of a Game Controller.
|
|
|
+ *
|
|
|
+ * The returned string must be freed with SDL_free().
|
|
|
+ *
|
|
|
+ * Details about mappings are discussed with SDL_GameControllerAddMapping().
|
|
|
+ *
|
|
|
+ * \param gamecontroller the game controller you want to get the current
|
|
|
+ * mapping for
|
|
|
+ * \returns a string that has the controller's mapping or NULL if no mapping
|
|
|
+ * is available; call SDL_GetError() for more information.
|
|
|
*
|
|
|
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerAddMapping
|
|
|
+ * \sa SDL_GameControllerMappingForGUID
|
|
|
*/
|
|
|
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Is the joystick on this index supported by the game controller interface?
|
|
|
+ * Check if the given joystick is supported by the game controller interface.
|
|
|
+ *
|
|
|
+ * `joystick_index` is the same as the `device_index` passed to
|
|
|
+ * SDL_JoystickOpen().
|
|
|
+ *
|
|
|
+ * \param joystick_index the device_index of a device, up to
|
|
|
+ * SDL_NumJoysticks()
|
|
|
+ * \returns SDL_TRUE if the given joystick is supported by the game controller
|
|
|
+ * interface, SDL_FALSE if it isn't or it's an invalid index.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerNameForIndex
|
|
|
+ * \sa SDL_GameControllerOpen
|
|
|
*/
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
|
|
|
|
|
|
/**
|
|
|
- * Get the implementation dependent name of a game controller.
|
|
|
- * This can be called before any controllers are opened.
|
|
|
- * If no name can be found, this function returns NULL.
|
|
|
+ * Get the implementation dependent name for the game controller.
|
|
|
+ *
|
|
|
+ * This function can be called before any controllers are opened.
|
|
|
+ *
|
|
|
+ * `joystick_index` is the same as the `device_index` passed to
|
|
|
+ * SDL_JoystickOpen().
|
|
|
+ *
|
|
|
+ * \param joystick_index the device_index of a device, from zero to
|
|
|
+ * SDL_NumJoysticks()-1
|
|
|
+ * \returns the implementation-dependent name for the game controller, or NULL
|
|
|
+ * if there is no name or the index is invalid.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerName
|
|
|
+ * \sa SDL_GameControllerOpen
|
|
|
+ * \sa SDL_IsGameController
|
|
|
*/
|
|
|
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
|
|
|
|
|
|
/**
|
|
|
- * Get the type of a game controller.
|
|
|
- * This can be called before any controllers are opened.
|
|
|
+ * Get the type of a game controller.
|
|
|
+ *
|
|
|
+ * This can be called before any controllers are opened.
|
|
|
+ *
|
|
|
+ * \param joystick_index the device_index of a device, from zero to
|
|
|
+ * SDL_NumJoysticks()-1
|
|
|
+ * \returns the controller type.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.12.
|
|
|
*/
|
|
|
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
|
|
|
|
|
|
/**
|
|
|
- * Get the mapping of a game controller.
|
|
|
- * This can be called before any controllers are opened.
|
|
|
+ * Get the mapping of a game controller.
|
|
|
+ *
|
|
|
+ * This can be called before any controllers are opened.
|
|
|
+ *
|
|
|
+ * \param joystick_index the device_index of a device, from zero to
|
|
|
+ * SDL_NumJoysticks()-1
|
|
|
+ * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
|
|
|
+ * no mapping is available.
|
|
|
*
|
|
|
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
|
|
|
+ * \since This function is available since SDL 2.0.9.
|
|
|
*/
|
|
|
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
|
|
|
|
|
|
/**
|
|
|
- * Open a game controller for use.
|
|
|
- * The index passed as an argument refers to the N'th game controller on the system.
|
|
|
- * This index is not the value which will identify this controller in future
|
|
|
- * controller events. The joystick's instance id (::SDL_JoystickID) will be
|
|
|
- * used there instead.
|
|
|
+ * Open a game controller for use.
|
|
|
*
|
|
|
- * \return A controller identifier, or NULL if an error occurred.
|
|
|
+ * `joystick_index` is the same as the `device_index` passed to
|
|
|
+ * SDL_JoystickOpen().
|
|
|
+ *
|
|
|
+ * The index passed as an argument refers to the N'th game controller on the
|
|
|
+ * system. This index is not the value which will identify this controller in
|
|
|
+ * future controller events. The joystick's instance id (SDL_JoystickID) will
|
|
|
+ * be used there instead.
|
|
|
+ *
|
|
|
+ * \param joystick_index the device_index of a device, up to
|
|
|
+ * SDL_NumJoysticks()
|
|
|
+ * \returns a gamecontroller identifier or NULL if an error occurred; call
|
|
|
+ * SDL_GetError() for more information.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerClose
|
|
|
+ * \sa SDL_GameControllerNameForIndex
|
|
|
+ * \sa SDL_IsGameController
|
|
|
*/
|
|
|
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
|
|
|
|
|
|
/**
|
|
|
- * Return the SDL_GameController associated with an instance id.
|
|
|
+ * Get the SDL_GameController associated with an instance id.
|
|
|
+ *
|
|
|
+ * \param joyid the instance id to get the SDL_GameController for
|
|
|
+ * \returns an SDL_GameController on success or NULL on failure; call
|
|
|
+ * SDL_GetError() for more information.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.4.
|
|
|
*/
|
|
|
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
|
|
|
|
|
|
/**
|
|
|
- * Return the SDL_GameController associated with a player index.
|
|
|
+ * Get the SDL_GameController associated with a player index.
|
|
|
+ *
|
|
|
+ * Please note that the player index is _not_ the device index, nor is it the
|
|
|
+ * instance id!
|
|
|
+ *
|
|
|
+ * \param player_index the player index, which is not the device index or the
|
|
|
+ * instance id!
|
|
|
+ * \returns the SDL_GameController associated with a player index.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.12.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerGetPlayerIndex
|
|
|
+ * \sa SDL_GameControllerSetPlayerIndex
|
|
|
*/
|
|
|
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
|
|
|
|
|
|
/**
|
|
|
- * Return the name for this currently opened controller
|
|
|
+ * Get the implementation-dependent name for an opened game controller.
|
|
|
+ *
|
|
|
+ * This is the same name as returned by SDL_GameControllerNameForIndex(), but
|
|
|
+ * it takes a controller identifier instead of the (unstable) device index.
|
|
|
+ *
|
|
|
+ * \param gamecontroller a game controller identifier previously returned by
|
|
|
+ * SDL_GameControllerOpen()
|
|
|
+ * \returns the implementation dependent name for the game controller, or NULL
|
|
|
+ * if there is no name or the identifier passed is invalid.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerNameForIndex
|
|
|
+ * \sa SDL_GameControllerOpen
|
|
|
*/
|
|
|
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Return the type of this currently opened controller
|
|
|
+ * Get the type of this currently opened controller
|
|
|
+ *
|
|
|
+ * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
|
|
|
+ * it takes a controller identifier instead of the (unstable) device index.
|
|
|
+ *
|
|
|
+ * \param gamecontroller the game controller object to query.
|
|
|
+ * \returns the controller type.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.12.
|
|
|
*/
|
|
|
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Get the player index of an opened game controller, or -1 if it's not available
|
|
|
+ * Get the player index of an opened game controller.
|
|
|
+ *
|
|
|
+ * For XInput controllers this returns the XInput user index.
|
|
|
*
|
|
|
- * For XInput controllers this returns the XInput user index.
|
|
|
+ * \param gamecontroller the game controller object to query.
|
|
|
+ * \returns the player index for controller, or -1 if it's not available.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.9.
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Set the player index of an opened game controller
|
|
|
+ * Set the player index of an opened game controller.
|
|
|
+ *
|
|
|
+ * \param gamecontroller the game controller object to adjust.
|
|
|
+ * \param player_index Player index to assign to this controller.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.12.
|
|
|
*/
|
|
|
extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
|
|
|
|
|
|
/**
|
|
|
- * Get the USB vendor ID of an opened controller, if available.
|
|
|
- * If the vendor ID isn't available this function returns 0.
|
|
|
+ * Get the USB vendor ID of an opened controller, if available.
|
|
|
+ *
|
|
|
+ * If the vendor ID isn't available this function returns 0.
|
|
|
+ *
|
|
|
+ * \param gamecontroller the game controller object to query.
|
|
|
+ * \return the USB vendor ID, or zero if unavailable.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.6.
|
|
|
*/
|
|
|
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Get the USB product ID of an opened controller, if available.
|
|
|
- * If the product ID isn't available this function returns 0.
|
|
|
+ * Get the USB product ID of an opened controller, if available.
|
|
|
+ *
|
|
|
+ * If the product ID isn't available this function returns 0.
|
|
|
+ *
|
|
|
+ * \param gamecontroller the game controller object to query.
|
|
|
+ * \return the USB product ID, or zero if unavailable.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.6.
|
|
|
*/
|
|
|
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Get the product version of an opened controller, if available.
|
|
|
- * If the product version isn't available this function returns 0.
|
|
|
+ * Get the product version of an opened controller, if available.
|
|
|
+ *
|
|
|
+ * If the product version isn't available this function returns 0.
|
|
|
+ *
|
|
|
+ * \param gamecontroller the game controller object to query.
|
|
|
+ * \return the USB product version, or zero if unavailable.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.6.
|
|
|
*/
|
|
|
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Get the serial number of an opened controller, if available.
|
|
|
- *
|
|
|
- * Returns the serial number of the controller, or NULL if it is not available.
|
|
|
+ * Get the serial number of an opened controller, if available.
|
|
|
+ *
|
|
|
+ * Returns the serial number of the controller, or NULL if it is not
|
|
|
+ * available.
|
|
|
+ *
|
|
|
+ * \param gamecontroller the game controller object to query.
|
|
|
+ * \return the serial number, or NULL if unavailable.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Returns SDL_TRUE if the controller has been opened and currently connected,
|
|
|
- * or SDL_FALSE if it has not.
|
|
|
+ * Check if a controller has been opened and is currently connected.
|
|
|
+ *
|
|
|
+ * \param gamecontroller a game controller identifier previously returned by
|
|
|
+ * SDL_GameControllerOpen()
|
|
|
+ * \returns SDL_TRUE if the controller has been opened and is currently
|
|
|
+ * connected, or SDL_FALSE if not.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerClose
|
|
|
+ * \sa SDL_GameControllerOpen
|
|
|
*/
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Get the underlying joystick object used by a controller
|
|
|
+ * Get the Joystick ID from a Game Controller.
|
|
|
+ *
|
|
|
+ * This function will give you a SDL_Joystick object, which allows you to use
|
|
|
+ * the SDL_Joystick functions with a SDL_GameController 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_GameController. You should not
|
|
|
+ * call SDL_JoystickClose() on it, for example, since doing so will likely
|
|
|
+ * cause SDL to crash.
|
|
|
+ *
|
|
|
+ * \param gamecontroller the game controller object that you want to get a
|
|
|
+ * joystick from
|
|
|
+ * \returns a SDL_Joystick object; call SDL_GetError() for more information.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
*/
|
|
|
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Enable/disable controller event polling.
|
|
|
+ * Query or change current state of Game Controller events.
|
|
|
*
|
|
|
- * If controller events are disabled, you must call SDL_GameControllerUpdate()
|
|
|
- * yourself and check the state of the controller when you want controller
|
|
|
- * information.
|
|
|
+ * If controller events are disabled, you must call SDL_GameControllerUpdate()
|
|
|
+ * yourself and check the state of the controller when you want controller
|
|
|
+ * information.
|
|
|
*
|
|
|
- * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
|
|
|
+ * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
|
|
|
+ * and 1 will have any effect. Other numbers will just be returned.
|
|
|
+ *
|
|
|
+ * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
|
|
|
+ * \returns the same value passed to the function, with exception to -1
|
|
|
+ * (SDL_QUERY), which will return the current state.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_JoystickEventState
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
|
|
|
|
|
|
/**
|
|
|
- * Update the current state of the open game controllers.
|
|
|
+ * Manually pump game controller 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.
|
|
|
*
|
|
|
- * This is called automatically by the event loop if any game controller
|
|
|
- * events are enabled.
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
*/
|
|
|
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
|
|
|
|
|
|
@@ -322,35 +560,91 @@ typedef enum
|
|
|
} SDL_GameControllerAxis;
|
|
|
|
|
|
/**
|
|
|
- * turn this string into a axis mapping
|
|
|
+ * Convert a string into SDL_GameControllerAxis enum.
|
|
|
+ *
|
|
|
+ * This function is called internally to translate SDL_GameController mapping
|
|
|
+ * strings for the underlying joystick device into the consistent
|
|
|
+ * SDL_GameController mapping. You do not normally need to call this function
|
|
|
+ * unless you are parsing SDL_GameController mappings in your own code.
|
|
|
+ *
|
|
|
+ * Note specially that "righttrigger" and "lefttrigger" map to
|
|
|
+ * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
|
|
|
+ * respectively.
|
|
|
+ *
|
|
|
+ * \param str string representing a SDL_GameController axis
|
|
|
+ * \returns the SDL_GameControllerAxis enum corresponding to the input string,
|
|
|
+ * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerGetStringForAxis
|
|
|
*/
|
|
|
-extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
|
|
|
+extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
|
|
|
|
|
|
/**
|
|
|
- * turn this axis enum into a string mapping
|
|
|
+ * Convert from an SDL_GameControllerAxis enum to a string.
|
|
|
+ *
|
|
|
+ * The caller should not SDL_free() the returned string.
|
|
|
+ *
|
|
|
+ * \param axis an enum value for a given SDL_GameControllerAxis
|
|
|
+ * \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_GameController mapping strings.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerGetAxisFromString
|
|
|
*/
|
|
|
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
|
|
|
|
|
|
/**
|
|
|
- * Get the SDL joystick layer binding for this controller button mapping
|
|
|
+ * Get the SDL joystick layer binding for a controller axis mapping.
|
|
|
+ *
|
|
|
+ * \param gamecontroller a game controller
|
|
|
+ * \param axis an axis enum value (one of the SDL_GameControllerAxis values)
|
|
|
+ * \returns a SDL_GameControllerButtonBind describing the bind. On failure
|
|
|
+ * (like the given Controller axis doesn't exist on the device), its
|
|
|
+ * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerGetBindForButton
|
|
|
*/
|
|
|
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
|
|
|
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
|
|
|
SDL_GameControllerAxis axis);
|
|
|
|
|
|
/**
|
|
|
- * Return whether a game controller has a given axis
|
|
|
+ * Query whether a game controller has a given axis.
|
|
|
+ *
|
|
|
+ * This merely reports whether the controller's mapping defined this axis, as
|
|
|
+ * that is all the information SDL has about the physical device.
|
|
|
+ *
|
|
|
+ * \param gamecontroller a game controller
|
|
|
+ * \param axis an axis enum value (an SDL_GameControllerAxis value)
|
|
|
+ * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC SDL_bool SDLCALL
|
|
|
SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
|
|
|
|
|
/**
|
|
|
- * Get the current state of an axis control on a game controller.
|
|
|
+ * Get the current state of an axis control on a game controller.
|
|
|
*
|
|
|
- * The state is a value ranging from -32768 to 32767 (except for the triggers,
|
|
|
- * which range from 0 to 32767).
|
|
|
+ * The axis indices start at index 0.
|
|
|
*
|
|
|
- * 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 gamecontroller a game controller
|
|
|
+ * \param axis an axis index (one of the SDL_GameControllerAxis 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 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerGetButton
|
|
|
*/
|
|
|
extern DECLSPEC Sint16 SDLCALL
|
|
|
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
|
|
@@ -376,7 +670,7 @@ typedef enum
|
|
|
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
|
|
|
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
|
|
|
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
|
|
|
- SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
|
|
|
+ SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
|
|
|
SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
|
|
|
SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
|
|
|
SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
|
|
|
@@ -386,149 +680,315 @@ typedef enum
|
|
|
} SDL_GameControllerButton;
|
|
|
|
|
|
/**
|
|
|
- * turn this string into a button mapping
|
|
|
+ * Convert a string into an SDL_GameControllerButton enum.
|
|
|
+ *
|
|
|
+ * This function is called internally to translate SDL_GameController mapping
|
|
|
+ * strings for the underlying joystick device into the consistent
|
|
|
+ * SDL_GameController mapping. You do not normally need to call this function
|
|
|
+ * unless you are parsing SDL_GameController mappings in your own code.
|
|
|
+ *
|
|
|
+ * \param str string representing a SDL_GameController axis
|
|
|
+ * \returns the SDL_GameControllerButton enum corresponding to the input
|
|
|
+ * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
*/
|
|
|
-extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
|
|
|
+extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
|
|
|
|
|
|
/**
|
|
|
- * turn this button enum into a string mapping
|
|
|
+ * Convert from an SDL_GameControllerButton enum to a string.
|
|
|
+ *
|
|
|
+ * The caller should not SDL_free() the returned string.
|
|
|
+ *
|
|
|
+ * \param button an enum value for a given SDL_GameControllerButton
|
|
|
+ * \returns a string for the given button, or NULL if an invalid axis is
|
|
|
+ * specified. The string returned is of the format used by
|
|
|
+ * SDL_GameController mapping strings.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerGetButtonFromString
|
|
|
*/
|
|
|
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
|
|
|
|
|
|
/**
|
|
|
- * Get the SDL joystick layer binding for this controller button mapping
|
|
|
+ * Get the SDL joystick layer binding for a controller button mapping.
|
|
|
+ *
|
|
|
+ * \param gamecontroller a game controller
|
|
|
+ * \param button an button enum value (an SDL_GameControllerButton value)
|
|
|
+ * \returns a SDL_GameControllerButtonBind describing the bind. On failure
|
|
|
+ * (like the given Controller button doesn't exist on the device),
|
|
|
+ * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerGetBindForAxis
|
|
|
*/
|
|
|
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
|
|
|
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
|
|
|
SDL_GameControllerButton button);
|
|
|
|
|
|
/**
|
|
|
- * Return whether a game controller has a given button
|
|
|
+ * Query whether a game controller has a given button.
|
|
|
+ *
|
|
|
+ * This merely reports whether the controller's mapping defined this button,
|
|
|
+ * as that is all the information SDL has about the physical device.
|
|
|
+ *
|
|
|
+ * \param gamecontroller a game controller
|
|
|
+ * \param button a button enum value (an SDL_GameControllerButton value)
|
|
|
+ * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
|
|
|
SDL_GameControllerButton button);
|
|
|
|
|
|
/**
|
|
|
- * Get the current state of a button on a game controller.
|
|
|
+ * Get the current state of a button on a game controller.
|
|
|
+ *
|
|
|
+ * \param gamecontroller a game controller
|
|
|
+ * \param button a button index (one of the SDL_GameControllerButton 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 2.0.0.
|
|
|
*
|
|
|
- * The button indices start at index 0.
|
|
|
+ * \sa SDL_GameControllerGetAxis
|
|
|
*/
|
|
|
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
|
|
|
SDL_GameControllerButton button);
|
|
|
|
|
|
/**
|
|
|
- * Get the number of touchpads on a game controller.
|
|
|
+ * Get the number of touchpads on a game controller.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Get the number of supported simultaneous fingers on a touchpad on a game controller.
|
|
|
+ * Get the number of supported simultaneous fingers on a touchpad on a game
|
|
|
+ * controller.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
|
|
|
|
|
|
/**
|
|
|
- * Get the current state of a finger on a touchpad on a game controller.
|
|
|
+ * Get the current state of a finger on a touchpad on a game controller.
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
|
|
|
|
|
|
/**
|
|
|
- * Return whether a game controller has a particular sensor.
|
|
|
+ * Return whether a game controller has a particular sensor.
|
|
|
*
|
|
|
- * \param gamecontroller The controller to query
|
|
|
- * \param type The type of sensor to query
|
|
|
+ * \param gamecontroller The controller to query
|
|
|
+ * \param type The type of sensor to query
|
|
|
+ * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
|
|
|
*
|
|
|
- * \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
|
|
|
|
|
|
/**
|
|
|
- * Set whether data reporting for a game controller sensor is enabled
|
|
|
+ * Set whether data reporting for a game controller sensor is enabled.
|
|
|
*
|
|
|
- * \param gamecontroller The controller to update
|
|
|
- * \param type The type of sensor to enable/disable
|
|
|
- * \param enabled Whether data reporting should be enabled
|
|
|
+ * \param gamecontroller The controller 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.
|
|
|
*
|
|
|
- * \return 0 or -1 if an error occurred.
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
|
|
|
|
|
|
/**
|
|
|
- * Query whether sensor data reporting is enabled for a game controller
|
|
|
+ * Query whether sensor data reporting is enabled for a game controller.
|
|
|
*
|
|
|
- * \param gamecontroller The controller to query
|
|
|
- * \param type The type of sensor to query
|
|
|
+ * \param gamecontroller The controller to query
|
|
|
+ * \param type The type of sensor to query
|
|
|
+ * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
|
|
|
*
|
|
|
- * \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
|
|
|
|
|
|
/**
|
|
|
- * Get the current state of a game controller sensor.
|
|
|
+ * Get the data rate (number of events per second) of a game controller
|
|
|
+ * sensor.
|
|
|
+ *
|
|
|
+ * \param gamecontroller The controller 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 2.0.16.
|
|
|
+ */
|
|
|
+extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
|
|
|
+
|
|
|
+/**
|
|
|
+ * Get the current state of a game controller 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.
|
|
|
+ * 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 gamecontroller The controller 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
|
|
|
+ * \param gamecontroller The controller 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.
|
|
|
*
|
|
|
- * \return 0 or -1 if an error occurred.
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
|
|
|
|
|
|
/**
|
|
|
- * Start a rumble effect
|
|
|
- * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
|
|
|
+ * Start a rumble effect on a game controller.
|
|
|
+ *
|
|
|
+ * Each call to this function cancels any previous rumble effect, and calling
|
|
|
+ * it with 0 intensity stops any rumbling.
|
|
|
*
|
|
|
- * \param gamecontroller The controller 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
|
|
|
+ * \param gamecontroller The controller 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 controller
|
|
|
*
|
|
|
- * \return 0, or -1 if rumble isn't supported on this controller
|
|
|
+ * \since This function is available since SDL 2.0.9.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerHasRumble
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
|
|
|
|
|
|
/**
|
|
|
- * Start a rumble effect in the game controller's triggers
|
|
|
- * Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
|
|
|
+ * Start a rumble effect in the game controller's triggers.
|
|
|
+ *
|
|
|
+ * Each call to this function cancels any previous trigger rumble effect, and
|
|
|
+ * calling it with 0 intensity stops any rumbling.
|
|
|
*
|
|
|
- * \param gamecontroller The controller 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
|
|
|
+ * Note that this is rumbling of the _triggers_ and not the game controller as
|
|
|
+ * a whole. The first controller to offer this feature was the PlayStation 5's
|
|
|
+ * DualShock 5.
|
|
|
*
|
|
|
- * \return 0, or -1 if rumble isn't supported on this controller
|
|
|
+ * \param gamecontroller The controller 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 controller
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerHasRumbleTriggers
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
|
|
|
|
|
|
/**
|
|
|
- * Return whether a controller has an LED
|
|
|
+ * Query whether a game controller has an LED.
|
|
|
*
|
|
|
- * \param gamecontroller The controller to query
|
|
|
+ * \param gamecontroller The controller to query
|
|
|
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
|
|
|
+ * modifiable LED
|
|
|
*
|
|
|
- * \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
|
|
|
|
|
|
/**
|
|
|
- * Update a controller's LED color.
|
|
|
+ * Query whether a game controller has rumble support.
|
|
|
+ *
|
|
|
+ * \param gamecontroller The controller to query
|
|
|
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
|
|
|
+ * support
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.18.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerRumble
|
|
|
+ */
|
|
|
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
|
|
|
+
|
|
|
+/**
|
|
|
+ * Query whether a game controller has rumble support on triggers.
|
|
|
+ *
|
|
|
+ * \param gamecontroller The controller to query
|
|
|
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
|
|
|
+ * rumble support
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.18.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerRumbleTriggers
|
|
|
+ */
|
|
|
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
|
|
|
+
|
|
|
+/**
|
|
|
+ * Update a game controller's LED color.
|
|
|
*
|
|
|
- * \param gamecontroller The controller 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
|
|
|
+ * \param gamecontroller The controller 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 controller does not have a modifiable LED
|
|
|
*
|
|
|
- * \return 0, or -1 if this controller does not have a modifiable LED
|
|
|
+ * \since This function is available since SDL 2.0.14.
|
|
|
*/
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
|
|
|
|
|
|
/**
|
|
|
- * Close a controller previously opened with SDL_GameControllerOpen().
|
|
|
+ * Send a controller specific effect packet
|
|
|
+ *
|
|
|
+ * \param gamecontroller The controller to affect
|
|
|
+ * \param data The data to send to the controller
|
|
|
+ * \param size The size of the data to send to the controller
|
|
|
+ * \returns 0, or -1 if this controller or driver doesn't support effect
|
|
|
+ * packets
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.16.
|
|
|
+ */
|
|
|
+extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
|
|
|
+
|
|
|
+/**
|
|
|
+ * Close a game controller previously opened with SDL_GameControllerOpen().
|
|
|
+ *
|
|
|
+ * \param gamecontroller a game controller identifier previously returned by
|
|
|
+ * SDL_GameControllerOpen()
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.0.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerOpen
|
|
|
*/
|
|
|
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
|
|
|
|
|
|
+/**
|
|
|
+ * Return the sfSymbolsName for a given button on a game controller on Apple
|
|
|
+ * platforms.
|
|
|
+ *
|
|
|
+ * \param gamecontroller the controller to query
|
|
|
+ * \param button a button on the game controller
|
|
|
+ * \returns the sfSymbolsName or NULL if the name can't be found
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.18.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
|
|
|
+ */
|
|
|
+extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
|
|
|
+
|
|
|
+/**
|
|
|
+ * Return the sfSymbolsName for a given axis on a game controller on Apple
|
|
|
+ * platforms.
|
|
|
+ *
|
|
|
+ * \param gamecontroller the controller to query
|
|
|
+ * \param axis an axis on the game controller
|
|
|
+ * \returns the sfSymbolsName or NULL if the name can't be found
|
|
|
+ *
|
|
|
+ * \since This function is available since SDL 2.0.18.
|
|
|
+ *
|
|
|
+ * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
|
|
|
+ */
|
|
|
+extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
|
|
+
|
|
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
|
#ifdef __cplusplus
|