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@@ -160,11 +160,11 @@ typedef struct SDL_GamepadBinding
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*
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*
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* The mapping string has the format "GUID,name,mapping", where GUID is the
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* The mapping string has the format "GUID,name,mapping", where GUID is the
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* string value from SDL_GetJoystickGUIDString(), name is the human readable
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* string value from SDL_GetJoystickGUIDString(), name is the human readable
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- * string for the device and mappings are gamepad mappings to joystick
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- * ones. Under Windows there is a reserved GUID of "xinput" that covers all
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- * XInput devices. The mapping format for joystick is: {| |bX |a joystick
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- * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
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- * |} Buttons can be used as a gamepad axes and vice versa.
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+ * string for the device and mappings are gamepad mappings to joystick ones.
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+ * Under Windows there is a reserved GUID of "xinput" that covers all XInput
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+ * devices. The mapping format for joystick is: {| |bX |a joystick button,
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+ * index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick |}
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+ * Buttons can be used as a gamepad axes and vice versa.
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*
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*
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* This string shows an example of a valid mapping for a gamepad:
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* This string shows an example of a valid mapping for a gamepad:
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*
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*
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@@ -262,10 +262,9 @@ extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID gui
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*
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*
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* Details about mappings are discussed with SDL_AddGamepadMapping().
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* Details about mappings are discussed with SDL_AddGamepadMapping().
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*
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*
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- * \param gamepad the gamepad you want to get the current
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- * mapping for
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- * \returns a string that has the gamepad's mapping or NULL if no mapping
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- * is available; call SDL_GetError() for more information.
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+ * \param gamepad the gamepad you want to get the current mapping for
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+ * \returns a string that has the gamepad's mapping or NULL if no mapping is
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+ * available; call SDL_GetError() for more information.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*
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*
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@@ -278,7 +277,9 @@ extern DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
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* Get a list of currently connected gamepads.
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* Get a list of currently connected gamepads.
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*
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*
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* \param count a pointer filled in with the number of gamepads returned
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* \param count a pointer filled in with the number of gamepads returned
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- * \returns a 0 terminated array of joystick instance IDs which should be freed with SDL_free(), or NULL on error; call SDL_GetError() for more details.
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+ * \returns a 0 terminated array of joystick instance IDs which should be
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+ * freed with SDL_free(), or NULL on error; call SDL_GetError() for
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+ * more details.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*
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*
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@@ -370,8 +371,8 @@ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_Joystick
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* available this function returns 0.
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* available this function returns 0.
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*
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*
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* \param instance_id the joystick instance ID
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* \param instance_id the joystick instance ID
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- * \returns the USB vendor ID of the selected gamepad. If called on an
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- * invalid index, this function returns zero
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+ * \returns the USB vendor ID of the selected gamepad. If called on an invalid
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+ * index, this function returns zero
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*/
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*/
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@@ -446,10 +447,12 @@ extern DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID insta
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extern DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
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extern DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
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/**
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/**
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- * Get the SDL_Gamepad associated with a joystick instance ID, if it has been opened.
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+ * Get the SDL_Gamepad associated with a joystick instance ID, if it has been
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+ * opened.
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*
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*
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* \param instance_id the joystick instance ID of the gamepad
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* \param instance_id the joystick instance ID of the gamepad
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- * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been opened yet; call SDL_GetError() for more information.
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+ * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
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+ * opened yet; call SDL_GetError() for more information.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*/
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*/
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@@ -471,13 +474,13 @@ extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromPlayerIndex(int player_in
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/**
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/**
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* Get the implementation-dependent name for an opened gamepad.
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* Get the implementation-dependent name for an opened gamepad.
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*
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*
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- * This is the same name as returned by SDL_GetGamepadNameForIndex(), but
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- * it takes a gamepad identifier instead of the (unstable) device index.
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+ * This is the same name as returned by SDL_GetGamepadNameForIndex(), but it
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+ * takes a gamepad identifier instead of the (unstable) device index.
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*
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*
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* \param gamepad a gamepad identifier previously returned by
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* \param gamepad a gamepad identifier previously returned by
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- * SDL_OpenGamepad()
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- * \returns the implementation dependent name for the gamepad, or NULL
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- * if there is no name or the identifier passed is invalid.
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+ * SDL_OpenGamepad()
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+ * \returns the implementation dependent name for the gamepad, or NULL if
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+ * there is no name or the identifier passed is invalid.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*
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*
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@@ -489,13 +492,13 @@ extern DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
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/**
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/**
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* Get the implementation-dependent path for an opened gamepad.
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* Get the implementation-dependent path for an opened gamepad.
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*
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*
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- * This is the same path as returned by SDL_GetGamepadNameForIndex(), but
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- * it takes a gamepad identifier instead of the (unstable) device index.
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+ * This is the same path as returned by SDL_GetGamepadNameForIndex(), but it
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+ * takes a gamepad identifier instead of the (unstable) device index.
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*
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*
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* \param gamepad a gamepad identifier previously returned by
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* \param gamepad a gamepad identifier previously returned by
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- * SDL_OpenGamepad()
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- * \returns the implementation dependent path for the gamepad, or NULL
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- * if there is no path or the identifier passed is invalid.
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+ * SDL_OpenGamepad()
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+ * \returns the implementation dependent path for the gamepad, or NULL if
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+ * there is no path or the identifier passed is invalid.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*
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*
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@@ -506,8 +509,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
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/**
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/**
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* Get the type of this currently opened gamepad
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* Get the type of this currently opened gamepad
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*
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*
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- * This is the same name as returned by SDL_GetGamepadInstanceType(), but
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- * it takes a gamepad identifier instead of the (unstable) device index.
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+ * This is the same name as returned by SDL_GetGamepadInstanceType(), but it
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+ * takes a gamepad identifier instead of the (unstable) device index.
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*
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*
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* \param gamepad the gamepad object to query.
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* \param gamepad the gamepad object to query.
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* \returns the gamepad type.
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* \returns the gamepad type.
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@@ -532,8 +535,8 @@ extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
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* Set the player index of an opened gamepad.
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* Set the player index of an opened gamepad.
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*
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*
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* \param gamepad the gamepad object to adjust.
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* \param gamepad the gamepad object to adjust.
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- * \param player_index Player index to assign to this gamepad, or -1 to
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- * clear the player index and turn off player LEDs.
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+ * \param player_index Player index to assign to this gamepad, or -1 to clear
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+ * the player index and turn off player LEDs.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*/
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*/
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@@ -590,8 +593,7 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepa
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/**
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/**
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* Get the serial number of an opened gamepad, if available.
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* Get the serial number of an opened gamepad, if available.
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*
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*
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- * Returns the serial number of the gamepad, or NULL if it is not
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- * available.
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+ * Returns the serial number of the gamepad, or NULL if it is not available.
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*
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*
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* \param gamepad the gamepad object to query.
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* \param gamepad the gamepad object to query.
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* \return the serial number, or NULL if unavailable.
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* \return the serial number, or NULL if unavailable.
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@@ -604,7 +606,7 @@ extern DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
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* Check if a gamepad has been opened and is currently connected.
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* Check if a gamepad has been opened and is currently connected.
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*
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*
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* \param gamepad a gamepad identifier previously returned by
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* \param gamepad a gamepad identifier previously returned by
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- * SDL_OpenGamepad()
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+ * SDL_OpenGamepad()
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* \returns SDL_TRUE if the gamepad has been opened and is currently
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* \returns SDL_TRUE if the gamepad has been opened and is currently
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* connected, or SDL_FALSE if not.
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* connected, or SDL_FALSE if not.
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*
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*
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@@ -619,17 +621,15 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
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* Get the underlying joystick from a gamepad
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* Get the underlying joystick from a gamepad
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*
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*
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* This function will give you a SDL_Joystick object, which allows you to use
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* This function will give you a SDL_Joystick object, which allows you to use
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- * the SDL_Joystick functions with a SDL_Gamepad object. This would be
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- * useful for getting a joystick's position at any given time, even if it
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- * hasn't moved (moving it would produce an event, which would have the axis'
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- * value).
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+ * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful
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+ * for getting a joystick's position at any given time, even if it hasn't
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+ * moved (moving it would produce an event, which would have the axis' value).
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*
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*
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- * The pointer returned is owned by the SDL_Gamepad. You should not
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- * call SDL_CloseJoystick() on it, for example, since doing so will likely
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- * cause SDL to crash.
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+ * The pointer returned is owned by the SDL_Gamepad. You should not call
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+ * SDL_CloseJoystick() on it, for example, since doing so will likely cause
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+ * SDL to crash.
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*
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*
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- * \param gamepad the gamepad object that you want to get a
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- * joystick from
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+ * \param gamepad the gamepad object that you want to get a joystick from
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* \returns an SDL_Joystick object; call SDL_GetError() for more information.
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* \returns an SDL_Joystick object; call SDL_GetError() for more information.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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@@ -639,9 +639,8 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepa
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/**
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/**
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* Set the state of gamepad event processing.
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* Set the state of gamepad event processing.
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*
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*
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- * If gamepad events are disabled, you must call SDL_UpdateGamepads()
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- * yourself and check the state of the gamepad when you want gamepad
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- * information.
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+ * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
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+ * and check the state of the gamepad when you want gamepad information.
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*
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*
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* \param enabled whether to process gamepad events or not
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* \param enabled whether to process gamepad events or not
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*
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*
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@@ -654,11 +653,11 @@ extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
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/**
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/**
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* Query the state of gamepad event processing.
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* Query the state of gamepad event processing.
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*
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*
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- * If gamepad events are disabled, you must call SDL_UpdateGamepads()
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- * yourself and check the state of the gamepad when you want gamepad
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- * information.
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+ * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
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+ * and check the state of the gamepad when you want gamepad information.
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*
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*
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- * \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE otherwise.
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+ * \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE
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+ * otherwise.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*
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*
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@@ -681,18 +680,18 @@ extern DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
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/**
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/**
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* Convert a string into SDL_GamepadAxis enum.
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* Convert a string into SDL_GamepadAxis enum.
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*
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*
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- * This function is called internally to translate SDL_Gamepad mapping
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- * strings for the underlying joystick device into the consistent
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- * SDL_Gamepad mapping. You do not normally need to call this function
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- * unless you are parsing SDL_Gamepad mappings in your own code.
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+ * This function is called internally to translate SDL_Gamepad mapping strings
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+ * for the underlying joystick device into the consistent SDL_Gamepad mapping.
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+ * You do not normally need to call this function unless you are parsing
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+ * SDL_Gamepad mappings in your own code.
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*
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*
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* Note specially that "righttrigger" and "lefttrigger" map to
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* Note specially that "righttrigger" and "lefttrigger" map to
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* `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
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* `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
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* respectively.
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* respectively.
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*
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*
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* \param str string representing a SDL_Gamepad axis
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* \param str string representing a SDL_Gamepad axis
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- * \returns the SDL_GamepadAxis enum corresponding to the input string,
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- * or `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
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+ * \returns the SDL_GamepadAxis enum corresponding to the input string, or
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+ * `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*
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*
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@@ -721,8 +720,8 @@ extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis
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*
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*
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* \param gamepad a gamepad
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* \param gamepad a gamepad
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* \param axis an axis enum value (one of the SDL_GamepadAxis values)
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* \param axis an axis enum value (one of the SDL_GamepadAxis values)
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- * \returns a SDL_GamepadBinding describing the bind. On failure
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- * (like the given Controller axis doesn't exist on the device), its
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+ * \returns a SDL_GamepadBinding describing the bind. On failure (like the
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+ * given Controller axis doesn't exist on the device), its
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* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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@@ -767,14 +766,14 @@ extern DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_Game
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/**
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/**
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* Convert a string into an SDL_GamepadButton enum.
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* Convert a string into an SDL_GamepadButton enum.
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*
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*
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- * This function is called internally to translate SDL_Gamepad mapping
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- * strings for the underlying joystick device into the consistent
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- * SDL_Gamepad mapping. You do not normally need to call this function
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- * unless you are parsing SDL_Gamepad mappings in your own code.
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+ * This function is called internally to translate SDL_Gamepad mapping strings
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+ * for the underlying joystick device into the consistent SDL_Gamepad mapping.
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+ * You do not normally need to call this function unless you are parsing
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+ * SDL_Gamepad mappings in your own code.
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*
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*
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* \param str string representing a SDL_Gamepad axis
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* \param str string representing a SDL_Gamepad axis
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- * \returns the SDL_GamepadButton enum corresponding to the input
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- * string, or `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
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+ * \returns the SDL_GamepadButton enum corresponding to the input string, or
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+ * `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*/
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*/
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@@ -801,9 +800,9 @@ extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadBut
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*
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*
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* \param gamepad a gamepad
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* \param gamepad a gamepad
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* \param button an button enum value (an SDL_GamepadButton value)
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* \param button an button enum value (an SDL_GamepadButton value)
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- * \returns a SDL_GamepadBinding describing the bind. On failure
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- * (like the given Controller button doesn't exist on the device),
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- * its `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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+ * \returns a SDL_GamepadBinding describing the bind. On failure (like the
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+ * given Controller button doesn't exist on the device), its
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+ * `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*
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*
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@@ -814,8 +813,8 @@ extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForButton(SDL_Gamep
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/**
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/**
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* Query whether a gamepad has a given button.
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* Query whether a gamepad has a given button.
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*
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*
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- * This merely reports whether the gamepad's mapping defined this button,
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- * as that is all the information SDL has about the physical device.
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+ * This merely reports whether the gamepad's mapping defined this button, as
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+ * that is all the information SDL has about the physical device.
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*
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*
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* \param gamepad a gamepad
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* \param gamepad a gamepad
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* \param button a button enum value (an SDL_GamepadButton value)
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* \param button a button enum value (an SDL_GamepadButton value)
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@@ -896,8 +895,7 @@ extern DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SD
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extern DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
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extern DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
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/**
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/**
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- * Get the data rate (number of events per second) of a gamepad
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- * sensor.
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+ * Get the data rate (number of events per second) of a gamepad sensor.
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*
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*
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* \param gamepad The gamepad to query
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* \param gamepad The gamepad to query
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* \param type The type of sensor to query
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* \param type The type of sensor to query
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@@ -949,10 +947,9 @@ extern DECLSPEC int SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_f
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* Each call to this function cancels any previous trigger rumble effect, and
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* Each call to this function cancels any previous trigger rumble effect, and
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* calling it with 0 intensity stops any rumbling.
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* calling it with 0 intensity stops any rumbling.
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*
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*
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- * Note that this is rumbling of the _triggers_ and not the gamepad as
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- * a whole. This is currently only supported on Xbox One gamepads. If you
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- * want the (more common) whole-gamepad rumble, use
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- * SDL_RumbleGamepad() instead.
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+ * Note that this is rumbling of the _triggers_ and not the gamepad as a
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+ * whole. This is currently only supported on Xbox One gamepads. If you want
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+ * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
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*
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*
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* \param gamepad The gamepad to vibrate
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* \param gamepad The gamepad to vibrate
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* \param left_rumble The intensity of the left trigger rumble motor, from 0
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* \param left_rumble The intensity of the left trigger rumble motor, from 0
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@@ -972,8 +969,8 @@ extern DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint
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* Query whether a gamepad has an LED.
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* Query whether a gamepad has an LED.
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*
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*
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* \param gamepad The gamepad to query
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* \param gamepad The gamepad to query
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- * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a
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- * modifiable LED
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+ * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a modifiable
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+ * LED
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*/
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*/
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@@ -1024,8 +1021,7 @@ extern DECLSPEC int SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, U
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* \param gamepad The gamepad to affect
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* \param gamepad The gamepad to affect
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* \param data The data to send to the gamepad
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* \param data The data to send to the gamepad
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* \param size The size of the data to send to the gamepad
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* \param size The size of the data to send to the gamepad
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- * \returns 0, or -1 if this gamepad or driver doesn't support effect
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- * packets
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+ * \returns 0, or -1 if this gamepad or driver doesn't support effect packets
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*
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.0.0.
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*/
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*/
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@@ -1034,7 +1030,8 @@ extern DECLSPEC int SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const vo
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/**
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/**
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* Close a gamepad previously opened with SDL_OpenGamepad().
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* Close a gamepad previously opened with SDL_OpenGamepad().
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*
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*
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- * \param gamepad a gamepad identifier previously returned by SDL_OpenGamepad()
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+ * \param gamepad a gamepad identifier previously returned by
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+ * SDL_OpenGamepad()
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*
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*
|
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* \since This function is available since SDL 3.0.0.
|
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* \since This function is available since SDL 3.0.0.
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*
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*
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@@ -1057,8 +1054,7 @@ extern DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
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extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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/**
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/**
|
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- * Return the sfSymbolsName for a given axis on a gamepad on Apple
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- * platforms.
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+ * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
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*
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*
|
|
* \param gamepad the gamepad to query
|
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* \param gamepad the gamepad to query
|
|
* \param axis an axis on the gamepad
|
|
* \param axis an axis on the gamepad
|