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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 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
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * \file SDL_gamepad.h
- *
- * \brief Include file for SDL gamepad event handling
- */
- #ifndef SDL_gamepad_h_
- #define SDL_gamepad_h_
- #include <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_rwops.h>
- #include <SDL3/SDL_sensor.h>
- #include <SDL3/SDL_joystick.h>
- #include <SDL3/SDL_begin_code.h>
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * \file SDL_gamepad.h
- *
- * In order to use these functions, SDL_Init() must have been called
- * with the ::SDL_INIT_GAMEPAD flag. This causes SDL to scan the system
- * for gamepads, and load appropriate drivers.
- *
- * If you would like to receive gamepad updates while the application
- * is in the background, you should set the following hint before calling
- * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
- */
- /**
- * The structure used to identify an SDL gamepad
- */
- struct SDL_Gamepad;
- typedef struct SDL_Gamepad SDL_Gamepad;
- typedef enum
- {
- SDL_GAMEPAD_TYPE_UNKNOWN = 0,
- SDL_GAMEPAD_TYPE_VIRTUAL,
- SDL_GAMEPAD_TYPE_XBOX360,
- SDL_GAMEPAD_TYPE_XBOXONE,
- SDL_GAMEPAD_TYPE_PS3,
- SDL_GAMEPAD_TYPE_PS4,
- SDL_GAMEPAD_TYPE_PS5,
- SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO,
- SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
- SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
- SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
- SDL_GAMEPAD_TYPE_AMAZON_LUNA,
- SDL_GAMEPAD_TYPE_GOOGLE_STADIA,
- SDL_GAMEPAD_TYPE_NVIDIA_SHIELD
- } SDL_GamepadType;
- /**
- * The list of buttons available on a gamepad
- */
- typedef enum
- {
- SDL_GAMEPAD_BUTTON_INVALID = -1,
- SDL_GAMEPAD_BUTTON_A,
- SDL_GAMEPAD_BUTTON_B,
- SDL_GAMEPAD_BUTTON_X,
- SDL_GAMEPAD_BUTTON_Y,
- SDL_GAMEPAD_BUTTON_BACK,
- SDL_GAMEPAD_BUTTON_GUIDE,
- SDL_GAMEPAD_BUTTON_START,
- SDL_GAMEPAD_BUTTON_LEFT_STICK,
- SDL_GAMEPAD_BUTTON_RIGHT_STICK,
- SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
- SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
- SDL_GAMEPAD_BUTTON_DPAD_UP,
- SDL_GAMEPAD_BUTTON_DPAD_DOWN,
- SDL_GAMEPAD_BUTTON_DPAD_LEFT,
- SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
- SDL_GAMEPAD_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
- SDL_GAMEPAD_BUTTON_PADDLE1, /* Xbox Elite paddle P1 (upper left, facing the back) */
- SDL_GAMEPAD_BUTTON_PADDLE2, /* Xbox Elite paddle P3 (upper right, facing the back) */
- SDL_GAMEPAD_BUTTON_PADDLE3, /* Xbox Elite paddle P2 (lower left, facing the back) */
- SDL_GAMEPAD_BUTTON_PADDLE4, /* Xbox Elite paddle P4 (lower right, facing the back) */
- SDL_GAMEPAD_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
- SDL_GAMEPAD_BUTTON_MAX
- } SDL_GamepadButton;
- /**
- * The list of axes available on a gamepad
- *
- * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
- * and are centered within ~8000 of zero, though advanced UI will allow users to set
- * or autodetect the dead zone, which varies between gamepads.
- *
- * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
- */
- typedef enum
- {
- SDL_GAMEPAD_AXIS_INVALID = -1,
- SDL_GAMEPAD_AXIS_LEFTX,
- SDL_GAMEPAD_AXIS_LEFTY,
- SDL_GAMEPAD_AXIS_RIGHTX,
- SDL_GAMEPAD_AXIS_RIGHTY,
- SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
- SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
- SDL_GAMEPAD_AXIS_MAX
- } SDL_GamepadAxis;
- typedef enum
- {
- SDL_GAMEPAD_BINDTYPE_NONE = 0,
- SDL_GAMEPAD_BINDTYPE_BUTTON,
- SDL_GAMEPAD_BINDTYPE_AXIS,
- SDL_GAMEPAD_BINDTYPE_HAT
- } SDL_GamepadBindingType;
- /**
- * Get the SDL joystick layer binding for this gamepad button/axis mapping
- */
- typedef struct SDL_GamepadBinding
- {
- SDL_GamepadBindingType bindType;
- union
- {
- int button;
- int axis;
- struct {
- int hat;
- int hat_mask;
- } hat;
- } value;
- } SDL_GamepadBinding;
- /**
- * Add support for gamepads that SDL is unaware of or change the binding of an
- * existing gamepad.
- *
- * The mapping string has the format "GUID,name,mapping", where GUID is the
- * string value from SDL_GetJoystickGUIDString(), name is the human readable
- * string for the device and mappings are gamepad mappings to joystick ones.
- * Under Windows there is a reserved GUID of "xinput" that covers all XInput
- * devices. The mapping format for joystick is: {| |bX |a joystick button,
- * index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick |}
- * Buttons can be used as a gamepad axes and vice versa.
- *
- * This string shows an example of a valid mapping for a gamepad:
- *
- * ```c
- * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
- * ```
- *
- * \param mappingString the mapping string
- * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
- * -1 on error; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadMapping
- * \sa SDL_GetGamepadMappingForGUID
- */
- extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mappingString);
- /**
- * Load a set of gamepad 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 gamepad GUID, the later
- * version will overwrite the one currently loaded.
- *
- * Mappings not belonging to the current platform or with no platform field
- * specified will be ignored (i.e. mappings for Linux will be ignored in
- * Windows, etc).
- *
- * This function will load the text database entirely in memory before
- * processing it, so take this into consideration if you are in a memory
- * constrained environment.
- *
- * \param rw the data stream for the mappings to be added
- * \param freerw non-zero to close the stream after being read
- * \returns the number of mappings added or -1 on error; call SDL_GetError()
- * for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_AddGamepadMapping
- * \sa SDL_AddGamepadMappingsFromFile
- * \sa SDL_GetGamepadMappingForGUID
- */
- extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromRW(SDL_RWops *rw, int freerw);
- /**
- * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
- *
- * Convenience macro.
- */
- #define SDL_AddGamepadMappingsFromFile(file) SDL_AddGamepadMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
- /**
- * Get the number of mappings installed.
- *
- * \returns the number of mappings.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetNumGamepadMappings(void);
- /**
- * Get the mapping at a particular index.
- *
- * \param mapping_index mapping index
- * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
- * the index is out of range.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForIndex(int mapping_index);
- /**
- * Get the gamepad mapping string for a given GUID.
- *
- * The returned string must be freed with SDL_free().
- *
- * \param guid a structure containing the GUID for which a mapping is desired
- * \returns a mapping string or NULL on error; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetJoystickInstanceGUID
- * \sa SDL_GetJoystickGUID
- */
- extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID guid);
- /**
- * Get the current mapping of a gamepad.
- *
- * The returned string must be freed with SDL_free().
- *
- * Details about mappings are discussed with SDL_AddGamepadMapping().
- *
- * \param gamepad the gamepad you want to get the current mapping for
- * \returns a string that has the gamepad's mapping or NULL if no mapping is
- * available; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_AddGamepadMapping
- * \sa SDL_GetGamepadMappingForGUID
- */
- extern DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
- /**
- * Get a list of currently connected gamepads.
- *
- * \param count a pointer filled in with the number of gamepads returned
- * \returns a 0 terminated array of joystick instance IDs which should be
- * freed with SDL_free(), or NULL on error; call SDL_GetError() for
- * more details.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_OpenGamepad
- */
- extern DECLSPEC SDL_JoystickID *SDLCALL SDL_GetGamepads(int *count);
- /**
- * Check if the given joystick is supported by the gamepad interface.
- *
- * \param instance_id the joystick instance ID
- * \returns SDL_TRUE if the given joystick is supported by the gamepad
- * interface, SDL_FALSE if it isn't or it's an invalid index.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadNameForIndex
- * \sa SDL_OpenGamepad
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
- /**
- * Get the implementation dependent name of a gamepad.
- *
- * This can be called before any gamepads are opened.
- *
- * \param instance_id the joystick instance ID
- * \returns the name of the selected gamepad. If no name can be found, this
- * function returns NULL; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadName
- * \sa SDL_OpenGamepad
- */
- extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstanceName(SDL_JoystickID instance_id);
- /**
- * Get the implementation dependent path of a gamepad.
- *
- * This can be called before any gamepads are opened.
- *
- * \param instance_id the joystick instance ID
- * \returns the path of the selected gamepad. If no path can be found, this
- * function returns NULL; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadPath
- * \sa SDL_OpenGamepad
- */
- extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstancePath(SDL_JoystickID instance_id);
- /**
- * Get the player index of a gamepad.
- *
- * This can be called before any gamepads are opened.
- *
- * \param instance_id the joystick instance ID
- * \returns the player index of a gamepad, or -1 if it's not available
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadPlayerIndex
- * \sa SDL_OpenGamepad
- */
- extern DECLSPEC int SDLCALL SDL_GetGamepadInstancePlayerIndex(SDL_JoystickID instance_id);
- /**
- * Get the implementation-dependent GUID of a gamepad.
- *
- * This can be called before any gamepads are opened.
- *
- * \param instance_id the joystick instance ID
- * \returns the GUID of the selected gamepad. If called on an invalid index,
- * this function returns a zero GUID
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadGUID
- * \sa SDL_GetGamepadGUIDString
- */
- extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_JoystickID instance_id);
- /**
- * Get the USB vendor ID of a gamepad, if available.
- *
- * This can be called before any gamepads are opened. If the vendor ID isn't
- * available this function returns 0.
- *
- * \param instance_id the joystick instance ID
- * \returns the USB vendor ID of the selected gamepad. If called on an invalid
- * index, this function returns zero
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceVendor(SDL_JoystickID instance_id);
- /**
- * Get the USB product ID of a gamepad, if available.
- *
- * This can be called before any gamepads are opened. If the product ID isn't
- * available this function returns 0.
- *
- * \param instance_id the joystick instance ID
- * \returns the USB product ID of the selected gamepad. If called on an
- * invalid index, this function returns zero
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProduct(SDL_JoystickID instance_id);
- /**
- * Get the product version of a gamepad, if available.
- *
- * This can be called before any gamepads are opened. If the product version
- * isn't available this function returns 0.
- *
- * \param instance_id the joystick instance ID
- * \returns the product version of the selected gamepad. If called on an
- * invalid index, this function returns zero
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProductVersion(SDL_JoystickID instance_id);
- /**
- * Get the type of a gamepad.
- *
- * This can be called before any gamepads are opened.
- *
- * \param instance_id the joystick instance ID
- * \returns the gamepad type.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadInstanceType(SDL_JoystickID instance_id);
- /**
- * Get the mapping of a gamepad.
- *
- * This can be called before any gamepads are opened.
- *
- * \param instance_id the joystick instance ID
- * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
- * no mapping is available.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID instance_id);
- /**
- * Open a gamepad for use.
- *
- * \param instance_id the joystick instance ID
- * \returns a gamepad identifier or NULL if an error occurred; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CloseGamepad
- * \sa SDL_GetGamepadNameForIndex
- * \sa SDL_IsGamepad
- */
- extern DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
- /**
- * Get the SDL_Gamepad associated with a joystick instance ID, if it has been
- * opened.
- *
- * \param instance_id the joystick instance ID of the gamepad
- * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
- * opened yet; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromInstanceID(SDL_JoystickID instance_id);
- /**
- * Get the SDL_Gamepad associated with a player index.
- *
- * \param player_index the player index, which different from the instance ID
- * \returns the SDL_Gamepad associated with a player index.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadPlayerIndex
- * \sa SDL_SetGamepadPlayerIndex
- */
- extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index);
- /**
- * Get the implementation-dependent name for an opened gamepad.
- *
- * This is the same name as returned by SDL_GetGamepadNameForIndex(), but it
- * takes a gamepad identifier instead of the (unstable) device index.
- *
- * \param gamepad a gamepad identifier previously returned by
- * SDL_OpenGamepad()
- * \returns the implementation dependent name for the gamepad, or NULL if
- * there is no name or the identifier passed is invalid.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadNameForIndex
- * \sa SDL_OpenGamepad
- */
- extern DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
- /**
- * Get the implementation-dependent path for an opened gamepad.
- *
- * This is the same path as returned by SDL_GetGamepadNameForIndex(), but it
- * takes a gamepad identifier instead of the (unstable) device index.
- *
- * \param gamepad a gamepad identifier previously returned by
- * SDL_OpenGamepad()
- * \returns the implementation dependent path for the gamepad, or NULL if
- * there is no path or the identifier passed is invalid.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadInstancePath
- */
- extern DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
- /**
- * Get the type of this currently opened gamepad
- *
- * This is the same name as returned by SDL_GetGamepadInstanceType(), but it
- * takes a gamepad identifier instead of the (unstable) device index.
- *
- * \param gamepad the gamepad object to query.
- * \returns the gamepad type.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad);
- /**
- * Get the player index of an opened gamepad.
- *
- * For XInput gamepads this returns the XInput user index.
- *
- * \param gamepad the gamepad object to query.
- * \returns the player index for gamepad, or -1 if it's not available.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
- /**
- * Set the player index of an opened gamepad.
- *
- * \param gamepad the gamepad object to adjust.
- * \param player_index Player index to assign to this gamepad, or -1 to clear
- * the player index and turn off player LEDs.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index);
- /**
- * Get the USB vendor ID of an opened gamepad, if available.
- *
- * If the vendor ID isn't available this function returns 0.
- *
- * \param gamepad the gamepad object to query.
- * \returns the USB vendor ID, or zero if unavailable.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
- /**
- * Get the USB product ID of an opened gamepad, if available.
- *
- * If the product ID isn't available this function returns 0.
- *
- * \param gamepad the gamepad object to query.
- * \returns the USB product ID, or zero if unavailable.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
- /**
- * Get the product version of an opened gamepad, if available.
- *
- * If the product version isn't available this function returns 0.
- *
- * \param gamepad the gamepad object to query.
- * \returns the USB product version, or zero if unavailable.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad);
- /**
- * Get the firmware version of an opened gamepad, if available.
- *
- * If the firmware version isn't available this function returns 0.
- *
- * \param gamepad the gamepad object to query.
- * \returns the gamepad firmware version, or zero if unavailable.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad);
- /**
- * Get the serial number of an opened gamepad, if available.
- *
- * Returns the serial number of the gamepad, or NULL if it is not available.
- *
- * \param gamepad the gamepad object to query.
- * \returns the serial number, or NULL if unavailable.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
- /**
- * Check if a gamepad has been opened and is currently connected.
- *
- * \param gamepad a gamepad identifier previously returned by
- * SDL_OpenGamepad()
- * \returns SDL_TRUE if the gamepad has been opened and is currently
- * connected, or SDL_FALSE if not.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CloseGamepad
- * \sa SDL_OpenGamepad
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
- /**
- * Get the underlying joystick from a gamepad
- *
- * This function will give you a SDL_Joystick object, which allows you to use
- * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful
- * for getting a joystick's position at any given time, even if it hasn't
- * moved (moving it would produce an event, which would have the axis' value).
- *
- * The pointer returned is owned by the SDL_Gamepad. You should not call
- * SDL_CloseJoystick() on it, for example, since doing so will likely cause
- * SDL to crash.
- *
- * \param gamepad the gamepad object that you want to get a joystick from
- * \returns an SDL_Joystick object; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad);
- /**
- * Set the state of gamepad event processing.
- *
- * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
- * and check the state of the gamepad when you want gamepad information.
- *
- * \param enabled whether to process gamepad events or not
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GamepadEventsEnabled
- */
- extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
- /**
- * Query the state of gamepad event processing.
- *
- * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
- * and check the state of the gamepad when you want gamepad information.
- *
- * \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE
- * otherwise.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_SetGamepadEventsEnabled
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
- /**
- * Manually pump gamepad updates if not using the loop.
- *
- * This function is called automatically by the event loop if events are
- * enabled. Under such circumstances, it will not be necessary to call this
- * function.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
- /**
- * Convert a string into SDL_GamepadAxis enum.
- *
- * This function is called internally to translate SDL_Gamepad mapping strings
- * for the underlying joystick device into the consistent SDL_Gamepad mapping.
- * You do not normally need to call this function unless you are parsing
- * SDL_Gamepad mappings in your own code.
- *
- * Note specially that "righttrigger" and "lefttrigger" map to
- * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
- * respectively.
- *
- * \param str string representing a SDL_Gamepad axis
- * \returns the SDL_GamepadAxis enum corresponding to the input string, or
- * `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadStringForAxis
- */
- extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str);
- /**
- * Convert from an SDL_GamepadAxis enum to a string.
- *
- * The caller should not SDL_free() the returned string.
- *
- * \param axis an enum value for a given SDL_GamepadAxis
- * \returns a string for the given axis, or NULL if an invalid axis is
- * specified. The string returned is of the format used by
- * SDL_Gamepad mapping strings.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadAxisFromString
- */
- extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
- /**
- * Get the SDL joystick layer binding for a gamepad axis mapping.
- *
- * \param gamepad a gamepad
- * \param axis an axis enum value (one of the SDL_GamepadAxis values)
- * \returns a SDL_GamepadBinding describing the bind. On failure (like the
- * given Controller axis doesn't exist on the device), its
- * `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadBindForButton
- */
- extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
- /**
- * Query whether a gamepad has a given axis.
- *
- * This merely reports whether the gamepad's mapping defined this axis, as
- * that is all the information SDL has about the physical device.
- *
- * \param gamepad a gamepad
- * \param axis an axis enum value (an SDL_GamepadAxis value)
- * \returns SDL_TRUE if the gamepad has this axis, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
- /**
- * Get the current state of an axis control on a gamepad.
- *
- * The axis indices start at index 0.
- *
- * The state is a value ranging from -32768 to 32767. Triggers, however, range
- * from 0 to 32767 (they never return a negative value).
- *
- * \param gamepad a gamepad
- * \param axis an axis index (one of the SDL_GamepadAxis values)
- * \returns axis state (including 0) on success or 0 (also) on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadButton
- */
- extern DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
- /**
- * Convert a string into an SDL_GamepadButton enum.
- *
- * This function is called internally to translate SDL_Gamepad mapping strings
- * for the underlying joystick device into the consistent SDL_Gamepad mapping.
- * You do not normally need to call this function unless you are parsing
- * SDL_Gamepad mappings in your own code.
- *
- * \param str string representing a SDL_Gamepad axis
- * \returns the SDL_GamepadButton enum corresponding to the input string, or
- * `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str);
- /**
- * Convert from an SDL_GamepadButton enum to a string.
- *
- * The caller should not SDL_free() the returned string.
- *
- * \param button an enum value for a given SDL_GamepadButton
- * \returns a string for the given button, or NULL if an invalid button is
- * specified. The string returned is of the format used by
- * SDL_Gamepad mapping strings.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadButtonFromString
- */
- extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
- /**
- * Get the SDL joystick layer binding for a gamepad button mapping.
- *
- * \param gamepad a gamepad
- * \param button an button enum value (an SDL_GamepadButton value)
- * \returns a SDL_GamepadBinding describing the bind. On failure (like the
- * given Controller button doesn't exist on the device), its
- * `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadBindForAxis
- */
- extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
- /**
- * Query whether a gamepad has a given button.
- *
- * This merely reports whether the gamepad's mapping defined this button, as
- * that is all the information SDL has about the physical device.
- *
- * \param gamepad a gamepad
- * \param button a button enum value (an SDL_GamepadButton value)
- * \returns SDL_TRUE if the gamepad has this button, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
- /**
- * Get the current state of a button on a gamepad.
- *
- * \param gamepad a gamepad
- * \param button a button index (one of the SDL_GamepadButton values)
- * \returns 1 for pressed state or 0 for not pressed state or error; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadAxis
- */
- extern DECLSPEC Uint8 SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
- /**
- * Get the number of touchpads on a gamepad.
- *
- * \param gamepad a gamepad
- * \returns number of touchpads
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad);
- /**
- * Get the number of supported simultaneous fingers on a touchpad on a game
- * gamepad.
- *
- * \param gamepad a gamepad
- * \param touchpad a touchpad
- * \returns number of supported simultaneous fingers
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad);
- /**
- * Get the current state of a finger on a touchpad on a gamepad.
- *
- * \param gamepad a gamepad
- * \param touchpad a touchpad
- * \param finger a finger
- * \param state filled with state
- * \param x filled with x position
- * \param y filled with y position
- * \param pressure filled with pressure value
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
- /**
- * Return whether a gamepad has a particular sensor.
- *
- * \param gamepad The gamepad to query
- * \param type The type of sensor to query
- * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type);
- /**
- * Set whether data reporting for a gamepad sensor is enabled.
- *
- * \param gamepad The gamepad to update
- * \param type The type of sensor to enable/disable
- * \param enabled Whether data reporting should be enabled
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, SDL_bool enabled);
- /**
- * Query whether sensor data reporting is enabled for a gamepad.
- *
- * \param gamepad The gamepad to query
- * \param type The type of sensor to query
- * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
- /**
- * Get the data rate (number of events per second) of a gamepad sensor.
- *
- * \param gamepad The gamepad to query
- * \param type The type of sensor to query
- * \returns the data rate, or 0.0f if the data rate is not available.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type);
- /**
- * Get the current state of a gamepad sensor.
- *
- * The number of values and interpretation of the data is sensor dependent.
- * See SDL_sensor.h for the details for each type of sensor.
- *
- * \param gamepad The gamepad to query
- * \param type The type of sensor to query
- * \param data A pointer filled with the current sensor state
- * \param num_values The number of values to write to data
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values);
- /**
- * Start a rumble effect on a gamepad.
- *
- * Each call to this function cancels any previous rumble effect, and calling
- * it with 0 intensity stops any rumbling.
- *
- * \param gamepad The gamepad to vibrate
- * \param low_frequency_rumble The intensity of the low frequency (left)
- * rumble motor, from 0 to 0xFFFF
- * \param high_frequency_rumble The intensity of the high frequency (right)
- * rumble motor, from 0 to 0xFFFF
- * \param duration_ms The duration of the rumble effect, in milliseconds
- * \returns 0, or -1 if rumble isn't supported on this gamepad
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GamepadHasRumble
- */
- extern DECLSPEC int SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
- /**
- * Start a rumble effect in the gamepad's triggers.
- *
- * Each call to this function cancels any previous trigger rumble effect, and
- * calling it with 0 intensity stops any rumbling.
- *
- * Note that this is rumbling of the _triggers_ and not the gamepad as a
- * whole. This is currently only supported on Xbox One gamepads. If you want
- * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
- *
- * \param gamepad The gamepad to vibrate
- * \param left_rumble The intensity of the left trigger rumble motor, from 0
- * to 0xFFFF
- * \param right_rumble The intensity of the right trigger rumble motor, from 0
- * to 0xFFFF
- * \param duration_ms The duration of the rumble effect, in milliseconds
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GamepadHasRumbleTriggers
- */
- extern DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
- /**
- * Query whether a gamepad has an LED.
- *
- * \param gamepad The gamepad to query
- * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a modifiable
- * LED
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasLED(SDL_Gamepad *gamepad);
- /**
- * Query whether a gamepad has rumble support.
- *
- * \param gamepad The gamepad to query
- * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have rumble
- * support
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RumbleGamepad
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasRumble(SDL_Gamepad *gamepad);
- /**
- * Query whether a gamepad has rumble support on triggers.
- *
- * \param gamepad The gamepad to query
- * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have trigger
- * rumble support
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RumbleGamepadTriggers
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasRumbleTriggers(SDL_Gamepad *gamepad);
- /**
- * Update a gamepad's LED color.
- *
- * \param gamepad The gamepad to update
- * \param red The intensity of the red LED
- * \param green The intensity of the green LED
- * \param blue The intensity of the blue LED
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue);
- /**
- * Send a gamepad specific effect packet
- *
- * \param gamepad The gamepad to affect
- * \param data The data to send to the gamepad
- * \param size The size of the data to send to the gamepad
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size);
- /**
- * Close a gamepad previously opened with SDL_OpenGamepad().
- *
- * \param gamepad a gamepad identifier previously returned by
- * SDL_OpenGamepad()
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_OpenGamepad
- */
- extern DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
- /**
- * Return the sfSymbolsName for a given button on a gamepad on Apple
- * platforms.
- *
- * \param gamepad the gamepad to query
- * \param button a button on the gamepad
- * \returns the sfSymbolsName or NULL if the name can't be found
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
- */
- extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
- /**
- * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
- *
- * \param gamepad the gamepad to query
- * \param axis an axis on the gamepad
- * \returns the sfSymbolsName or NULL if the name can't be found
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetGamepadAppleSFSymbolsNameForButton
- */
- extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_gamepad_h_ */
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