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11 | pmbaty | 1 | /* |
2 | Simple DirectMedia Layer |
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3 | Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> |
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4 | |||
5 | This software is provided 'as-is', without any express or implied |
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6 | warranty. In no event will the authors be held liable for any damages |
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7 | arising from the use of this software. |
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8 | |||
9 | Permission is granted to anyone to use this software for any purpose, |
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10 | including commercial applications, and to alter it and redistribute it |
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11 | freely, subject to the following restrictions: |
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12 | |||
13 | 1. The origin of this software must not be misrepresented; you must not |
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14 | claim that you wrote the original software. If you use this software |
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15 | in a product, an acknowledgment in the product documentation would be |
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16 | appreciated but is not required. |
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17 | 2. Altered source versions must be plainly marked as such, and must not be |
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18 | misrepresented as being the original software. |
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19 | 3. This notice may not be removed or altered from any source distribution. |
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20 | */ |
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21 | |||
22 | /** |
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23 | * \file SDL_gamecontroller.h |
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24 | * |
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25 | * Include file for SDL game controller event handling |
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26 | */ |
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27 | |||
28 | #ifndef SDL_gamecontroller_h_ |
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29 | #define SDL_gamecontroller_h_ |
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30 | |||
31 | #include "SDL_stdinc.h" |
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32 | #include "SDL_error.h" |
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33 | #include "SDL_rwops.h" |
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34 | #include "SDL_sensor.h" |
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35 | #include "SDL_joystick.h" |
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36 | |||
37 | #include "begin_code.h" |
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38 | /* Set up for C function definitions, even when using C++ */ |
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39 | #ifdef __cplusplus |
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40 | extern "C" { |
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41 | #endif |
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42 | |||
43 | /** |
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44 | * \file SDL_gamecontroller.h |
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45 | * |
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46 | * In order to use these functions, SDL_Init() must have been called |
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47 | * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system |
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48 | * for game controllers, and load appropriate drivers. |
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49 | * |
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50 | * If you would like to receive controller updates while the application |
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51 | * is in the background, you should set the following hint before calling |
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52 | * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
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53 | */ |
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54 | |||
55 | /** |
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56 | * The gamecontroller structure used to identify an SDL game controller |
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57 | */ |
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58 | struct _SDL_GameController; |
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59 | typedef struct _SDL_GameController SDL_GameController; |
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60 | |||
61 | typedef enum |
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62 | { |
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63 | SDL_CONTROLLER_TYPE_UNKNOWN = 0, |
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64 | SDL_CONTROLLER_TYPE_XBOX360, |
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65 | SDL_CONTROLLER_TYPE_XBOXONE, |
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66 | SDL_CONTROLLER_TYPE_PS3, |
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67 | SDL_CONTROLLER_TYPE_PS4, |
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68 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO, |
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69 | SDL_CONTROLLER_TYPE_VIRTUAL, |
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70 | SDL_CONTROLLER_TYPE_PS5, |
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71 | SDL_CONTROLLER_TYPE_AMAZON_LUNA, |
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72 | SDL_CONTROLLER_TYPE_GOOGLE_STADIA, |
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73 | SDL_CONTROLLER_TYPE_NVIDIA_SHIELD, |
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74 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, |
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75 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, |
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76 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR |
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77 | } SDL_GameControllerType; |
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78 | |||
79 | typedef enum |
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80 | { |
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81 | SDL_CONTROLLER_BINDTYPE_NONE = 0, |
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82 | SDL_CONTROLLER_BINDTYPE_BUTTON, |
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83 | SDL_CONTROLLER_BINDTYPE_AXIS, |
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84 | SDL_CONTROLLER_BINDTYPE_HAT |
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85 | } SDL_GameControllerBindType; |
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86 | |||
87 | /** |
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88 | * Get the SDL joystick layer binding for this controller button/axis mapping |
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89 | */ |
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90 | typedef struct SDL_GameControllerButtonBind |
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91 | { |
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92 | SDL_GameControllerBindType bindType; |
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93 | union |
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94 | { |
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95 | int button; |
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96 | int axis; |
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97 | struct { |
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98 | int hat; |
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99 | int hat_mask; |
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100 | } hat; |
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101 | } value; |
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102 | |||
103 | } SDL_GameControllerButtonBind; |
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104 | |||
105 | |||
106 | /** |
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107 | * To count the number of game controllers in the system for the following: |
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108 | * |
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109 | * ```c |
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110 | * int nJoysticks = SDL_NumJoysticks(); |
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111 | * int nGameControllers = 0; |
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112 | * for (int i = 0; i < nJoysticks; i++) { |
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113 | * if (SDL_IsGameController(i)) { |
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114 | * nGameControllers++; |
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115 | * } |
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116 | * } |
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117 | * ``` |
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118 | * |
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119 | * 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: |
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120 | * guid,name,mappings |
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121 | * |
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122 | * 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. |
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123 | * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. |
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124 | * The mapping format for joystick is: |
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125 | * bX - a joystick button, index X |
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126 | * hX.Y - hat X with value Y |
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127 | * aX - axis X of the joystick |
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128 | * Buttons can be used as a controller axis and vice versa. |
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129 | * |
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130 | * This string shows an example of a valid mapping for a controller |
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131 | * |
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132 | * ```c |
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133 | * "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", |
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134 | * ``` |
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135 | */ |
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136 | |||
137 | /** |
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138 | * Load a set of Game Controller mappings from a seekable SDL data stream. |
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139 | * |
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140 | * You can call this function several times, if needed, to load different |
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141 | * database files. |
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142 | * |
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143 | * If a new mapping is loaded for an already known controller GUID, the later |
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144 | * version will overwrite the one currently loaded. |
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145 | * |
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146 | * Mappings not belonging to the current platform or with no platform field |
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147 | * specified will be ignored (i.e. mappings for Linux will be ignored in |
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148 | * Windows, etc). |
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149 | * |
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150 | * This function will load the text database entirely in memory before |
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151 | * processing it, so take this into consideration if you are in a memory |
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152 | * constrained environment. |
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153 | * |
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154 | * \param rw the data stream for the mappings to be added |
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155 | * \param freerw non-zero to close the stream after being read |
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156 | * \returns the number of mappings added or -1 on error; call SDL_GetError() |
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157 | * for more information. |
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158 | * |
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159 | * \since This function is available since SDL 2.0.2. |
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160 | * |
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161 | * \sa SDL_GameControllerAddMapping |
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162 | * \sa SDL_GameControllerAddMappingsFromFile |
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163 | * \sa SDL_GameControllerMappingForGUID |
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164 | */ |
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165 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); |
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166 | |||
167 | /** |
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168 | * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
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169 | * |
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170 | * Convenience macro. |
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171 | */ |
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172 | #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
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173 | |||
174 | /** |
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175 | * Add support for controllers that SDL is unaware of or to cause an existing |
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176 | * controller to have a different binding. |
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177 | * |
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178 | * The mapping string has the format "GUID,name,mapping", where GUID is the |
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179 | * string value from SDL_JoystickGetGUIDString(), name is the human readable |
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180 | * string for the device and mappings are controller mappings to joystick |
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181 | * ones. Under Windows there is a reserved GUID of "xinput" that covers all |
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182 | * XInput devices. The mapping format for joystick is: {| |bX |a joystick |
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183 | * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick |
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184 | * |} Buttons can be used as a controller axes and vice versa. |
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185 | * |
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186 | * This string shows an example of a valid mapping for a controller: |
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187 | * |
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188 | * ```c |
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189 | * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" |
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190 | * ``` |
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191 | * |
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192 | * \param mappingString the mapping string |
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193 | * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, |
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194 | * -1 on error; call SDL_GetError() for more information. |
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195 | * |
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196 | * \since This function is available since SDL 2.0.0. |
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197 | * |
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198 | * \sa SDL_GameControllerMapping |
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199 | * \sa SDL_GameControllerMappingForGUID |
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200 | */ |
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201 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
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202 | |||
203 | /** |
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204 | * Get the number of mappings installed. |
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205 | * |
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206 | * \returns the number of mappings. |
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207 | * |
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208 | * \since This function is available since SDL 2.0.6. |
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209 | */ |
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210 | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
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211 | |||
212 | /** |
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213 | * Get the mapping at a particular index. |
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214 | * |
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215 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
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216 | * the index is out of range. |
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217 | * |
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218 | * \since This function is available since SDL 2.0.6. |
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219 | */ |
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220 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
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221 | |||
222 | /** |
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223 | * Get the game controller mapping string for a given GUID. |
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224 | * |
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225 | * The returned string must be freed with SDL_free(). |
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226 | * |
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227 | * \param guid a structure containing the GUID for which a mapping is desired |
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228 | * \returns a mapping string or NULL on error; call SDL_GetError() for more |
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229 | * information. |
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230 | * |
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231 | * \since This function is available since SDL 2.0.0. |
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232 | * |
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233 | * \sa SDL_JoystickGetDeviceGUID |
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234 | * \sa SDL_JoystickGetGUID |
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235 | */ |
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236 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); |
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237 | |||
238 | /** |
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239 | * Get the current mapping of a Game Controller. |
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240 | * |
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241 | * The returned string must be freed with SDL_free(). |
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242 | * |
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243 | * Details about mappings are discussed with SDL_GameControllerAddMapping(). |
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244 | * |
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245 | * \param gamecontroller the game controller you want to get the current |
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246 | * mapping for |
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247 | * \returns a string that has the controller's mapping or NULL if no mapping |
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248 | * is available; call SDL_GetError() for more information. |
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249 | * |
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250 | * \since This function is available since SDL 2.0.0. |
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251 | * |
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252 | * \sa SDL_GameControllerAddMapping |
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253 | * \sa SDL_GameControllerMappingForGUID |
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254 | */ |
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255 | extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); |
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256 | |||
257 | /** |
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258 | * Check if the given joystick is supported by the game controller interface. |
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259 | * |
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260 | * `joystick_index` is the same as the `device_index` passed to |
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261 | * SDL_JoystickOpen(). |
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262 | * |
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263 | * \param joystick_index the device_index of a device, up to |
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264 | * SDL_NumJoysticks() |
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265 | * \returns SDL_TRUE if the given joystick is supported by the game controller |
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266 | * interface, SDL_FALSE if it isn't or it's an invalid index. |
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267 | * |
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268 | * \since This function is available since SDL 2.0.0. |
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269 | * |
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270 | * \sa SDL_GameControllerNameForIndex |
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271 | * \sa SDL_GameControllerOpen |
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272 | */ |
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273 | extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
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274 | |||
275 | /** |
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276 | * Get the implementation dependent name for the game controller. |
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277 | * |
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278 | * This function can be called before any controllers are opened. |
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279 | * |
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280 | * `joystick_index` is the same as the `device_index` passed to |
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281 | * SDL_JoystickOpen(). |
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282 | * |
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283 | * \param joystick_index the device_index of a device, from zero to |
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284 | * SDL_NumJoysticks()-1 |
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285 | * \returns the implementation-dependent name for the game controller, or NULL |
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286 | * if there is no name or the index is invalid. |
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287 | * |
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288 | * \since This function is available since SDL 2.0.0. |
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289 | * |
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290 | * \sa SDL_GameControllerName |
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291 | * \sa SDL_GameControllerOpen |
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292 | * \sa SDL_IsGameController |
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293 | */ |
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294 | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
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295 | |||
296 | /** |
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297 | * Get the implementation dependent path for the game controller. |
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298 | * |
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299 | * This function can be called before any controllers are opened. |
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300 | * |
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301 | * `joystick_index` is the same as the `device_index` passed to |
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302 | * SDL_JoystickOpen(). |
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303 | * |
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304 | * \param joystick_index the device_index of a device, from zero to |
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305 | * SDL_NumJoysticks()-1 |
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306 | * \returns the implementation-dependent path for the game controller, or NULL |
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307 | * if there is no path or the index is invalid. |
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308 | * |
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309 | * \since This function is available since SDL 2.24.0. |
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310 | * |
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311 | * \sa SDL_GameControllerPath |
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312 | */ |
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313 | extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index); |
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314 | |||
315 | /** |
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316 | * Get the type of a game controller. |
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317 | * |
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318 | * This can be called before any controllers are opened. |
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319 | * |
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320 | * \param joystick_index the device_index of a device, from zero to |
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321 | * SDL_NumJoysticks()-1 |
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322 | * \returns the controller type. |
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323 | * |
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324 | * \since This function is available since SDL 2.0.12. |
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325 | */ |
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326 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); |
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327 | |||
328 | /** |
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329 | * Get the mapping of a game controller. |
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330 | * |
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331 | * This can be called before any controllers are opened. |
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332 | * |
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333 | * \param joystick_index the device_index of a device, from zero to |
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334 | * SDL_NumJoysticks()-1 |
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335 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
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336 | * no mapping is available. |
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337 | * |
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338 | * \since This function is available since SDL 2.0.9. |
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339 | */ |
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340 | extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); |
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341 | |||
342 | /** |
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343 | * Open a game controller for use. |
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344 | * |
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345 | * `joystick_index` is the same as the `device_index` passed to |
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346 | * SDL_JoystickOpen(). |
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347 | * |
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348 | * The index passed as an argument refers to the N'th game controller on the |
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349 | * system. This index is not the value which will identify this controller in |
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350 | * future controller events. The joystick's instance id (SDL_JoystickID) will |
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351 | * be used there instead. |
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352 | * |
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353 | * \param joystick_index the device_index of a device, up to |
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354 | * SDL_NumJoysticks() |
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355 | * \returns a gamecontroller identifier or NULL if an error occurred; call |
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356 | * SDL_GetError() for more information. |
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357 | * |
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358 | * \since This function is available since SDL 2.0.0. |
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359 | * |
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360 | * \sa SDL_GameControllerClose |
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361 | * \sa SDL_GameControllerNameForIndex |
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362 | * \sa SDL_IsGameController |
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363 | */ |
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364 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
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365 | |||
366 | /** |
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367 | * Get the SDL_GameController associated with an instance id. |
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368 | * |
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369 | * \param joyid the instance id to get the SDL_GameController for |
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370 | * \returns an SDL_GameController on success or NULL on failure; call |
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371 | * SDL_GetError() for more information. |
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372 | * |
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373 | * \since This function is available since SDL 2.0.4. |
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374 | */ |
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375 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
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376 | |||
377 | /** |
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378 | * Get the SDL_GameController associated with a player index. |
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379 | * |
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380 | * Please note that the player index is _not_ the device index, nor is it the |
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381 | * instance id! |
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382 | * |
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383 | * \param player_index the player index, which is not the device index or the |
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384 | * instance id! |
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385 | * \returns the SDL_GameController associated with a player index. |
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386 | * |
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387 | * \since This function is available since SDL 2.0.12. |
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388 | * |
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389 | * \sa SDL_GameControllerGetPlayerIndex |
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390 | * \sa SDL_GameControllerSetPlayerIndex |
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391 | */ |
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392 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); |
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393 | |||
394 | /** |
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395 | * Get the implementation-dependent name for an opened game controller. |
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396 | * |
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397 | * This is the same name as returned by SDL_GameControllerNameForIndex(), but |
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398 | * it takes a controller identifier instead of the (unstable) device index. |
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399 | * |
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400 | * \param gamecontroller a game controller identifier previously returned by |
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401 | * SDL_GameControllerOpen() |
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402 | * \returns the implementation dependent name for the game controller, or NULL |
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403 | * if there is no name or the identifier passed is invalid. |
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404 | * |
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405 | * \since This function is available since SDL 2.0.0. |
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406 | * |
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407 | * \sa SDL_GameControllerNameForIndex |
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408 | * \sa SDL_GameControllerOpen |
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409 | */ |
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410 | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
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411 | |||
412 | /** |
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413 | * Get the implementation-dependent path for an opened game controller. |
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414 | * |
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415 | * This is the same path as returned by SDL_GameControllerNameForIndex(), but |
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416 | * it takes a controller identifier instead of the (unstable) device index. |
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417 | * |
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418 | * \param gamecontroller a game controller identifier previously returned by |
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419 | * SDL_GameControllerOpen() |
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420 | * \returns the implementation dependent path for the game controller, or NULL |
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421 | * if there is no path or the identifier passed is invalid. |
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422 | * |
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423 | * \since This function is available since SDL 2.24.0. |
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424 | * |
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425 | * \sa SDL_GameControllerPathForIndex |
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426 | */ |
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427 | extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller); |
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428 | |||
429 | /** |
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430 | * Get the type of this currently opened controller |
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431 | * |
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432 | * This is the same name as returned by SDL_GameControllerTypeForIndex(), but |
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433 | * it takes a controller identifier instead of the (unstable) device index. |
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434 | * |
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435 | * \param gamecontroller the game controller object to query. |
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436 | * \returns the controller type. |
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437 | * |
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438 | * \since This function is available since SDL 2.0.12. |
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439 | */ |
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440 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); |
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441 | |||
442 | /** |
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443 | * Get the player index of an opened game controller. |
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444 | * |
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445 | * For XInput controllers this returns the XInput user index. |
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446 | * |
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447 | * \param gamecontroller the game controller object to query. |
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448 | * \returns the player index for controller, or -1 if it's not available. |
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449 | * |
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450 | * \since This function is available since SDL 2.0.9. |
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451 | */ |
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452 | extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
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453 | |||
454 | /** |
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455 | * Set the player index of an opened game controller. |
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456 | * |
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457 | * \param gamecontroller the game controller object to adjust. |
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458 | * \param player_index Player index to assign to this controller, or -1 to |
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459 | * clear the player index and turn off player LEDs. |
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460 | * |
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461 | * \since This function is available since SDL 2.0.12. |
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462 | */ |
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463 | extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); |
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464 | |||
465 | /** |
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466 | * Get the USB vendor ID of an opened controller, if available. |
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467 | * |
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468 | * If the vendor ID isn't available this function returns 0. |
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469 | * |
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470 | * \param gamecontroller the game controller object to query. |
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471 | * \return the USB vendor ID, or zero if unavailable. |
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472 | * |
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473 | * \since This function is available since SDL 2.0.6. |
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474 | */ |
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475 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); |
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476 | |||
477 | /** |
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478 | * Get the USB product ID of an opened controller, if available. |
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479 | * |
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480 | * If the product ID isn't available this function returns 0. |
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481 | * |
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482 | * \param gamecontroller the game controller object to query. |
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483 | * \return the USB product ID, or zero if unavailable. |
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484 | * |
||
485 | * \since This function is available since SDL 2.0.6. |
||
486 | */ |
||
487 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); |
||
488 | |||
489 | /** |
||
490 | * Get the product version of an opened controller, if available. |
||
491 | * |
||
492 | * If the product version isn't available this function returns 0. |
||
493 | * |
||
494 | * \param gamecontroller the game controller object to query. |
||
495 | * \return the USB product version, or zero if unavailable. |
||
496 | * |
||
497 | * \since This function is available since SDL 2.0.6. |
||
498 | */ |
||
499 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); |
||
500 | |||
501 | /** |
||
502 | * Get the firmware version of an opened controller, if available. |
||
503 | * |
||
504 | * If the firmware version isn't available this function returns 0. |
||
505 | * |
||
506 | * \param gamecontroller the game controller object to query. |
||
507 | * \return the controller firmware version, or zero if unavailable. |
||
508 | * |
||
509 | * \since This function is available since SDL 2.24.0. |
||
510 | */ |
||
511 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller); |
||
512 | |||
513 | /** |
||
514 | * Get the serial number of an opened controller, if available. |
||
515 | * |
||
516 | * Returns the serial number of the controller, or NULL if it is not |
||
517 | * available. |
||
518 | * |
||
519 | * \param gamecontroller the game controller object to query. |
||
520 | * \return the serial number, or NULL if unavailable. |
||
521 | * |
||
522 | * \since This function is available since SDL 2.0.14. |
||
523 | */ |
||
524 | extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); |
||
525 | |||
526 | /** |
||
527 | * Check if a controller has been opened and is currently connected. |
||
528 | * |
||
529 | * \param gamecontroller a game controller identifier previously returned by |
||
530 | * SDL_GameControllerOpen() |
||
531 | * \returns SDL_TRUE if the controller has been opened and is currently |
||
532 | * connected, or SDL_FALSE if not. |
||
533 | * |
||
534 | * \since This function is available since SDL 2.0.0. |
||
535 | * |
||
536 | * \sa SDL_GameControllerClose |
||
537 | * \sa SDL_GameControllerOpen |
||
538 | */ |
||
539 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
||
540 | |||
541 | /** |
||
542 | * Get the Joystick ID from a Game Controller. |
||
543 | * |
||
544 | * This function will give you a SDL_Joystick object, which allows you to use |
||
545 | * the SDL_Joystick functions with a SDL_GameController object. This would be |
||
546 | * useful for getting a joystick's position at any given time, even if it |
||
547 | * hasn't moved (moving it would produce an event, which would have the axis' |
||
548 | * value). |
||
549 | * |
||
550 | * The pointer returned is owned by the SDL_GameController. You should not |
||
551 | * call SDL_JoystickClose() on it, for example, since doing so will likely |
||
552 | * cause SDL to crash. |
||
553 | * |
||
554 | * \param gamecontroller the game controller object that you want to get a |
||
555 | * joystick from |
||
556 | * \returns a SDL_Joystick object; call SDL_GetError() for more information. |
||
557 | * |
||
558 | * \since This function is available since SDL 2.0.0. |
||
559 | */ |
||
560 | extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
||
561 | |||
562 | /** |
||
563 | * Query or change current state of Game Controller events. |
||
564 | * |
||
565 | * If controller events are disabled, you must call SDL_GameControllerUpdate() |
||
566 | * yourself and check the state of the controller when you want controller |
||
567 | * information. |
||
568 | * |
||
569 | * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, |
||
570 | * and 1 will have any effect. Other numbers will just be returned. |
||
571 | * |
||
572 | * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` |
||
573 | * \returns the same value passed to the function, with exception to -1 |
||
574 | * (SDL_QUERY), which will return the current state. |
||
575 | * |
||
576 | * \since This function is available since SDL 2.0.0. |
||
577 | * |
||
578 | * \sa SDL_JoystickEventState |
||
579 | */ |
||
580 | extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
||
581 | |||
582 | /** |
||
583 | * Manually pump game controller updates if not using the loop. |
||
584 | * |
||
585 | * This function is called automatically by the event loop if events are |
||
586 | * enabled. Under such circumstances, it will not be necessary to call this |
||
587 | * function. |
||
588 | * |
||
589 | * \since This function is available since SDL 2.0.0. |
||
590 | */ |
||
591 | extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
||
592 | |||
593 | |||
594 | /** |
||
595 | * The list of axes available from a controller |
||
596 | * |
||
597 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
||
598 | * and are centered within ~8000 of zero, though advanced UI will allow users to set |
||
599 | * or autodetect the dead zone, which varies between controllers. |
||
600 | * |
||
601 | * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. |
||
602 | */ |
||
603 | typedef enum |
||
604 | { |
||
605 | SDL_CONTROLLER_AXIS_INVALID = -1, |
||
606 | SDL_CONTROLLER_AXIS_LEFTX, |
||
607 | SDL_CONTROLLER_AXIS_LEFTY, |
||
608 | SDL_CONTROLLER_AXIS_RIGHTX, |
||
609 | SDL_CONTROLLER_AXIS_RIGHTY, |
||
610 | SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
||
611 | SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
||
612 | SDL_CONTROLLER_AXIS_MAX |
||
613 | } SDL_GameControllerAxis; |
||
614 | |||
615 | /** |
||
616 | * Convert a string into SDL_GameControllerAxis enum. |
||
617 | * |
||
618 | * This function is called internally to translate SDL_GameController mapping |
||
619 | * strings for the underlying joystick device into the consistent |
||
620 | * SDL_GameController mapping. You do not normally need to call this function |
||
621 | * unless you are parsing SDL_GameController mappings in your own code. |
||
622 | * |
||
623 | * Note specially that "righttrigger" and "lefttrigger" map to |
||
624 | * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, |
||
625 | * respectively. |
||
626 | * |
||
627 | * \param str string representing a SDL_GameController axis |
||
628 | * \returns the SDL_GameControllerAxis enum corresponding to the input string, |
||
629 | * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
||
630 | * |
||
631 | * \since This function is available since SDL 2.0.0. |
||
632 | * |
||
633 | * \sa SDL_GameControllerGetStringForAxis |
||
634 | */ |
||
635 | extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); |
||
636 | |||
637 | /** |
||
638 | * Convert from an SDL_GameControllerAxis enum to a string. |
||
639 | * |
||
640 | * The caller should not SDL_free() the returned string. |
||
641 | * |
||
642 | * \param axis an enum value for a given SDL_GameControllerAxis |
||
643 | * \returns a string for the given axis, or NULL if an invalid axis is |
||
644 | * specified. The string returned is of the format used by |
||
645 | * SDL_GameController mapping strings. |
||
646 | * |
||
647 | * \since This function is available since SDL 2.0.0. |
||
648 | * |
||
649 | * \sa SDL_GameControllerGetAxisFromString |
||
650 | */ |
||
651 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
||
652 | |||
653 | /** |
||
654 | * Get the SDL joystick layer binding for a controller axis mapping. |
||
655 | * |
||
656 | * \param gamecontroller a game controller |
||
657 | * \param axis an axis enum value (one of the SDL_GameControllerAxis values) |
||
658 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
||
659 | * (like the given Controller axis doesn't exist on the device), its |
||
660 | * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
||
661 | * |
||
662 | * \since This function is available since SDL 2.0.0. |
||
663 | * |
||
664 | * \sa SDL_GameControllerGetBindForButton |
||
665 | */ |
||
666 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
||
667 | SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
||
668 | SDL_GameControllerAxis axis); |
||
669 | |||
670 | /** |
||
671 | * Query whether a game controller has a given axis. |
||
672 | * |
||
673 | * This merely reports whether the controller's mapping defined this axis, as |
||
674 | * that is all the information SDL has about the physical device. |
||
675 | * |
||
676 | * \param gamecontroller a game controller |
||
677 | * \param axis an axis enum value (an SDL_GameControllerAxis value) |
||
678 | * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. |
||
679 | * |
||
680 | * \since This function is available since SDL 2.0.14. |
||
681 | */ |
||
682 | extern DECLSPEC SDL_bool SDLCALL |
||
683 | SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
||
684 | |||
685 | /** |
||
686 | * Get the current state of an axis control on a game controller. |
||
687 | * |
||
688 | * The axis indices start at index 0. |
||
689 | * |
||
690 | * The state is a value ranging from -32768 to 32767. Triggers, however, range |
||
691 | * from 0 to 32767 (they never return a negative value). |
||
692 | * |
||
693 | * \param gamecontroller a game controller |
||
694 | * \param axis an axis index (one of the SDL_GameControllerAxis values) |
||
695 | * \returns axis state (including 0) on success or 0 (also) on failure; call |
||
696 | * SDL_GetError() for more information. |
||
697 | * |
||
698 | * \since This function is available since SDL 2.0.0. |
||
699 | * |
||
700 | * \sa SDL_GameControllerGetButton |
||
701 | */ |
||
702 | extern DECLSPEC Sint16 SDLCALL |
||
703 | SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
||
704 | |||
705 | /** |
||
706 | * The list of buttons available from a controller |
||
707 | */ |
||
708 | typedef enum |
||
709 | { |
||
710 | SDL_CONTROLLER_BUTTON_INVALID = -1, |
||
711 | SDL_CONTROLLER_BUTTON_A, |
||
712 | SDL_CONTROLLER_BUTTON_B, |
||
713 | SDL_CONTROLLER_BUTTON_X, |
||
714 | SDL_CONTROLLER_BUTTON_Y, |
||
715 | SDL_CONTROLLER_BUTTON_BACK, |
||
716 | SDL_CONTROLLER_BUTTON_GUIDE, |
||
717 | SDL_CONTROLLER_BUTTON_START, |
||
718 | SDL_CONTROLLER_BUTTON_LEFTSTICK, |
||
719 | SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
||
720 | SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
||
721 | SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
||
722 | SDL_CONTROLLER_BUTTON_DPAD_UP, |
||
723 | SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
||
724 | SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
||
725 | SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
||
726 | SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */ |
||
727 | SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 (upper left, facing the back) */ |
||
728 | SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 (upper right, facing the back) */ |
||
729 | SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 (lower left, facing the back) */ |
||
730 | SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 (lower right, facing the back) */ |
||
731 | SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ |
||
732 | SDL_CONTROLLER_BUTTON_MAX |
||
733 | } SDL_GameControllerButton; |
||
734 | |||
735 | /** |
||
736 | * Convert a string into an SDL_GameControllerButton enum. |
||
737 | * |
||
738 | * This function is called internally to translate SDL_GameController mapping |
||
739 | * strings for the underlying joystick device into the consistent |
||
740 | * SDL_GameController mapping. You do not normally need to call this function |
||
741 | * unless you are parsing SDL_GameController mappings in your own code. |
||
742 | * |
||
743 | * \param str string representing a SDL_GameController axis |
||
744 | * \returns the SDL_GameControllerButton enum corresponding to the input |
||
745 | * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
||
746 | * |
||
747 | * \since This function is available since SDL 2.0.0. |
||
748 | */ |
||
749 | extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); |
||
750 | |||
751 | /** |
||
752 | * Convert from an SDL_GameControllerButton enum to a string. |
||
753 | * |
||
754 | * The caller should not SDL_free() the returned string. |
||
755 | * |
||
756 | * \param button an enum value for a given SDL_GameControllerButton |
||
757 | * \returns a string for the given button, or NULL if an invalid button is |
||
758 | * specified. The string returned is of the format used by |
||
759 | * SDL_GameController mapping strings. |
||
760 | * |
||
761 | * \since This function is available since SDL 2.0.0. |
||
762 | * |
||
763 | * \sa SDL_GameControllerGetButtonFromString |
||
764 | */ |
||
765 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
||
766 | |||
767 | /** |
||
768 | * Get the SDL joystick layer binding for a controller button mapping. |
||
769 | * |
||
770 | * \param gamecontroller a game controller |
||
771 | * \param button an button enum value (an SDL_GameControllerButton value) |
||
772 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
||
773 | * (like the given Controller button doesn't exist on the device), |
||
774 | * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
||
775 | * |
||
776 | * \since This function is available since SDL 2.0.0. |
||
777 | * |
||
778 | * \sa SDL_GameControllerGetBindForAxis |
||
779 | */ |
||
780 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
||
781 | SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
||
782 | SDL_GameControllerButton button); |
||
783 | |||
784 | /** |
||
785 | * Query whether a game controller has a given button. |
||
786 | * |
||
787 | * This merely reports whether the controller's mapping defined this button, |
||
788 | * as that is all the information SDL has about the physical device. |
||
789 | * |
||
790 | * \param gamecontroller a game controller |
||
791 | * \param button a button enum value (an SDL_GameControllerButton value) |
||
792 | * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. |
||
793 | * |
||
794 | * \since This function is available since SDL 2.0.14. |
||
795 | */ |
||
796 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, |
||
797 | SDL_GameControllerButton button); |
||
798 | |||
799 | /** |
||
800 | * Get the current state of a button on a game controller. |
||
801 | * |
||
802 | * \param gamecontroller a game controller |
||
803 | * \param button a button index (one of the SDL_GameControllerButton values) |
||
804 | * \returns 1 for pressed state or 0 for not pressed state or error; call |
||
805 | * SDL_GetError() for more information. |
||
806 | * |
||
807 | * \since This function is available since SDL 2.0.0. |
||
808 | * |
||
809 | * \sa SDL_GameControllerGetAxis |
||
810 | */ |
||
811 | extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, |
||
812 | SDL_GameControllerButton button); |
||
813 | |||
814 | /** |
||
815 | * Get the number of touchpads on a game controller. |
||
816 | * |
||
817 | * \since This function is available since SDL 2.0.14. |
||
818 | */ |
||
819 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); |
||
820 | |||
821 | /** |
||
822 | * Get the number of supported simultaneous fingers on a touchpad on a game |
||
823 | * controller. |
||
824 | * |
||
825 | * \since This function is available since SDL 2.0.14. |
||
826 | */ |
||
827 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); |
||
828 | |||
829 | /** |
||
830 | * Get the current state of a finger on a touchpad on a game controller. |
||
831 | * |
||
832 | * \since This function is available since SDL 2.0.14. |
||
833 | */ |
||
834 | extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); |
||
835 | |||
836 | /** |
||
837 | * Return whether a game controller has a particular sensor. |
||
838 | * |
||
839 | * \param gamecontroller The controller to query |
||
840 | * \param type The type of sensor to query |
||
841 | * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. |
||
842 | * |
||
843 | * \since This function is available since SDL 2.0.14. |
||
844 | */ |
||
845 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); |
||
846 | |||
847 | /** |
||
848 | * Set whether data reporting for a game controller sensor is enabled. |
||
849 | * |
||
850 | * \param gamecontroller The controller to update |
||
851 | * \param type The type of sensor to enable/disable |
||
852 | * \param enabled Whether data reporting should be enabled |
||
853 | * \returns 0 or -1 if an error occurred. |
||
854 | * |
||
855 | * \since This function is available since SDL 2.0.14. |
||
856 | */ |
||
857 | extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); |
||
858 | |||
859 | /** |
||
860 | * Query whether sensor data reporting is enabled for a game controller. |
||
861 | * |
||
862 | * \param gamecontroller The controller to query |
||
863 | * \param type The type of sensor to query |
||
864 | * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. |
||
865 | * |
||
866 | * \since This function is available since SDL 2.0.14. |
||
867 | */ |
||
868 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); |
||
869 | |||
870 | /** |
||
871 | * Get the data rate (number of events per second) of a game controller |
||
872 | * sensor. |
||
873 | * |
||
874 | * \param gamecontroller The controller to query |
||
875 | * \param type The type of sensor to query |
||
876 | * \return the data rate, or 0.0f if the data rate is not available. |
||
877 | * |
||
878 | * \since This function is available since SDL 2.0.16. |
||
879 | */ |
||
880 | extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type); |
||
881 | |||
882 | /** |
||
883 | * Get the current state of a game controller sensor. |
||
884 | * |
||
885 | * The number of values and interpretation of the data is sensor dependent. |
||
886 | * See SDL_sensor.h for the details for each type of sensor. |
||
887 | * |
||
888 | * \param gamecontroller The controller to query |
||
889 | * \param type The type of sensor to query |
||
890 | * \param data A pointer filled with the current sensor state |
||
891 | * \param num_values The number of values to write to data |
||
892 | * \return 0 or -1 if an error occurred. |
||
893 | * |
||
894 | * \since This function is available since SDL 2.0.14. |
||
895 | */ |
||
896 | extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); |
||
897 | |||
898 | /** |
||
899 | * Get the current state of a game controller sensor with the timestamp of the |
||
900 | * last update. |
||
901 | * |
||
902 | * The number of values and interpretation of the data is sensor dependent. |
||
903 | * See SDL_sensor.h for the details for each type of sensor. |
||
904 | * |
||
905 | * \param gamecontroller The controller to query |
||
906 | * \param type The type of sensor to query |
||
907 | * \param timestamp A pointer filled with the timestamp in microseconds of the |
||
908 | * current sensor reading if available, or 0 if not |
||
909 | * \param data A pointer filled with the current sensor state |
||
910 | * \param num_values The number of values to write to data |
||
911 | * \return 0 or -1 if an error occurred. |
||
912 | * |
||
913 | * \since This function is available since SDL 2.26.0. |
||
914 | */ |
||
915 | extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values); |
||
916 | |||
917 | /** |
||
918 | * Start a rumble effect on a game controller. |
||
919 | * |
||
920 | * Each call to this function cancels any previous rumble effect, and calling |
||
921 | * it with 0 intensity stops any rumbling. |
||
922 | * |
||
923 | * \param gamecontroller The controller to vibrate |
||
924 | * \param low_frequency_rumble The intensity of the low frequency (left) |
||
925 | * rumble motor, from 0 to 0xFFFF |
||
926 | * \param high_frequency_rumble The intensity of the high frequency (right) |
||
927 | * rumble motor, from 0 to 0xFFFF |
||
928 | * \param duration_ms The duration of the rumble effect, in milliseconds |
||
929 | * \returns 0, or -1 if rumble isn't supported on this controller |
||
930 | * |
||
931 | * \since This function is available since SDL 2.0.9. |
||
932 | * |
||
933 | * \sa SDL_GameControllerHasRumble |
||
934 | */ |
||
935 | extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
||
936 | |||
937 | /** |
||
938 | * Start a rumble effect in the game controller's triggers. |
||
939 | * |
||
940 | * Each call to this function cancels any previous trigger rumble effect, and |
||
941 | * calling it with 0 intensity stops any rumbling. |
||
942 | * |
||
943 | * Note that this is rumbling of the _triggers_ and not the game controller as |
||
944 | * a whole. This is currently only supported on Xbox One controllers. If you |
||
945 | * want the (more common) whole-controller rumble, use |
||
946 | * SDL_GameControllerRumble() instead. |
||
947 | * |
||
948 | * \param gamecontroller The controller to vibrate |
||
949 | * \param left_rumble The intensity of the left trigger rumble motor, from 0 |
||
950 | * to 0xFFFF |
||
951 | * \param right_rumble The intensity of the right trigger rumble motor, from 0 |
||
952 | * to 0xFFFF |
||
953 | * \param duration_ms The duration of the rumble effect, in milliseconds |
||
954 | * \returns 0, or -1 if trigger rumble isn't supported on this controller |
||
955 | * |
||
956 | * \since This function is available since SDL 2.0.14. |
||
957 | * |
||
958 | * \sa SDL_GameControllerHasRumbleTriggers |
||
959 | */ |
||
960 | extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); |
||
961 | |||
962 | /** |
||
963 | * Query whether a game controller has an LED. |
||
964 | * |
||
965 | * \param gamecontroller The controller to query |
||
966 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a |
||
967 | * modifiable LED |
||
968 | * |
||
969 | * \since This function is available since SDL 2.0.14. |
||
970 | */ |
||
971 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); |
||
972 | |||
973 | /** |
||
974 | * Query whether a game controller has rumble support. |
||
975 | * |
||
976 | * \param gamecontroller The controller to query |
||
977 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble |
||
978 | * support |
||
979 | * |
||
980 | * \since This function is available since SDL 2.0.18. |
||
981 | * |
||
982 | * \sa SDL_GameControllerRumble |
||
983 | */ |
||
984 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); |
||
985 | |||
986 | /** |
||
987 | * Query whether a game controller has rumble support on triggers. |
||
988 | * |
||
989 | * \param gamecontroller The controller to query |
||
990 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger |
||
991 | * rumble support |
||
992 | * |
||
993 | * \since This function is available since SDL 2.0.18. |
||
994 | * |
||
995 | * \sa SDL_GameControllerRumbleTriggers |
||
996 | */ |
||
997 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller); |
||
998 | |||
999 | /** |
||
1000 | * Update a game controller's LED color. |
||
1001 | * |
||
1002 | * \param gamecontroller The controller to update |
||
1003 | * \param red The intensity of the red LED |
||
1004 | * \param green The intensity of the green LED |
||
1005 | * \param blue The intensity of the blue LED |
||
1006 | * \returns 0, or -1 if this controller does not have a modifiable LED |
||
1007 | * |
||
1008 | * \since This function is available since SDL 2.0.14. |
||
1009 | */ |
||
1010 | extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); |
||
1011 | |||
1012 | /** |
||
1013 | * Send a controller specific effect packet |
||
1014 | * |
||
1015 | * \param gamecontroller The controller to affect |
||
1016 | * \param data The data to send to the controller |
||
1017 | * \param size The size of the data to send to the controller |
||
1018 | * \returns 0, or -1 if this controller or driver doesn't support effect |
||
1019 | * packets |
||
1020 | * |
||
1021 | * \since This function is available since SDL 2.0.16. |
||
1022 | */ |
||
1023 | extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size); |
||
1024 | |||
1025 | /** |
||
1026 | * Close a game controller previously opened with SDL_GameControllerOpen(). |
||
1027 | * |
||
1028 | * \param gamecontroller a game controller identifier previously returned by |
||
1029 | * SDL_GameControllerOpen() |
||
1030 | * |
||
1031 | * \since This function is available since SDL 2.0.0. |
||
1032 | * |
||
1033 | * \sa SDL_GameControllerOpen |
||
1034 | */ |
||
1035 | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
||
1036 | |||
1037 | /** |
||
1038 | * Return the sfSymbolsName for a given button on a game controller on Apple |
||
1039 | * platforms. |
||
1040 | * |
||
1041 | * \param gamecontroller the controller to query |
||
1042 | * \param button a button on the game controller |
||
1043 | * \returns the sfSymbolsName or NULL if the name can't be found |
||
1044 | * |
||
1045 | * \since This function is available since SDL 2.0.18. |
||
1046 | * |
||
1047 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis |
||
1048 | */ |
||
1049 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); |
||
1050 | |||
1051 | /** |
||
1052 | * Return the sfSymbolsName for a given axis on a game controller on Apple |
||
1053 | * platforms. |
||
1054 | * |
||
1055 | * \param gamecontroller the controller to query |
||
1056 | * \param axis an axis on the game controller |
||
1057 | * \returns the sfSymbolsName or NULL if the name can't be found |
||
1058 | * |
||
1059 | * \since This function is available since SDL 2.0.18. |
||
1060 | * |
||
1061 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton |
||
1062 | */ |
||
1063 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
||
1064 | |||
1065 | |||
1066 | /* Ends C function definitions when using C++ */ |
||
1067 | #ifdef __cplusplus |
||
1068 | } |
||
1069 | #endif |
||
1070 | #include "close_code.h" |
||
1071 | |||
1072 | #endif /* SDL_gamecontroller_h_ */ |
||
1073 | |||
1074 | /* vi: set ts=4 sw=4 expandtab: */ |