- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> 
-   
-   This software is provided 'as-is', without any express or implied 
-   warranty.  In no event will the authors be held liable for any damages 
-   arising from the use of this software. 
-   
-   Permission is granted to anyone to use this software for any purpose, 
-   including commercial applications, and to alter it and redistribute it 
-   freely, subject to the following restrictions: 
-   
-   1. The origin of this software must not be misrepresented; you must not 
-      claim that you wrote the original software. If you use this software 
-      in a product, an acknowledgment in the product documentation would be 
-      appreciated but is not required. 
-   2. Altered source versions must be plainly marked as such, and must not be 
-      misrepresented as being the original software. 
-   3. This notice may not be removed or altered from any source distribution. 
- */ 
-   
- /** 
-  *  \file SDL_gamecontroller.h 
-  * 
-  *  Include file for SDL game controller event handling 
-  */ 
-   
- #ifndef SDL_gamecontroller_h_ 
- #define SDL_gamecontroller_h_ 
-   
- #include "SDL_stdinc.h" 
- #include "SDL_error.h" 
- #include "SDL_rwops.h" 
- #include "SDL_sensor.h" 
- #include "SDL_joystick.h" 
-   
- #include "begin_code.h" 
- /* Set up for C function definitions, even when using C++ */ 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- /** 
-  *  \file SDL_gamecontroller.h 
-  * 
-  *  In order to use these functions, SDL_Init() must have been called 
-  *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system 
-  *  for game controllers, and load appropriate drivers. 
-  * 
-  *  If you would like to receive controller 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 gamecontroller structure used to identify an SDL game controller 
-  */ 
- struct _SDL_GameController; 
- typedef struct _SDL_GameController SDL_GameController; 
-   
- typedef enum 
- { 
-     SDL_CONTROLLER_TYPE_UNKNOWN = 0, 
-     SDL_CONTROLLER_TYPE_XBOX360, 
-     SDL_CONTROLLER_TYPE_XBOXONE, 
-     SDL_CONTROLLER_TYPE_PS3, 
-     SDL_CONTROLLER_TYPE_PS4, 
-     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO, 
-     SDL_CONTROLLER_TYPE_VIRTUAL, 
-     SDL_CONTROLLER_TYPE_PS5, 
-     SDL_CONTROLLER_TYPE_AMAZON_LUNA, 
-     SDL_CONTROLLER_TYPE_GOOGLE_STADIA, 
-     SDL_CONTROLLER_TYPE_NVIDIA_SHIELD, 
-     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, 
-     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, 
-     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR 
- } SDL_GameControllerType; 
-   
- typedef enum 
- { 
-     SDL_CONTROLLER_BINDTYPE_NONE = 0, 
-     SDL_CONTROLLER_BINDTYPE_BUTTON, 
-     SDL_CONTROLLER_BINDTYPE_AXIS, 
-     SDL_CONTROLLER_BINDTYPE_HAT 
- } SDL_GameControllerBindType; 
-   
- /** 
-  *  Get the SDL joystick layer binding for this controller button/axis mapping 
-  */ 
- typedef struct SDL_GameControllerButtonBind 
- { 
-     SDL_GameControllerBindType bindType; 
-     union 
-     { 
-         int button; 
-         int axis; 
-         struct { 
-             int hat; 
-             int hat_mask; 
-         } hat; 
-     } value; 
-   
- } SDL_GameControllerButtonBind; 
-   
-   
- /** 
-  *  To count the number of game controllers in the system for the following: 
-  * 
-  *  ```c 
-  *  int nJoysticks = SDL_NumJoysticks(); 
-  *  int nGameControllers = 0; 
-  *  for (int i = 0; i < nJoysticks; i++) { 
-  *      if (SDL_IsGameController(i)) { 
-  *          nGameControllers++; 
-  *      } 
-  *  } 
-  *  ``` 
-  * 
-  *  Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: 
-  *  guid,name,mappings 
-  * 
-  *  Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. 
-  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. 
-  *  The mapping format for joystick is: 
-  *      bX - a joystick button, index X 
-  *      hX.Y - hat X with value Y 
-  *      aX - axis X of the joystick 
-  *  Buttons can be used as a controller axis and vice versa. 
-  * 
-  *  This string shows an example of a valid mapping for a controller 
-  * 
-  * ```c 
-  * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", 
-  * ``` 
-  */ 
-   
- /** 
-  * Load a set of Game Controller mappings from a seekable SDL data stream. 
-  * 
-  * You can call this function several times, if needed, to load different 
-  * database files. 
-  * 
-  * If a new mapping is loaded for an already known controller GUID, the later 
-  * version will overwrite the one currently loaded. 
-  * 
-  * Mappings not belonging to the current platform or with no platform field 
-  * specified will be ignored (i.e. mappings for Linux will be ignored in 
-  * Windows, etc). 
-  * 
-  * This function will load the text database entirely in memory before 
-  * processing it, so take this into consideration if you are in a memory 
-  * constrained environment. 
-  * 
-  * \param rw the data stream for the mappings to be added 
-  * \param freerw non-zero to close the stream after being read 
-  * \returns the number of mappings added or -1 on error; call SDL_GetError() 
-  *          for more information. 
-  * 
-  * \since This function is available since SDL 2.0.2. 
-  * 
-  * \sa SDL_GameControllerAddMapping 
-  * \sa SDL_GameControllerAddMappingsFromFile 
-  * \sa SDL_GameControllerMappingForGUID 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); 
-   
- /** 
-  *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform() 
-  * 
-  *  Convenience macro. 
-  */ 
- #define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) 
-   
- /** 
-  * Add support for controllers that SDL is unaware of or to cause an existing 
-  * controller to have a different binding. 
-  * 
-  * The mapping string has the format "GUID,name,mapping", where GUID is the 
-  * string value from SDL_JoystickGetGUIDString(), name is the human readable 
-  * string for the device and mappings are controller mappings to joystick 
-  * ones. Under Windows there is a reserved GUID of "xinput" that covers all 
-  * XInput devices. The mapping format for joystick is: {| |bX |a joystick 
-  * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick 
-  * |} Buttons can be used as a controller axes and vice versa. 
-  * 
-  * This string shows an example of a valid mapping for a controller: 
-  * 
-  * ```c 
-  * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" 
-  * ``` 
-  * 
-  * \param mappingString the mapping string 
-  * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, 
-  *          -1 on error; call SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerMapping 
-  * \sa SDL_GameControllerMappingForGUID 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); 
-   
- /** 
-  * Get the number of mappings installed. 
-  * 
-  * \returns the number of mappings. 
-  * 
-  * \since This function is available since SDL 2.0.6. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); 
-   
- /** 
-  * Get the mapping at a particular index. 
-  * 
-  * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if 
-  *          the index is out of range. 
-  * 
-  * \since This function is available since SDL 2.0.6. 
-  */ 
- extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); 
-   
- /** 
-  * Get the game controller 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 2.0.0. 
-  * 
-  * \sa SDL_JoystickGetDeviceGUID 
-  * \sa SDL_JoystickGetGUID 
-  */ 
- extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); 
-   
- /** 
-  * Get the current mapping of a Game Controller. 
-  * 
-  * The returned string must be freed with SDL_free(). 
-  * 
-  * Details about mappings are discussed with SDL_GameControllerAddMapping(). 
-  * 
-  * \param gamecontroller the game controller you want to get the current 
-  *                       mapping for 
-  * \returns a string that has the controller's mapping or NULL if no mapping 
-  *          is available; call SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerAddMapping 
-  * \sa SDL_GameControllerMappingForGUID 
-  */ 
- extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Check if the given joystick is supported by the game controller interface. 
-  * 
-  * `joystick_index` is the same as the `device_index` passed to 
-  * SDL_JoystickOpen(). 
-  * 
-  * \param joystick_index the device_index of a device, up to 
-  *                       SDL_NumJoysticks() 
-  * \returns SDL_TRUE if the given joystick is supported by the game controller 
-  *          interface, SDL_FALSE if it isn't or it's an invalid index. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerNameForIndex 
-  * \sa SDL_GameControllerOpen 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); 
-   
- /** 
-  * Get the implementation dependent name for the game controller. 
-  * 
-  * This function can be called before any controllers are opened. 
-  * 
-  * `joystick_index` is the same as the `device_index` passed to 
-  * SDL_JoystickOpen(). 
-  * 
-  * \param joystick_index the device_index of a device, from zero to 
-  *                       SDL_NumJoysticks()-1 
-  * \returns the implementation-dependent name for the game controller, or NULL 
-  *          if there is no name or the index is invalid. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerName 
-  * \sa SDL_GameControllerOpen 
-  * \sa SDL_IsGameController 
-  */ 
- extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); 
-   
- /** 
-  * Get the implementation dependent path for the game controller. 
-  * 
-  * This function can be called before any controllers are opened. 
-  * 
-  * `joystick_index` is the same as the `device_index` passed to 
-  * SDL_JoystickOpen(). 
-  * 
-  * \param joystick_index the device_index of a device, from zero to 
-  *                       SDL_NumJoysticks()-1 
-  * \returns the implementation-dependent path for the game controller, or NULL 
-  *          if there is no path or the index is invalid. 
-  * 
-  * \since This function is available since SDL 2.24.0. 
-  * 
-  * \sa SDL_GameControllerPath 
-  */ 
- extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index); 
-   
- /** 
-  * Get the type of a game controller. 
-  * 
-  * This can be called before any controllers are opened. 
-  * 
-  * \param joystick_index the device_index of a device, from zero to 
-  *                       SDL_NumJoysticks()-1 
-  * \returns the controller type. 
-  * 
-  * \since This function is available since SDL 2.0.12. 
-  */ 
- extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); 
-   
- /** 
-  * Get the mapping of a game controller. 
-  * 
-  * This can be called before any controllers are opened. 
-  * 
-  * \param joystick_index the device_index of a device, from zero to 
-  *                       SDL_NumJoysticks()-1 
-  * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if 
-  *          no mapping is available. 
-  * 
-  * \since This function is available since SDL 2.0.9. 
-  */ 
- extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); 
-   
- /** 
-  * Open a game controller for use. 
-  * 
-  * `joystick_index` is the same as the `device_index` passed to 
-  * SDL_JoystickOpen(). 
-  * 
-  * The index passed as an argument refers to the N'th game controller on the 
-  * system. This index is not the value which will identify this controller in 
-  * future controller events. The joystick's instance id (SDL_JoystickID) will 
-  * be used there instead. 
-  * 
-  * \param joystick_index the device_index of a device, up to 
-  *                       SDL_NumJoysticks() 
-  * \returns a gamecontroller identifier or NULL if an error occurred; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerClose 
-  * \sa SDL_GameControllerNameForIndex 
-  * \sa SDL_IsGameController 
-  */ 
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); 
-   
- /** 
-  * Get the SDL_GameController associated with an instance id. 
-  * 
-  * \param joyid the instance id to get the SDL_GameController for 
-  * \returns an SDL_GameController on success or NULL on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.4. 
-  */ 
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); 
-   
- /** 
-  * Get the SDL_GameController associated with a player index. 
-  * 
-  * Please note that the player index is _not_ the device index, nor is it the 
-  * instance id! 
-  * 
-  * \param player_index the player index, which is not the device index or the 
-  *                     instance id! 
-  * \returns the SDL_GameController associated with a player index. 
-  * 
-  * \since This function is available since SDL 2.0.12. 
-  * 
-  * \sa SDL_GameControllerGetPlayerIndex 
-  * \sa SDL_GameControllerSetPlayerIndex 
-  */ 
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); 
-   
- /** 
-  * Get the implementation-dependent name for an opened game controller. 
-  * 
-  * This is the same name as returned by SDL_GameControllerNameForIndex(), but 
-  * it takes a controller identifier instead of the (unstable) device index. 
-  * 
-  * \param gamecontroller a game controller identifier previously returned by 
-  *                       SDL_GameControllerOpen() 
-  * \returns the implementation dependent name for the game controller, or NULL 
-  *          if there is no name or the identifier passed is invalid. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerNameForIndex 
-  * \sa SDL_GameControllerOpen 
-  */ 
- extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Get the implementation-dependent path for an opened game controller. 
-  * 
-  * This is the same path as returned by SDL_GameControllerNameForIndex(), but 
-  * it takes a controller identifier instead of the (unstable) device index. 
-  * 
-  * \param gamecontroller a game controller identifier previously returned by 
-  *                       SDL_GameControllerOpen() 
-  * \returns the implementation dependent path for the game controller, or NULL 
-  *          if there is no path or the identifier passed is invalid. 
-  * 
-  * \since This function is available since SDL 2.24.0. 
-  * 
-  * \sa SDL_GameControllerPathForIndex 
-  */ 
- extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Get the type of this currently opened controller 
-  * 
-  * This is the same name as returned by SDL_GameControllerTypeForIndex(), but 
-  * it takes a controller identifier instead of the (unstable) device index. 
-  * 
-  * \param gamecontroller the game controller object to query. 
-  * \returns the controller type. 
-  * 
-  * \since This function is available since SDL 2.0.12. 
-  */ 
- extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Get the player index of an opened game controller. 
-  * 
-  * For XInput controllers this returns the XInput user index. 
-  * 
-  * \param gamecontroller the game controller object to query. 
-  * \returns the player index for controller, or -1 if it's not available. 
-  * 
-  * \since This function is available since SDL 2.0.9. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Set the player index of an opened game controller. 
-  * 
-  * \param gamecontroller the game controller object to adjust. 
-  * \param player_index Player index to assign to this controller, or -1 to 
-  *                     clear the player index and turn off player LEDs. 
-  * 
-  * \since This function is available since SDL 2.0.12. 
-  */ 
- extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); 
-   
- /** 
-  * Get the USB vendor ID of an opened controller, if available. 
-  * 
-  * If the vendor ID isn't available this function returns 0. 
-  * 
-  * \param gamecontroller the game controller object to query. 
-  * \return the USB vendor ID, or zero if unavailable. 
-  * 
-  * \since This function is available since SDL 2.0.6. 
-  */ 
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Get the USB product ID of an opened controller, if available. 
-  * 
-  * If the product ID isn't available this function returns 0. 
-  * 
-  * \param gamecontroller the game controller object to query. 
-  * \return the USB product ID, or zero if unavailable. 
-  * 
-  * \since This function is available since SDL 2.0.6. 
-  */ 
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Get the product version of an opened controller, if available. 
-  * 
-  * If the product version isn't available this function returns 0. 
-  * 
-  * \param gamecontroller the game controller object to query. 
-  * \return the USB product version, or zero if unavailable. 
-  * 
-  * \since This function is available since SDL 2.0.6. 
-  */ 
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Get the firmware version of an opened controller, if available. 
-  * 
-  * If the firmware version isn't available this function returns 0. 
-  * 
-  * \param gamecontroller the game controller object to query. 
-  * \return the controller firmware version, or zero if unavailable. 
-  * 
-  * \since This function is available since SDL 2.24.0. 
-  */ 
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Get the serial number of an opened controller, if available. 
-  * 
-  * Returns the serial number of the controller, or NULL if it is not 
-  * available. 
-  * 
-  * \param gamecontroller the game controller object to query. 
-  * \return the serial number, or NULL if unavailable. 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Check if a controller has been opened and is currently connected. 
-  * 
-  * \param gamecontroller a game controller identifier previously returned by 
-  *                       SDL_GameControllerOpen() 
-  * \returns SDL_TRUE if the controller has been opened and is currently 
-  *          connected, or SDL_FALSE if not. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerClose 
-  * \sa SDL_GameControllerOpen 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Get the Joystick ID from a Game Controller. 
-  * 
-  * This function will give you a SDL_Joystick object, which allows you to use 
-  * the SDL_Joystick functions with a SDL_GameController object. This would be 
-  * useful for getting a joystick's position at any given time, even if it 
-  * hasn't moved (moving it would produce an event, which would have the axis' 
-  * value). 
-  * 
-  * The pointer returned is owned by the SDL_GameController. You should not 
-  * call SDL_JoystickClose() on it, for example, since doing so will likely 
-  * cause SDL to crash. 
-  * 
-  * \param gamecontroller the game controller object that you want to get a 
-  *                       joystick from 
-  * \returns a SDL_Joystick object; call SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  */ 
- extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Query or change current state of Game Controller events. 
-  * 
-  * If controller events are disabled, you must call SDL_GameControllerUpdate() 
-  * yourself and check the state of the controller when you want controller 
-  * information. 
-  * 
-  * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, 
-  * and 1 will have any effect. Other numbers will just be returned. 
-  * 
-  * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` 
-  * \returns the same value passed to the function, with exception to -1 
-  *          (SDL_QUERY), which will return the current state. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_JoystickEventState 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); 
-   
- /** 
-  * Manually pump game controller updates if not using the loop. 
-  * 
-  * This function is called automatically by the event loop if events are 
-  * enabled. Under such circumstances, it will not be necessary to call this 
-  * function. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  */ 
- extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); 
-   
-   
- /** 
-  *  The list of axes available from a controller 
-  * 
-  *  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 controllers. 
-  * 
-  *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. 
-  */ 
- typedef enum 
- { 
-     SDL_CONTROLLER_AXIS_INVALID = -1, 
-     SDL_CONTROLLER_AXIS_LEFTX, 
-     SDL_CONTROLLER_AXIS_LEFTY, 
-     SDL_CONTROLLER_AXIS_RIGHTX, 
-     SDL_CONTROLLER_AXIS_RIGHTY, 
-     SDL_CONTROLLER_AXIS_TRIGGERLEFT, 
-     SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 
-     SDL_CONTROLLER_AXIS_MAX 
- } SDL_GameControllerAxis; 
-   
- /** 
-  * Convert a string into SDL_GameControllerAxis enum. 
-  * 
-  * This function is called internally to translate SDL_GameController mapping 
-  * strings for the underlying joystick device into the consistent 
-  * SDL_GameController mapping. You do not normally need to call this function 
-  * unless you are parsing SDL_GameController mappings in your own code. 
-  * 
-  * Note specially that "righttrigger" and "lefttrigger" map to 
-  * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, 
-  * respectively. 
-  * 
-  * \param str string representing a SDL_GameController axis 
-  * \returns the SDL_GameControllerAxis enum corresponding to the input string, 
-  *          or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerGetStringForAxis 
-  */ 
- extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); 
-   
- /** 
-  * Convert from an SDL_GameControllerAxis enum to a string. 
-  * 
-  * The caller should not SDL_free() the returned string. 
-  * 
-  * \param axis an enum value for a given SDL_GameControllerAxis 
-  * \returns a string for the given axis, or NULL if an invalid axis is 
-  *          specified. The string returned is of the format used by 
-  *          SDL_GameController mapping strings. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerGetAxisFromString 
-  */ 
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); 
-   
- /** 
-  * Get the SDL joystick layer binding for a controller axis mapping. 
-  * 
-  * \param gamecontroller a game controller 
-  * \param axis an axis enum value (one of the SDL_GameControllerAxis values) 
-  * \returns a SDL_GameControllerButtonBind describing the bind. On failure 
-  *          (like the given Controller axis doesn't exist on the device), its 
-  *          `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerGetBindForButton 
-  */ 
- extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 
- SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, 
-                                  SDL_GameControllerAxis axis); 
-   
- /** 
-  * Query whether a game controller has a given axis. 
-  * 
-  * This merely reports whether the controller's mapping defined this axis, as 
-  * that is all the information SDL has about the physical device. 
-  * 
-  * \param gamecontroller a game controller 
-  * \param axis an axis enum value (an SDL_GameControllerAxis value) 
-  * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL 
- SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); 
-   
- /** 
-  * Get the current state of an axis control on a game controller. 
-  * 
-  * The axis indices start at index 0. 
-  * 
-  * The state is a value ranging from -32768 to 32767. Triggers, however, range 
-  * from 0 to 32767 (they never return a negative value). 
-  * 
-  * \param gamecontroller a game controller 
-  * \param axis an axis index (one of the SDL_GameControllerAxis values) 
-  * \returns axis state (including 0) on success or 0 (also) on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerGetButton 
-  */ 
- extern DECLSPEC Sint16 SDLCALL 
- SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); 
-   
- /** 
-  *  The list of buttons available from a controller 
-  */ 
- typedef enum 
- { 
-     SDL_CONTROLLER_BUTTON_INVALID = -1, 
-     SDL_CONTROLLER_BUTTON_A, 
-     SDL_CONTROLLER_BUTTON_B, 
-     SDL_CONTROLLER_BUTTON_X, 
-     SDL_CONTROLLER_BUTTON_Y, 
-     SDL_CONTROLLER_BUTTON_BACK, 
-     SDL_CONTROLLER_BUTTON_GUIDE, 
-     SDL_CONTROLLER_BUTTON_START, 
-     SDL_CONTROLLER_BUTTON_LEFTSTICK, 
-     SDL_CONTROLLER_BUTTON_RIGHTSTICK, 
-     SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 
-     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 
-     SDL_CONTROLLER_BUTTON_DPAD_UP, 
-     SDL_CONTROLLER_BUTTON_DPAD_DOWN, 
-     SDL_CONTROLLER_BUTTON_DPAD_LEFT, 
-     SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 
-     SDL_CONTROLLER_BUTTON_MISC1,    /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */ 
-     SDL_CONTROLLER_BUTTON_PADDLE1,  /* Xbox Elite paddle P1 (upper left, facing the back) */ 
-     SDL_CONTROLLER_BUTTON_PADDLE2,  /* Xbox Elite paddle P3 (upper right, facing the back) */ 
-     SDL_CONTROLLER_BUTTON_PADDLE3,  /* Xbox Elite paddle P2 (lower left, facing the back) */ 
-     SDL_CONTROLLER_BUTTON_PADDLE4,  /* Xbox Elite paddle P4 (lower right, facing the back) */ 
-     SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ 
-     SDL_CONTROLLER_BUTTON_MAX 
- } SDL_GameControllerButton; 
-   
- /** 
-  * Convert a string into an SDL_GameControllerButton enum. 
-  * 
-  * This function is called internally to translate SDL_GameController mapping 
-  * strings for the underlying joystick device into the consistent 
-  * SDL_GameController mapping. You do not normally need to call this function 
-  * unless you are parsing SDL_GameController mappings in your own code. 
-  * 
-  * \param str string representing a SDL_GameController axis 
-  * \returns the SDL_GameControllerButton enum corresponding to the input 
-  *          string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  */ 
- extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); 
-   
- /** 
-  * Convert from an SDL_GameControllerButton enum to a string. 
-  * 
-  * The caller should not SDL_free() the returned string. 
-  * 
-  * \param button an enum value for a given SDL_GameControllerButton 
-  * \returns a string for the given button, or NULL if an invalid button is 
-  *          specified. The string returned is of the format used by 
-  *          SDL_GameController mapping strings. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerGetButtonFromString 
-  */ 
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); 
-   
- /** 
-  * Get the SDL joystick layer binding for a controller button mapping. 
-  * 
-  * \param gamecontroller a game controller 
-  * \param button an button enum value (an SDL_GameControllerButton value) 
-  * \returns a SDL_GameControllerButtonBind describing the bind. On failure 
-  *          (like the given Controller button doesn't exist on the device), 
-  *          its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerGetBindForAxis 
-  */ 
- extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 
- SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 
-                                    SDL_GameControllerButton button); 
-   
- /** 
-  * Query whether a game controller has a given button. 
-  * 
-  * This merely reports whether the controller's mapping defined this button, 
-  * as that is all the information SDL has about the physical device. 
-  * 
-  * \param gamecontroller a game controller 
-  * \param button a button enum value (an SDL_GameControllerButton value) 
-  * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, 
-                                                              SDL_GameControllerButton button); 
-   
- /** 
-  * Get the current state of a button on a game controller. 
-  * 
-  * \param gamecontroller a game controller 
-  * \param button a button index (one of the SDL_GameControllerButton values) 
-  * \returns 1 for pressed state or 0 for not pressed state or error; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerGetAxis 
-  */ 
- extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, 
-                                                           SDL_GameControllerButton button); 
-   
- /** 
-  * Get the number of touchpads on a game controller. 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Get the number of supported simultaneous fingers on a touchpad on a game 
-  * controller. 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); 
-   
- /** 
-  * Get the current state of a finger on a touchpad on a game controller. 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); 
-   
- /** 
-  * Return whether a game controller has a particular sensor. 
-  * 
-  * \param gamecontroller The controller 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 2.0.14. 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); 
-   
- /** 
-  * Set whether data reporting for a game controller sensor is enabled. 
-  * 
-  * \param gamecontroller The controller to update 
-  * \param type The type of sensor to enable/disable 
-  * \param enabled Whether data reporting should be enabled 
-  * \returns 0 or -1 if an error occurred. 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); 
-   
- /** 
-  * Query whether sensor data reporting is enabled for a game controller. 
-  * 
-  * \param gamecontroller The controller to query 
-  * \param type The type of sensor to query 
-  * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); 
-   
- /** 
-  * Get the data rate (number of events per second) of a game controller 
-  * sensor. 
-  * 
-  * \param gamecontroller The controller to query 
-  * \param type The type of sensor to query 
-  * \return the data rate, or 0.0f if the data rate is not available. 
-  * 
-  * \since This function is available since SDL 2.0.16. 
-  */ 
- extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type); 
-   
- /** 
-  * Get the current state of a game controller sensor. 
-  * 
-  * The number of values and interpretation of the data is sensor dependent. 
-  * See SDL_sensor.h for the details for each type of sensor. 
-  * 
-  * \param gamecontroller The controller to query 
-  * \param type The type of sensor to query 
-  * \param data A pointer filled with the current sensor state 
-  * \param num_values The number of values to write to data 
-  * \return 0 or -1 if an error occurred. 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); 
-   
- /** 
-  * Get the current state of a game controller sensor with the timestamp of the 
-  * last update. 
-  * 
-  * The number of values and interpretation of the data is sensor dependent. 
-  * See SDL_sensor.h for the details for each type of sensor. 
-  * 
-  * \param gamecontroller The controller to query 
-  * \param type The type of sensor to query 
-  * \param timestamp A pointer filled with the timestamp in microseconds of the 
-  *                  current sensor reading if available, or 0 if not 
-  * \param data A pointer filled with the current sensor state 
-  * \param num_values The number of values to write to data 
-  * \return 0 or -1 if an error occurred. 
-  * 
-  * \since This function is available since SDL 2.26.0. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values); 
-   
- /** 
-  * Start a rumble effect on a game controller. 
-  * 
-  * Each call to this function cancels any previous rumble effect, and calling 
-  * it with 0 intensity stops any rumbling. 
-  * 
-  * \param gamecontroller The controller to vibrate 
-  * \param low_frequency_rumble The intensity of the low frequency (left) 
-  *                             rumble motor, from 0 to 0xFFFF 
-  * \param high_frequency_rumble The intensity of the high frequency (right) 
-  *                              rumble motor, from 0 to 0xFFFF 
-  * \param duration_ms The duration of the rumble effect, in milliseconds 
-  * \returns 0, or -1 if rumble isn't supported on this controller 
-  * 
-  * \since This function is available since SDL 2.0.9. 
-  * 
-  * \sa SDL_GameControllerHasRumble 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); 
-   
- /** 
-  * Start a rumble effect in the game controller's triggers. 
-  * 
-  * Each call to this function cancels any previous trigger rumble effect, and 
-  * calling it with 0 intensity stops any rumbling. 
-  * 
-  * Note that this is rumbling of the _triggers_ and not the game controller as 
-  * a whole. This is currently only supported on Xbox One controllers. If you 
-  * want the (more common) whole-controller rumble, use 
-  * SDL_GameControllerRumble() instead. 
-  * 
-  * \param gamecontroller The controller to vibrate 
-  * \param left_rumble The intensity of the left trigger rumble motor, from 0 
-  *                    to 0xFFFF 
-  * \param right_rumble The intensity of the right trigger rumble motor, from 0 
-  *                     to 0xFFFF 
-  * \param duration_ms The duration of the rumble effect, in milliseconds 
-  * \returns 0, or -1 if trigger rumble isn't supported on this controller 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  * 
-  * \sa SDL_GameControllerHasRumbleTriggers 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); 
-   
- /** 
-  * Query whether a game controller has an LED. 
-  * 
-  * \param gamecontroller The controller to query 
-  * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a 
-  *          modifiable LED 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Query whether a game controller has rumble support. 
-  * 
-  * \param gamecontroller The controller to query 
-  * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble 
-  *          support 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  * 
-  * \sa SDL_GameControllerRumble 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Query whether a game controller has rumble support on triggers. 
-  * 
-  * \param gamecontroller The controller to query 
-  * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger 
-  *          rumble support 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  * 
-  * \sa SDL_GameControllerRumbleTriggers 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Update a game controller's LED color. 
-  * 
-  * \param gamecontroller The controller to update 
-  * \param red The intensity of the red LED 
-  * \param green The intensity of the green LED 
-  * \param blue The intensity of the blue LED 
-  * \returns 0, or -1 if this controller does not have a modifiable LED 
-  * 
-  * \since This function is available since SDL 2.0.14. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); 
-   
- /** 
-  * Send a controller specific effect packet 
-  * 
-  * \param gamecontroller The controller to affect 
-  * \param data The data to send to the controller 
-  * \param size The size of the data to send to the controller 
-  * \returns 0, or -1 if this controller or driver doesn't support effect 
-  *          packets 
-  * 
-  * \since This function is available since SDL 2.0.16. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size); 
-   
- /** 
-  * Close a game controller previously opened with SDL_GameControllerOpen(). 
-  * 
-  * \param gamecontroller a game controller identifier previously returned by 
-  *                       SDL_GameControllerOpen() 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GameControllerOpen 
-  */ 
- extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); 
-   
- /** 
-  * Return the sfSymbolsName for a given button on a game controller on Apple 
-  * platforms. 
-  * 
-  * \param gamecontroller the controller to query 
-  * \param button a button on the game controller 
-  * \returns the sfSymbolsName or NULL if the name can't be found 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  * 
-  * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis 
-  */ 
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); 
-   
- /** 
-  * Return the sfSymbolsName for a given axis on a game controller on Apple 
-  * platforms. 
-  * 
-  * \param gamecontroller the controller to query 
-  * \param axis an axis on the game controller 
-  * \returns the sfSymbolsName or NULL if the name can't be found 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  * 
-  * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton 
-  */ 
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); 
-   
-   
- /* Ends C function definitions when using C++ */ 
- #ifdef __cplusplus 
- } 
- #endif 
- #include "close_code.h" 
-   
- #endif /* SDL_gamecontroller_h_ */ 
-   
- /* vi: set ts=4 sw=4 expandtab: */ 
-