| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2025 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. |
| */ |
| |
| /** |
| * # CategoryGamepad |
| * |
| * SDL provides a low-level joystick API, which just treats joysticks as an |
| * arbitrary pile of buttons, axes, and hat switches. If you're planning to |
| * write your own control configuration screen, this can give you a lot of |
| * flexibility, but that's a lot of work, and most things that we consider |
| * "joysticks" now are actually console-style gamepads. So SDL provides the |
| * gamepad API on top of the lower-level joystick functionality. |
| * |
| * The difference between a joystick and a gamepad is that a gamepad tells you |
| * _where_ a button or axis is on the device. You don't speak to gamepads in |
| * terms of arbitrary numbers like "button 3" or "axis 2" but in standard |
| * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or |
| * X/O/Square/Triangle, if you will). |
| * |
| * One turns a joystick into a gamepad by providing a magic configuration |
| * string, which tells SDL the details of a specific device: when you see this |
| * specific hardware, if button 2 gets pressed, this is actually D-Pad Up, |
| * etc. |
| * |
| * SDL has many popular controllers configured out of the box, and users can |
| * add their own controller details through an environment variable if it's |
| * otherwise unknown to SDL. |
| * |
| * In order to use these functions, SDL_Init() must have been called with the |
| * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and |
| * load appropriate drivers. |
| * |
| * If you would like to receive gamepad updates while the application is in |
| * the background, you should set the following hint before calling |
| * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
| * |
| * Gamepads support various optional features such as rumble, color LEDs, |
| * touchpad, gyro, etc. The support for these features varies depending on the |
| * controller and OS support available. You can check for LED and rumble |
| * capabilities at runtime by calling SDL_GetGamepadProperties() and checking |
| * the various capability properties. You can check for touchpad by calling |
| * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by |
| * calling SDL_GamepadHasSensor(). |
| * |
| * By default SDL will try to use the most capable driver available, but you |
| * can tune which OS drivers to use with the various joystick hints in |
| * SDL_hints.h. |
| * |
| * Your application should always support gamepad hotplugging. On some |
| * platforms like Xbox, Steam Deck, etc., this is a requirement for |
| * certification. On other platforms, like macOS and Windows when using |
| * Windows.Gaming.Input, controllers may not be available at startup and will |
| * come in at some point after you've started processing events. |
| */ |
| |
| #ifndef SDL_gamepad_h_ |
| #define SDL_gamepad_h_ |
| |
| #include <SDL3/SDL_stdinc.h> |
| #include <SDL3/SDL_error.h> |
| #include <SDL3/SDL_guid.h> |
| #include <SDL3/SDL_iostream.h> |
| #include <SDL3/SDL_joystick.h> |
| #include <SDL3/SDL_power.h> |
| #include <SDL3/SDL_properties.h> |
| #include <SDL3/SDL_sensor.h> |
| |
| #include <SDL3/SDL_begin_code.h> |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /** |
| * The structure used to identify an SDL gamepad |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_Gamepad SDL_Gamepad; |
| |
| /** |
| * Standard gamepad types. |
| * |
| * This type does not necessarily map to first-party controllers from |
| * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report |
| * as these, either because they were designed for a specific console, or they |
| * simply most closely match that console's controllers (does it have A/B/X/Y |
| * buttons or X/O/Square/Triangle? Does it have a touchpad? etc). |
| */ |
| typedef enum SDL_GamepadType |
| { |
| SDL_GAMEPAD_TYPE_UNKNOWN = 0, |
| SDL_GAMEPAD_TYPE_STANDARD, |
| SDL_GAMEPAD_TYPE_XBOX360, |
| SDL_GAMEPAD_TYPE_XBOXONE, |
| SDL_GAMEPAD_TYPE_PS3, |
| SDL_GAMEPAD_TYPE_PS4, |
| SDL_GAMEPAD_TYPE_PS5, |
| SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO, |
| SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, |
| SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, |
| SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR, |
| SDL_GAMEPAD_TYPE_GAMECUBE, |
| SDL_GAMEPAD_TYPE_COUNT |
| } SDL_GamepadType; |
| |
| /** |
| * The list of buttons available on a gamepad |
| * |
| * For controllers that use a diamond pattern for the face buttons, the |
| * south/east/west/north buttons below correspond to the locations in the |
| * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo |
| * Switch controllers, this would be B/A/Y/X, for GameCube controllers this |
| * would be A/X/B/Y, for PlayStation controllers this would be |
| * Cross/Circle/Square/Triangle. |
| * |
| * For controllers that don't use a diamond pattern for the face buttons, the |
| * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or |
| * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, |
| * secondary, etc. buttons. |
| * |
| * The activate action is often the south button and the cancel action is |
| * often the east button, but in some regions this is reversed, so your game |
| * should allow remapping actions based on user preferences. |
| * |
| * You can query the labels for the face buttons using |
| * SDL_GetGamepadButtonLabel() |
| * |
| * \since This enum is available since SDL 3.2.0. |
| */ |
| typedef enum SDL_GamepadButton |
| { |
| SDL_GAMEPAD_BUTTON_INVALID = -1, |
| SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */ |
| SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */ |
| SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */ |
| SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */ |
| SDL_GAMEPAD_BUTTON_BACK, |
| SDL_GAMEPAD_BUTTON_GUIDE, |
| SDL_GAMEPAD_BUTTON_START, |
| SDL_GAMEPAD_BUTTON_LEFT_STICK, |
| SDL_GAMEPAD_BUTTON_RIGHT_STICK, |
| SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, |
| SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, |
| SDL_GAMEPAD_BUTTON_DPAD_UP, |
| SDL_GAMEPAD_BUTTON_DPAD_DOWN, |
| SDL_GAMEPAD_BUTTON_DPAD_LEFT, |
| SDL_GAMEPAD_BUTTON_DPAD_RIGHT, |
| SDL_GAMEPAD_BUTTON_MISC1, /**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */ |
| SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1, DualSense Edge RB button, Right Joy-Con SR button) */ |
| SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3, DualSense Edge LB button, Left Joy-Con SL button) */ |
| SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2, DualSense Edge right Fn button, Right Joy-Con SL button) */ |
| SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4, DualSense Edge left Fn button, Left Joy-Con SR button) */ |
| SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */ |
| SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */ |
| SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button (e.g. Nintendo GameCube left trigger click) */ |
| SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button (e.g. Nintendo GameCube right trigger click) */ |
| SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */ |
| SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */ |
| SDL_GAMEPAD_BUTTON_COUNT |
| } SDL_GamepadButton; |
| |
| /** |
| * The set of gamepad button labels |
| * |
| * This isn't a complete set, just the face buttons to make it easy to show |
| * button prompts. |
| * |
| * For a complete set, you should look at the button and gamepad type and have |
| * a set of symbols that work well with your art style. |
| * |
| * \since This enum is available since SDL 3.2.0. |
| */ |
| typedef enum SDL_GamepadButtonLabel |
| { |
| SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN, |
| SDL_GAMEPAD_BUTTON_LABEL_A, |
| SDL_GAMEPAD_BUTTON_LABEL_B, |
| SDL_GAMEPAD_BUTTON_LABEL_X, |
| SDL_GAMEPAD_BUTTON_LABEL_Y, |
| SDL_GAMEPAD_BUTTON_LABEL_CROSS, |
| SDL_GAMEPAD_BUTTON_LABEL_CIRCLE, |
| SDL_GAMEPAD_BUTTON_LABEL_SQUARE, |
| SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE |
| } SDL_GamepadButtonLabel; |
| |
| /** |
| * The list of axes available on a gamepad |
| * |
| * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to |
| * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though |
| * advanced UI will allow users to set or autodetect the dead zone, which |
| * varies between gamepads. |
| * |
| * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully |
| * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the |
| * same range that will be reported by the lower-level SDL_GetJoystickAxis(). |
| * |
| * \since This enum is available since SDL 3.2.0. |
| */ |
| typedef enum SDL_GamepadAxis |
| { |
| SDL_GAMEPAD_AXIS_INVALID = -1, |
| SDL_GAMEPAD_AXIS_LEFTX, |
| SDL_GAMEPAD_AXIS_LEFTY, |
| SDL_GAMEPAD_AXIS_RIGHTX, |
| SDL_GAMEPAD_AXIS_RIGHTY, |
| SDL_GAMEPAD_AXIS_LEFT_TRIGGER, |
| SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, |
| SDL_GAMEPAD_AXIS_COUNT |
| } SDL_GamepadAxis; |
| |
| /** |
| * Types of gamepad control bindings. |
| * |
| * A gamepad is a collection of bindings that map arbitrary joystick buttons, |
| * axes and hat switches to specific positions on a generic console-style |
| * gamepad. This enum is used as part of SDL_GamepadBinding to specify those |
| * mappings. |
| * |
| * \since This enum is available since SDL 3.2.0. |
| */ |
| typedef enum SDL_GamepadBindingType |
| { |
| SDL_GAMEPAD_BINDTYPE_NONE = 0, |
| SDL_GAMEPAD_BINDTYPE_BUTTON, |
| SDL_GAMEPAD_BINDTYPE_AXIS, |
| SDL_GAMEPAD_BINDTYPE_HAT |
| } SDL_GamepadBindingType; |
| |
| /** |
| * A mapping between one joystick input to a gamepad control. |
| * |
| * A gamepad has a collection of several bindings, to say, for example, when |
| * joystick button number 5 is pressed, that should be treated like the |
| * gamepad's "start" button. |
| * |
| * SDL has these bindings built-in for many popular controllers, and can add |
| * more with a simple text string. Those strings are parsed into a collection |
| * of these structs to make it easier to operate on the data. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadBindings |
| */ |
| typedef struct SDL_GamepadBinding |
| { |
| SDL_GamepadBindingType input_type; |
| union |
| { |
| int button; |
| |
| struct |
| { |
| int axis; |
| int axis_min; |
| int axis_max; |
| } axis; |
| |
| struct |
| { |
| int hat; |
| int hat_mask; |
| } hat; |
| |
| } input; |
| |
| SDL_GamepadBindingType output_type; |
| union |
| { |
| SDL_GamepadButton button; |
| |
| struct |
| { |
| SDL_GamepadAxis axis; |
| int axis_min; |
| int axis_max; |
| } axis; |
| |
| } output; |
| } SDL_GamepadBinding; |
| |
| |
| /** |
| * Add support for gamepads that SDL is unaware of or change the binding of an |
| * existing gamepad. |
| * |
| * The mapping string has the format "GUID,name,mapping", where GUID is the |
| * string value from SDL_GUIDToString(), name is the human readable string for |
| * the device and mappings are gamepad mappings to joystick ones. Under |
| * Windows there is a reserved GUID of "xinput" that covers all XInput |
| * devices. The mapping format for joystick is: |
| * |
| * - `bX`: a joystick button, index X |
| * - `hX.Y`: hat X with value Y |
| * - `aX`: axis X of the joystick |
| * |
| * Buttons can be used as a gamepad axes and vice versa. |
| * |
| * If a device with this GUID is already plugged in, SDL will generate an |
| * SDL_EVENT_GAMEPAD_ADDED event. |
| * |
| * This string shows an example of a valid mapping for a gamepad: |
| * |
| * ```c |
| * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" |
| * ``` |
| * |
| * \param mapping the mapping string. |
| * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, |
| * -1 on failure; call SDL_GetError() for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_AddGamepadMappingsFromFile |
| * \sa SDL_AddGamepadMappingsFromIO |
| * \sa SDL_GetGamepadMapping |
| * \sa SDL_GetGamepadMappingForGUID |
| * \sa SDL_HINT_GAMECONTROLLERCONFIG |
| * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE |
| * \sa SDL_EVENT_GAMEPAD_ADDED |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping); |
| |
| /** |
| * Load a set of gamepad mappings from an SDL_IOStream. |
| * |
| * You can call this function several times, if needed, to load different |
| * database files. |
| * |
| * If a new mapping is loaded for an already known gamepad GUID, the later |
| * version will overwrite the one currently loaded. |
| * |
| * Any new mappings for already plugged in controllers will generate |
| * SDL_EVENT_GAMEPAD_ADDED events. |
| * |
| * 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 src the data stream for the mappings to be added. |
| * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even |
| * in the case of an error. |
| * \returns the number of mappings added or -1 on failure; call SDL_GetError() |
| * for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_AddGamepadMapping |
| * \sa SDL_AddGamepadMappingsFromFile |
| * \sa SDL_GetGamepadMapping |
| * \sa SDL_GetGamepadMappingForGUID |
| * \sa SDL_HINT_GAMECONTROLLERCONFIG |
| * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE |
| * \sa SDL_EVENT_GAMEPAD_ADDED |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio); |
| |
| /** |
| * Load a set of gamepad mappings from a file. |
| * |
| * You can call this function several times, if needed, to load different |
| * database files. |
| * |
| * If a new mapping is loaded for an already known gamepad GUID, the later |
| * version will overwrite the one currently loaded. |
| * |
| * Any new mappings for already plugged in controllers will generate |
| * SDL_EVENT_GAMEPAD_ADDED events. |
| * |
| * 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). |
| * |
| * \param file the mappings file to load. |
| * \returns the number of mappings added or -1 on failure; call SDL_GetError() |
| * for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_AddGamepadMapping |
| * \sa SDL_AddGamepadMappingsFromIO |
| * \sa SDL_GetGamepadMapping |
| * \sa SDL_GetGamepadMappingForGUID |
| * \sa SDL_HINT_GAMECONTROLLERCONFIG |
| * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE |
| * \sa SDL_EVENT_GAMEPAD_ADDED |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file); |
| |
| /** |
| * Reinitialize the SDL mapping database to its initial state. |
| * |
| * This will generate gamepad events as needed if device mappings change. |
| * |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void); |
| |
| /** |
| * Get the current gamepad mappings. |
| * |
| * \param count a pointer filled in with the number of mappings returned, can |
| * be NULL. |
| * \returns an array of the mapping strings, NULL-terminated, or NULL on |
| * failure; call SDL_GetError() for more information. This is a |
| * single allocation that should be freed with SDL_free() when it is |
| * no longer needed. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count); |
| |
| /** |
| * Get the gamepad mapping string for a given GUID. |
| * |
| * \param guid a structure containing the GUID for which a mapping is desired. |
| * \returns a mapping string or NULL on failure; call SDL_GetError() for more |
| * information. This should be freed with SDL_free() when it is no |
| * longer needed. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetJoystickGUIDForID |
| * \sa SDL_GetJoystickGUID |
| */ |
| extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid); |
| |
| /** |
| * Get the current mapping of a gamepad. |
| * |
| * Details about mappings are discussed with SDL_AddGamepadMapping(). |
| * |
| * \param gamepad the gamepad you want to get the current mapping for. |
| * \returns a string that has the gamepad's mapping or NULL if no mapping is |
| * available; call SDL_GetError() for more information. This should |
| * be freed with SDL_free() when it is no longer needed. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_AddGamepadMapping |
| * \sa SDL_GetGamepadMappingForID |
| * \sa SDL_GetGamepadMappingForGUID |
| * \sa SDL_SetGamepadMapping |
| */ |
| extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad); |
| |
| /** |
| * Set the current mapping of a joystick or gamepad. |
| * |
| * Details about mappings are discussed with SDL_AddGamepadMapping(). |
| * |
| * \param instance_id the joystick instance ID. |
| * \param mapping the mapping to use for this device, or NULL to clear the |
| * mapping. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_AddGamepadMapping |
| * \sa SDL_GetGamepadMapping |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping); |
| |
| /** |
| * Return whether a gamepad is currently connected. |
| * |
| * \returns true if a gamepad is connected, false otherwise. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepads |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void); |
| |
| /** |
| * Get a list of currently connected gamepads. |
| * |
| * \param count a pointer filled in with the number of gamepads returned, may |
| * be NULL. |
| * \returns a 0 terminated array of joystick instance IDs or NULL on failure; |
| * call SDL_GetError() for more information. This should be freed |
| * with SDL_free() when it is no longer needed. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_HasGamepad |
| * \sa SDL_OpenGamepad |
| */ |
| extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count); |
| |
| /** |
| * Check if the given joystick is supported by the gamepad interface. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns true if the given joystick is supported by the gamepad interface, |
| * false if it isn't or it's an invalid index. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetJoysticks |
| * \sa SDL_OpenGamepad |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the implementation dependent name of a gamepad. |
| * |
| * This can be called before any gamepads are opened. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns the name of the selected gamepad. If no name can be found, this |
| * function returns NULL; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadName |
| * \sa SDL_GetGamepads |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the implementation dependent path of a gamepad. |
| * |
| * This can be called before any gamepads are opened. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns the path of the selected gamepad. If no path can be found, this |
| * function returns NULL; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadPath |
| * \sa SDL_GetGamepads |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the player index of a gamepad. |
| * |
| * This can be called before any gamepads are opened. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns the player index of a gamepad, or -1 if it's not available. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadPlayerIndex |
| * \sa SDL_GetGamepads |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the implementation-dependent GUID of a gamepad. |
| * |
| * This can be called before any gamepads are opened. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns the GUID of the selected gamepad. If called on an invalid index, |
| * this function returns a zero GUID. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GUIDToString |
| * \sa SDL_GetGamepads |
| */ |
| extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the USB vendor ID of a gamepad, if available. |
| * |
| * This can be called before any gamepads are opened. If the vendor ID isn't |
| * available this function returns 0. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns the USB vendor ID of the selected gamepad. If called on an invalid |
| * index, this function returns zero. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadVendor |
| * \sa SDL_GetGamepads |
| */ |
| extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the USB product ID of a gamepad, if available. |
| * |
| * This can be called before any gamepads are opened. If the product ID isn't |
| * available this function returns 0. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns the USB product ID of the selected gamepad. If called on an |
| * invalid index, this function returns zero. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadProduct |
| * \sa SDL_GetGamepads |
| */ |
| extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the product version of a gamepad, if available. |
| * |
| * This can be called before any gamepads are opened. If the product version |
| * isn't available this function returns 0. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns the product version of the selected gamepad. If called on an |
| * invalid index, this function returns zero. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadProductVersion |
| * \sa SDL_GetGamepads |
| */ |
| extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the type of a gamepad. |
| * |
| * This can be called before any gamepads are opened. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns the gamepad type. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadType |
| * \sa SDL_GetGamepads |
| * \sa SDL_GetRealGamepadTypeForID |
| */ |
| extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the type of a gamepad, ignoring any mapping override. |
| * |
| * This can be called before any gamepads are opened. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns the gamepad type. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadTypeForID |
| * \sa SDL_GetGamepads |
| * \sa SDL_GetRealGamepadType |
| */ |
| extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the mapping of a gamepad. |
| * |
| * This can be called before any gamepads are opened. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns the mapping string. Returns NULL if no mapping is available. This |
| * should be freed with SDL_free() when it is no longer needed. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepads |
| * \sa SDL_GetGamepadMapping |
| */ |
| extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id); |
| |
| /** |
| * Open a gamepad for use. |
| * |
| * \param instance_id the joystick instance ID. |
| * \returns a gamepad identifier or NULL if an error occurred; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CloseGamepad |
| * \sa SDL_IsGamepad |
| */ |
| extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the SDL_Gamepad associated with a joystick instance ID, if it has been |
| * opened. |
| * |
| * \param instance_id the joystick instance ID of the gamepad. |
| * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been |
| * opened yet; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id); |
| |
| /** |
| * Get the SDL_Gamepad associated with a player index. |
| * |
| * \param player_index the player index, which different from the instance ID. |
| * \returns the SDL_Gamepad associated with a player index. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadPlayerIndex |
| * \sa SDL_SetGamepadPlayerIndex |
| */ |
| extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index); |
| |
| /** |
| * Get the properties associated with an opened gamepad. |
| * |
| * These properties are shared with the underlying joystick object. |
| * |
| * The following read-only properties are provided by SDL: |
| * |
| * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED |
| * that has adjustable brightness |
| * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED |
| * that has adjustable color |
| * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a |
| * player LED |
| * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has |
| * left/right rumble |
| * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has |
| * simple trigger rumble |
| * |
| * \param gamepad a gamepad identifier previously returned by |
| * SDL_OpenGamepad(). |
| * \returns a valid property ID on success or 0 on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad); |
| |
| #define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN |
| #define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN |
| #define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN |
| #define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN |
| #define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN |
| |
| /** |
| * Get the instance ID of an opened gamepad. |
| * |
| * \param gamepad a gamepad identifier previously returned by |
| * SDL_OpenGamepad(). |
| * \returns the instance ID of the specified gamepad on success or 0 on |
| * failure; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the implementation-dependent name for an opened gamepad. |
| * |
| * \param gamepad a gamepad identifier previously returned by |
| * SDL_OpenGamepad(). |
| * \returns the implementation dependent name for the gamepad, or NULL if |
| * there is no name or the identifier passed is invalid. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadNameForID |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the implementation-dependent path for an opened gamepad. |
| * |
| * \param gamepad a gamepad identifier previously returned by |
| * SDL_OpenGamepad(). |
| * \returns the implementation dependent path for the gamepad, or NULL if |
| * there is no path or the identifier passed is invalid. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadPathForID |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the type of an opened gamepad. |
| * |
| * \param gamepad the gamepad object to query. |
| * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not |
| * available. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadTypeForID |
| */ |
| extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the type of an opened gamepad, ignoring any mapping override. |
| * |
| * \param gamepad the gamepad object to query. |
| * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not |
| * available. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRealGamepadTypeForID |
| */ |
| extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the player index of an opened gamepad. |
| * |
| * For XInput gamepads this returns the XInput user index. |
| * |
| * \param gamepad the gamepad object to query. |
| * \returns the player index for gamepad, or -1 if it's not available. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetGamepadPlayerIndex |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad); |
| |
| /** |
| * Set the player index of an opened gamepad. |
| * |
| * \param gamepad the gamepad object to adjust. |
| * \param player_index player index to assign to this gamepad, or -1 to clear |
| * the player index and turn off player LEDs. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadPlayerIndex |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index); |
| |
| /** |
| * Get the USB vendor ID of an opened gamepad, if available. |
| * |
| * If the vendor ID isn't available this function returns 0. |
| * |
| * \param gamepad the gamepad object to query. |
| * \returns the USB vendor ID, or zero if unavailable. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadVendorForID |
| */ |
| extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the USB product ID of an opened gamepad, if available. |
| * |
| * If the product ID isn't available this function returns 0. |
| * |
| * \param gamepad the gamepad object to query. |
| * \returns the USB product ID, or zero if unavailable. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadProductForID |
| */ |
| extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the product version of an opened gamepad, if available. |
| * |
| * If the product version isn't available this function returns 0. |
| * |
| * \param gamepad the gamepad object to query. |
| * \returns the USB product version, or zero if unavailable. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadProductVersionForID |
| */ |
| extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the firmware version of an opened gamepad, if available. |
| * |
| * If the firmware version isn't available this function returns 0. |
| * |
| * \param gamepad the gamepad object to query. |
| * \returns the gamepad firmware version, or zero if unavailable. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the serial number of an opened gamepad, if available. |
| * |
| * Returns the serial number of the gamepad, or NULL if it is not available. |
| * |
| * \param gamepad the gamepad object to query. |
| * \returns the serial number, or NULL if unavailable. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the Steam Input handle of an opened gamepad, if available. |
| * |
| * Returns an InputHandle_t for the gamepad that can be used with Steam Input |
| * API: https://partner.steamgames.com/doc/api/ISteamInput |
| * |
| * \param gamepad the gamepad object to query. |
| * \returns the gamepad handle, or 0 if unavailable. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the connection state of a gamepad. |
| * |
| * \param gamepad the gamepad object to query. |
| * \returns the connection state on success or |
| * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() |
| * for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the battery state of a gamepad. |
| * |
| * You should never take a battery status as absolute truth. Batteries |
| * (especially failing batteries) are delicate hardware, and the values |
| * reported here are best estimates based on what that hardware reports. It's |
| * not uncommon for older batteries to lose stored power much faster than it |
| * reports, or completely drain when reporting it has 20 percent left, etc. |
| * |
| * \param gamepad the gamepad object to query. |
| * \param percent a pointer filled in with the percentage of battery life |
| * left, between 0 and 100, or NULL to ignore. This will be |
| * filled in with -1 we can't determine a value or there is no |
| * battery. |
| * \returns the current battery state. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent); |
| |
| /** |
| * Check if a gamepad has been opened and is currently connected. |
| * |
| * \param gamepad a gamepad identifier previously returned by |
| * SDL_OpenGamepad(). |
| * \returns true if the gamepad has been opened and is currently connected, or |
| * false if not. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the underlying joystick from a gamepad. |
| * |
| * This function will give you a SDL_Joystick object, which allows you to use |
| * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful |
| * for getting a joystick's position at any given time, even if it hasn't |
| * moved (moving it would produce an event, which would have the axis' value). |
| * |
| * The pointer returned is owned by the SDL_Gamepad. You should not call |
| * SDL_CloseJoystick() on it, for example, since doing so will likely cause |
| * SDL to crash. |
| * |
| * \param gamepad the gamepad object that you want to get a joystick from. |
| * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError() |
| * for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad); |
| |
| /** |
| * Set the state of gamepad event processing. |
| * |
| * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself |
| * and check the state of the gamepad when you want gamepad information. |
| * |
| * \param enabled whether to process gamepad events or not. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GamepadEventsEnabled |
| * \sa SDL_UpdateGamepads |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled); |
| |
| /** |
| * Query the state of gamepad event processing. |
| * |
| * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself |
| * and check the state of the gamepad when you want gamepad information. |
| * |
| * \returns true if gamepad events are being processed, false otherwise. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetGamepadEventsEnabled |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void); |
| |
| /** |
| * Get the SDL joystick layer bindings for a gamepad. |
| * |
| * \param gamepad a gamepad. |
| * \param count a pointer filled in with the number of bindings returned. |
| * \returns a NULL terminated array of pointers to bindings or NULL on |
| * failure; call SDL_GetError() for more information. This is a |
| * single allocation that should be freed with SDL_free() when it is |
| * no longer needed. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count); |
| |
| /** |
| * Manually pump gamepad updates if not using the loop. |
| * |
| * This function is called automatically by the event loop if events are |
| * enabled. Under such circumstances, it will not be necessary to call this |
| * function. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void); |
| |
| /** |
| * Convert a string into SDL_GamepadType enum. |
| * |
| * This function is called internally to translate SDL_Gamepad mapping strings |
| * for the underlying joystick device into the consistent SDL_Gamepad mapping. |
| * You do not normally need to call this function unless you are parsing |
| * SDL_Gamepad mappings in your own code. |
| * |
| * \param str string representing a SDL_GamepadType type. |
| * \returns the SDL_GamepadType enum corresponding to the input string, or |
| * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadStringForType |
| */ |
| extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str); |
| |
| /** |
| * Convert from an SDL_GamepadType enum to a string. |
| * |
| * \param type an enum value for a given SDL_GamepadType. |
| * \returns a string for the given type, or NULL if an invalid type is |
| * specified. The string returned is of the format used by |
| * SDL_Gamepad mapping strings. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadTypeFromString |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type); |
| |
| /** |
| * Convert a string into SDL_GamepadAxis enum. |
| * |
| * This function is called internally to translate SDL_Gamepad mapping strings |
| * for the underlying joystick device into the consistent SDL_Gamepad mapping. |
| * You do not normally need to call this function unless you are parsing |
| * SDL_Gamepad mappings in your own code. |
| * |
| * Note specially that "righttrigger" and "lefttrigger" map to |
| * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`, |
| * respectively. |
| * |
| * \param str string representing a SDL_Gamepad axis. |
| * \returns the SDL_GamepadAxis enum corresponding to the input string, or |
| * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadStringForAxis |
| */ |
| extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str); |
| |
| /** |
| * Convert from an SDL_GamepadAxis enum to a string. |
| * |
| * \param axis an enum value for a given SDL_GamepadAxis. |
| * \returns a string for the given axis, or NULL if an invalid axis is |
| * specified. The string returned is of the format used by |
| * SDL_Gamepad mapping strings. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadAxisFromString |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis); |
| |
| /** |
| * Query whether a gamepad has a given axis. |
| * |
| * This merely reports whether the gamepad's mapping defined this axis, as |
| * that is all the information SDL has about the physical device. |
| * |
| * \param gamepad a gamepad. |
| * \param axis an axis enum value (an SDL_GamepadAxis value). |
| * \returns true if the gamepad has this axis, false otherwise. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GamepadHasButton |
| * \sa SDL_GetGamepadAxis |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); |
| |
| /** |
| * Get the current state of an axis control on a gamepad. |
| * |
| * The axis indices start at index 0. |
| * |
| * For thumbsticks, the state is a value ranging from -32768 (up/left) to |
| * 32767 (down/right). |
| * |
| * Triggers range from 0 when released to 32767 when fully pressed, and never |
| * return a negative value. Note that this differs from the value reported by |
| * the lower-level SDL_GetJoystickAxis(), which normally uses the full range. |
| * |
| * Note that for invalid gamepads or axes, this will return 0. Zero is also a |
| * valid value in normal operation; usually it means a centered axis. |
| * |
| * \param gamepad a gamepad. |
| * \param axis an axis index (one of the SDL_GamepadAxis values). |
| * \returns axis state. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GamepadHasAxis |
| * \sa SDL_GetGamepadButton |
| */ |
| extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); |
| |
| /** |
| * Convert a string into an SDL_GamepadButton enum. |
| * |
| * This function is called internally to translate SDL_Gamepad mapping strings |
| * for the underlying joystick device into the consistent SDL_Gamepad mapping. |
| * You do not normally need to call this function unless you are parsing |
| * SDL_Gamepad mappings in your own code. |
| * |
| * \param str string representing a SDL_Gamepad axis. |
| * \returns the SDL_GamepadButton enum corresponding to the input string, or |
| * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadStringForButton |
| */ |
| extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str); |
| |
| /** |
| * Convert from an SDL_GamepadButton enum to a string. |
| * |
| * \param button an enum value for a given SDL_GamepadButton. |
| * \returns a string for the given button, or NULL if an invalid button is |
| * specified. The string returned is of the format used by |
| * SDL_Gamepad mapping strings. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadButtonFromString |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button); |
| |
| /** |
| * Query whether a gamepad has a given button. |
| * |
| * This merely reports whether the gamepad's mapping defined this button, as |
| * that is all the information SDL has about the physical device. |
| * |
| * \param gamepad a gamepad. |
| * \param button a button enum value (an SDL_GamepadButton value). |
| * \returns true if the gamepad has this button, false otherwise. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GamepadHasAxis |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); |
| |
| /** |
| * Get the current state of a button on a gamepad. |
| * |
| * \param gamepad a gamepad. |
| * \param button a button index (one of the SDL_GamepadButton values). |
| * \returns true if the button is pressed, false otherwise. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GamepadHasButton |
| * \sa SDL_GetGamepadAxis |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); |
| |
| /** |
| * Get the label of a button on a gamepad. |
| * |
| * \param type the type of gamepad to check. |
| * \param button a button index (one of the SDL_GamepadButton values). |
| * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadButtonLabel |
| */ |
| extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button); |
| |
| /** |
| * Get the label of a button on a gamepad. |
| * |
| * \param gamepad a gamepad. |
| * \param button a button index (one of the SDL_GamepadButton values). |
| * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadButtonLabelForType |
| */ |
| extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button); |
| |
| /** |
| * Get the number of touchpads on a gamepad. |
| * |
| * \param gamepad a gamepad. |
| * \returns number of touchpads. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetNumGamepadTouchpadFingers |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad); |
| |
| /** |
| * Get the number of supported simultaneous fingers on a touchpad on a game |
| * gamepad. |
| * |
| * \param gamepad a gamepad. |
| * \param touchpad a touchpad. |
| * \returns number of supported simultaneous fingers. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadTouchpadFinger |
| * \sa SDL_GetNumGamepadTouchpads |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad); |
| |
| /** |
| * Get the current state of a finger on a touchpad on a gamepad. |
| * |
| * \param gamepad a gamepad. |
| * \param touchpad a touchpad. |
| * \param finger a finger. |
| * \param down a pointer filled with true if the finger is down, false |
| * otherwise, may be NULL. |
| * \param x a pointer filled with the x position, normalized 0 to 1, with the |
| * origin in the upper left, may be NULL. |
| * \param y a pointer filled with the y position, normalized 0 to 1, with the |
| * origin in the upper left, may be NULL. |
| * \param pressure a pointer filled with pressure value, may be NULL. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetNumGamepadTouchpadFingers |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure); |
| |
| /** |
| * Return whether a gamepad has a particular sensor. |
| * |
| * \param gamepad the gamepad to query. |
| * \param type the type of sensor to query. |
| * \returns true if the sensor exists, false otherwise. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadSensorData |
| * \sa SDL_GetGamepadSensorDataRate |
| * \sa SDL_SetGamepadSensorEnabled |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type); |
| |
| /** |
| * Set whether data reporting for a gamepad sensor is enabled. |
| * |
| * \param gamepad the gamepad to update. |
| * \param type the type of sensor to enable/disable. |
| * \param enabled whether data reporting should be enabled. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GamepadHasSensor |
| * \sa SDL_GamepadSensorEnabled |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled); |
| |
| /** |
| * Query whether sensor data reporting is enabled for a gamepad. |
| * |
| * \param gamepad the gamepad to query. |
| * \param type the type of sensor to query. |
| * \returns true if the sensor is enabled, false otherwise. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetGamepadSensorEnabled |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type); |
| |
| /** |
| * Get the data rate (number of events per second) of a gamepad sensor. |
| * |
| * \param gamepad the gamepad to query. |
| * \param type the type of sensor to query. |
| * \returns the data rate, or 0.0f if the data rate is not available. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type); |
| |
| /** |
| * Get the current state of a gamepad sensor. |
| * |
| * The number of values and interpretation of the data is sensor dependent. |
| * See SDL_sensor.h for the details for each type of sensor. |
| * |
| * \param gamepad the gamepad to query. |
| * \param type the type of sensor to query. |
| * \param data a pointer filled with the current sensor state. |
| * \param num_values the number of values to write to data. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values); |
| |
| /** |
| * Start a rumble effect on a gamepad. |
| * |
| * Each call to this function cancels any previous rumble effect, and calling |
| * it with 0 intensity stops any rumbling. |
| * |
| * This function requires you to process SDL events or call |
| * SDL_UpdateJoysticks() to update rumble state. |
| * |
| * \param gamepad the gamepad to vibrate. |
| * \param low_frequency_rumble the intensity of the low frequency (left) |
| * rumble motor, from 0 to 0xFFFF. |
| * \param high_frequency_rumble the intensity of the high frequency (right) |
| * rumble motor, from 0 to 0xFFFF. |
| * \param duration_ms the duration of the rumble effect, in milliseconds. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
| |
| /** |
| * Start a rumble effect in the gamepad's triggers. |
| * |
| * Each call to this function cancels any previous trigger rumble effect, and |
| * calling it with 0 intensity stops any rumbling. |
| * |
| * Note that this is rumbling of the _triggers_ and not the gamepad as a |
| * whole. This is currently only supported on Xbox One gamepads. If you want |
| * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead. |
| * |
| * This function requires you to process SDL events or call |
| * SDL_UpdateJoysticks() to update rumble state. |
| * |
| * \param gamepad the gamepad to vibrate. |
| * \param left_rumble the intensity of the left trigger rumble motor, from 0 |
| * to 0xFFFF. |
| * \param right_rumble the intensity of the right trigger rumble motor, from 0 |
| * to 0xFFFF. |
| * \param duration_ms the duration of the rumble effect, in milliseconds. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RumbleGamepad |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); |
| |
| /** |
| * Update a gamepad's LED color. |
| * |
| * An example of a joystick LED is the light on the back of a PlayStation 4's |
| * DualShock 4 controller. |
| * |
| * For gamepads with a single color LED, the maximum of the RGB values will be |
| * used as the LED brightness. |
| * |
| * \param gamepad the gamepad to update. |
| * \param red the intensity of the red LED. |
| * \param green the intensity of the green LED. |
| * \param blue the intensity of the blue LED. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue); |
| |
| /** |
| * Send a gamepad specific effect packet. |
| * |
| * \param gamepad the gamepad to affect. |
| * \param data the data to send to the gamepad. |
| * \param size the size of the data to send to the gamepad. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size); |
| |
| /** |
| * Close a gamepad previously opened with SDL_OpenGamepad(). |
| * |
| * \param gamepad a gamepad identifier previously returned by |
| * SDL_OpenGamepad(). |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_OpenGamepad |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad); |
| |
| /** |
| * Return the sfSymbolsName for a given button on a gamepad on Apple |
| * platforms. |
| * |
| * \param gamepad the gamepad to query. |
| * \param button a button on the gamepad. |
| * \returns the sfSymbolsName or NULL if the name can't be found. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); |
| |
| /** |
| * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. |
| * |
| * \param gamepad the gamepad to query. |
| * \param axis an axis on the gamepad. |
| * \returns the sfSymbolsName or NULL if the name can't be found. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGamepadAppleSFSymbolsNameForButton |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); |
| |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_gamepad_h_ */ |