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