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1492 lines
52 KiB
C
1492 lines
52 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryGamepad
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*
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* SDL provides a low-level joystick API, which just treats joysticks as an
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* arbitrary pile of buttons, axes, and hat switches. If you're planning to
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* write your own control configuration screen, this can give you a lot of
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* flexibility, but that's a lot of work, and most things that we consider
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* "joysticks" now are actually console-style gamepads. So SDL provides the
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* gamepad API on top of the lower-level joystick functionality.
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*
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* The difference betweena joystick and a gamepad is that a gamepad tells you
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* _where_ a button or axis is on the device. You don't speak to gamepads in
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* terms of arbitrary numbers like "button 3" or "axis 2" but in standard
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* locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or
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* X/O/Square/Triangle, if you will).
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*
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* One turns a joystick into a gamepad by providing a magic configuration
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* string, which tells SDL the details of a specific device: when you see this
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* specific hardware, if button 2 gets pressed, this is actually D-Pad Up,
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* etc.
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*
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* SDL has many popular controllers configured out of the box, and users can
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* add their own controller details through an environment variable if it's
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* otherwise unknown to SDL.
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*
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* In order to use these functions, SDL_Init() must have been called with the
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* SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and
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* load appropriate drivers.
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*
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* If you would like to receive gamepad updates while the application is in
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* the background, you should set the following hint before calling
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* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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*/
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#ifndef SDL_gamepad_h_
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#define SDL_gamepad_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_guid.h>
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#include <SDL3/SDL_iostream.h>
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#include <SDL3/SDL_joystick.h>
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#include <SDL3/SDL_power.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_sensor.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* The structure used to identify an SDL gamepad
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*
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* \since This struct is available since SDL 3.1.3.
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*/
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typedef struct SDL_Gamepad SDL_Gamepad;
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/**
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* Standard gamepad types.
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*
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* This type does not necessarily map to first-party controllers from
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* Microsoft/Sony/Nintendo; in many cases, third-party controllers can report
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* as these, either because they were designed for a specific console, or they
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* simply most closely match that console's controllers (does it have A/B/X/Y
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* buttons or X/O/Square/Triangle? Does it have a touchpad? etc).
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*/
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typedef enum SDL_GamepadType
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{
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SDL_GAMEPAD_TYPE_UNKNOWN = 0,
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SDL_GAMEPAD_TYPE_STANDARD,
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SDL_GAMEPAD_TYPE_XBOX360,
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SDL_GAMEPAD_TYPE_XBOXONE,
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SDL_GAMEPAD_TYPE_PS3,
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SDL_GAMEPAD_TYPE_PS4,
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SDL_GAMEPAD_TYPE_PS5,
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SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO,
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SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
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SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
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SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
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SDL_GAMEPAD_TYPE_COUNT
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} SDL_GamepadType;
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/**
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* The list of buttons available on a gamepad
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*
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* For controllers that use a diamond pattern for the face buttons, the
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* south/east/west/north buttons below correspond to the locations in the
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* diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo
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* Switch controllers, this would be B/A/Y/X, for PlayStation controllers this
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* would be Cross/Circle/Square/Triangle.
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*
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* For controllers that don't use a diamond pattern for the face buttons, the
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* south/east/west/north buttons indicate the buttons labeled A, B, C, D, or
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* 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary,
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* secondary, etc. buttons.
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*
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* The activate action is often the south button and the cancel action is
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* often the east button, but in some regions this is reversed, so your game
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* should allow remapping actions based on user preferences.
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*
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* You can query the labels for the face buttons using
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* SDL_GetGamepadButtonLabel()
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*
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* \since This enum is available since SDL 3.1.3.
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*/
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typedef enum SDL_GamepadButton
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{
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SDL_GAMEPAD_BUTTON_INVALID = -1,
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SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */
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SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */
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SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */
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SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */
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SDL_GAMEPAD_BUTTON_BACK,
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SDL_GAMEPAD_BUTTON_GUIDE,
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SDL_GAMEPAD_BUTTON_START,
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SDL_GAMEPAD_BUTTON_LEFT_STICK,
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SDL_GAMEPAD_BUTTON_RIGHT_STICK,
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SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
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SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
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SDL_GAMEPAD_BUTTON_DPAD_UP,
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SDL_GAMEPAD_BUTTON_DPAD_DOWN,
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SDL_GAMEPAD_BUTTON_DPAD_LEFT,
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SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
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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) */
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SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */
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SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */
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SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */
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SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */
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SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */
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SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */
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SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button */
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SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button */
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SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */
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SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */
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SDL_GAMEPAD_BUTTON_COUNT
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} SDL_GamepadButton;
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/**
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* The set of gamepad button labels
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*
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* This isn't a complete set, just the face buttons to make it easy to show
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* button prompts.
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*
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* For a complete set, you should look at the button and gamepad type and have
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* a set of symbols that work well with your art style.
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*
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* \since This enum is available since SDL 3.1.3.
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*/
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typedef enum SDL_GamepadButtonLabel
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{
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SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN,
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SDL_GAMEPAD_BUTTON_LABEL_A,
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SDL_GAMEPAD_BUTTON_LABEL_B,
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SDL_GAMEPAD_BUTTON_LABEL_X,
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SDL_GAMEPAD_BUTTON_LABEL_Y,
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SDL_GAMEPAD_BUTTON_LABEL_CROSS,
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SDL_GAMEPAD_BUTTON_LABEL_CIRCLE,
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SDL_GAMEPAD_BUTTON_LABEL_SQUARE,
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SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE
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} SDL_GamepadButtonLabel;
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/**
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* The list of axes available on a gamepad
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*
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* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to
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* SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though
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* advanced UI will allow users to set or autodetect the dead zone, which
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* varies between gamepads.
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*
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* Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
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* pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
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* same range that will be reported by the lower-level SDL_GetJoystickAxis().
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*
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* \since This enum is available since SDL 3.1.3.
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*/
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typedef enum SDL_GamepadAxis
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{
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SDL_GAMEPAD_AXIS_INVALID = -1,
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SDL_GAMEPAD_AXIS_LEFTX,
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SDL_GAMEPAD_AXIS_LEFTY,
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SDL_GAMEPAD_AXIS_RIGHTX,
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SDL_GAMEPAD_AXIS_RIGHTY,
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SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
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SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
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SDL_GAMEPAD_AXIS_COUNT
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} SDL_GamepadAxis;
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/**
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* Types of gamepad control bindings.
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*
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* A gamepad is a collection of bindings that map arbitrary joystick buttons,
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* axes and hat switches to specific positions on a generic console-style
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* gamepad. This enum is used as part of SDL_GamepadBinding to specify those
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* mappings.
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*
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* \since This enum is available since SDL 3.1.3.
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*/
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typedef enum SDL_GamepadBindingType
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{
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SDL_GAMEPAD_BINDTYPE_NONE = 0,
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SDL_GAMEPAD_BINDTYPE_BUTTON,
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SDL_GAMEPAD_BINDTYPE_AXIS,
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SDL_GAMEPAD_BINDTYPE_HAT
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} SDL_GamepadBindingType;
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/**
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* A mapping between one joystick input to a gamepad control.
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*
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* A gamepad has a collection of several bindings, to say, for example, when
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* joystick button number 5 is pressed, that should be treated like the
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* gamepad's "start" button.
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*
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* SDL has these bindings built-in for many popular controllers, and can add
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* more with a simple text string. Those strings are parsed into a collection
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* of these structs to make it easier to operate on the data.
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*
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* \since This struct is available since SDL 3.1.3.
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*
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* \sa SDL_GetGamepadBindings
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*/
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typedef struct SDL_GamepadBinding
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{
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SDL_GamepadBindingType input_type;
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union
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{
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int button;
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struct
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{
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int axis;
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int axis_min;
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int axis_max;
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} axis;
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struct
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{
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int hat;
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int hat_mask;
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} hat;
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} input;
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SDL_GamepadBindingType output_type;
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union
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{
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SDL_GamepadButton button;
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struct
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{
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SDL_GamepadAxis axis;
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int axis_min;
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int axis_max;
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} axis;
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} output;
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} SDL_GamepadBinding;
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/**
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* Add support for gamepads that SDL is unaware of or change the binding of an
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* existing gamepad.
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*
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* The mapping string has the format "GUID,name,mapping", where GUID is the
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* string value from SDL_GUIDToString(), name is the human readable string for
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* the device and mappings are gamepad mappings to joystick ones. Under
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* Windows there is a reserved GUID of "xinput" that covers all XInput
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* devices. The mapping format for joystick is:
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*
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* - `bX`: a joystick button, index X
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* - `hX.Y`: hat X with value Y
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* - `aX`: axis X of the joystick
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*
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* Buttons can be used as a gamepad axes and vice versa.
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*
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* If a device with this GUID is already plugged in, SDL will generate an
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* SDL_EVENT_GAMEPAD_ADDED event.
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*
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* This string shows an example of a valid mapping for a gamepad:
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*
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* ```c
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* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
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* ```
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*
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* \param mapping the mapping string.
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* \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
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* -1 on failure; call SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.1.3.
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*
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* \sa SDL_AddGamepadMappingsFromFile
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* \sa SDL_AddGamepadMappingsFromIO
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* \sa SDL_GetGamepadMapping
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* \sa SDL_GetGamepadMappingForGUID
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* \sa SDL_HINT_GAMECONTROLLERCONFIG
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* \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
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* \sa SDL_EVENT_GAMEPAD_ADDED
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
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/**
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* Load a set of gamepad mappings from an SDL_IOStream.
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*
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* You can call this function several times, if needed, to load different
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* database files.
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*
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* If a new mapping is loaded for an already known gamepad GUID, the later
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* version will overwrite the one currently loaded.
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*
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* Any new mappings for already plugged in controllers will generate
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* SDL_EVENT_GAMEPAD_ADDED events.
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*
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* Mappings not belonging to the current platform or with no platform field
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* specified will be ignored (i.e. mappings for Linux will be ignored in
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* Windows, etc).
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*
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* This function will load the text database entirely in memory before
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* processing it, so take this into consideration if you are in a memory
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* constrained environment.
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*
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* \param src the data stream for the mappings to be added.
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* \param closeio if true, calls SDL_CloseIO() on `src` before returning, even
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* in the case of an error.
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* \returns the number of mappings added or -1 on failure; call SDL_GetError()
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* for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.1.3.
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*
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* \sa SDL_AddGamepadMapping
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* \sa SDL_AddGamepadMappingsFromFile
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* \sa SDL_GetGamepadMapping
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* \sa SDL_GetGamepadMappingForGUID
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* \sa SDL_HINT_GAMECONTROLLERCONFIG
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* \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
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* \sa SDL_EVENT_GAMEPAD_ADDED
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio);
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/**
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* Load a set of gamepad mappings from a file.
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*
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* You can call this function several times, if needed, to load different
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* database files.
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*
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* If a new mapping is loaded for an already known gamepad GUID, the later
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* version will overwrite the one currently loaded.
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*
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* Any new mappings for already plugged in controllers will generate
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* SDL_EVENT_GAMEPAD_ADDED events.
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*
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* Mappings not belonging to the current platform or with no platform field
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* specified will be ignored (i.e. mappings for Linux will be ignored in
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* Windows, etc).
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*
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* \param file the mappings file to load.
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* \returns the number of mappings added or -1 on failure; call SDL_GetError()
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* for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.1.3.
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*
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* \sa SDL_AddGamepadMapping
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* \sa SDL_AddGamepadMappingsFromIO
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* \sa SDL_GetGamepadMapping
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* \sa SDL_GetGamepadMappingForGUID
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* \sa SDL_HINT_GAMECONTROLLERCONFIG
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* \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
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* \sa SDL_EVENT_GAMEPAD_ADDED
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
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|
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/**
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* Reinitialize the SDL mapping database to its initial state.
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*
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* This will generate gamepad events as needed if device mappings change.
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*
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* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void);
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|
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/**
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* Get the current gamepad mappings.
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|
*
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* \param count a pointer filled in with the number of mappings returned, can
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* be NULL.
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* \returns an array of the mapping strings, NULL-terminated, or NULL on
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* failure; call SDL_GetError() for more information. This is a
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* single allocation that should be freed with SDL_free() when it is
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* no longer needed.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
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/**
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* Get the gamepad mapping string for a given GUID.
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*
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* \param guid a structure containing the GUID for which a mapping is desired.
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* \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
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|
* longer needed.
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*
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|
* \since This function is available since SDL 3.1.3.
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*
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* \sa SDL_GetJoystickGUIDForID
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* \sa SDL_GetJoystickGUID
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*/
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extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
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|
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/**
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* Get the current mapping of a gamepad.
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*
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* Details about mappings are discussed with SDL_AddGamepadMapping().
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|
*
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* \param gamepad the gamepad you want to get the current mapping for.
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* \returns a string that has the gamepad's mapping or NULL if no mapping is
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|
* available; call SDL_GetError() for more information. This should
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* be freed with SDL_free() when it is no longer needed.
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*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*
|
|
* \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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*/
|
|
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 3.1.3.
|
|
*
|
|
* \sa SDL_RumbleGamepad
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
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/**
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* Update a gamepad's LED color.
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*
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* An example of a joystick LED is the light on the back of a PlayStation 4's
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* DualShock 4 controller.
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*
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* For gamepads with a single color LED, the maximum of the RGB values will be
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* used as the LED brightness.
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*
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* \param gamepad the gamepad to update.
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* \param red the intensity of the red LED.
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* \param green the intensity of the green LED.
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* \param blue the intensity of the blue LED.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue);
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/**
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* Send a gamepad specific effect packet.
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*
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* \param gamepad the gamepad to affect.
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* \param data the data to send to the gamepad.
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* \param size the size of the data to send to the gamepad.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size);
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/**
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* Close a gamepad previously opened with SDL_OpenGamepad().
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*
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* \param gamepad a gamepad identifier previously returned by
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* SDL_OpenGamepad().
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*
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* \since This function is available since SDL 3.1.3.
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*
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* \sa SDL_OpenGamepad
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
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/**
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* Return the sfSymbolsName for a given button on a gamepad on Apple
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* platforms.
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*
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* \param gamepad the gamepad to query.
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* \param button a button on the gamepad.
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* \returns the sfSymbolsName or NULL if the name can't be found.
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*
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* \since This function is available since SDL 3.1.3.
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*
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* \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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/**
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* Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
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*
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* \param gamepad the gamepad to query.
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* \param axis an axis on the gamepad.
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* \returns the sfSymbolsName or NULL if the name can't be found.
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*
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* \since This function is available since SDL 3.1.3.
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*
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* \sa SDL_GetGamepadAppleSFSymbolsNameForButton
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include <SDL3/SDL_close_code.h>
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#endif /* SDL_gamepad_h_ */
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