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SDL_gamecontroller.h (19590B)


      1 /*
      2   Simple DirectMedia Layer
      3   Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
      4 
      5   This software is provided 'as-is', without any express or implied
      6   warranty.  In no event will the authors be held liable for any damages
      7   arising from the use of this software.
      8 
      9   Permission is granted to anyone to use this software for any purpose,
     10   including commercial applications, and to alter it and redistribute it
     11   freely, subject to the following restrictions:
     12 
     13   1. The origin of this software must not be misrepresented; you must not
     14      claim that you wrote the original software. If you use this software
     15      in a product, an acknowledgment in the product documentation would be
     16      appreciated but is not required.
     17   2. Altered source versions must be plainly marked as such, and must not be
     18      misrepresented as being the original software.
     19   3. This notice may not be removed or altered from any source distribution.
     20 */
     21 
     22 /**
     23  *  \file SDL_gamecontroller.h
     24  *
     25  *  Include file for SDL game controller event handling
     26  */
     27 
     28 #ifndef SDL_gamecontroller_h_
     29 #define SDL_gamecontroller_h_
     30 
     31 #include "SDL_stdinc.h"
     32 #include "SDL_error.h"
     33 #include "SDL_rwops.h"
     34 #include "SDL_sensor.h"
     35 #include "SDL_joystick.h"
     36 
     37 #include "begin_code.h"
     38 /* Set up for C function definitions, even when using C++ */
     39 #ifdef __cplusplus
     40 extern "C" {
     41 #endif
     42 
     43 /**
     44  *  \file SDL_gamecontroller.h
     45  *
     46  *  In order to use these functions, SDL_Init() must have been called
     47  *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
     48  *  for game controllers, and load appropriate drivers.
     49  *
     50  *  If you would like to receive controller updates while the application
     51  *  is in the background, you should set the following hint before calling
     52  *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
     53  */
     54 
     55 /**
     56  * The gamecontroller structure used to identify an SDL game controller
     57  */
     58 struct _SDL_GameController;
     59 typedef struct _SDL_GameController SDL_GameController;
     60 
     61 typedef enum
     62 {
     63     SDL_CONTROLLER_TYPE_UNKNOWN = 0,
     64     SDL_CONTROLLER_TYPE_XBOX360,
     65     SDL_CONTROLLER_TYPE_XBOXONE,
     66     SDL_CONTROLLER_TYPE_PS3,
     67     SDL_CONTROLLER_TYPE_PS4,
     68     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
     69     SDL_CONTROLLER_TYPE_VIRTUAL,
     70     SDL_CONTROLLER_TYPE_PS5
     71 } SDL_GameControllerType;
     72 
     73 typedef enum
     74 {
     75     SDL_CONTROLLER_BINDTYPE_NONE = 0,
     76     SDL_CONTROLLER_BINDTYPE_BUTTON,
     77     SDL_CONTROLLER_BINDTYPE_AXIS,
     78     SDL_CONTROLLER_BINDTYPE_HAT
     79 } SDL_GameControllerBindType;
     80 
     81 /**
     82  *  Get the SDL joystick layer binding for this controller button/axis mapping
     83  */
     84 typedef struct SDL_GameControllerButtonBind
     85 {
     86     SDL_GameControllerBindType bindType;
     87     union
     88     {
     89         int button;
     90         int axis;
     91         struct {
     92             int hat;
     93             int hat_mask;
     94         } hat;
     95     } value;
     96 
     97 } SDL_GameControllerButtonBind;
     98 
     99 
    100 /**
    101  *  To count the number of game controllers in the system for the following:
    102  *  int nJoysticks = SDL_NumJoysticks();
    103  *  int nGameControllers = 0;
    104  *  for (int i = 0; i < nJoysticks; i++) {
    105  *      if (SDL_IsGameController(i)) {
    106  *          nGameControllers++;
    107  *      }
    108  *  }
    109  *
    110  *  Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
    111  *  guid,name,mappings
    112  *
    113  *  Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
    114  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
    115  *  The mapping format for joystick is:
    116  *      bX - a joystick button, index X
    117  *      hX.Y - hat X with value Y
    118  *      aX - axis X of the joystick
    119  *  Buttons can be used as a controller axis and vice versa.
    120  *
    121  *  This string shows an example of a valid mapping for a controller
    122  *  "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
    123  *
    124  */
    125 
    126 /**
    127  *  Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
    128  *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
    129  *
    130  *  If \c freerw is non-zero, the stream will be closed after being read.
    131  * 
    132  * \return number of mappings added, -1 on error
    133  */
    134 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
    135 
    136 /**
    137  *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
    138  *
    139  *  Convenience macro.
    140  */
    141 #define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
    142 
    143 /**
    144  *  Add or update an existing mapping configuration
    145  *
    146  * \return 1 if mapping is added, 0 if updated, -1 on error
    147  */
    148 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
    149 
    150 /**
    151  *  Get the number of mappings installed
    152  *
    153  *  \return the number of mappings
    154  */
    155 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
    156 
    157 /**
    158  *  Get the mapping at a particular index.
    159  *
    160  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if the index is out of range.
    161  */
    162 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
    163 
    164 /**
    165  *  Get a mapping string for a GUID
    166  *
    167  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
    168  */
    169 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
    170 
    171 /**
    172  *  Get a mapping string for an open GameController
    173  *
    174  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
    175  */
    176 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
    177 
    178 /**
    179  *  Is the joystick on this index supported by the game controller interface?
    180  */
    181 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
    182 
    183 /**
    184  *  Get the implementation dependent name of a game controller.
    185  *  This can be called before any controllers are opened.
    186  *  If no name can be found, this function returns NULL.
    187  */
    188 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
    189 
    190 /**
    191  *  Get the type of a game controller.
    192  *  This can be called before any controllers are opened.
    193  */
    194 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
    195 
    196 /**
    197  *  Get the mapping of a game controller.
    198  *  This can be called before any controllers are opened.
    199  *
    200  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
    201  */
    202 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
    203 
    204 /**
    205  *  Open a game controller for use.
    206  *  The index passed as an argument refers to the N'th game controller on the system.
    207  *  This index is not the value which will identify this controller in future
    208  *  controller events.  The joystick's instance id (::SDL_JoystickID) will be
    209  *  used there instead.
    210  *
    211  *  \return A controller identifier, or NULL if an error occurred.
    212  */
    213 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
    214 
    215 /**
    216  * Return the SDL_GameController associated with an instance id.
    217  */
    218 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
    219 
    220 /**
    221  * Return the SDL_GameController associated with a player index.
    222  */
    223 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
    224 
    225 /**
    226  *  Return the name for this currently opened controller
    227  */
    228 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
    229 
    230 /**
    231  *  Return the type of this currently opened controller
    232  */
    233 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
    234 
    235 /**
    236  *  Get the player index of an opened game controller, or -1 if it's not available
    237  *
    238  *  For XInput controllers this returns the XInput user index.
    239  */
    240 extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
    241 
    242 /**
    243  *  Set the player index of an opened game controller
    244  */
    245 extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
    246 
    247 /**
    248  *  Get the USB vendor ID of an opened controller, if available.
    249  *  If the vendor ID isn't available this function returns 0.
    250  */
    251 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
    252 
    253 /**
    254  *  Get the USB product ID of an opened controller, if available.
    255  *  If the product ID isn't available this function returns 0.
    256  */
    257 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
    258 
    259 /**
    260  *  Get the product version of an opened controller, if available.
    261  *  If the product version isn't available this function returns 0.
    262  */
    263 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
    264 
    265 /**
    266  *  Get the serial number of an opened controller, if available.
    267  * 
    268  *  Returns the serial number of the controller, or NULL if it is not available.
    269  */
    270 extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
    271 
    272 /**
    273  *  Returns SDL_TRUE if the controller has been opened and currently connected,
    274  *  or SDL_FALSE if it has not.
    275  */
    276 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
    277 
    278 /**
    279  *  Get the underlying joystick object used by a controller
    280  */
    281 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
    282 
    283 /**
    284  *  Enable/disable controller event polling.
    285  *
    286  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
    287  *  yourself and check the state of the controller when you want controller
    288  *  information.
    289  *
    290  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
    291  */
    292 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
    293 
    294 /**
    295  *  Update the current state of the open game controllers.
    296  *
    297  *  This is called automatically by the event loop if any game controller
    298  *  events are enabled.
    299  */
    300 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
    301 
    302 
    303 /**
    304  *  The list of axes available from a controller
    305  *
    306  *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
    307  *  and are centered within ~8000 of zero, though advanced UI will allow users to set
    308  *  or autodetect the dead zone, which varies between controllers.
    309  *
    310  *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
    311  */
    312 typedef enum
    313 {
    314     SDL_CONTROLLER_AXIS_INVALID = -1,
    315     SDL_CONTROLLER_AXIS_LEFTX,
    316     SDL_CONTROLLER_AXIS_LEFTY,
    317     SDL_CONTROLLER_AXIS_RIGHTX,
    318     SDL_CONTROLLER_AXIS_RIGHTY,
    319     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
    320     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
    321     SDL_CONTROLLER_AXIS_MAX
    322 } SDL_GameControllerAxis;
    323 
    324 /**
    325  *  turn this string into a axis mapping
    326  */
    327 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
    328 
    329 /**
    330  *  turn this axis enum into a string mapping
    331  */
    332 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
    333 
    334 /**
    335  *  Get the SDL joystick layer binding for this controller button mapping
    336  */
    337 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
    338 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
    339                                  SDL_GameControllerAxis axis);
    340 
    341 /**
    342  *  Return whether a game controller has a given axis
    343  */
    344 extern DECLSPEC SDL_bool SDLCALL
    345 SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
    346 
    347 /**
    348  *  Get the current state of an axis control on a game controller.
    349  *
    350  *  The state is a value ranging from -32768 to 32767 (except for the triggers,
    351  *  which range from 0 to 32767).
    352  *
    353  *  The axis indices start at index 0.
    354  */
    355 extern DECLSPEC Sint16 SDLCALL
    356 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
    357 
    358 /**
    359  *  The list of buttons available from a controller
    360  */
    361 typedef enum
    362 {
    363     SDL_CONTROLLER_BUTTON_INVALID = -1,
    364     SDL_CONTROLLER_BUTTON_A,
    365     SDL_CONTROLLER_BUTTON_B,
    366     SDL_CONTROLLER_BUTTON_X,
    367     SDL_CONTROLLER_BUTTON_Y,
    368     SDL_CONTROLLER_BUTTON_BACK,
    369     SDL_CONTROLLER_BUTTON_GUIDE,
    370     SDL_CONTROLLER_BUTTON_START,
    371     SDL_CONTROLLER_BUTTON_LEFTSTICK,
    372     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
    373     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
    374     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
    375     SDL_CONTROLLER_BUTTON_DPAD_UP,
    376     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
    377     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
    378     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
    379     SDL_CONTROLLER_BUTTON_MISC1,    /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
    380     SDL_CONTROLLER_BUTTON_PADDLE1,  /* Xbox Elite paddle P1 */
    381     SDL_CONTROLLER_BUTTON_PADDLE2,  /* Xbox Elite paddle P3 */
    382     SDL_CONTROLLER_BUTTON_PADDLE3,  /* Xbox Elite paddle P2 */
    383     SDL_CONTROLLER_BUTTON_PADDLE4,  /* Xbox Elite paddle P4 */
    384     SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
    385     SDL_CONTROLLER_BUTTON_MAX
    386 } SDL_GameControllerButton;
    387 
    388 /**
    389  *  turn this string into a button mapping
    390  */
    391 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
    392 
    393 /**
    394  *  turn this button enum into a string mapping
    395  */
    396 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
    397 
    398 /**
    399  *  Get the SDL joystick layer binding for this controller button mapping
    400  */
    401 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
    402 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
    403                                    SDL_GameControllerButton button);
    404 
    405 /**
    406  *  Return whether a game controller has a given button
    407  */
    408 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
    409                                                              SDL_GameControllerButton button);
    410 
    411 /**
    412  *  Get the current state of a button on a game controller.
    413  *
    414  *  The button indices start at index 0.
    415  */
    416 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
    417                                                           SDL_GameControllerButton button);
    418 
    419 /**
    420  *  Get the number of touchpads on a game controller.
    421  */
    422 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
    423 
    424 /**
    425  *  Get the number of supported simultaneous fingers on a touchpad on a game controller.
    426  */
    427 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
    428 
    429 /**
    430  *  Get the current state of a finger on a touchpad on a game controller.
    431  */
    432 extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
    433 
    434 /**
    435  *  Return whether a game controller has a particular sensor.
    436  *
    437  *  \param gamecontroller The controller to query
    438  *  \param type The type of sensor to query
    439  *
    440  *  \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
    441  */
    442 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
    443 
    444 /**
    445  *  Set whether data reporting for a game controller sensor is enabled
    446  *
    447  *  \param gamecontroller The controller to update
    448  *  \param type The type of sensor to enable/disable
    449  *  \param enabled Whether data reporting should be enabled
    450  *
    451  *  \return 0 or -1 if an error occurred.
    452  */
    453 extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
    454 
    455 /**
    456  *  Query whether sensor data reporting is enabled for a game controller
    457  *
    458  *  \param gamecontroller The controller to query
    459  *  \param type The type of sensor to query
    460  *
    461  *  \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
    462  */
    463 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
    464 
    465 /**
    466  *  Get the current state of a game controller sensor.
    467  *
    468  *  The number of values and interpretation of the data is sensor dependent.
    469  *  See SDL_sensor.h for the details for each type of sensor.
    470  *
    471  *  \param gamecontroller The controller to query
    472  *  \param type The type of sensor to query
    473  *  \param data A pointer filled with the current sensor state
    474  *  \param num_values The number of values to write to data
    475  *
    476  *  \return 0 or -1 if an error occurred.
    477  */
    478 extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
    479 
    480 /**
    481  *  Start a rumble effect
    482  *  Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
    483  *
    484  *  \param gamecontroller The controller to vibrate
    485  *  \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
    486  *  \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
    487  *  \param duration_ms The duration of the rumble effect, in milliseconds
    488  *
    489  *  \return 0, or -1 if rumble isn't supported on this controller
    490  */
    491 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
    492 
    493 /**
    494  *  Start a rumble effect in the game controller's triggers
    495  *  Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
    496  *
    497  *  \param gamecontroller The controller to vibrate
    498  *  \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF
    499  *  \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF
    500  *  \param duration_ms The duration of the rumble effect, in milliseconds
    501  *
    502  *  \return 0, or -1 if rumble isn't supported on this controller
    503  */
    504 extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
    505 
    506 /**
    507  *  Return whether a controller has an LED
    508  *
    509  *  \param gamecontroller The controller to query
    510  *
    511  *  \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
    512  */
    513 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
    514 
    515 /**
    516  *  Update a controller's LED color.
    517  *
    518  *  \param gamecontroller The controller to update
    519  *  \param red The intensity of the red LED
    520  *  \param green The intensity of the green LED
    521  *  \param blue The intensity of the blue LED
    522  *
    523  *  \return 0, or -1 if this controller does not have a modifiable LED
    524  */
    525 extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
    526 
    527 /**
    528  *  Close a controller previously opened with SDL_GameControllerOpen().
    529  */
    530 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
    531 
    532 
    533 /* Ends C function definitions when using C++ */
    534 #ifdef __cplusplus
    535 }
    536 #endif
    537 #include "close_code.h"
    538 
    539 #endif /* SDL_gamecontroller_h_ */
    540 
    541 /* vi: set ts=4 sw=4 expandtab: */