1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2024 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_CONTROLLER_TYPE_AMAZON_LUNA, |
72 | SDL_CONTROLLER_TYPE_GOOGLE_STADIA, |
73 | SDL_CONTROLLER_TYPE_NVIDIA_SHIELD, |
74 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, |
75 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, |
76 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR, |
77 | SDL_CONTROLLER_TYPE_MAX |
78 | } SDL_GameControllerType; |
79 | |
80 | typedef enum |
81 | { |
82 | SDL_CONTROLLER_BINDTYPE_NONE = 0, |
83 | SDL_CONTROLLER_BINDTYPE_BUTTON, |
84 | SDL_CONTROLLER_BINDTYPE_AXIS, |
85 | SDL_CONTROLLER_BINDTYPE_HAT |
86 | } SDL_GameControllerBindType; |
87 | |
88 | /** |
89 | * Get the SDL joystick layer binding for this controller button/axis mapping |
90 | */ |
91 | typedef struct SDL_GameControllerButtonBind |
92 | { |
93 | SDL_GameControllerBindType bindType; |
94 | union |
95 | { |
96 | int button; |
97 | int axis; |
98 | struct { |
99 | int hat; |
100 | int hat_mask; |
101 | } hat; |
102 | } value; |
103 | |
104 | } SDL_GameControllerButtonBind; |
105 | |
106 | |
107 | /** |
108 | * To count the number of game controllers in the system for the following: |
109 | * |
110 | * ```c |
111 | * int nJoysticks = SDL_NumJoysticks(); |
112 | * int nGameControllers = 0; |
113 | * for (int i = 0; i < nJoysticks; i++) { |
114 | * if (SDL_IsGameController(i)) { |
115 | * nGameControllers++; |
116 | * } |
117 | * } |
118 | * ``` |
119 | * |
120 | * 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: |
121 | * guid,name,mappings |
122 | * |
123 | * 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. |
124 | * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. |
125 | * The mapping format for joystick is: |
126 | * bX - a joystick button, index X |
127 | * hX.Y - hat X with value Y |
128 | * aX - axis X of the joystick |
129 | * Buttons can be used as a controller axis and vice versa. |
130 | * |
131 | * This string shows an example of a valid mapping for a controller |
132 | * |
133 | * ```c |
134 | * "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", |
135 | * ``` |
136 | */ |
137 | |
138 | /** |
139 | * Load a set of Game Controller mappings from a seekable SDL data stream. |
140 | * |
141 | * You can call this function several times, if needed, to load different |
142 | * database files. |
143 | * |
144 | * If a new mapping is loaded for an already known controller GUID, the later |
145 | * version will overwrite the one currently loaded. |
146 | * |
147 | * Mappings not belonging to the current platform or with no platform field |
148 | * specified will be ignored (i.e. mappings for Linux will be ignored in |
149 | * Windows, etc). |
150 | * |
151 | * This function will load the text database entirely in memory before |
152 | * processing it, so take this into consideration if you are in a memory |
153 | * constrained environment. |
154 | * |
155 | * \param rw the data stream for the mappings to be added |
156 | * \param freerw non-zero to close the stream after being read |
157 | * \returns the number of mappings added or -1 on error; call SDL_GetError() |
158 | * for more information. |
159 | * |
160 | * \since This function is available since SDL 2.0.2. |
161 | * |
162 | * \sa SDL_GameControllerAddMapping |
163 | * \sa SDL_GameControllerAddMappingsFromFile |
164 | * \sa SDL_GameControllerMappingForGUID |
165 | */ |
166 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); |
167 | |
168 | /** |
169 | * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
170 | * |
171 | * Convenience macro. |
172 | */ |
173 | #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
174 | |
175 | /** |
176 | * Add support for controllers that SDL is unaware of or to cause an existing |
177 | * controller to have a different binding. |
178 | * |
179 | * The mapping string has the format "GUID,name,mapping", where GUID is the |
180 | * string value from SDL_JoystickGetGUIDString(), name is the human readable |
181 | * string for the device and mappings are controller mappings to joystick |
182 | * ones. Under Windows there is a reserved GUID of "xinput" that covers all |
183 | * XInput devices. The mapping format for joystick is: {| |bX |a joystick |
184 | * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick |
185 | * |} Buttons can be used as a controller axes and vice versa. |
186 | * |
187 | * This string shows an example of a valid mapping for a controller: |
188 | * |
189 | * ```c |
190 | * "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" |
191 | * ``` |
192 | * |
193 | * \param mappingString the mapping string |
194 | * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, |
195 | * -1 on error; call SDL_GetError() for more information. |
196 | * |
197 | * \since This function is available since SDL 2.0.0. |
198 | * |
199 | * \sa SDL_GameControllerMapping |
200 | * \sa SDL_GameControllerMappingForGUID |
201 | */ |
202 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
203 | |
204 | /** |
205 | * Get the number of mappings installed. |
206 | * |
207 | * \returns the number of mappings. |
208 | * |
209 | * \since This function is available since SDL 2.0.6. |
210 | */ |
211 | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
212 | |
213 | /** |
214 | * Get the mapping at a particular index. |
215 | * |
216 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
217 | * the index is out of range. |
218 | * |
219 | * \since This function is available since SDL 2.0.6. |
220 | */ |
221 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
222 | |
223 | /** |
224 | * Get the game controller mapping string for a given GUID. |
225 | * |
226 | * The returned string must be freed with SDL_free(). |
227 | * |
228 | * \param guid a structure containing the GUID for which a mapping is desired |
229 | * \returns a mapping string or NULL on error; call SDL_GetError() for more |
230 | * information. |
231 | * |
232 | * \since This function is available since SDL 2.0.0. |
233 | * |
234 | * \sa SDL_JoystickGetDeviceGUID |
235 | * \sa SDL_JoystickGetGUID |
236 | */ |
237 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); |
238 | |
239 | /** |
240 | * Get the current mapping of a Game Controller. |
241 | * |
242 | * The returned string must be freed with SDL_free(). |
243 | * |
244 | * Details about mappings are discussed with SDL_GameControllerAddMapping(). |
245 | * |
246 | * \param gamecontroller the game controller you want to get the current |
247 | * mapping for |
248 | * \returns a string that has the controller's mapping or NULL if no mapping |
249 | * is available; call SDL_GetError() for more information. |
250 | * |
251 | * \since This function is available since SDL 2.0.0. |
252 | * |
253 | * \sa SDL_GameControllerAddMapping |
254 | * \sa SDL_GameControllerMappingForGUID |
255 | */ |
256 | extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); |
257 | |
258 | /** |
259 | * Check if the given joystick is supported by the game controller interface. |
260 | * |
261 | * `joystick_index` is the same as the `device_index` passed to |
262 | * SDL_JoystickOpen(). |
263 | * |
264 | * \param joystick_index the device_index of a device, up to |
265 | * SDL_NumJoysticks() |
266 | * \returns SDL_TRUE if the given joystick is supported by the game controller |
267 | * interface, SDL_FALSE if it isn't or it's an invalid index. |
268 | * |
269 | * \since This function is available since SDL 2.0.0. |
270 | * |
271 | * \sa SDL_GameControllerNameForIndex |
272 | * \sa SDL_GameControllerOpen |
273 | */ |
274 | extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
275 | |
276 | /** |
277 | * Get the implementation dependent name for the game controller. |
278 | * |
279 | * This function can be called before any controllers are opened. |
280 | * |
281 | * `joystick_index` is the same as the `device_index` passed to |
282 | * SDL_JoystickOpen(). |
283 | * |
284 | * \param joystick_index the device_index of a device, from zero to |
285 | * SDL_NumJoysticks()-1 |
286 | * \returns the implementation-dependent name for the game controller, or NULL |
287 | * if there is no name or the index is invalid. |
288 | * |
289 | * \since This function is available since SDL 2.0.0. |
290 | * |
291 | * \sa SDL_GameControllerName |
292 | * \sa SDL_GameControllerOpen |
293 | * \sa SDL_IsGameController |
294 | */ |
295 | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
296 | |
297 | /** |
298 | * Get the implementation dependent path for the game controller. |
299 | * |
300 | * This function can be called before any controllers are opened. |
301 | * |
302 | * `joystick_index` is the same as the `device_index` passed to |
303 | * SDL_JoystickOpen(). |
304 | * |
305 | * \param joystick_index the device_index of a device, from zero to |
306 | * SDL_NumJoysticks()-1 |
307 | * \returns the implementation-dependent path for the game controller, or NULL |
308 | * if there is no path or the index is invalid. |
309 | * |
310 | * \since This function is available since SDL 2.24.0. |
311 | * |
312 | * \sa SDL_GameControllerPath |
313 | */ |
314 | extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index); |
315 | |
316 | /** |
317 | * Get the type of a game controller. |
318 | * |
319 | * This can be called before any controllers are opened. |
320 | * |
321 | * \param joystick_index the device_index of a device, from zero to |
322 | * SDL_NumJoysticks()-1 |
323 | * \returns the controller type. |
324 | * |
325 | * \since This function is available since SDL 2.0.12. |
326 | */ |
327 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); |
328 | |
329 | /** |
330 | * Get the mapping of a game controller. |
331 | * |
332 | * This can be called before any controllers are opened. |
333 | * |
334 | * \param joystick_index the device_index of a device, from zero to |
335 | * SDL_NumJoysticks()-1 |
336 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
337 | * no mapping is available. |
338 | * |
339 | * \since This function is available since SDL 2.0.9. |
340 | */ |
341 | extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); |
342 | |
343 | /** |
344 | * Open a game controller for use. |
345 | * |
346 | * `joystick_index` is the same as the `device_index` passed to |
347 | * SDL_JoystickOpen(). |
348 | * |
349 | * The index passed as an argument refers to the N'th game controller on the |
350 | * system. This index is not the value which will identify this controller in |
351 | * future controller events. The joystick's instance id (SDL_JoystickID) will |
352 | * be used there instead. |
353 | * |
354 | * \param joystick_index the device_index of a device, up to |
355 | * SDL_NumJoysticks() |
356 | * \returns a gamecontroller identifier or NULL if an error occurred; call |
357 | * SDL_GetError() for more information. |
358 | * |
359 | * \since This function is available since SDL 2.0.0. |
360 | * |
361 | * \sa SDL_GameControllerClose |
362 | * \sa SDL_GameControllerNameForIndex |
363 | * \sa SDL_IsGameController |
364 | */ |
365 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
366 | |
367 | /** |
368 | * Get the SDL_GameController associated with an instance id. |
369 | * |
370 | * \param joyid the instance id to get the SDL_GameController for |
371 | * \returns an SDL_GameController on success or NULL on failure; call |
372 | * SDL_GetError() for more information. |
373 | * |
374 | * \since This function is available since SDL 2.0.4. |
375 | */ |
376 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
377 | |
378 | /** |
379 | * Get the SDL_GameController associated with a player index. |
380 | * |
381 | * Please note that the player index is _not_ the device index, nor is it the |
382 | * instance id! |
383 | * |
384 | * \param player_index the player index, which is not the device index or the |
385 | * instance id! |
386 | * \returns the SDL_GameController associated with a player index. |
387 | * |
388 | * \since This function is available since SDL 2.0.12. |
389 | * |
390 | * \sa SDL_GameControllerGetPlayerIndex |
391 | * \sa SDL_GameControllerSetPlayerIndex |
392 | */ |
393 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); |
394 | |
395 | /** |
396 | * Get the implementation-dependent name for an opened game controller. |
397 | * |
398 | * This is the same name as returned by SDL_GameControllerNameForIndex(), but |
399 | * it takes a controller identifier instead of the (unstable) device index. |
400 | * |
401 | * \param gamecontroller a game controller identifier previously returned by |
402 | * SDL_GameControllerOpen() |
403 | * \returns the implementation dependent name for the game controller, or NULL |
404 | * if there is no name or the identifier passed is invalid. |
405 | * |
406 | * \since This function is available since SDL 2.0.0. |
407 | * |
408 | * \sa SDL_GameControllerNameForIndex |
409 | * \sa SDL_GameControllerOpen |
410 | */ |
411 | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
412 | |
413 | /** |
414 | * Get the implementation-dependent path for an opened game controller. |
415 | * |
416 | * This is the same path as returned by SDL_GameControllerNameForIndex(), but |
417 | * it takes a controller identifier instead of the (unstable) device index. |
418 | * |
419 | * \param gamecontroller a game controller identifier previously returned by |
420 | * SDL_GameControllerOpen() |
421 | * \returns the implementation dependent path for the game controller, or NULL |
422 | * if there is no path or the identifier passed is invalid. |
423 | * |
424 | * \since This function is available since SDL 2.24.0. |
425 | * |
426 | * \sa SDL_GameControllerPathForIndex |
427 | */ |
428 | extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller); |
429 | |
430 | /** |
431 | * Get the type of this currently opened controller |
432 | * |
433 | * This is the same name as returned by SDL_GameControllerTypeForIndex(), but |
434 | * it takes a controller identifier instead of the (unstable) device index. |
435 | * |
436 | * \param gamecontroller the game controller object to query. |
437 | * \returns the controller type. |
438 | * |
439 | * \since This function is available since SDL 2.0.12. |
440 | */ |
441 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); |
442 | |
443 | /** |
444 | * Get the player index of an opened game controller. |
445 | * |
446 | * For XInput controllers this returns the XInput user index. |
447 | * |
448 | * \param gamecontroller the game controller object to query. |
449 | * \returns the player index for controller, or -1 if it's not available. |
450 | * |
451 | * \since This function is available since SDL 2.0.9. |
452 | */ |
453 | extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
454 | |
455 | /** |
456 | * Set the player index of an opened game controller. |
457 | * |
458 | * \param gamecontroller the game controller object to adjust. |
459 | * \param player_index Player index to assign to this controller, or -1 to |
460 | * clear the player index and turn off player LEDs. |
461 | * |
462 | * \since This function is available since SDL 2.0.12. |
463 | */ |
464 | extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); |
465 | |
466 | /** |
467 | * Get the USB vendor ID of an opened controller, if available. |
468 | * |
469 | * If the vendor ID isn't available this function returns 0. |
470 | * |
471 | * \param gamecontroller the game controller object to query. |
472 | * \return the USB vendor ID, or zero if unavailable. |
473 | * |
474 | * \since This function is available since SDL 2.0.6. |
475 | */ |
476 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); |
477 | |
478 | /** |
479 | * Get the USB product ID of an opened controller, if available. |
480 | * |
481 | * If the product ID isn't available this function returns 0. |
482 | * |
483 | * \param gamecontroller the game controller object to query. |
484 | * \return the USB product ID, or zero if unavailable. |
485 | * |
486 | * \since This function is available since SDL 2.0.6. |
487 | */ |
488 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); |
489 | |
490 | /** |
491 | * Get the product version of an opened controller, if available. |
492 | * |
493 | * If the product version isn't available this function returns 0. |
494 | * |
495 | * \param gamecontroller the game controller object to query. |
496 | * \return the USB product version, or zero if unavailable. |
497 | * |
498 | * \since This function is available since SDL 2.0.6. |
499 | */ |
500 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); |
501 | |
502 | /** |
503 | * Get the firmware version of an opened controller, if available. |
504 | * |
505 | * If the firmware version isn't available this function returns 0. |
506 | * |
507 | * \param gamecontroller the game controller object to query. |
508 | * \return the controller firmware version, or zero if unavailable. |
509 | * |
510 | * \since This function is available since SDL 2.24.0. |
511 | */ |
512 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller); |
513 | |
514 | /** |
515 | * Get the serial number of an opened controller, if available. |
516 | * |
517 | * Returns the serial number of the controller, or NULL if it is not |
518 | * available. |
519 | * |
520 | * \param gamecontroller the game controller object to query. |
521 | * \return the serial number, or NULL if unavailable. |
522 | * |
523 | * \since This function is available since SDL 2.0.14. |
524 | */ |
525 | extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); |
526 | |
527 | /** |
528 | * Get the Steam Input handle of an opened controller, if available. |
529 | * |
530 | * Returns an InputHandle_t for the controller that can be used with Steam Input API: |
531 | * https://partner.steamgames.com/doc/api/ISteamInput |
532 | * |
533 | * \param gamecontroller the game controller object to query. |
534 | * \returns the gamepad handle, or 0 if unavailable. |
535 | * |
536 | * \since This function is available since SDL 2.30.0. |
537 | */ |
538 | extern DECLSPEC Uint64 SDLCALL SDL_GameControllerGetSteamHandle(SDL_GameController *gamecontroller); |
539 | |
540 | |
541 | /** |
542 | * Check if a controller has been opened and is currently connected. |
543 | * |
544 | * \param gamecontroller a game controller identifier previously returned by |
545 | * SDL_GameControllerOpen() |
546 | * \returns SDL_TRUE if the controller has been opened and is currently |
547 | * connected, or SDL_FALSE if not. |
548 | * |
549 | * \since This function is available since SDL 2.0.0. |
550 | * |
551 | * \sa SDL_GameControllerClose |
552 | * \sa SDL_GameControllerOpen |
553 | */ |
554 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
555 | |
556 | /** |
557 | * Get the Joystick ID from a Game Controller. |
558 | * |
559 | * This function will give you a SDL_Joystick object, which allows you to use |
560 | * the SDL_Joystick functions with a SDL_GameController object. This would be |
561 | * useful for getting a joystick's position at any given time, even if it |
562 | * hasn't moved (moving it would produce an event, which would have the axis' |
563 | * value). |
564 | * |
565 | * The pointer returned is owned by the SDL_GameController. You should not |
566 | * call SDL_JoystickClose() on it, for example, since doing so will likely |
567 | * cause SDL to crash. |
568 | * |
569 | * \param gamecontroller the game controller object that you want to get a |
570 | * joystick from |
571 | * \returns a SDL_Joystick object; call SDL_GetError() for more information. |
572 | * |
573 | * \since This function is available since SDL 2.0.0. |
574 | */ |
575 | extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
576 | |
577 | /** |
578 | * Query or change current state of Game Controller events. |
579 | * |
580 | * If controller events are disabled, you must call SDL_GameControllerUpdate() |
581 | * yourself and check the state of the controller when you want controller |
582 | * information. |
583 | * |
584 | * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, |
585 | * and 1 will have any effect. Other numbers will just be returned. |
586 | * |
587 | * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` |
588 | * \returns the same value passed to the function, with exception to -1 |
589 | * (SDL_QUERY), which will return the current state. |
590 | * |
591 | * \since This function is available since SDL 2.0.0. |
592 | * |
593 | * \sa SDL_JoystickEventState |
594 | */ |
595 | extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
596 | |
597 | /** |
598 | * Manually pump game controller updates if not using the loop. |
599 | * |
600 | * This function is called automatically by the event loop if events are |
601 | * enabled. Under such circumstances, it will not be necessary to call this |
602 | * function. |
603 | * |
604 | * \since This function is available since SDL 2.0.0. |
605 | */ |
606 | extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
607 | |
608 | |
609 | /** |
610 | * The list of axes available from a controller |
611 | * |
612 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
613 | * and are centered within ~8000 of zero, though advanced UI will allow users to set |
614 | * or autodetect the dead zone, which varies between controllers. |
615 | * |
616 | * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX |
617 | * (fully pressed) when reported by SDL_GameControllerGetAxis(). Note that this is not the |
618 | * same range that will be reported by the lower-level SDL_GetJoystickAxis(). |
619 | */ |
620 | typedef enum |
621 | { |
622 | SDL_CONTROLLER_AXIS_INVALID = -1, |
623 | SDL_CONTROLLER_AXIS_LEFTX, |
624 | SDL_CONTROLLER_AXIS_LEFTY, |
625 | SDL_CONTROLLER_AXIS_RIGHTX, |
626 | SDL_CONTROLLER_AXIS_RIGHTY, |
627 | SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
628 | SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
629 | SDL_CONTROLLER_AXIS_MAX |
630 | } SDL_GameControllerAxis; |
631 | |
632 | /** |
633 | * Convert a string into SDL_GameControllerAxis enum. |
634 | * |
635 | * This function is called internally to translate SDL_GameController mapping |
636 | * strings for the underlying joystick device into the consistent |
637 | * SDL_GameController mapping. You do not normally need to call this function |
638 | * unless you are parsing SDL_GameController mappings in your own code. |
639 | * |
640 | * Note specially that "righttrigger" and "lefttrigger" map to |
641 | * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, |
642 | * respectively. |
643 | * |
644 | * \param str string representing a SDL_GameController axis |
645 | * \returns the SDL_GameControllerAxis enum corresponding to the input string, |
646 | * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
647 | * |
648 | * \since This function is available since SDL 2.0.0. |
649 | * |
650 | * \sa SDL_GameControllerGetStringForAxis |
651 | */ |
652 | extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); |
653 | |
654 | /** |
655 | * Convert from an SDL_GameControllerAxis enum to a string. |
656 | * |
657 | * The caller should not SDL_free() the returned string. |
658 | * |
659 | * \param axis an enum value for a given SDL_GameControllerAxis |
660 | * \returns a string for the given axis, or NULL if an invalid axis is |
661 | * specified. The string returned is of the format used by |
662 | * SDL_GameController mapping strings. |
663 | * |
664 | * \since This function is available since SDL 2.0.0. |
665 | * |
666 | * \sa SDL_GameControllerGetAxisFromString |
667 | */ |
668 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
669 | |
670 | /** |
671 | * Get the SDL joystick layer binding for a controller axis mapping. |
672 | * |
673 | * \param gamecontroller a game controller |
674 | * \param axis an axis enum value (one of the SDL_GameControllerAxis values) |
675 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
676 | * (like the given Controller axis doesn't exist on the device), its |
677 | * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
678 | * |
679 | * \since This function is available since SDL 2.0.0. |
680 | * |
681 | * \sa SDL_GameControllerGetBindForButton |
682 | */ |
683 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
684 | SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
685 | SDL_GameControllerAxis axis); |
686 | |
687 | /** |
688 | * Query whether a game controller has a given axis. |
689 | * |
690 | * This merely reports whether the controller's mapping defined this axis, as |
691 | * that is all the information SDL has about the physical device. |
692 | * |
693 | * \param gamecontroller a game controller |
694 | * \param axis an axis enum value (an SDL_GameControllerAxis value) |
695 | * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. |
696 | * |
697 | * \since This function is available since SDL 2.0.14. |
698 | */ |
699 | extern DECLSPEC SDL_bool SDLCALL |
700 | SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
701 | |
702 | /** |
703 | * Get the current state of an axis control on a game controller. |
704 | * |
705 | * The axis indices start at index 0. |
706 | * |
707 | * For thumbsticks, the state is a value ranging from -32768 (up/left) |
708 | * to 32767 (down/right). |
709 | * |
710 | * Triggers range from 0 when released to 32767 when fully pressed, and |
711 | * never return a negative value. Note that this differs from the value |
712 | * reported by the lower-level SDL_GetJoystickAxis(), which normally uses |
713 | * the full range. |
714 | * |
715 | * \param gamecontroller a game controller |
716 | * \param axis an axis index (one of the SDL_GameControllerAxis values) |
717 | * \returns axis state (including 0) on success or 0 (also) on failure; call |
718 | * SDL_GetError() for more information. |
719 | * |
720 | * \since This function is available since SDL 2.0.0. |
721 | * |
722 | * \sa SDL_GameControllerGetButton |
723 | */ |
724 | extern DECLSPEC Sint16 SDLCALL |
725 | SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
726 | |
727 | /** |
728 | * The list of buttons available from a controller |
729 | */ |
730 | typedef enum |
731 | { |
732 | SDL_CONTROLLER_BUTTON_INVALID = -1, |
733 | SDL_CONTROLLER_BUTTON_A, |
734 | SDL_CONTROLLER_BUTTON_B, |
735 | SDL_CONTROLLER_BUTTON_X, |
736 | SDL_CONTROLLER_BUTTON_Y, |
737 | SDL_CONTROLLER_BUTTON_BACK, |
738 | SDL_CONTROLLER_BUTTON_GUIDE, |
739 | SDL_CONTROLLER_BUTTON_START, |
740 | SDL_CONTROLLER_BUTTON_LEFTSTICK, |
741 | SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
742 | SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
743 | SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
744 | SDL_CONTROLLER_BUTTON_DPAD_UP, |
745 | SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
746 | SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
747 | SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
748 | SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */ |
749 | SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 (upper left, facing the back) */ |
750 | SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 (upper right, facing the back) */ |
751 | SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 (lower left, facing the back) */ |
752 | SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 (lower right, facing the back) */ |
753 | SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ |
754 | SDL_CONTROLLER_BUTTON_MAX |
755 | } SDL_GameControllerButton; |
756 | |
757 | /** |
758 | * Convert a string into an SDL_GameControllerButton enum. |
759 | * |
760 | * This function is called internally to translate SDL_GameController mapping |
761 | * strings for the underlying joystick device into the consistent |
762 | * SDL_GameController mapping. You do not normally need to call this function |
763 | * unless you are parsing SDL_GameController mappings in your own code. |
764 | * |
765 | * \param str string representing a SDL_GameController axis |
766 | * \returns the SDL_GameControllerButton enum corresponding to the input |
767 | * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
768 | * |
769 | * \since This function is available since SDL 2.0.0. |
770 | */ |
771 | extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); |
772 | |
773 | /** |
774 | * Convert from an SDL_GameControllerButton enum to a string. |
775 | * |
776 | * The caller should not SDL_free() the returned string. |
777 | * |
778 | * \param button an enum value for a given SDL_GameControllerButton |
779 | * \returns a string for the given button, or NULL if an invalid button is |
780 | * specified. The string returned is of the format used by |
781 | * SDL_GameController mapping strings. |
782 | * |
783 | * \since This function is available since SDL 2.0.0. |
784 | * |
785 | * \sa SDL_GameControllerGetButtonFromString |
786 | */ |
787 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
788 | |
789 | /** |
790 | * Get the SDL joystick layer binding for a controller button mapping. |
791 | * |
792 | * \param gamecontroller a game controller |
793 | * \param button an button enum value (an SDL_GameControllerButton value) |
794 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
795 | * (like the given Controller button doesn't exist on the device), |
796 | * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
797 | * |
798 | * \since This function is available since SDL 2.0.0. |
799 | * |
800 | * \sa SDL_GameControllerGetBindForAxis |
801 | */ |
802 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
803 | SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
804 | SDL_GameControllerButton button); |
805 | |
806 | /** |
807 | * Query whether a game controller has a given button. |
808 | * |
809 | * This merely reports whether the controller's mapping defined this button, |
810 | * as that is all the information SDL has about the physical device. |
811 | * |
812 | * \param gamecontroller a game controller |
813 | * \param button a button enum value (an SDL_GameControllerButton value) |
814 | * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. |
815 | * |
816 | * \since This function is available since SDL 2.0.14. |
817 | */ |
818 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, |
819 | SDL_GameControllerButton button); |
820 | |
821 | /** |
822 | * Get the current state of a button on a game controller. |
823 | * |
824 | * \param gamecontroller a game controller |
825 | * \param button a button index (one of the SDL_GameControllerButton values) |
826 | * \returns 1 for pressed state or 0 for not pressed state or error; call |
827 | * SDL_GetError() for more information. |
828 | * |
829 | * \since This function is available since SDL 2.0.0. |
830 | * |
831 | * \sa SDL_GameControllerGetAxis |
832 | */ |
833 | extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, |
834 | SDL_GameControllerButton button); |
835 | |
836 | /** |
837 | * Get the number of touchpads on a game controller. |
838 | * |
839 | * \since This function is available since SDL 2.0.14. |
840 | */ |
841 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); |
842 | |
843 | /** |
844 | * Get the number of supported simultaneous fingers on a touchpad on a game |
845 | * controller. |
846 | * |
847 | * \since This function is available since SDL 2.0.14. |
848 | */ |
849 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); |
850 | |
851 | /** |
852 | * Get the current state of a finger on a touchpad on a game controller. |
853 | * |
854 | * \since This function is available since SDL 2.0.14. |
855 | */ |
856 | extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); |
857 | |
858 | /** |
859 | * Return whether a game controller has a particular sensor. |
860 | * |
861 | * \param gamecontroller The controller to query |
862 | * \param type The type of sensor to query |
863 | * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. |
864 | * |
865 | * \since This function is available since SDL 2.0.14. |
866 | */ |
867 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); |
868 | |
869 | /** |
870 | * Set whether data reporting for a game controller sensor is enabled. |
871 | * |
872 | * \param gamecontroller The controller to update |
873 | * \param type The type of sensor to enable/disable |
874 | * \param enabled Whether data reporting should be enabled |
875 | * \returns 0 or -1 if an error occurred. |
876 | * |
877 | * \since This function is available since SDL 2.0.14. |
878 | */ |
879 | extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); |
880 | |
881 | /** |
882 | * Query whether sensor data reporting is enabled for a game controller. |
883 | * |
884 | * \param gamecontroller The controller to query |
885 | * \param type The type of sensor to query |
886 | * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. |
887 | * |
888 | * \since This function is available since SDL 2.0.14. |
889 | */ |
890 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); |
891 | |
892 | /** |
893 | * Get the data rate (number of events per second) of a game controller |
894 | * sensor. |
895 | * |
896 | * \param gamecontroller The controller to query |
897 | * \param type The type of sensor to query |
898 | * \return the data rate, or 0.0f if the data rate is not available. |
899 | * |
900 | * \since This function is available since SDL 2.0.16. |
901 | */ |
902 | extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type); |
903 | |
904 | /** |
905 | * Get the current state of a game controller sensor. |
906 | * |
907 | * The number of values and interpretation of the data is sensor dependent. |
908 | * See SDL_sensor.h for the details for each type of sensor. |
909 | * |
910 | * \param gamecontroller The controller to query |
911 | * \param type The type of sensor to query |
912 | * \param data A pointer filled with the current sensor state |
913 | * \param num_values The number of values to write to data |
914 | * \return 0 or -1 if an error occurred. |
915 | * |
916 | * \since This function is available since SDL 2.0.14. |
917 | */ |
918 | extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); |
919 | |
920 | /** |
921 | * Get the current state of a game controller sensor with the timestamp of the |
922 | * last update. |
923 | * |
924 | * The number of values and interpretation of the data is sensor dependent. |
925 | * See SDL_sensor.h for the details for each type of sensor. |
926 | * |
927 | * \param gamecontroller The controller to query |
928 | * \param type The type of sensor to query |
929 | * \param timestamp A pointer filled with the timestamp in microseconds of the |
930 | * current sensor reading if available, or 0 if not |
931 | * \param data A pointer filled with the current sensor state |
932 | * \param num_values The number of values to write to data |
933 | * \return 0 or -1 if an error occurred. |
934 | * |
935 | * \since This function is available since SDL 2.26.0. |
936 | */ |
937 | extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values); |
938 | |
939 | /** |
940 | * Start a rumble effect on a game controller. |
941 | * |
942 | * Each call to this function cancels any previous rumble effect, and calling |
943 | * it with 0 intensity stops any rumbling. |
944 | * |
945 | * \param gamecontroller The controller to vibrate |
946 | * \param low_frequency_rumble The intensity of the low frequency (left) |
947 | * rumble motor, from 0 to 0xFFFF |
948 | * \param high_frequency_rumble The intensity of the high frequency (right) |
949 | * rumble motor, from 0 to 0xFFFF |
950 | * \param duration_ms The duration of the rumble effect, in milliseconds |
951 | * \returns 0, or -1 if rumble isn't supported on this controller |
952 | * |
953 | * \since This function is available since SDL 2.0.9. |
954 | * |
955 | * \sa SDL_GameControllerHasRumble |
956 | */ |
957 | extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
958 | |
959 | /** |
960 | * Start a rumble effect in the game controller's triggers. |
961 | * |
962 | * Each call to this function cancels any previous trigger rumble effect, and |
963 | * calling it with 0 intensity stops any rumbling. |
964 | * |
965 | * Note that this is rumbling of the _triggers_ and not the game controller as |
966 | * a whole. This is currently only supported on Xbox One controllers. If you |
967 | * want the (more common) whole-controller rumble, use |
968 | * SDL_GameControllerRumble() instead. |
969 | * |
970 | * \param gamecontroller The controller to vibrate |
971 | * \param left_rumble The intensity of the left trigger rumble motor, from 0 |
972 | * to 0xFFFF |
973 | * \param right_rumble The intensity of the right trigger rumble motor, from 0 |
974 | * to 0xFFFF |
975 | * \param duration_ms The duration of the rumble effect, in milliseconds |
976 | * \returns 0, or -1 if trigger rumble isn't supported on this controller |
977 | * |
978 | * \since This function is available since SDL 2.0.14. |
979 | * |
980 | * \sa SDL_GameControllerHasRumbleTriggers |
981 | */ |
982 | extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); |
983 | |
984 | /** |
985 | * Query whether a game controller has an LED. |
986 | * |
987 | * \param gamecontroller The controller to query |
988 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a |
989 | * modifiable LED |
990 | * |
991 | * \since This function is available since SDL 2.0.14. |
992 | */ |
993 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); |
994 | |
995 | /** |
996 | * Query whether a game controller has rumble support. |
997 | * |
998 | * \param gamecontroller The controller to query |
999 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble |
1000 | * support |
1001 | * |
1002 | * \since This function is available since SDL 2.0.18. |
1003 | * |
1004 | * \sa SDL_GameControllerRumble |
1005 | */ |
1006 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); |
1007 | |
1008 | /** |
1009 | * Query whether a game controller has rumble support on triggers. |
1010 | * |
1011 | * \param gamecontroller The controller to query |
1012 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger |
1013 | * rumble support |
1014 | * |
1015 | * \since This function is available since SDL 2.0.18. |
1016 | * |
1017 | * \sa SDL_GameControllerRumbleTriggers |
1018 | */ |
1019 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller); |
1020 | |
1021 | /** |
1022 | * Update a game controller's LED color. |
1023 | * |
1024 | * \param gamecontroller The controller to update |
1025 | * \param red The intensity of the red LED |
1026 | * \param green The intensity of the green LED |
1027 | * \param blue The intensity of the blue LED |
1028 | * \returns 0, or -1 if this controller does not have a modifiable LED |
1029 | * |
1030 | * \since This function is available since SDL 2.0.14. |
1031 | */ |
1032 | extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); |
1033 | |
1034 | /** |
1035 | * Send a controller specific effect packet |
1036 | * |
1037 | * \param gamecontroller The controller to affect |
1038 | * \param data The data to send to the controller |
1039 | * \param size The size of the data to send to the controller |
1040 | * \returns 0, or -1 if this controller or driver doesn't support effect |
1041 | * packets |
1042 | * |
1043 | * \since This function is available since SDL 2.0.16. |
1044 | */ |
1045 | extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size); |
1046 | |
1047 | /** |
1048 | * Close a game controller previously opened with SDL_GameControllerOpen(). |
1049 | * |
1050 | * \param gamecontroller a game controller identifier previously returned by |
1051 | * SDL_GameControllerOpen() |
1052 | * |
1053 | * \since This function is available since SDL 2.0.0. |
1054 | * |
1055 | * \sa SDL_GameControllerOpen |
1056 | */ |
1057 | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
1058 | |
1059 | /** |
1060 | * Return the sfSymbolsName for a given button on a game controller on Apple |
1061 | * platforms. |
1062 | * |
1063 | * \param gamecontroller the controller to query |
1064 | * \param button a button on the game controller |
1065 | * \returns the sfSymbolsName or NULL if the name can't be found |
1066 | * |
1067 | * \since This function is available since SDL 2.0.18. |
1068 | * |
1069 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis |
1070 | */ |
1071 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); |
1072 | |
1073 | /** |
1074 | * Return the sfSymbolsName for a given axis on a game controller on Apple |
1075 | * platforms. |
1076 | * |
1077 | * \param gamecontroller the controller to query |
1078 | * \param axis an axis on the game controller |
1079 | * \returns the sfSymbolsName or NULL if the name can't be found |
1080 | * |
1081 | * \since This function is available since SDL 2.0.18. |
1082 | * |
1083 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton |
1084 | */ |
1085 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
1086 | |
1087 | |
1088 | /* Ends C function definitions when using C++ */ |
1089 | #ifdef __cplusplus |
1090 | } |
1091 | #endif |
1092 | #include "close_code.h" |
1093 | |
1094 | #endif /* SDL_gamecontroller_h_ */ |
1095 | |
1096 | /* vi: set ts=4 sw=4 expandtab: */ |
1097 | |