| 1 | /* |
| 2 | Simple DirectMedia Layer |
| 3 | Copyright (C) 1997-2022 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_GameControllerType; |
| 74 | |
| 75 | typedef enum |
| 76 | { |
| 77 | SDL_CONTROLLER_BINDTYPE_NONE = 0, |
| 78 | SDL_CONTROLLER_BINDTYPE_BUTTON, |
| 79 | SDL_CONTROLLER_BINDTYPE_AXIS, |
| 80 | SDL_CONTROLLER_BINDTYPE_HAT |
| 81 | } SDL_GameControllerBindType; |
| 82 | |
| 83 | /** |
| 84 | * Get the SDL joystick layer binding for this controller button/axis mapping |
| 85 | */ |
| 86 | typedef struct SDL_GameControllerButtonBind |
| 87 | { |
| 88 | SDL_GameControllerBindType bindType; |
| 89 | union |
| 90 | { |
| 91 | int button; |
| 92 | int axis; |
| 93 | struct { |
| 94 | int hat; |
| 95 | int hat_mask; |
| 96 | } hat; |
| 97 | } value; |
| 98 | |
| 99 | } SDL_GameControllerButtonBind; |
| 100 | |
| 101 | |
| 102 | /** |
| 103 | * To count the number of game controllers in the system for the following: |
| 104 | * |
| 105 | * ```c |
| 106 | * int nJoysticks = SDL_NumJoysticks(); |
| 107 | * int nGameControllers = 0; |
| 108 | * for (int i = 0; i < nJoysticks; i++) { |
| 109 | * if (SDL_IsGameController(i)) { |
| 110 | * nGameControllers++; |
| 111 | * } |
| 112 | * } |
| 113 | * ``` |
| 114 | * |
| 115 | * 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: |
| 116 | * guid,name,mappings |
| 117 | * |
| 118 | * 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. |
| 119 | * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. |
| 120 | * The mapping format for joystick is: |
| 121 | * bX - a joystick button, index X |
| 122 | * hX.Y - hat X with value Y |
| 123 | * aX - axis X of the joystick |
| 124 | * Buttons can be used as a controller axis and vice versa. |
| 125 | * |
| 126 | * This string shows an example of a valid mapping for a controller |
| 127 | * |
| 128 | * ```c |
| 129 | * "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", |
| 130 | * ``` |
| 131 | */ |
| 132 | |
| 133 | /** |
| 134 | * Load a set of Game Controller mappings from a seekable SDL data stream. |
| 135 | * |
| 136 | * You can call this function several times, if needed, to load different |
| 137 | * database files. |
| 138 | * |
| 139 | * If a new mapping is loaded for an already known controller GUID, the later |
| 140 | * version will overwrite the one currently loaded. |
| 141 | * |
| 142 | * Mappings not belonging to the current platform or with no platform field |
| 143 | * specified will be ignored (i.e. mappings for Linux will be ignored in |
| 144 | * Windows, etc). |
| 145 | * |
| 146 | * This function will load the text database entirely in memory before |
| 147 | * processing it, so take this into consideration if you are in a memory |
| 148 | * constrained environment. |
| 149 | * |
| 150 | * \param rw the data stream for the mappings to be added |
| 151 | * \param freerw non-zero to close the stream after being read |
| 152 | * \returns the number of mappings added or -1 on error; call SDL_GetError() |
| 153 | * for more information. |
| 154 | * |
| 155 | * \since This function is available since SDL 2.0.2. |
| 156 | * |
| 157 | * \sa SDL_GameControllerAddMapping |
| 158 | * \sa SDL_GameControllerAddMappingsFromFile |
| 159 | * \sa SDL_GameControllerMappingForGUID |
| 160 | */ |
| 161 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); |
| 162 | |
| 163 | /** |
| 164 | * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
| 165 | * |
| 166 | * Convenience macro. |
| 167 | */ |
| 168 | #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
| 169 | |
| 170 | /** |
| 171 | * Add support for controllers that SDL is unaware of or to cause an existing |
| 172 | * controller to have a different binding. |
| 173 | * |
| 174 | * The mapping string has the format "GUID,name,mapping", where GUID is the |
| 175 | * string value from SDL_JoystickGetGUIDString(), name is the human readable |
| 176 | * string for the device and mappings are controller mappings to joystick |
| 177 | * ones. Under Windows there is a reserved GUID of "xinput" that covers all |
| 178 | * XInput devices. The mapping format for joystick is: {| |bX |a joystick |
| 179 | * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick |
| 180 | * |} Buttons can be used as a controller axes and vice versa. |
| 181 | * |
| 182 | * This string shows an example of a valid mapping for a controller: |
| 183 | * |
| 184 | * ```c |
| 185 | * "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" |
| 186 | * ``` |
| 187 | * |
| 188 | * \param mappingString the mapping string |
| 189 | * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, |
| 190 | * -1 on error; call SDL_GetError() for more information. |
| 191 | * |
| 192 | * \since This function is available since SDL 2.0.0. |
| 193 | * |
| 194 | * \sa SDL_GameControllerMapping |
| 195 | * \sa SDL_GameControllerMappingForGUID |
| 196 | */ |
| 197 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
| 198 | |
| 199 | /** |
| 200 | * Get the number of mappings installed. |
| 201 | * |
| 202 | * \returns the number of mappings. |
| 203 | * |
| 204 | * \since This function is available since SDL 2.0.6. |
| 205 | */ |
| 206 | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
| 207 | |
| 208 | /** |
| 209 | * Get the mapping at a particular index. |
| 210 | * |
| 211 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
| 212 | * the index is out of range. |
| 213 | * |
| 214 | * \since This function is available since SDL 2.0.6. |
| 215 | */ |
| 216 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
| 217 | |
| 218 | /** |
| 219 | * Get the game controller mapping string for a given GUID. |
| 220 | * |
| 221 | * The returned string must be freed with SDL_free(). |
| 222 | * |
| 223 | * \param guid a structure containing the GUID for which a mapping is desired |
| 224 | * \returns a mapping string or NULL on error; call SDL_GetError() for more |
| 225 | * information. |
| 226 | * |
| 227 | * \since This function is available since SDL 2.0.0. |
| 228 | * |
| 229 | * \sa SDL_JoystickGetDeviceGUID |
| 230 | * \sa SDL_JoystickGetGUID |
| 231 | */ |
| 232 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); |
| 233 | |
| 234 | /** |
| 235 | * Get the current mapping of a Game Controller. |
| 236 | * |
| 237 | * The returned string must be freed with SDL_free(). |
| 238 | * |
| 239 | * Details about mappings are discussed with SDL_GameControllerAddMapping(). |
| 240 | * |
| 241 | * \param gamecontroller the game controller you want to get the current |
| 242 | * mapping for |
| 243 | * \returns a string that has the controller's mapping or NULL if no mapping |
| 244 | * is available; call SDL_GetError() for more information. |
| 245 | * |
| 246 | * \since This function is available since SDL 2.0.0. |
| 247 | * |
| 248 | * \sa SDL_GameControllerAddMapping |
| 249 | * \sa SDL_GameControllerMappingForGUID |
| 250 | */ |
| 251 | extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); |
| 252 | |
| 253 | /** |
| 254 | * Check if the given joystick is supported by the game controller interface. |
| 255 | * |
| 256 | * `joystick_index` is the same as the `device_index` passed to |
| 257 | * SDL_JoystickOpen(). |
| 258 | * |
| 259 | * \param joystick_index the device_index of a device, up to |
| 260 | * SDL_NumJoysticks() |
| 261 | * \returns SDL_TRUE if the given joystick is supported by the game controller |
| 262 | * interface, SDL_FALSE if it isn't or it's an invalid index. |
| 263 | * |
| 264 | * \since This function is available since SDL 2.0.0. |
| 265 | * |
| 266 | * \sa SDL_GameControllerNameForIndex |
| 267 | * \sa SDL_GameControllerOpen |
| 268 | */ |
| 269 | extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
| 270 | |
| 271 | /** |
| 272 | * Get the implementation dependent name for the game controller. |
| 273 | * |
| 274 | * This function can be called before any controllers are opened. |
| 275 | * |
| 276 | * `joystick_index` is the same as the `device_index` passed to |
| 277 | * SDL_JoystickOpen(). |
| 278 | * |
| 279 | * \param joystick_index the device_index of a device, from zero to |
| 280 | * SDL_NumJoysticks()-1 |
| 281 | * \returns the implementation-dependent name for the game controller, or NULL |
| 282 | * if there is no name or the index is invalid. |
| 283 | * |
| 284 | * \since This function is available since SDL 2.0.0. |
| 285 | * |
| 286 | * \sa SDL_GameControllerName |
| 287 | * \sa SDL_GameControllerOpen |
| 288 | * \sa SDL_IsGameController |
| 289 | */ |
| 290 | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
| 291 | |
| 292 | /** |
| 293 | * Get the type of a game controller. |
| 294 | * |
| 295 | * This can be called before any controllers are opened. |
| 296 | * |
| 297 | * \param joystick_index the device_index of a device, from zero to |
| 298 | * SDL_NumJoysticks()-1 |
| 299 | * \returns the controller type. |
| 300 | * |
| 301 | * \since This function is available since SDL 2.0.12. |
| 302 | */ |
| 303 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); |
| 304 | |
| 305 | /** |
| 306 | * Get the mapping of a game controller. |
| 307 | * |
| 308 | * This can be called before any controllers are opened. |
| 309 | * |
| 310 | * \param joystick_index the device_index of a device, from zero to |
| 311 | * SDL_NumJoysticks()-1 |
| 312 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
| 313 | * no mapping is available. |
| 314 | * |
| 315 | * \since This function is available since SDL 2.0.9. |
| 316 | */ |
| 317 | extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); |
| 318 | |
| 319 | /** |
| 320 | * Open a game controller for use. |
| 321 | * |
| 322 | * `joystick_index` is the same as the `device_index` passed to |
| 323 | * SDL_JoystickOpen(). |
| 324 | * |
| 325 | * The index passed as an argument refers to the N'th game controller on the |
| 326 | * system. This index is not the value which will identify this controller in |
| 327 | * future controller events. The joystick's instance id (SDL_JoystickID) will |
| 328 | * be used there instead. |
| 329 | * |
| 330 | * \param joystick_index the device_index of a device, up to |
| 331 | * SDL_NumJoysticks() |
| 332 | * \returns a gamecontroller identifier or NULL if an error occurred; call |
| 333 | * SDL_GetError() for more information. |
| 334 | * |
| 335 | * \since This function is available since SDL 2.0.0. |
| 336 | * |
| 337 | * \sa SDL_GameControllerClose |
| 338 | * \sa SDL_GameControllerNameForIndex |
| 339 | * \sa SDL_IsGameController |
| 340 | */ |
| 341 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
| 342 | |
| 343 | /** |
| 344 | * Get the SDL_GameController associated with an instance id. |
| 345 | * |
| 346 | * \param joyid the instance id to get the SDL_GameController for |
| 347 | * \returns an SDL_GameController on success or NULL on failure; call |
| 348 | * SDL_GetError() for more information. |
| 349 | * |
| 350 | * \since This function is available since SDL 2.0.4. |
| 351 | */ |
| 352 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
| 353 | |
| 354 | /** |
| 355 | * Get the SDL_GameController associated with a player index. |
| 356 | * |
| 357 | * Please note that the player index is _not_ the device index, nor is it the |
| 358 | * instance id! |
| 359 | * |
| 360 | * \param player_index the player index, which is not the device index or the |
| 361 | * instance id! |
| 362 | * \returns the SDL_GameController associated with a player index. |
| 363 | * |
| 364 | * \since This function is available since SDL 2.0.12. |
| 365 | * |
| 366 | * \sa SDL_GameControllerGetPlayerIndex |
| 367 | * \sa SDL_GameControllerSetPlayerIndex |
| 368 | */ |
| 369 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); |
| 370 | |
| 371 | /** |
| 372 | * Get the implementation-dependent name for an opened game controller. |
| 373 | * |
| 374 | * This is the same name as returned by SDL_GameControllerNameForIndex(), but |
| 375 | * it takes a controller identifier instead of the (unstable) device index. |
| 376 | * |
| 377 | * \param gamecontroller a game controller identifier previously returned by |
| 378 | * SDL_GameControllerOpen() |
| 379 | * \returns the implementation dependent name for the game controller, or NULL |
| 380 | * if there is no name or the identifier passed is invalid. |
| 381 | * |
| 382 | * \since This function is available since SDL 2.0.0. |
| 383 | * |
| 384 | * \sa SDL_GameControllerNameForIndex |
| 385 | * \sa SDL_GameControllerOpen |
| 386 | */ |
| 387 | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
| 388 | |
| 389 | /** |
| 390 | * Get the type of this currently opened controller |
| 391 | * |
| 392 | * This is the same name as returned by SDL_GameControllerTypeForIndex(), but |
| 393 | * it takes a controller identifier instead of the (unstable) device index. |
| 394 | * |
| 395 | * \param gamecontroller the game controller object to query. |
| 396 | * \returns the controller type. |
| 397 | * |
| 398 | * \since This function is available since SDL 2.0.12. |
| 399 | */ |
| 400 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); |
| 401 | |
| 402 | /** |
| 403 | * Get the player index of an opened game controller. |
| 404 | * |
| 405 | * For XInput controllers this returns the XInput user index. |
| 406 | * |
| 407 | * \param gamecontroller the game controller object to query. |
| 408 | * \returns the player index for controller, or -1 if it's not available. |
| 409 | * |
| 410 | * \since This function is available since SDL 2.0.9. |
| 411 | */ |
| 412 | extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
| 413 | |
| 414 | /** |
| 415 | * Set the player index of an opened game controller. |
| 416 | * |
| 417 | * \param gamecontroller the game controller object to adjust. |
| 418 | * \param player_index Player index to assign to this controller. |
| 419 | * |
| 420 | * \since This function is available since SDL 2.0.12. |
| 421 | */ |
| 422 | extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); |
| 423 | |
| 424 | /** |
| 425 | * Get the USB vendor ID of an opened controller, if available. |
| 426 | * |
| 427 | * If the vendor ID isn't available this function returns 0. |
| 428 | * |
| 429 | * \param gamecontroller the game controller object to query. |
| 430 | * \return the USB vendor ID, or zero if unavailable. |
| 431 | * |
| 432 | * \since This function is available since SDL 2.0.6. |
| 433 | */ |
| 434 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); |
| 435 | |
| 436 | /** |
| 437 | * Get the USB product ID of an opened controller, if available. |
| 438 | * |
| 439 | * If the product ID isn't available this function returns 0. |
| 440 | * |
| 441 | * \param gamecontroller the game controller object to query. |
| 442 | * \return the USB product ID, or zero if unavailable. |
| 443 | * |
| 444 | * \since This function is available since SDL 2.0.6. |
| 445 | */ |
| 446 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); |
| 447 | |
| 448 | /** |
| 449 | * Get the product version of an opened controller, if available. |
| 450 | * |
| 451 | * If the product version isn't available this function returns 0. |
| 452 | * |
| 453 | * \param gamecontroller the game controller object to query. |
| 454 | * \return the USB product version, or zero if unavailable. |
| 455 | * |
| 456 | * \since This function is available since SDL 2.0.6. |
| 457 | */ |
| 458 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); |
| 459 | |
| 460 | /** |
| 461 | * Get the serial number of an opened controller, if available. |
| 462 | * |
| 463 | * Returns the serial number of the controller, or NULL if it is not |
| 464 | * available. |
| 465 | * |
| 466 | * \param gamecontroller the game controller object to query. |
| 467 | * \return the serial number, or NULL if unavailable. |
| 468 | * |
| 469 | * \since This function is available since SDL 2.0.14. |
| 470 | */ |
| 471 | extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); |
| 472 | |
| 473 | /** |
| 474 | * Check if a controller has been opened and is currently connected. |
| 475 | * |
| 476 | * \param gamecontroller a game controller identifier previously returned by |
| 477 | * SDL_GameControllerOpen() |
| 478 | * \returns SDL_TRUE if the controller has been opened and is currently |
| 479 | * connected, or SDL_FALSE if not. |
| 480 | * |
| 481 | * \since This function is available since SDL 2.0.0. |
| 482 | * |
| 483 | * \sa SDL_GameControllerClose |
| 484 | * \sa SDL_GameControllerOpen |
| 485 | */ |
| 486 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
| 487 | |
| 488 | /** |
| 489 | * Get the Joystick ID from a Game Controller. |
| 490 | * |
| 491 | * This function will give you a SDL_Joystick object, which allows you to use |
| 492 | * the SDL_Joystick functions with a SDL_GameController object. This would be |
| 493 | * useful for getting a joystick's position at any given time, even if it |
| 494 | * hasn't moved (moving it would produce an event, which would have the axis' |
| 495 | * value). |
| 496 | * |
| 497 | * The pointer returned is owned by the SDL_GameController. You should not |
| 498 | * call SDL_JoystickClose() on it, for example, since doing so will likely |
| 499 | * cause SDL to crash. |
| 500 | * |
| 501 | * \param gamecontroller the game controller object that you want to get a |
| 502 | * joystick from |
| 503 | * \returns a SDL_Joystick object; call SDL_GetError() for more information. |
| 504 | * |
| 505 | * \since This function is available since SDL 2.0.0. |
| 506 | */ |
| 507 | extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
| 508 | |
| 509 | /** |
| 510 | * Query or change current state of Game Controller events. |
| 511 | * |
| 512 | * If controller events are disabled, you must call SDL_GameControllerUpdate() |
| 513 | * yourself and check the state of the controller when you want controller |
| 514 | * information. |
| 515 | * |
| 516 | * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, |
| 517 | * and 1 will have any effect. Other numbers will just be returned. |
| 518 | * |
| 519 | * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` |
| 520 | * \returns the same value passed to the function, with exception to -1 |
| 521 | * (SDL_QUERY), which will return the current state. |
| 522 | * |
| 523 | * \since This function is available since SDL 2.0.0. |
| 524 | * |
| 525 | * \sa SDL_JoystickEventState |
| 526 | */ |
| 527 | extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
| 528 | |
| 529 | /** |
| 530 | * Manually pump game controller updates if not using the loop. |
| 531 | * |
| 532 | * This function is called automatically by the event loop if events are |
| 533 | * enabled. Under such circumstances, it will not be necessary to call this |
| 534 | * function. |
| 535 | * |
| 536 | * \since This function is available since SDL 2.0.0. |
| 537 | */ |
| 538 | extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
| 539 | |
| 540 | |
| 541 | /** |
| 542 | * The list of axes available from a controller |
| 543 | * |
| 544 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
| 545 | * and are centered within ~8000 of zero, though advanced UI will allow users to set |
| 546 | * or autodetect the dead zone, which varies between controllers. |
| 547 | * |
| 548 | * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. |
| 549 | */ |
| 550 | typedef enum |
| 551 | { |
| 552 | SDL_CONTROLLER_AXIS_INVALID = -1, |
| 553 | SDL_CONTROLLER_AXIS_LEFTX, |
| 554 | SDL_CONTROLLER_AXIS_LEFTY, |
| 555 | SDL_CONTROLLER_AXIS_RIGHTX, |
| 556 | SDL_CONTROLLER_AXIS_RIGHTY, |
| 557 | SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
| 558 | SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
| 559 | SDL_CONTROLLER_AXIS_MAX |
| 560 | } SDL_GameControllerAxis; |
| 561 | |
| 562 | /** |
| 563 | * Convert a string into SDL_GameControllerAxis enum. |
| 564 | * |
| 565 | * This function is called internally to translate SDL_GameController mapping |
| 566 | * strings for the underlying joystick device into the consistent |
| 567 | * SDL_GameController mapping. You do not normally need to call this function |
| 568 | * unless you are parsing SDL_GameController mappings in your own code. |
| 569 | * |
| 570 | * Note specially that "righttrigger" and "lefttrigger" map to |
| 571 | * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, |
| 572 | * respectively. |
| 573 | * |
| 574 | * \param str string representing a SDL_GameController axis |
| 575 | * \returns the SDL_GameControllerAxis enum corresponding to the input string, |
| 576 | * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
| 577 | * |
| 578 | * \since This function is available since SDL 2.0.0. |
| 579 | * |
| 580 | * \sa SDL_GameControllerGetStringForAxis |
| 581 | */ |
| 582 | extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); |
| 583 | |
| 584 | /** |
| 585 | * Convert from an SDL_GameControllerAxis enum to a string. |
| 586 | * |
| 587 | * The caller should not SDL_free() the returned string. |
| 588 | * |
| 589 | * \param axis an enum value for a given SDL_GameControllerAxis |
| 590 | * \returns a string for the given axis, or NULL if an invalid axis is |
| 591 | * specified. The string returned is of the format used by |
| 592 | * SDL_GameController mapping strings. |
| 593 | * |
| 594 | * \since This function is available since SDL 2.0.0. |
| 595 | * |
| 596 | * \sa SDL_GameControllerGetAxisFromString |
| 597 | */ |
| 598 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
| 599 | |
| 600 | /** |
| 601 | * Get the SDL joystick layer binding for a controller axis mapping. |
| 602 | * |
| 603 | * \param gamecontroller a game controller |
| 604 | * \param axis an axis enum value (one of the SDL_GameControllerAxis values) |
| 605 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
| 606 | * (like the given Controller axis doesn't exist on the device), its |
| 607 | * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
| 608 | * |
| 609 | * \since This function is available since SDL 2.0.0. |
| 610 | * |
| 611 | * \sa SDL_GameControllerGetBindForButton |
| 612 | */ |
| 613 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
| 614 | SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
| 615 | SDL_GameControllerAxis axis); |
| 616 | |
| 617 | /** |
| 618 | * Query whether a game controller has a given axis. |
| 619 | * |
| 620 | * This merely reports whether the controller's mapping defined this axis, as |
| 621 | * that is all the information SDL has about the physical device. |
| 622 | * |
| 623 | * \param gamecontroller a game controller |
| 624 | * \param axis an axis enum value (an SDL_GameControllerAxis value) |
| 625 | * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. |
| 626 | * |
| 627 | * \since This function is available since SDL 2.0.14. |
| 628 | */ |
| 629 | extern DECLSPEC SDL_bool SDLCALL |
| 630 | SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
| 631 | |
| 632 | /** |
| 633 | * Get the current state of an axis control on a game controller. |
| 634 | * |
| 635 | * The axis indices start at index 0. |
| 636 | * |
| 637 | * The state is a value ranging from -32768 to 32767. Triggers, however, range |
| 638 | * from 0 to 32767 (they never return a negative value). |
| 639 | * |
| 640 | * \param gamecontroller a game controller |
| 641 | * \param axis an axis index (one of the SDL_GameControllerAxis values) |
| 642 | * \returns axis state (including 0) on success or 0 (also) on failure; call |
| 643 | * SDL_GetError() for more information. |
| 644 | * |
| 645 | * \since This function is available since SDL 2.0.0. |
| 646 | * |
| 647 | * \sa SDL_GameControllerGetButton |
| 648 | */ |
| 649 | extern DECLSPEC Sint16 SDLCALL |
| 650 | SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
| 651 | |
| 652 | /** |
| 653 | * The list of buttons available from a controller |
| 654 | */ |
| 655 | typedef enum |
| 656 | { |
| 657 | SDL_CONTROLLER_BUTTON_INVALID = -1, |
| 658 | SDL_CONTROLLER_BUTTON_A, |
| 659 | SDL_CONTROLLER_BUTTON_B, |
| 660 | SDL_CONTROLLER_BUTTON_X, |
| 661 | SDL_CONTROLLER_BUTTON_Y, |
| 662 | SDL_CONTROLLER_BUTTON_BACK, |
| 663 | SDL_CONTROLLER_BUTTON_GUIDE, |
| 664 | SDL_CONTROLLER_BUTTON_START, |
| 665 | SDL_CONTROLLER_BUTTON_LEFTSTICK, |
| 666 | SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
| 667 | SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
| 668 | SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
| 669 | SDL_CONTROLLER_BUTTON_DPAD_UP, |
| 670 | SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
| 671 | SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
| 672 | SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
| 673 | SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */ |
| 674 | SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */ |
| 675 | SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */ |
| 676 | SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */ |
| 677 | SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */ |
| 678 | SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ |
| 679 | SDL_CONTROLLER_BUTTON_MAX |
| 680 | } SDL_GameControllerButton; |
| 681 | |
| 682 | /** |
| 683 | * Convert a string into an SDL_GameControllerButton enum. |
| 684 | * |
| 685 | * This function is called internally to translate SDL_GameController mapping |
| 686 | * strings for the underlying joystick device into the consistent |
| 687 | * SDL_GameController mapping. You do not normally need to call this function |
| 688 | * unless you are parsing SDL_GameController mappings in your own code. |
| 689 | * |
| 690 | * \param str string representing a SDL_GameController axis |
| 691 | * \returns the SDL_GameControllerButton enum corresponding to the input |
| 692 | * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
| 693 | * |
| 694 | * \since This function is available since SDL 2.0.0. |
| 695 | */ |
| 696 | extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); |
| 697 | |
| 698 | /** |
| 699 | * Convert from an SDL_GameControllerButton enum to a string. |
| 700 | * |
| 701 | * The caller should not SDL_free() the returned string. |
| 702 | * |
| 703 | * \param button an enum value for a given SDL_GameControllerButton |
| 704 | * \returns a string for the given button, or NULL if an invalid axis is |
| 705 | * specified. The string returned is of the format used by |
| 706 | * SDL_GameController mapping strings. |
| 707 | * |
| 708 | * \since This function is available since SDL 2.0.0. |
| 709 | * |
| 710 | * \sa SDL_GameControllerGetButtonFromString |
| 711 | */ |
| 712 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
| 713 | |
| 714 | /** |
| 715 | * Get the SDL joystick layer binding for a controller button mapping. |
| 716 | * |
| 717 | * \param gamecontroller a game controller |
| 718 | * \param button an button enum value (an SDL_GameControllerButton value) |
| 719 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
| 720 | * (like the given Controller button doesn't exist on the device), |
| 721 | * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
| 722 | * |
| 723 | * \since This function is available since SDL 2.0.0. |
| 724 | * |
| 725 | * \sa SDL_GameControllerGetBindForAxis |
| 726 | */ |
| 727 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
| 728 | SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
| 729 | SDL_GameControllerButton button); |
| 730 | |
| 731 | /** |
| 732 | * Query whether a game controller has a given button. |
| 733 | * |
| 734 | * This merely reports whether the controller's mapping defined this button, |
| 735 | * as that is all the information SDL has about the physical device. |
| 736 | * |
| 737 | * \param gamecontroller a game controller |
| 738 | * \param button a button enum value (an SDL_GameControllerButton value) |
| 739 | * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. |
| 740 | * |
| 741 | * \since This function is available since SDL 2.0.14. |
| 742 | */ |
| 743 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, |
| 744 | SDL_GameControllerButton button); |
| 745 | |
| 746 | /** |
| 747 | * Get the current state of a button on a game controller. |
| 748 | * |
| 749 | * \param gamecontroller a game controller |
| 750 | * \param button a button index (one of the SDL_GameControllerButton values) |
| 751 | * \returns 1 for pressed state or 0 for not pressed state or error; call |
| 752 | * SDL_GetError() for more information. |
| 753 | * |
| 754 | * \since This function is available since SDL 2.0.0. |
| 755 | * |
| 756 | * \sa SDL_GameControllerGetAxis |
| 757 | */ |
| 758 | extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, |
| 759 | SDL_GameControllerButton button); |
| 760 | |
| 761 | /** |
| 762 | * Get the number of touchpads on a game controller. |
| 763 | * |
| 764 | * \since This function is available since SDL 2.0.14. |
| 765 | */ |
| 766 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); |
| 767 | |
| 768 | /** |
| 769 | * Get the number of supported simultaneous fingers on a touchpad on a game |
| 770 | * controller. |
| 771 | * |
| 772 | * \since This function is available since SDL 2.0.14. |
| 773 | */ |
| 774 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); |
| 775 | |
| 776 | /** |
| 777 | * Get the current state of a finger on a touchpad on a game controller. |
| 778 | * |
| 779 | * \since This function is available since SDL 2.0.14. |
| 780 | */ |
| 781 | extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); |
| 782 | |
| 783 | /** |
| 784 | * Return whether a game controller has a particular sensor. |
| 785 | * |
| 786 | * \param gamecontroller The controller to query |
| 787 | * \param type The type of sensor to query |
| 788 | * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. |
| 789 | * |
| 790 | * \since This function is available since SDL 2.0.14. |
| 791 | */ |
| 792 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); |
| 793 | |
| 794 | /** |
| 795 | * Set whether data reporting for a game controller sensor is enabled. |
| 796 | * |
| 797 | * \param gamecontroller The controller to update |
| 798 | * \param type The type of sensor to enable/disable |
| 799 | * \param enabled Whether data reporting should be enabled |
| 800 | * \returns 0 or -1 if an error occurred. |
| 801 | * |
| 802 | * \since This function is available since SDL 2.0.14. |
| 803 | */ |
| 804 | extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); |
| 805 | |
| 806 | /** |
| 807 | * Query whether sensor data reporting is enabled for a game controller. |
| 808 | * |
| 809 | * \param gamecontroller The controller to query |
| 810 | * \param type The type of sensor to query |
| 811 | * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. |
| 812 | * |
| 813 | * \since This function is available since SDL 2.0.14. |
| 814 | */ |
| 815 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); |
| 816 | |
| 817 | /** |
| 818 | * Get the data rate (number of events per second) of a game controller |
| 819 | * sensor. |
| 820 | * |
| 821 | * \param gamecontroller The controller to query |
| 822 | * \param type The type of sensor to query |
| 823 | * \return the data rate, or 0.0f if the data rate is not available. |
| 824 | * |
| 825 | * \since This function is available since SDL 2.0.16. |
| 826 | */ |
| 827 | extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type); |
| 828 | |
| 829 | /** |
| 830 | * Get the current state of a game controller sensor. |
| 831 | * |
| 832 | * The number of values and interpretation of the data is sensor dependent. |
| 833 | * See SDL_sensor.h for the details for each type of sensor. |
| 834 | * |
| 835 | * \param gamecontroller The controller to query |
| 836 | * \param type The type of sensor to query |
| 837 | * \param data A pointer filled with the current sensor state |
| 838 | * \param num_values The number of values to write to data |
| 839 | * \return 0 or -1 if an error occurred. |
| 840 | * |
| 841 | * \since This function is available since SDL 2.0.14. |
| 842 | */ |
| 843 | extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); |
| 844 | |
| 845 | /** |
| 846 | * Start a rumble effect on a game controller. |
| 847 | * |
| 848 | * Each call to this function cancels any previous rumble effect, and calling |
| 849 | * it with 0 intensity stops any rumbling. |
| 850 | * |
| 851 | * \param gamecontroller The controller to vibrate |
| 852 | * \param low_frequency_rumble The intensity of the low frequency (left) |
| 853 | * rumble motor, from 0 to 0xFFFF |
| 854 | * \param high_frequency_rumble The intensity of the high frequency (right) |
| 855 | * rumble motor, from 0 to 0xFFFF |
| 856 | * \param duration_ms The duration of the rumble effect, in milliseconds |
| 857 | * \returns 0, or -1 if rumble isn't supported on this controller |
| 858 | * |
| 859 | * \since This function is available since SDL 2.0.9. |
| 860 | * |
| 861 | * \sa SDL_GameControllerHasRumble |
| 862 | */ |
| 863 | extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
| 864 | |
| 865 | /** |
| 866 | * Start a rumble effect in the game controller's triggers. |
| 867 | * |
| 868 | * Each call to this function cancels any previous trigger rumble effect, and |
| 869 | * calling it with 0 intensity stops any rumbling. |
| 870 | * |
| 871 | * Note that this is rumbling of the _triggers_ and not the game controller as |
| 872 | * a whole. The first controller to offer this feature was the PlayStation 5's |
| 873 | * DualShock 5. |
| 874 | * |
| 875 | * \param gamecontroller The controller to vibrate |
| 876 | * \param left_rumble The intensity of the left trigger rumble motor, from 0 |
| 877 | * to 0xFFFF |
| 878 | * \param right_rumble The intensity of the right trigger rumble motor, from 0 |
| 879 | * to 0xFFFF |
| 880 | * \param duration_ms The duration of the rumble effect, in milliseconds |
| 881 | * \returns 0, or -1 if trigger rumble isn't supported on this controller |
| 882 | * |
| 883 | * \since This function is available since SDL 2.0.14. |
| 884 | * |
| 885 | * \sa SDL_GameControllerHasRumbleTriggers |
| 886 | */ |
| 887 | extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); |
| 888 | |
| 889 | /** |
| 890 | * Query whether a game controller has an LED. |
| 891 | * |
| 892 | * \param gamecontroller The controller to query |
| 893 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a |
| 894 | * modifiable LED |
| 895 | * |
| 896 | * \since This function is available since SDL 2.0.14. |
| 897 | */ |
| 898 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); |
| 899 | |
| 900 | /** |
| 901 | * Query whether a game controller has rumble support. |
| 902 | * |
| 903 | * \param gamecontroller The controller to query |
| 904 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble |
| 905 | * support |
| 906 | * |
| 907 | * \since This function is available since SDL 2.0.18. |
| 908 | * |
| 909 | * \sa SDL_GameControllerRumble |
| 910 | */ |
| 911 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); |
| 912 | |
| 913 | /** |
| 914 | * Query whether a game controller has rumble support on triggers. |
| 915 | * |
| 916 | * \param gamecontroller The controller to query |
| 917 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger |
| 918 | * rumble support |
| 919 | * |
| 920 | * \since This function is available since SDL 2.0.18. |
| 921 | * |
| 922 | * \sa SDL_GameControllerRumbleTriggers |
| 923 | */ |
| 924 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller); |
| 925 | |
| 926 | /** |
| 927 | * Update a game controller's LED color. |
| 928 | * |
| 929 | * \param gamecontroller The controller to update |
| 930 | * \param red The intensity of the red LED |
| 931 | * \param green The intensity of the green LED |
| 932 | * \param blue The intensity of the blue LED |
| 933 | * \returns 0, or -1 if this controller does not have a modifiable LED |
| 934 | * |
| 935 | * \since This function is available since SDL 2.0.14. |
| 936 | */ |
| 937 | extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); |
| 938 | |
| 939 | /** |
| 940 | * Send a controller specific effect packet |
| 941 | * |
| 942 | * \param gamecontroller The controller to affect |
| 943 | * \param data The data to send to the controller |
| 944 | * \param size The size of the data to send to the controller |
| 945 | * \returns 0, or -1 if this controller or driver doesn't support effect |
| 946 | * packets |
| 947 | * |
| 948 | * \since This function is available since SDL 2.0.16. |
| 949 | */ |
| 950 | extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size); |
| 951 | |
| 952 | /** |
| 953 | * Close a game controller previously opened with SDL_GameControllerOpen(). |
| 954 | * |
| 955 | * \param gamecontroller a game controller identifier previously returned by |
| 956 | * SDL_GameControllerOpen() |
| 957 | * |
| 958 | * \since This function is available since SDL 2.0.0. |
| 959 | * |
| 960 | * \sa SDL_GameControllerOpen |
| 961 | */ |
| 962 | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
| 963 | |
| 964 | /** |
| 965 | * Return the sfSymbolsName for a given button on a game controller on Apple |
| 966 | * platforms. |
| 967 | * |
| 968 | * \param gamecontroller the controller to query |
| 969 | * \param button a button on the game controller |
| 970 | * \returns the sfSymbolsName or NULL if the name can't be found |
| 971 | * |
| 972 | * \since This function is available since SDL 2.0.18. |
| 973 | * |
| 974 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis |
| 975 | */ |
| 976 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); |
| 977 | |
| 978 | /** |
| 979 | * Return the sfSymbolsName for a given axis on a game controller on Apple |
| 980 | * platforms. |
| 981 | * |
| 982 | * \param gamecontroller the controller to query |
| 983 | * \param axis an axis on the game controller |
| 984 | * \returns the sfSymbolsName or NULL if the name can't be found |
| 985 | * |
| 986 | * \since This function is available since SDL 2.0.18. |
| 987 | * |
| 988 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton |
| 989 | */ |
| 990 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
| 991 | |
| 992 | |
| 993 | /* Ends C function definitions when using C++ */ |
| 994 | #ifdef __cplusplus |
| 995 | } |
| 996 | #endif |
| 997 | #include "close_code.h" |
| 998 | |
| 999 | #endif /* SDL_gamecontroller_h_ */ |
| 1000 | |
| 1001 | /* vi: set ts=4 sw=4 expandtab: */ |
| 1002 | |