annotate SDL3/SDL_gamepad.h @ 1:20d02a178406 default tip

*: check in everything else yay
author Paper <paper@tflc.us>
date Mon, 05 Jan 2026 02:15:46 -0500
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1 /*
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2 Simple DirectMedia Layer
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3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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4
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5 This software is provided 'as-is', without any express or implied
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6 warranty. In no event will the authors be held liable for any damages
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7 arising from the use of this software.
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8
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9 Permission is granted to anyone to use this software for any purpose,
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10 including commercial applications, and to alter it and redistribute it
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11 freely, subject to the following restrictions:
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12
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13 1. The origin of this software must not be misrepresented; you must not
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14 claim that you wrote the original software. If you use this software
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15 in a product, an acknowledgment in the product documentation would be
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16 appreciated but is not required.
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17 2. Altered source versions must be plainly marked as such, and must not be
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18 misrepresented as being the original software.
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19 3. This notice may not be removed or altered from any source distribution.
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20 */
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21
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22 /**
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23 * # CategoryGamepad
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24 *
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25 * SDL provides a low-level joystick API, which just treats joysticks as an
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26 * arbitrary pile of buttons, axes, and hat switches. If you're planning to
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27 * write your own control configuration screen, this can give you a lot of
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28 * flexibility, but that's a lot of work, and most things that we consider
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29 * "joysticks" now are actually console-style gamepads. So SDL provides the
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30 * gamepad API on top of the lower-level joystick functionality.
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31 *
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32 * The difference between a joystick and a gamepad is that a gamepad tells you
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33 * _where_ a button or axis is on the device. You don't speak to gamepads in
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34 * terms of arbitrary numbers like "button 3" or "axis 2" but in standard
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35 * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or
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36 * X/O/Square/Triangle, if you will).
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37 *
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38 * One turns a joystick into a gamepad by providing a magic configuration
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39 * string, which tells SDL the details of a specific device: when you see this
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40 * specific hardware, if button 2 gets pressed, this is actually D-Pad Up,
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41 * etc.
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42 *
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43 * SDL has many popular controllers configured out of the box, and users can
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44 * add their own controller details through an environment variable if it's
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45 * otherwise unknown to SDL.
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46 *
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47 * In order to use these functions, SDL_Init() must have been called with the
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48 * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and
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49 * load appropriate drivers.
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50 *
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51 * If you're using SDL gamepad support in a Steam game, you must call
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52 * SteamAPI_InitEx() before calling SDL_Init().
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53 *
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54 * If you would like to receive gamepad updates while the application is in
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55 * the background, you should set the following hint before calling
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56 * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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57 *
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58 * Gamepads support various optional features such as rumble, color LEDs,
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59 * touchpad, gyro, etc. The support for these features varies depending on the
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60 * controller and OS support available. You can check for LED and rumble
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61 * capabilities at runtime by calling SDL_GetGamepadProperties() and checking
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62 * the various capability properties. You can check for touchpad by calling
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63 * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by
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64 * calling SDL_GamepadHasSensor().
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65 *
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66 * By default SDL will try to use the most capable driver available, but you
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67 * can tune which OS drivers to use with the various joystick hints in
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68 * SDL_hints.h.
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69 *
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70 * Your application should always support gamepad hotplugging. On some
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71 * platforms like Xbox, Steam Deck, etc., this is a requirement for
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72 * certification. On other platforms, like macOS and Windows when using
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73 * Windows.Gaming.Input, controllers may not be available at startup and will
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74 * come in at some point after you've started processing events.
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75 */
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76
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77 #ifndef SDL_gamepad_h_
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78 #define SDL_gamepad_h_
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79
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80 #include <SDL3/SDL_stdinc.h>
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81 #include <SDL3/SDL_error.h>
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82 #include <SDL3/SDL_guid.h>
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83 #include <SDL3/SDL_iostream.h>
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84 #include <SDL3/SDL_joystick.h>
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85 #include <SDL3/SDL_power.h>
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86 #include <SDL3/SDL_properties.h>
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87 #include <SDL3/SDL_sensor.h>
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88
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89 #include <SDL3/SDL_begin_code.h>
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90 /* Set up for C function definitions, even when using C++ */
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91 #ifdef __cplusplus
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92 extern "C" {
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93 #endif
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94
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95 /**
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96 * The structure used to identify an SDL gamepad
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97 *
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98 * \since This struct is available since SDL 3.2.0.
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99 */
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100 typedef struct SDL_Gamepad SDL_Gamepad;
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101
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102 /**
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103 * Standard gamepad types.
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104 *
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105 * This type does not necessarily map to first-party controllers from
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106 * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report
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107 * as these, either because they were designed for a specific console, or they
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108 * simply most closely match that console's controllers (does it have A/B/X/Y
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109 * buttons or X/O/Square/Triangle? Does it have a touchpad? etc).
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110 */
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111 typedef enum SDL_GamepadType
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112 {
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113 SDL_GAMEPAD_TYPE_UNKNOWN = 0,
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114 SDL_GAMEPAD_TYPE_STANDARD,
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115 SDL_GAMEPAD_TYPE_XBOX360,
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116 SDL_GAMEPAD_TYPE_XBOXONE,
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117 SDL_GAMEPAD_TYPE_PS3,
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118 SDL_GAMEPAD_TYPE_PS4,
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119 SDL_GAMEPAD_TYPE_PS5,
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120 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO,
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121 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
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122 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
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123 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
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124 SDL_GAMEPAD_TYPE_GAMECUBE,
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125 SDL_GAMEPAD_TYPE_COUNT
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126 } SDL_GamepadType;
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127
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128 /**
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129 * The list of buttons available on a gamepad
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130 *
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131 * For controllers that use a diamond pattern for the face buttons, the
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132 * south/east/west/north buttons below correspond to the locations in the
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133 * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo
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134 * Switch controllers, this would be B/A/Y/X, for GameCube controllers this
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135 * would be A/X/B/Y, for PlayStation controllers this would be
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136 * Cross/Circle/Square/Triangle.
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137 *
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138 * For controllers that don't use a diamond pattern for the face buttons, the
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139 * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or
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140 * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary,
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141 * secondary, etc. buttons.
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142 *
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143 * The activate action is often the south button and the cancel action is
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144 * often the east button, but in some regions this is reversed, so your game
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145 * should allow remapping actions based on user preferences.
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146 *
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147 * You can query the labels for the face buttons using
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148 * SDL_GetGamepadButtonLabel()
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149 *
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150 * \since This enum is available since SDL 3.2.0.
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151 */
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152 typedef enum SDL_GamepadButton
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153 {
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154 SDL_GAMEPAD_BUTTON_INVALID = -1,
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155 SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */
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156 SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */
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157 SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */
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158 SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */
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159 SDL_GAMEPAD_BUTTON_BACK,
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160 SDL_GAMEPAD_BUTTON_GUIDE,
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161 SDL_GAMEPAD_BUTTON_START,
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162 SDL_GAMEPAD_BUTTON_LEFT_STICK,
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163 SDL_GAMEPAD_BUTTON_RIGHT_STICK,
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164 SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
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165 SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
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166 SDL_GAMEPAD_BUTTON_DPAD_UP,
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167 SDL_GAMEPAD_BUTTON_DPAD_DOWN,
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168 SDL_GAMEPAD_BUTTON_DPAD_LEFT,
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169 SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
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170 SDL_GAMEPAD_BUTTON_MISC1, /**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */
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171 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1, DualSense Edge RB button, Right Joy-Con SR button) */
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172 SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3, DualSense Edge LB button, Left Joy-Con SL button) */
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173 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2, DualSense Edge right Fn button, Right Joy-Con SL button) */
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174 SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4, DualSense Edge left Fn button, Left Joy-Con SR button) */
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175 SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */
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176 SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */
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177 SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button (e.g. Nintendo GameCube left trigger click) */
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178 SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button (e.g. Nintendo GameCube right trigger click) */
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179 SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */
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180 SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */
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181 SDL_GAMEPAD_BUTTON_COUNT
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182 } SDL_GamepadButton;
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183
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184 /**
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185 * The set of gamepad button labels
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186 *
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187 * This isn't a complete set, just the face buttons to make it easy to show
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188 * button prompts.
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189 *
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190 * For a complete set, you should look at the button and gamepad type and have
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191 * a set of symbols that work well with your art style.
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192 *
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193 * \since This enum is available since SDL 3.2.0.
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194 */
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195 typedef enum SDL_GamepadButtonLabel
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196 {
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197 SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN,
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198 SDL_GAMEPAD_BUTTON_LABEL_A,
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199 SDL_GAMEPAD_BUTTON_LABEL_B,
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200 SDL_GAMEPAD_BUTTON_LABEL_X,
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201 SDL_GAMEPAD_BUTTON_LABEL_Y,
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202 SDL_GAMEPAD_BUTTON_LABEL_CROSS,
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203 SDL_GAMEPAD_BUTTON_LABEL_CIRCLE,
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204 SDL_GAMEPAD_BUTTON_LABEL_SQUARE,
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205 SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE
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206 } SDL_GamepadButtonLabel;
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207
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208 /**
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209 * The list of axes available on a gamepad
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210 *
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211 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to
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212 * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though
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213 * advanced UI will allow users to set or autodetect the dead zone, which
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214 * varies between gamepads.
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215 *
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216 * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
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217 * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
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218 * same range that will be reported by the lower-level SDL_GetJoystickAxis().
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219 *
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220 * \since This enum is available since SDL 3.2.0.
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221 */
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222 typedef enum SDL_GamepadAxis
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223 {
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224 SDL_GAMEPAD_AXIS_INVALID = -1,
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225 SDL_GAMEPAD_AXIS_LEFTX,
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226 SDL_GAMEPAD_AXIS_LEFTY,
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227 SDL_GAMEPAD_AXIS_RIGHTX,
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228 SDL_GAMEPAD_AXIS_RIGHTY,
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229 SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
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230 SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
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231 SDL_GAMEPAD_AXIS_COUNT
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232 } SDL_GamepadAxis;
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233
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234 /**
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235 * Types of gamepad control bindings.
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236 *
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237 * A gamepad is a collection of bindings that map arbitrary joystick buttons,
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238 * axes and hat switches to specific positions on a generic console-style
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239 * gamepad. This enum is used as part of SDL_GamepadBinding to specify those
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240 * mappings.
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241 *
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242 * \since This enum is available since SDL 3.2.0.
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243 */
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244 typedef enum SDL_GamepadBindingType
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245 {
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246 SDL_GAMEPAD_BINDTYPE_NONE = 0,
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247 SDL_GAMEPAD_BINDTYPE_BUTTON,
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248 SDL_GAMEPAD_BINDTYPE_AXIS,
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249 SDL_GAMEPAD_BINDTYPE_HAT
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250 } SDL_GamepadBindingType;
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251
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252 /**
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253 * A mapping between one joystick input to a gamepad control.
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254 *
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255 * A gamepad has a collection of several bindings, to say, for example, when
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256 * joystick button number 5 is pressed, that should be treated like the
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257 * gamepad's "start" button.
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258 *
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259 * SDL has these bindings built-in for many popular controllers, and can add
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260 * more with a simple text string. Those strings are parsed into a collection
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261 * of these structs to make it easier to operate on the data.
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262 *
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263 * \since This struct is available since SDL 3.2.0.
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264 *
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265 * \sa SDL_GetGamepadBindings
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266 */
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267 typedef struct SDL_GamepadBinding
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268 {
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269 SDL_GamepadBindingType input_type;
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270 union
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271 {
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272 int button;
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273
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274 struct
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275 {
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276 int axis;
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277 int axis_min;
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278 int axis_max;
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279 } axis;
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280
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281 struct
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282 {
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283 int hat;
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284 int hat_mask;
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285 } hat;
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286
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287 } input;
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288
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289 SDL_GamepadBindingType output_type;
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290 union
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291 {
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292 SDL_GamepadButton button;
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293
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294 struct
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295 {
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296 SDL_GamepadAxis axis;
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297 int axis_min;
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298 int axis_max;
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299 } axis;
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300
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301 } output;
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302 } SDL_GamepadBinding;
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303
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304
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305 /**
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306 * Add support for gamepads that SDL is unaware of or change the binding of an
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307 * existing gamepad.
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308 *
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309 * The mapping string has the format "GUID,name,mapping", where GUID is the
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310 * string value from SDL_GUIDToString(), name is the human readable string for
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311 * the device and mappings are gamepad mappings to joystick ones. Under
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312 * Windows there is a reserved GUID of "xinput" that covers all XInput
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313 * devices. The mapping format for joystick is:
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314 *
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315 * - `bX`: a joystick button, index X
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316 * - `hX.Y`: hat X with value Y
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317 * - `aX`: axis X of the joystick
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318 *
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319 * Buttons can be used as a gamepad axes and vice versa.
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320 *
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321 * If a device with this GUID is already plugged in, SDL will generate an
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322 * SDL_EVENT_GAMEPAD_ADDED event.
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323 *
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324 * This string shows an example of a valid mapping for a gamepad:
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325 *
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326 * ```c
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327 * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
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328 * ```
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329 *
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330 * \param mapping the mapping string.
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331 * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
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332 * -1 on failure; call SDL_GetError() for more information.
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333 *
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334 * \threadsafety It is safe to call this function from any thread.
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335 *
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336 * \since This function is available since SDL 3.2.0.
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337 *
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338 * \sa SDL_AddGamepadMappingsFromFile
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339 * \sa SDL_AddGamepadMappingsFromIO
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340 * \sa SDL_GetGamepadMapping
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341 * \sa SDL_GetGamepadMappingForGUID
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342 * \sa SDL_HINT_GAMECONTROLLERCONFIG
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343 * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
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344 * \sa SDL_EVENT_GAMEPAD_ADDED
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345 */
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346 extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
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347
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348 /**
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349 * Load a set of gamepad mappings from an SDL_IOStream.
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350 *
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351 * You can call this function several times, if needed, to load different
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352 * database files.
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353 *
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354 * If a new mapping is loaded for an already known gamepad GUID, the later
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355 * version will overwrite the one currently loaded.
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356 *
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357 * Any new mappings for already plugged in controllers will generate
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358 * SDL_EVENT_GAMEPAD_ADDED events.
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359 *
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360 * Mappings not belonging to the current platform or with no platform field
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361 * specified will be ignored (i.e. mappings for Linux will be ignored in
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362 * Windows, etc).
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363 *
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364 * This function will load the text database entirely in memory before
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365 * processing it, so take this into consideration if you are in a memory
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366 * constrained environment.
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367 *
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368 * \param src the data stream for the mappings to be added.
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369 * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even
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370 * in the case of an error.
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371 * \returns the number of mappings added or -1 on failure; call SDL_GetError()
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372 * for more information.
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373 *
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374 * \threadsafety It is safe to call this function from any thread.
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375 *
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376 * \since This function is available since SDL 3.2.0.
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377 *
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378 * \sa SDL_AddGamepadMapping
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379 * \sa SDL_AddGamepadMappingsFromFile
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380 * \sa SDL_GetGamepadMapping
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381 * \sa SDL_GetGamepadMappingForGUID
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382 * \sa SDL_HINT_GAMECONTROLLERCONFIG
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383 * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
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384 * \sa SDL_EVENT_GAMEPAD_ADDED
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385 */
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386 extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio);
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387
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388 /**
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389 * Load a set of gamepad mappings from a file.
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390 *
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391 * You can call this function several times, if needed, to load different
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392 * database files.
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393 *
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394 * If a new mapping is loaded for an already known gamepad GUID, the later
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395 * version will overwrite the one currently loaded.
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396 *
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397 * Any new mappings for already plugged in controllers will generate
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398 * SDL_EVENT_GAMEPAD_ADDED events.
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399 *
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400 * Mappings not belonging to the current platform or with no platform field
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401 * specified will be ignored (i.e. mappings for Linux will be ignored in
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402 * Windows, etc).
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403 *
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404 * \param file the mappings file to load.
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405 * \returns the number of mappings added or -1 on failure; call SDL_GetError()
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406 * for more information.
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407 *
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408 * \threadsafety It is safe to call this function from any thread.
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409 *
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410 * \since This function is available since SDL 3.2.0.
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411 *
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412 * \sa SDL_AddGamepadMapping
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413 * \sa SDL_AddGamepadMappingsFromIO
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414 * \sa SDL_GetGamepadMapping
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415 * \sa SDL_GetGamepadMappingForGUID
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416 * \sa SDL_HINT_GAMECONTROLLERCONFIG
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417 * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
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418 * \sa SDL_EVENT_GAMEPAD_ADDED
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419 */
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420 extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
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421
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422 /**
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423 * Reinitialize the SDL mapping database to its initial state.
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424 *
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425 * This will generate gamepad events as needed if device mappings change.
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426 *
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427 * \returns true on success or false on failure; call SDL_GetError() for more
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428 * information.
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429 *
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430 * \threadsafety It is safe to call this function from any thread.
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431 *
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432 * \since This function is available since SDL 3.2.0.
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433 */
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434 extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void);
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435
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436 /**
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437 * Get the current gamepad mappings.
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438 *
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439 * \param count a pointer filled in with the number of mappings returned, can
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440 * be NULL.
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441 * \returns an array of the mapping strings, NULL-terminated, or NULL on
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442 * failure; call SDL_GetError() for more information. This is a
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443 * single allocation that should be freed with SDL_free() when it is
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444 * no longer needed.
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445 *
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446 * \threadsafety It is safe to call this function from any thread.
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447 *
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448 * \since This function is available since SDL 3.2.0.
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449 */
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450 extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
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451
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452 /**
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453 * Get the gamepad mapping string for a given GUID.
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454 *
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455 * \param guid a structure containing the GUID for which a mapping is desired.
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456 * \returns a mapping string or NULL on failure; call SDL_GetError() for more
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457 * information. This should be freed with SDL_free() when it is no
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458 * longer needed.
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459 *
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460 * \threadsafety It is safe to call this function from any thread.
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461 *
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462 * \since This function is available since SDL 3.2.0.
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463 *
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464 * \sa SDL_GetJoystickGUIDForID
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465 * \sa SDL_GetJoystickGUID
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466 */
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467 extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
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468
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469 /**
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470 * Get the current mapping of a gamepad.
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471 *
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472 * Details about mappings are discussed with SDL_AddGamepadMapping().
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473 *
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474 * \param gamepad the gamepad you want to get the current mapping for.
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475 * \returns a string that has the gamepad's mapping or NULL if no mapping is
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476 * available; call SDL_GetError() for more information. This should
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477 * be freed with SDL_free() when it is no longer needed.
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478 *
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479 * \threadsafety It is safe to call this function from any thread.
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480 *
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481 * \since This function is available since SDL 3.2.0.
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482 *
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483 * \sa SDL_AddGamepadMapping
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484 * \sa SDL_GetGamepadMappingForID
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485 * \sa SDL_GetGamepadMappingForGUID
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486 * \sa SDL_SetGamepadMapping
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487 */
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488 extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
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489
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490 /**
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491 * Set the current mapping of a joystick or gamepad.
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492 *
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493 * Details about mappings are discussed with SDL_AddGamepadMapping().
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494 *
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495 * \param instance_id the joystick instance ID.
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496 * \param mapping the mapping to use for this device, or NULL to clear the
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497 * mapping.
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498 * \returns true on success or false on failure; call SDL_GetError() for more
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499 * information.
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500 *
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501 * \threadsafety It is safe to call this function from any thread.
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502 *
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503 * \since This function is available since SDL 3.2.0.
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504 *
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505 * \sa SDL_AddGamepadMapping
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506 * \sa SDL_GetGamepadMapping
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507 */
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508 extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping);
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parents:
diff changeset
509
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510 /**
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diff changeset
511 * Return whether a gamepad is currently connected.
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parents:
diff changeset
512 *
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513 * \returns true if a gamepad is connected, false otherwise.
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diff changeset
514 *
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parents:
diff changeset
515 * \threadsafety It is safe to call this function from any thread.
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diff changeset
516 *
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517 * \since This function is available since SDL 3.2.0.
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parents:
diff changeset
518 *
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519 * \sa SDL_GetGamepads
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520 */
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521 extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void);
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522
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523 /**
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Paper <paper@tflc.us>
parents:
diff changeset
524 * Get a list of currently connected gamepads.
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parents:
diff changeset
525 *
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Paper <paper@tflc.us>
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526 * \param count a pointer filled in with the number of gamepads returned, may
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diff changeset
527 * be NULL.
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528 * \returns a 0 terminated array of joystick instance IDs or NULL on failure;
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parents:
diff changeset
529 * call SDL_GetError() for more information. This should be freed
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530 * with SDL_free() when it is no longer needed.
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Paper <paper@tflc.us>
parents:
diff changeset
531 *
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parents:
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532 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
533 *
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Paper <paper@tflc.us>
parents:
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534 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
535 *
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Paper <paper@tflc.us>
parents:
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536 * \sa SDL_HasGamepad
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Paper <paper@tflc.us>
parents:
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537 * \sa SDL_OpenGamepad
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Paper <paper@tflc.us>
parents:
diff changeset
538 */
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Paper <paper@tflc.us>
parents:
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539 extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
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Paper <paper@tflc.us>
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540
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Paper <paper@tflc.us>
parents:
diff changeset
541 /**
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parents:
diff changeset
542 * Check if the given joystick is supported by the gamepad interface.
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parents:
diff changeset
543 *
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544 * \param instance_id the joystick instance ID.
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parents:
diff changeset
545 * \returns true if the given joystick is supported by the gamepad interface,
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parents:
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546 * false if it isn't or it's an invalid index.
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Paper <paper@tflc.us>
parents:
diff changeset
547 *
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Paper <paper@tflc.us>
parents:
diff changeset
548 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
549 *
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Paper <paper@tflc.us>
parents:
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550 * \since This function is available since SDL 3.2.0.
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parents:
diff changeset
551 *
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diff changeset
552 * \sa SDL_GetJoysticks
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parents:
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553 * \sa SDL_OpenGamepad
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Paper <paper@tflc.us>
parents:
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554 */
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Paper <paper@tflc.us>
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555 extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
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556
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Paper <paper@tflc.us>
parents:
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557 /**
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Paper <paper@tflc.us>
parents:
diff changeset
558 * Get the implementation dependent name of a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
559 *
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560 * This can be called before any gamepads are opened.
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Paper <paper@tflc.us>
parents:
diff changeset
561 *
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parents:
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562 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
563 * \returns the name of the selected gamepad. If no name can be found, this
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Paper <paper@tflc.us>
parents:
diff changeset
564 * function returns NULL; call SDL_GetError() for more information.
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Paper <paper@tflc.us>
parents:
diff changeset
565 *
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parents:
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566 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
567 *
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Paper <paper@tflc.us>
parents:
diff changeset
568 * \since This function is available since SDL 3.2.0.
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parents:
diff changeset
569 *
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Paper <paper@tflc.us>
parents:
diff changeset
570 * \sa SDL_GetGamepadName
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Paper <paper@tflc.us>
parents:
diff changeset
571 * \sa SDL_GetGamepads
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Paper <paper@tflc.us>
parents:
diff changeset
572 */
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Paper <paper@tflc.us>
parents:
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573 extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
574
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Paper <paper@tflc.us>
parents:
diff changeset
575 /**
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Paper <paper@tflc.us>
parents:
diff changeset
576 * Get the implementation dependent path of a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
577 *
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Paper <paper@tflc.us>
parents:
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578 * This can be called before any gamepads are opened.
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Paper <paper@tflc.us>
parents:
diff changeset
579 *
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Paper <paper@tflc.us>
parents:
diff changeset
580 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
581 * \returns the path of the selected gamepad. If no path can be found, this
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Paper <paper@tflc.us>
parents:
diff changeset
582 * function returns NULL; call SDL_GetError() for more information.
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Paper <paper@tflc.us>
parents:
diff changeset
583 *
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parents:
diff changeset
584 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
585 *
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Paper <paper@tflc.us>
parents:
diff changeset
586 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
587 *
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Paper <paper@tflc.us>
parents:
diff changeset
588 * \sa SDL_GetGamepadPath
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Paper <paper@tflc.us>
parents:
diff changeset
589 * \sa SDL_GetGamepads
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Paper <paper@tflc.us>
parents:
diff changeset
590 */
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Paper <paper@tflc.us>
parents:
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591 extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
592
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Paper <paper@tflc.us>
parents:
diff changeset
593 /**
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Paper <paper@tflc.us>
parents:
diff changeset
594 * Get the player index of a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
595 *
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Paper <paper@tflc.us>
parents:
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596 * This can be called before any gamepads are opened.
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Paper <paper@tflc.us>
parents:
diff changeset
597 *
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Paper <paper@tflc.us>
parents:
diff changeset
598 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
599 * \returns the player index of a gamepad, or -1 if it's not available.
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Paper <paper@tflc.us>
parents:
diff changeset
600 *
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Paper <paper@tflc.us>
parents:
diff changeset
601 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
602 *
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Paper <paper@tflc.us>
parents:
diff changeset
603 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
604 *
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Paper <paper@tflc.us>
parents:
diff changeset
605 * \sa SDL_GetGamepadPlayerIndex
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Paper <paper@tflc.us>
parents:
diff changeset
606 * \sa SDL_GetGamepads
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Paper <paper@tflc.us>
parents:
diff changeset
607 */
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Paper <paper@tflc.us>
parents:
diff changeset
608 extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
609
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Paper <paper@tflc.us>
parents:
diff changeset
610 /**
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Paper <paper@tflc.us>
parents:
diff changeset
611 * Get the implementation-dependent GUID of a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
612 *
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Paper <paper@tflc.us>
parents:
diff changeset
613 * This can be called before any gamepads are opened.
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Paper <paper@tflc.us>
parents:
diff changeset
614 *
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Paper <paper@tflc.us>
parents:
diff changeset
615 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
616 * \returns the GUID of the selected gamepad. If called on an invalid index,
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Paper <paper@tflc.us>
parents:
diff changeset
617 * this function returns a zero GUID.
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Paper <paper@tflc.us>
parents:
diff changeset
618 *
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Paper <paper@tflc.us>
parents:
diff changeset
619 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
620 *
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Paper <paper@tflc.us>
parents:
diff changeset
621 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
622 *
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Paper <paper@tflc.us>
parents:
diff changeset
623 * \sa SDL_GUIDToString
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Paper <paper@tflc.us>
parents:
diff changeset
624 * \sa SDL_GetGamepads
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Paper <paper@tflc.us>
parents:
diff changeset
625 */
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Paper <paper@tflc.us>
parents:
diff changeset
626 extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
627
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Paper <paper@tflc.us>
parents:
diff changeset
628 /**
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Paper <paper@tflc.us>
parents:
diff changeset
629 * Get the USB vendor ID of a gamepad, if available.
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Paper <paper@tflc.us>
parents:
diff changeset
630 *
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Paper <paper@tflc.us>
parents:
diff changeset
631 * This can be called before any gamepads are opened. If the vendor ID isn't
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Paper <paper@tflc.us>
parents:
diff changeset
632 * available this function returns 0.
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Paper <paper@tflc.us>
parents:
diff changeset
633 *
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Paper <paper@tflc.us>
parents:
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634 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
635 * \returns the USB vendor ID of the selected gamepad. If called on an invalid
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Paper <paper@tflc.us>
parents:
diff changeset
636 * index, this function returns zero.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
637 *
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Paper <paper@tflc.us>
parents:
diff changeset
638 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
639 *
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Paper <paper@tflc.us>
parents:
diff changeset
640 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
641 *
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Paper <paper@tflc.us>
parents:
diff changeset
642 * \sa SDL_GetGamepadVendor
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Paper <paper@tflc.us>
parents:
diff changeset
643 * \sa SDL_GetGamepads
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Paper <paper@tflc.us>
parents:
diff changeset
644 */
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Paper <paper@tflc.us>
parents:
diff changeset
645 extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
646
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Paper <paper@tflc.us>
parents:
diff changeset
647 /**
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Paper <paper@tflc.us>
parents:
diff changeset
648 * Get the USB product ID of a gamepad, if available.
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Paper <paper@tflc.us>
parents:
diff changeset
649 *
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Paper <paper@tflc.us>
parents:
diff changeset
650 * This can be called before any gamepads are opened. If the product ID isn't
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Paper <paper@tflc.us>
parents:
diff changeset
651 * available this function returns 0.
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Paper <paper@tflc.us>
parents:
diff changeset
652 *
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Paper <paper@tflc.us>
parents:
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653 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
654 * \returns the USB product ID of the selected gamepad. If called on an
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Paper <paper@tflc.us>
parents:
diff changeset
655 * invalid index, this function returns zero.
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Paper <paper@tflc.us>
parents:
diff changeset
656 *
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Paper <paper@tflc.us>
parents:
diff changeset
657 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
658 *
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Paper <paper@tflc.us>
parents:
diff changeset
659 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
660 *
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Paper <paper@tflc.us>
parents:
diff changeset
661 * \sa SDL_GetGamepadProduct
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Paper <paper@tflc.us>
parents:
diff changeset
662 * \sa SDL_GetGamepads
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Paper <paper@tflc.us>
parents:
diff changeset
663 */
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Paper <paper@tflc.us>
parents:
diff changeset
664 extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
665
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Paper <paper@tflc.us>
parents:
diff changeset
666 /**
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Paper <paper@tflc.us>
parents:
diff changeset
667 * Get the product version of a gamepad, if available.
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Paper <paper@tflc.us>
parents:
diff changeset
668 *
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Paper <paper@tflc.us>
parents:
diff changeset
669 * This can be called before any gamepads are opened. If the product version
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Paper <paper@tflc.us>
parents:
diff changeset
670 * isn't available this function returns 0.
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Paper <paper@tflc.us>
parents:
diff changeset
671 *
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Paper <paper@tflc.us>
parents:
diff changeset
672 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
673 * \returns the product version of the selected gamepad. If called on an
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Paper <paper@tflc.us>
parents:
diff changeset
674 * invalid index, this function returns zero.
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Paper <paper@tflc.us>
parents:
diff changeset
675 *
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Paper <paper@tflc.us>
parents:
diff changeset
676 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
677 *
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Paper <paper@tflc.us>
parents:
diff changeset
678 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
679 *
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Paper <paper@tflc.us>
parents:
diff changeset
680 * \sa SDL_GetGamepadProductVersion
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Paper <paper@tflc.us>
parents:
diff changeset
681 * \sa SDL_GetGamepads
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Paper <paper@tflc.us>
parents:
diff changeset
682 */
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Paper <paper@tflc.us>
parents:
diff changeset
683 extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
684
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Paper <paper@tflc.us>
parents:
diff changeset
685 /**
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Paper <paper@tflc.us>
parents:
diff changeset
686 * Get the type of a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
687 *
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Paper <paper@tflc.us>
parents:
diff changeset
688 * This can be called before any gamepads are opened.
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Paper <paper@tflc.us>
parents:
diff changeset
689 *
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Paper <paper@tflc.us>
parents:
diff changeset
690 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
691 * \returns the gamepad type.
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Paper <paper@tflc.us>
parents:
diff changeset
692 *
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Paper <paper@tflc.us>
parents:
diff changeset
693 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
694 *
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Paper <paper@tflc.us>
parents:
diff changeset
695 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
696 *
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Paper <paper@tflc.us>
parents:
diff changeset
697 * \sa SDL_GetGamepadType
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Paper <paper@tflc.us>
parents:
diff changeset
698 * \sa SDL_GetGamepads
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Paper <paper@tflc.us>
parents:
diff changeset
699 * \sa SDL_GetRealGamepadTypeForID
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Paper <paper@tflc.us>
parents:
diff changeset
700 */
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Paper <paper@tflc.us>
parents:
diff changeset
701 extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
702
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Paper <paper@tflc.us>
parents:
diff changeset
703 /**
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Paper <paper@tflc.us>
parents:
diff changeset
704 * Get the type of a gamepad, ignoring any mapping override.
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Paper <paper@tflc.us>
parents:
diff changeset
705 *
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Paper <paper@tflc.us>
parents:
diff changeset
706 * This can be called before any gamepads are opened.
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Paper <paper@tflc.us>
parents:
diff changeset
707 *
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Paper <paper@tflc.us>
parents:
diff changeset
708 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
709 * \returns the gamepad type.
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Paper <paper@tflc.us>
parents:
diff changeset
710 *
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Paper <paper@tflc.us>
parents:
diff changeset
711 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
712 *
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Paper <paper@tflc.us>
parents:
diff changeset
713 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
714 *
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Paper <paper@tflc.us>
parents:
diff changeset
715 * \sa SDL_GetGamepadTypeForID
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Paper <paper@tflc.us>
parents:
diff changeset
716 * \sa SDL_GetGamepads
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Paper <paper@tflc.us>
parents:
diff changeset
717 * \sa SDL_GetRealGamepadType
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Paper <paper@tflc.us>
parents:
diff changeset
718 */
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Paper <paper@tflc.us>
parents:
diff changeset
719 extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
720
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Paper <paper@tflc.us>
parents:
diff changeset
721 /**
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Paper <paper@tflc.us>
parents:
diff changeset
722 * Get the mapping of a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
723 *
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Paper <paper@tflc.us>
parents:
diff changeset
724 * This can be called before any gamepads are opened.
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Paper <paper@tflc.us>
parents:
diff changeset
725 *
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Paper <paper@tflc.us>
parents:
diff changeset
726 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
727 * \returns the mapping string. Returns NULL if no mapping is available. This
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Paper <paper@tflc.us>
parents:
diff changeset
728 * should be freed with SDL_free() when it is no longer needed.
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Paper <paper@tflc.us>
parents:
diff changeset
729 *
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Paper <paper@tflc.us>
parents:
diff changeset
730 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
731 *
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Paper <paper@tflc.us>
parents:
diff changeset
732 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
733 *
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Paper <paper@tflc.us>
parents:
diff changeset
734 * \sa SDL_GetGamepads
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Paper <paper@tflc.us>
parents:
diff changeset
735 * \sa SDL_GetGamepadMapping
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Paper <paper@tflc.us>
parents:
diff changeset
736 */
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Paper <paper@tflc.us>
parents:
diff changeset
737 extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
738
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Paper <paper@tflc.us>
parents:
diff changeset
739 /**
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Paper <paper@tflc.us>
parents:
diff changeset
740 * Open a gamepad for use.
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Paper <paper@tflc.us>
parents:
diff changeset
741 *
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Paper <paper@tflc.us>
parents:
diff changeset
742 * \param instance_id the joystick instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
743 * \returns a gamepad identifier or NULL if an error occurred; call
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Paper <paper@tflc.us>
parents:
diff changeset
744 * SDL_GetError() for more information.
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Paper <paper@tflc.us>
parents:
diff changeset
745 *
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Paper <paper@tflc.us>
parents:
diff changeset
746 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
747 *
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Paper <paper@tflc.us>
parents:
diff changeset
748 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
749 *
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Paper <paper@tflc.us>
parents:
diff changeset
750 * \sa SDL_CloseGamepad
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Paper <paper@tflc.us>
parents:
diff changeset
751 * \sa SDL_IsGamepad
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Paper <paper@tflc.us>
parents:
diff changeset
752 */
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Paper <paper@tflc.us>
parents:
diff changeset
753 extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
754
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Paper <paper@tflc.us>
parents:
diff changeset
755 /**
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Paper <paper@tflc.us>
parents:
diff changeset
756 * Get the SDL_Gamepad associated with a joystick instance ID, if it has been
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Paper <paper@tflc.us>
parents:
diff changeset
757 * opened.
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Paper <paper@tflc.us>
parents:
diff changeset
758 *
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Paper <paper@tflc.us>
parents:
diff changeset
759 * \param instance_id the joystick instance ID of the gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
760 * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
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Paper <paper@tflc.us>
parents:
diff changeset
761 * opened yet; call SDL_GetError() for more information.
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Paper <paper@tflc.us>
parents:
diff changeset
762 *
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Paper <paper@tflc.us>
parents:
diff changeset
763 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
764 *
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Paper <paper@tflc.us>
parents:
diff changeset
765 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
766 */
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Paper <paper@tflc.us>
parents:
diff changeset
767 extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id);
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Paper <paper@tflc.us>
parents:
diff changeset
768
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Paper <paper@tflc.us>
parents:
diff changeset
769 /**
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Paper <paper@tflc.us>
parents:
diff changeset
770 * Get the SDL_Gamepad associated with a player index.
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Paper <paper@tflc.us>
parents:
diff changeset
771 *
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Paper <paper@tflc.us>
parents:
diff changeset
772 * \param player_index the player index, which different from the instance ID.
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Paper <paper@tflc.us>
parents:
diff changeset
773 * \returns the SDL_Gamepad associated with a player index.
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Paper <paper@tflc.us>
parents:
diff changeset
774 *
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Paper <paper@tflc.us>
parents:
diff changeset
775 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
776 *
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Paper <paper@tflc.us>
parents:
diff changeset
777 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
778 *
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Paper <paper@tflc.us>
parents:
diff changeset
779 * \sa SDL_GetGamepadPlayerIndex
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Paper <paper@tflc.us>
parents:
diff changeset
780 * \sa SDL_SetGamepadPlayerIndex
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Paper <paper@tflc.us>
parents:
diff changeset
781 */
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Paper <paper@tflc.us>
parents:
diff changeset
782 extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index);
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Paper <paper@tflc.us>
parents:
diff changeset
783
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Paper <paper@tflc.us>
parents:
diff changeset
784 /**
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Paper <paper@tflc.us>
parents:
diff changeset
785 * Get the properties associated with an opened gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
786 *
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Paper <paper@tflc.us>
parents:
diff changeset
787 * These properties are shared with the underlying joystick object.
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Paper <paper@tflc.us>
parents:
diff changeset
788 *
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Paper <paper@tflc.us>
parents:
diff changeset
789 * The following read-only properties are provided by SDL:
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Paper <paper@tflc.us>
parents:
diff changeset
790 *
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Paper <paper@tflc.us>
parents:
diff changeset
791 * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED
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Paper <paper@tflc.us>
parents:
diff changeset
792 * that has adjustable brightness
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Paper <paper@tflc.us>
parents:
diff changeset
793 * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED
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Paper <paper@tflc.us>
parents:
diff changeset
794 * that has adjustable color
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Paper <paper@tflc.us>
parents:
diff changeset
795 * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a
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Paper <paper@tflc.us>
parents:
diff changeset
796 * player LED
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Paper <paper@tflc.us>
parents:
diff changeset
797 * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
798 * left/right rumble
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Paper <paper@tflc.us>
parents:
diff changeset
799 * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
800 * simple trigger rumble
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Paper <paper@tflc.us>
parents:
diff changeset
801 *
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Paper <paper@tflc.us>
parents:
diff changeset
802 * \param gamepad a gamepad identifier previously returned by
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Paper <paper@tflc.us>
parents:
diff changeset
803 * SDL_OpenGamepad().
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Paper <paper@tflc.us>
parents:
diff changeset
804 * \returns a valid property ID on success or 0 on failure; call
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
805 * SDL_GetError() for more information.
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Paper <paper@tflc.us>
parents:
diff changeset
806 *
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Paper <paper@tflc.us>
parents:
diff changeset
807 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
808 *
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Paper <paper@tflc.us>
parents:
diff changeset
809 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
810 */
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Paper <paper@tflc.us>
parents:
diff changeset
811 extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad);
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Paper <paper@tflc.us>
parents:
diff changeset
812
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Paper <paper@tflc.us>
parents:
diff changeset
813 #define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN
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Paper <paper@tflc.us>
parents:
diff changeset
814 #define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN
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Paper <paper@tflc.us>
parents:
diff changeset
815 #define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN
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Paper <paper@tflc.us>
parents:
diff changeset
816 #define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN
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Paper <paper@tflc.us>
parents:
diff changeset
817 #define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN
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Paper <paper@tflc.us>
parents:
diff changeset
818
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
819 /**
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Paper <paper@tflc.us>
parents:
diff changeset
820 * Get the instance ID of an opened gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
821 *
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Paper <paper@tflc.us>
parents:
diff changeset
822 * \param gamepad a gamepad identifier previously returned by
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Paper <paper@tflc.us>
parents:
diff changeset
823 * SDL_OpenGamepad().
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Paper <paper@tflc.us>
parents:
diff changeset
824 * \returns the instance ID of the specified gamepad on success or 0 on
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Paper <paper@tflc.us>
parents:
diff changeset
825 * failure; call SDL_GetError() for more information.
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Paper <paper@tflc.us>
parents:
diff changeset
826 *
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Paper <paper@tflc.us>
parents:
diff changeset
827 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
828 *
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Paper <paper@tflc.us>
parents:
diff changeset
829 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
830 */
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Paper <paper@tflc.us>
parents:
diff changeset
831 extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad);
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Paper <paper@tflc.us>
parents:
diff changeset
832
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Paper <paper@tflc.us>
parents:
diff changeset
833 /**
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Paper <paper@tflc.us>
parents:
diff changeset
834 * Get the implementation-dependent name for an opened gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
835 *
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Paper <paper@tflc.us>
parents:
diff changeset
836 * \param gamepad a gamepad identifier previously returned by
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Paper <paper@tflc.us>
parents:
diff changeset
837 * SDL_OpenGamepad().
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Paper <paper@tflc.us>
parents:
diff changeset
838 * \returns the implementation dependent name for the gamepad, or NULL if
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Paper <paper@tflc.us>
parents:
diff changeset
839 * there is no name or the identifier passed is invalid.
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Paper <paper@tflc.us>
parents:
diff changeset
840 *
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Paper <paper@tflc.us>
parents:
diff changeset
841 * \threadsafety It is safe to call this function from any thread.
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Paper <paper@tflc.us>
parents:
diff changeset
842 *
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Paper <paper@tflc.us>
parents:
diff changeset
843 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
844 *
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Paper <paper@tflc.us>
parents:
diff changeset
845 * \sa SDL_GetGamepadNameForID
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Paper <paper@tflc.us>
parents:
diff changeset
846 */
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Paper <paper@tflc.us>
parents:
diff changeset
847 extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
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Paper <paper@tflc.us>
parents:
diff changeset
848
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Paper <paper@tflc.us>
parents:
diff changeset
849 /**
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Paper <paper@tflc.us>
parents:
diff changeset
850 * Get the implementation-dependent path for an opened gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
851 *
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Paper <paper@tflc.us>
parents:
diff changeset
852 * \param gamepad a gamepad identifier previously returned by
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
853 * SDL_OpenGamepad().
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
854 * \returns the implementation dependent path for the gamepad, or NULL if
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
855 * there is no path or the identifier passed is invalid.
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Paper <paper@tflc.us>
parents:
diff changeset
856 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
857 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
858 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
859 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
860 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
861 * \sa SDL_GetGamepadPathForID
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Paper <paper@tflc.us>
parents:
diff changeset
862 */
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Paper <paper@tflc.us>
parents:
diff changeset
863 extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
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Paper <paper@tflc.us>
parents:
diff changeset
864
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
865 /**
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Paper <paper@tflc.us>
parents:
diff changeset
866 * Get the type of an opened gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
867 *
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Paper <paper@tflc.us>
parents:
diff changeset
868 * \param gamepad the gamepad object to query.
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Paper <paper@tflc.us>
parents:
diff changeset
869 * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
870 * available.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
871 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
872 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
873 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
874 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
875 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
876 * \sa SDL_GetGamepadTypeForID
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Paper <paper@tflc.us>
parents:
diff changeset
877 */
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Paper <paper@tflc.us>
parents:
diff changeset
878 extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad);
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Paper <paper@tflc.us>
parents:
diff changeset
879
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
880 /**
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Paper <paper@tflc.us>
parents:
diff changeset
881 * Get the type of an opened gamepad, ignoring any mapping override.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
882 *
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Paper <paper@tflc.us>
parents:
diff changeset
883 * \param gamepad the gamepad object to query.
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Paper <paper@tflc.us>
parents:
diff changeset
884 * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
885 * available.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
886 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
887 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
888 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
889 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
890 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
891 * \sa SDL_GetRealGamepadTypeForID
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Paper <paper@tflc.us>
parents:
diff changeset
892 */
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Paper <paper@tflc.us>
parents:
diff changeset
893 extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad);
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
894
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
895 /**
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
896 * Get the player index of an opened gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
897 *
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Paper <paper@tflc.us>
parents:
diff changeset
898 * For XInput gamepads this returns the XInput user index.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
899 *
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Paper <paper@tflc.us>
parents:
diff changeset
900 * \param gamepad the gamepad object to query.
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Paper <paper@tflc.us>
parents:
diff changeset
901 * \returns the player index for gamepad, or -1 if it's not available.
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Paper <paper@tflc.us>
parents:
diff changeset
902 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
903 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
904 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
905 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
906 *
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Paper <paper@tflc.us>
parents:
diff changeset
907 * \sa SDL_SetGamepadPlayerIndex
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Paper <paper@tflc.us>
parents:
diff changeset
908 */
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Paper <paper@tflc.us>
parents:
diff changeset
909 extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
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Paper <paper@tflc.us>
parents:
diff changeset
910
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Paper <paper@tflc.us>
parents:
diff changeset
911 /**
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Paper <paper@tflc.us>
parents:
diff changeset
912 * Set the player index of an opened gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
913 *
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Paper <paper@tflc.us>
parents:
diff changeset
914 * \param gamepad the gamepad object to adjust.
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Paper <paper@tflc.us>
parents:
diff changeset
915 * \param player_index player index to assign to this gamepad, or -1 to clear
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
916 * the player index and turn off player LEDs.
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Paper <paper@tflc.us>
parents:
diff changeset
917 * \returns true on success or false on failure; call SDL_GetError() for more
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
918 * information.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
919 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
920 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
921 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
922 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
923 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
924 * \sa SDL_GetGamepadPlayerIndex
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Paper <paper@tflc.us>
parents:
diff changeset
925 */
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Paper <paper@tflc.us>
parents:
diff changeset
926 extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index);
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Paper <paper@tflc.us>
parents:
diff changeset
927
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
928 /**
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Paper <paper@tflc.us>
parents:
diff changeset
929 * Get the USB vendor ID of an opened gamepad, if available.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
930 *
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Paper <paper@tflc.us>
parents:
diff changeset
931 * If the vendor ID isn't available this function returns 0.
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Paper <paper@tflc.us>
parents:
diff changeset
932 *
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Paper <paper@tflc.us>
parents:
diff changeset
933 * \param gamepad the gamepad object to query.
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Paper <paper@tflc.us>
parents:
diff changeset
934 * \returns the USB vendor ID, or zero if unavailable.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
935 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
936 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
937 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
938 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
939 *
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Paper <paper@tflc.us>
parents:
diff changeset
940 * \sa SDL_GetGamepadVendorForID
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Paper <paper@tflc.us>
parents:
diff changeset
941 */
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Paper <paper@tflc.us>
parents:
diff changeset
942 extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
943
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
944 /**
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Paper <paper@tflc.us>
parents:
diff changeset
945 * Get the USB product ID of an opened gamepad, if available.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
946 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
947 * If the product ID isn't available this function returns 0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
948 *
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Paper <paper@tflc.us>
parents:
diff changeset
949 * \param gamepad the gamepad object to query.
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Paper <paper@tflc.us>
parents:
diff changeset
950 * \returns the USB product ID, or zero if unavailable.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
951 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
952 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
953 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
954 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
955 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
956 * \sa SDL_GetGamepadProductForID
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
957 */
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Paper <paper@tflc.us>
parents:
diff changeset
958 extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
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Paper <paper@tflc.us>
parents:
diff changeset
959
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
960 /**
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Paper <paper@tflc.us>
parents:
diff changeset
961 * Get the product version of an opened gamepad, if available.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
962 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
963 * If the product version isn't available this function returns 0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
964 *
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Paper <paper@tflc.us>
parents:
diff changeset
965 * \param gamepad the gamepad object to query.
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Paper <paper@tflc.us>
parents:
diff changeset
966 * \returns the USB product version, or zero if unavailable.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
967 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
968 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
969 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
970 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
971 *
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Paper <paper@tflc.us>
parents:
diff changeset
972 * \sa SDL_GetGamepadProductVersionForID
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Paper <paper@tflc.us>
parents:
diff changeset
973 */
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Paper <paper@tflc.us>
parents:
diff changeset
974 extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad);
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
975
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
976 /**
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Paper <paper@tflc.us>
parents:
diff changeset
977 * Get the firmware version of an opened gamepad, if available.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
978 *
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Paper <paper@tflc.us>
parents:
diff changeset
979 * If the firmware version isn't available this function returns 0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
980 *
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Paper <paper@tflc.us>
parents:
diff changeset
981 * \param gamepad the gamepad object to query.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
982 * \returns the gamepad firmware version, or zero if unavailable.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
983 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
984 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
985 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
986 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
987 */
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Paper <paper@tflc.us>
parents:
diff changeset
988 extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad);
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
989
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
990 /**
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Paper <paper@tflc.us>
parents:
diff changeset
991 * Get the serial number of an opened gamepad, if available.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
992 *
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Paper <paper@tflc.us>
parents:
diff changeset
993 * Returns the serial number of the gamepad, or NULL if it is not available.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
994 *
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Paper <paper@tflc.us>
parents:
diff changeset
995 * \param gamepad the gamepad object to query.
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Paper <paper@tflc.us>
parents:
diff changeset
996 * \returns the serial number, or NULL if unavailable.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
997 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
998 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
999 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1000 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1001 */
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Paper <paper@tflc.us>
parents:
diff changeset
1002 extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
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Paper <paper@tflc.us>
parents:
diff changeset
1003
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1004 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1005 * Get the Steam Input handle of an opened gamepad, if available.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1006 *
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Paper <paper@tflc.us>
parents:
diff changeset
1007 * Returns an InputHandle_t for the gamepad that can be used with Steam Input
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Paper <paper@tflc.us>
parents:
diff changeset
1008 * API: https://partner.steamgames.com/doc/api/ISteamInput
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1009 *
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Paper <paper@tflc.us>
parents:
diff changeset
1010 * \param gamepad the gamepad object to query.
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Paper <paper@tflc.us>
parents:
diff changeset
1011 * \returns the gamepad handle, or 0 if unavailable.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1012 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1013 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1014 *
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Paper <paper@tflc.us>
parents:
diff changeset
1015 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
1016 */
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Paper <paper@tflc.us>
parents:
diff changeset
1017 extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad);
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1018
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1019 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1020 * Get the connection state of a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1021 *
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Paper <paper@tflc.us>
parents:
diff changeset
1022 * \param gamepad the gamepad object to query.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1023 * \returns the connection state on success or
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1024 * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError()
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Paper <paper@tflc.us>
parents:
diff changeset
1025 * for more information.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1026 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1027 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1028 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1029 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1030 */
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Paper <paper@tflc.us>
parents:
diff changeset
1031 extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad);
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1032
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1033 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1034 * Get the battery state of a gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1035 *
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Paper <paper@tflc.us>
parents:
diff changeset
1036 * You should never take a battery status as absolute truth. Batteries
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1037 * (especially failing batteries) are delicate hardware, and the values
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1038 * reported here are best estimates based on what that hardware reports. It's
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1039 * not uncommon for older batteries to lose stored power much faster than it
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1040 * reports, or completely drain when reporting it has 20 percent left, etc.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1041 *
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Paper <paper@tflc.us>
parents:
diff changeset
1042 * \param gamepad the gamepad object to query.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1043 * \param percent a pointer filled in with the percentage of battery life
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1044 * left, between 0 and 100, or NULL to ignore. This will be
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1045 * filled in with -1 we can't determine a value or there is no
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1046 * battery.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1047 * \returns the current battery state.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1048 *
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Paper <paper@tflc.us>
parents:
diff changeset
1049 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1050 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1051 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1052 */
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Paper <paper@tflc.us>
parents:
diff changeset
1053 extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent);
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1054
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1055 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1056 * Check if a gamepad has been opened and is currently connected.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1057 *
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Paper <paper@tflc.us>
parents:
diff changeset
1058 * \param gamepad a gamepad identifier previously returned by
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1059 * SDL_OpenGamepad().
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Paper <paper@tflc.us>
parents:
diff changeset
1060 * \returns true if the gamepad has been opened and is currently connected, or
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1061 * false if not.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1062 *
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Paper <paper@tflc.us>
parents:
diff changeset
1063 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1064 *
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Paper <paper@tflc.us>
parents:
diff changeset
1065 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1066 */
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Paper <paper@tflc.us>
parents:
diff changeset
1067 extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
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Paper <paper@tflc.us>
parents:
diff changeset
1068
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1069 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1070 * Get the underlying joystick from a gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1071 *
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Paper <paper@tflc.us>
parents:
diff changeset
1072 * This function will give you a SDL_Joystick object, which allows you to use
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1073 * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1074 * for getting a joystick's position at any given time, even if it hasn't
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1075 * moved (moving it would produce an event, which would have the axis' value).
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1076 *
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Paper <paper@tflc.us>
parents:
diff changeset
1077 * The pointer returned is owned by the SDL_Gamepad. You should not call
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1078 * SDL_CloseJoystick() on it, for example, since doing so will likely cause
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1079 * SDL to crash.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1080 *
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Paper <paper@tflc.us>
parents:
diff changeset
1081 * \param gamepad the gamepad object that you want to get a joystick from.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1082 * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError()
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1083 * for more information.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1084 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1085 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1086 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1087 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1088 */
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Paper <paper@tflc.us>
parents:
diff changeset
1089 extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad);
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1090
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1091 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1092 * Set the state of gamepad event processing.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1093 *
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Paper <paper@tflc.us>
parents:
diff changeset
1094 * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1095 * and check the state of the gamepad when you want gamepad information.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1096 *
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Paper <paper@tflc.us>
parents:
diff changeset
1097 * \param enabled whether to process gamepad events or not.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1098 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1099 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1100 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1101 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1102 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1103 * \sa SDL_GamepadEventsEnabled
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Paper <paper@tflc.us>
parents:
diff changeset
1104 * \sa SDL_UpdateGamepads
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1105 */
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Paper <paper@tflc.us>
parents:
diff changeset
1106 extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled);
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Paper <paper@tflc.us>
parents:
diff changeset
1107
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1108 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1109 * Query the state of gamepad event processing.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1110 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1111 * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1112 * and check the state of the gamepad when you want gamepad information.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1113 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1114 * \returns true if gamepad events are being processed, false otherwise.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1115 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1116 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1117 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1118 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1119 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1120 * \sa SDL_SetGamepadEventsEnabled
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Paper <paper@tflc.us>
parents:
diff changeset
1121 */
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Paper <paper@tflc.us>
parents:
diff changeset
1122 extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void);
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Paper <paper@tflc.us>
parents:
diff changeset
1123
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1124 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1125 * Get the SDL joystick layer bindings for a gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1126 *
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Paper <paper@tflc.us>
parents:
diff changeset
1127 * \param gamepad a gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1128 * \param count a pointer filled in with the number of bindings returned.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1129 * \returns a NULL terminated array of pointers to bindings or NULL on
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1130 * failure; call SDL_GetError() for more information. This is a
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1131 * single allocation that should be freed with SDL_free() when it is
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1132 * no longer needed.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1133 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1134 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1135 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1136 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1137 */
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Paper <paper@tflc.us>
parents:
diff changeset
1138 extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1139
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1140 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1141 * Manually pump gamepad updates if not using the loop.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1142 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1143 * This function is called automatically by the event loop if events are
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1144 * enabled. Under such circumstances, it will not be necessary to call this
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1145 * function.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1146 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1147 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1148 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1149 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1150 */
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1151 extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
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Paper <paper@tflc.us>
parents:
diff changeset
1152
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1153 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1154 * Convert a string into SDL_GamepadType enum.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1155 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1156 * This function is called internally to translate SDL_Gamepad mapping strings
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1157 * for the underlying joystick device into the consistent SDL_Gamepad mapping.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1158 * You do not normally need to call this function unless you are parsing
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1159 * SDL_Gamepad mappings in your own code.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1160 *
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Paper <paper@tflc.us>
parents:
diff changeset
1161 * \param str string representing a SDL_GamepadType type.
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Paper <paper@tflc.us>
parents:
diff changeset
1162 * \returns the SDL_GamepadType enum corresponding to the input string, or
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Paper <paper@tflc.us>
parents:
diff changeset
1163 * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found.
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Paper <paper@tflc.us>
parents:
diff changeset
1164 *
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Paper <paper@tflc.us>
parents:
diff changeset
1165 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1166 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1167 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1168 *
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Paper <paper@tflc.us>
parents:
diff changeset
1169 * \sa SDL_GetGamepadStringForType
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Paper <paper@tflc.us>
parents:
diff changeset
1170 */
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Paper <paper@tflc.us>
parents:
diff changeset
1171 extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str);
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Paper <paper@tflc.us>
parents:
diff changeset
1172
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Paper <paper@tflc.us>
parents:
diff changeset
1173 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1174 * Convert from an SDL_GamepadType enum to a string.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1175 *
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Paper <paper@tflc.us>
parents:
diff changeset
1176 * \param type an enum value for a given SDL_GamepadType.
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Paper <paper@tflc.us>
parents:
diff changeset
1177 * \returns a string for the given type, or NULL if an invalid type is
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Paper <paper@tflc.us>
parents:
diff changeset
1178 * specified. The string returned is of the format used by
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1179 * SDL_Gamepad mapping strings.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1180 *
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Paper <paper@tflc.us>
parents:
diff changeset
1181 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1182 *
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Paper <paper@tflc.us>
parents:
diff changeset
1183 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
1184 *
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Paper <paper@tflc.us>
parents:
diff changeset
1185 * \sa SDL_GetGamepadTypeFromString
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Paper <paper@tflc.us>
parents:
diff changeset
1186 */
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Paper <paper@tflc.us>
parents:
diff changeset
1187 extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type);
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Paper <paper@tflc.us>
parents:
diff changeset
1188
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Paper <paper@tflc.us>
parents:
diff changeset
1189 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1190 * Convert a string into SDL_GamepadAxis enum.
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Paper <paper@tflc.us>
parents:
diff changeset
1191 *
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Paper <paper@tflc.us>
parents:
diff changeset
1192 * This function is called internally to translate SDL_Gamepad mapping strings
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1193 * for the underlying joystick device into the consistent SDL_Gamepad mapping.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1194 * You do not normally need to call this function unless you are parsing
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1195 * SDL_Gamepad mappings in your own code.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1196 *
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Paper <paper@tflc.us>
parents:
diff changeset
1197 * Note specially that "righttrigger" and "lefttrigger" map to
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1198 * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1199 * respectively.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1200 *
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Paper <paper@tflc.us>
parents:
diff changeset
1201 * \param str string representing a SDL_Gamepad axis.
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Paper <paper@tflc.us>
parents:
diff changeset
1202 * \returns the SDL_GamepadAxis enum corresponding to the input string, or
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1203 * `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1204 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1205 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1206 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1207 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1208 *
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Paper <paper@tflc.us>
parents:
diff changeset
1209 * \sa SDL_GetGamepadStringForAxis
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Paper <paper@tflc.us>
parents:
diff changeset
1210 */
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Paper <paper@tflc.us>
parents:
diff changeset
1211 extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str);
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Paper <paper@tflc.us>
parents:
diff changeset
1212
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1213 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1214 * Convert from an SDL_GamepadAxis enum to a string.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1215 *
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Paper <paper@tflc.us>
parents:
diff changeset
1216 * \param axis an enum value for a given SDL_GamepadAxis.
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Paper <paper@tflc.us>
parents:
diff changeset
1217 * \returns a string for the given axis, or NULL if an invalid axis is
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1218 * specified. The string returned is of the format used by
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1219 * SDL_Gamepad mapping strings.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1220 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1221 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1222 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1223 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1224 *
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Paper <paper@tflc.us>
parents:
diff changeset
1225 * \sa SDL_GetGamepadAxisFromString
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Paper <paper@tflc.us>
parents:
diff changeset
1226 */
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Paper <paper@tflc.us>
parents:
diff changeset
1227 extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
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Paper <paper@tflc.us>
parents:
diff changeset
1228
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Paper <paper@tflc.us>
parents:
diff changeset
1229 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1230 * Query whether a gamepad has a given axis.
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Paper <paper@tflc.us>
parents:
diff changeset
1231 *
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Paper <paper@tflc.us>
parents:
diff changeset
1232 * This merely reports whether the gamepad's mapping defined this axis, as
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1233 * that is all the information SDL has about the physical device.
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Paper <paper@tflc.us>
parents:
diff changeset
1234 *
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Paper <paper@tflc.us>
parents:
diff changeset
1235 * \param gamepad a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1236 * \param axis an axis enum value (an SDL_GamepadAxis value).
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Paper <paper@tflc.us>
parents:
diff changeset
1237 * \returns true if the gamepad has this axis, false otherwise.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1238 *
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Paper <paper@tflc.us>
parents:
diff changeset
1239 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1240 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1241 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1242 *
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Paper <paper@tflc.us>
parents:
diff changeset
1243 * \sa SDL_GamepadHasButton
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Paper <paper@tflc.us>
parents:
diff changeset
1244 * \sa SDL_GetGamepadAxis
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Paper <paper@tflc.us>
parents:
diff changeset
1245 */
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Paper <paper@tflc.us>
parents:
diff changeset
1246 extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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Paper <paper@tflc.us>
parents:
diff changeset
1247
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Paper <paper@tflc.us>
parents:
diff changeset
1248 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1249 * Get the current state of an axis control on a gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1250 *
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Paper <paper@tflc.us>
parents:
diff changeset
1251 * The axis indices start at index 0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1252 *
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Paper <paper@tflc.us>
parents:
diff changeset
1253 * For thumbsticks, the state is a value ranging from -32768 (up/left) to
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1254 * 32767 (down/right).
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1255 *
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Paper <paper@tflc.us>
parents:
diff changeset
1256 * Triggers range from 0 when released to 32767 when fully pressed, and never
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1257 * return a negative value. Note that this differs from the value reported by
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1258 * the lower-level SDL_GetJoystickAxis(), which normally uses the full range.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1259 *
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Paper <paper@tflc.us>
parents:
diff changeset
1260 * Note that for invalid gamepads or axes, this will return 0. Zero is also a
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1261 * valid value in normal operation; usually it means a centered axis.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1262 *
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Paper <paper@tflc.us>
parents:
diff changeset
1263 * \param gamepad a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1264 * \param axis an axis index (one of the SDL_GamepadAxis values).
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Paper <paper@tflc.us>
parents:
diff changeset
1265 * \returns axis state.
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Paper <paper@tflc.us>
parents:
diff changeset
1266 *
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Paper <paper@tflc.us>
parents:
diff changeset
1267 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1268 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1269 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1270 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1271 * \sa SDL_GamepadHasAxis
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1272 * \sa SDL_GetGamepadButton
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1273 */
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Paper <paper@tflc.us>
parents:
diff changeset
1274 extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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Paper <paper@tflc.us>
parents:
diff changeset
1275
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1276 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1277 * Convert a string into an SDL_GamepadButton enum.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1278 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1279 * This function is called internally to translate SDL_Gamepad mapping strings
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1280 * for the underlying joystick device into the consistent SDL_Gamepad mapping.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1281 * You do not normally need to call this function unless you are parsing
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1282 * SDL_Gamepad mappings in your own code.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1283 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1284 * \param str string representing a SDL_Gamepad button.
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Paper <paper@tflc.us>
parents:
diff changeset
1285 * \returns the SDL_GamepadButton enum corresponding to the input string, or
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1286 * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1287 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1288 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1289 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1290 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1291 *
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Paper <paper@tflc.us>
parents:
diff changeset
1292 * \sa SDL_GetGamepadStringForButton
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Paper <paper@tflc.us>
parents:
diff changeset
1293 */
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Paper <paper@tflc.us>
parents:
diff changeset
1294 extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str);
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Paper <paper@tflc.us>
parents:
diff changeset
1295
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1296 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1297 * Convert from an SDL_GamepadButton enum to a string.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1298 *
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Paper <paper@tflc.us>
parents:
diff changeset
1299 * \param button an enum value for a given SDL_GamepadButton.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1300 * \returns a string for the given button, or NULL if an invalid button is
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1301 * specified. The string returned is of the format used by
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1302 * SDL_Gamepad mapping strings.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1303 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1304 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1305 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1306 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1307 *
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Paper <paper@tflc.us>
parents:
diff changeset
1308 * \sa SDL_GetGamepadButtonFromString
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Paper <paper@tflc.us>
parents:
diff changeset
1309 */
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Paper <paper@tflc.us>
parents:
diff changeset
1310 extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
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Paper <paper@tflc.us>
parents:
diff changeset
1311
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1312 /**
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1313 * Query whether a gamepad has a given button.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1314 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1315 * This merely reports whether the gamepad's mapping defined this button, as
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1316 * that is all the information SDL has about the physical device.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1317 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1318 * \param gamepad a gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1319 * \param button a button enum value (an SDL_GamepadButton value).
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Paper <paper@tflc.us>
parents:
diff changeset
1320 * \returns true if the gamepad has this button, false otherwise.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1321 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1322 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1323 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1324 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1325 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1326 * \sa SDL_GamepadHasAxis
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Paper <paper@tflc.us>
parents:
diff changeset
1327 */
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Paper <paper@tflc.us>
parents:
diff changeset
1328 extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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Paper <paper@tflc.us>
parents:
diff changeset
1329
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1330 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1331 * Get the current state of a button on a gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1332 *
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Paper <paper@tflc.us>
parents:
diff changeset
1333 * \param gamepad a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1334 * \param button a button index (one of the SDL_GamepadButton values).
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Paper <paper@tflc.us>
parents:
diff changeset
1335 * \returns true if the button is pressed, false otherwise.
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Paper <paper@tflc.us>
parents:
diff changeset
1336 *
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Paper <paper@tflc.us>
parents:
diff changeset
1337 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1338 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1339 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1340 *
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Paper <paper@tflc.us>
parents:
diff changeset
1341 * \sa SDL_GamepadHasButton
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1342 * \sa SDL_GetGamepadAxis
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1343 */
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Paper <paper@tflc.us>
parents:
diff changeset
1344 extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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Paper <paper@tflc.us>
parents:
diff changeset
1345
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Paper <paper@tflc.us>
parents:
diff changeset
1346 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1347 * Get the label of a button on a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1348 *
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Paper <paper@tflc.us>
parents:
diff changeset
1349 * \param type the type of gamepad to check.
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Paper <paper@tflc.us>
parents:
diff changeset
1350 * \param button a button index (one of the SDL_GamepadButton values).
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Paper <paper@tflc.us>
parents:
diff changeset
1351 * \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
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Paper <paper@tflc.us>
parents:
diff changeset
1352 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1353 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1354 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1355 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1356 *
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Paper <paper@tflc.us>
parents:
diff changeset
1357 * \sa SDL_GetGamepadButtonLabel
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Paper <paper@tflc.us>
parents:
diff changeset
1358 */
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Paper <paper@tflc.us>
parents:
diff changeset
1359 extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button);
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Paper <paper@tflc.us>
parents:
diff changeset
1360
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Paper <paper@tflc.us>
parents:
diff changeset
1361 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1362 * Get the label of a button on a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1363 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1364 * \param gamepad a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1365 * \param button a button index (one of the SDL_GamepadButton values).
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Paper <paper@tflc.us>
parents:
diff changeset
1366 * \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
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Paper <paper@tflc.us>
parents:
diff changeset
1367 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1368 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1369 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1370 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1371 *
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Paper <paper@tflc.us>
parents:
diff changeset
1372 * \sa SDL_GetGamepadButtonLabelForType
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Paper <paper@tflc.us>
parents:
diff changeset
1373 */
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Paper <paper@tflc.us>
parents:
diff changeset
1374 extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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Paper <paper@tflc.us>
parents:
diff changeset
1375
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1376 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1377 * Get the number of touchpads on a gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1378 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1379 * \param gamepad a gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1380 * \returns number of touchpads.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1381 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1382 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1383 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1384 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1385 *
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Paper <paper@tflc.us>
parents:
diff changeset
1386 * \sa SDL_GetNumGamepadTouchpadFingers
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Paper <paper@tflc.us>
parents:
diff changeset
1387 */
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Paper <paper@tflc.us>
parents:
diff changeset
1388 extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad);
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Paper <paper@tflc.us>
parents:
diff changeset
1389
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1390 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1391 * Get the number of supported simultaneous fingers on a touchpad on a game
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1392 * gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1393 *
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Paper <paper@tflc.us>
parents:
diff changeset
1394 * \param gamepad a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1395 * \param touchpad a touchpad.
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Paper <paper@tflc.us>
parents:
diff changeset
1396 * \returns number of supported simultaneous fingers.
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Paper <paper@tflc.us>
parents:
diff changeset
1397 *
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Paper <paper@tflc.us>
parents:
diff changeset
1398 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1399 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1400 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1401 *
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Paper <paper@tflc.us>
parents:
diff changeset
1402 * \sa SDL_GetGamepadTouchpadFinger
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Paper <paper@tflc.us>
parents:
diff changeset
1403 * \sa SDL_GetNumGamepadTouchpads
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Paper <paper@tflc.us>
parents:
diff changeset
1404 */
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Paper <paper@tflc.us>
parents:
diff changeset
1405 extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad);
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Paper <paper@tflc.us>
parents:
diff changeset
1406
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1407 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1408 * Get the current state of a finger on a touchpad on a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1409 *
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Paper <paper@tflc.us>
parents:
diff changeset
1410 * \param gamepad a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1411 * \param touchpad a touchpad.
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Paper <paper@tflc.us>
parents:
diff changeset
1412 * \param finger a finger.
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Paper <paper@tflc.us>
parents:
diff changeset
1413 * \param down a pointer filled with true if the finger is down, false
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Paper <paper@tflc.us>
parents:
diff changeset
1414 * otherwise, may be NULL.
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Paper <paper@tflc.us>
parents:
diff changeset
1415 * \param x a pointer filled with the x position, normalized 0 to 1, with the
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1416 * origin in the upper left, may be NULL.
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Paper <paper@tflc.us>
parents:
diff changeset
1417 * \param y a pointer filled with the y position, normalized 0 to 1, with the
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1418 * origin in the upper left, may be NULL.
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Paper <paper@tflc.us>
parents:
diff changeset
1419 * \param pressure a pointer filled with pressure value, may be NULL.
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Paper <paper@tflc.us>
parents:
diff changeset
1420 * \returns true on success or false on failure; call SDL_GetError() for more
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Paper <paper@tflc.us>
parents:
diff changeset
1421 * information.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1422 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1423 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1424 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1425 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1426 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1427 * \sa SDL_GetNumGamepadTouchpadFingers
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Paper <paper@tflc.us>
parents:
diff changeset
1428 */
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Paper <paper@tflc.us>
parents:
diff changeset
1429 extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure);
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Paper <paper@tflc.us>
parents:
diff changeset
1430
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1431 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1432 * Return whether a gamepad has a particular sensor.
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Paper <paper@tflc.us>
parents:
diff changeset
1433 *
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Paper <paper@tflc.us>
parents:
diff changeset
1434 * \param gamepad the gamepad to query.
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Paper <paper@tflc.us>
parents:
diff changeset
1435 * \param type the type of sensor to query.
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Paper <paper@tflc.us>
parents:
diff changeset
1436 * \returns true if the sensor exists, false otherwise.
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Paper <paper@tflc.us>
parents:
diff changeset
1437 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1438 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1439 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1440 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1441 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1442 * \sa SDL_GetGamepadSensorData
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Paper <paper@tflc.us>
parents:
diff changeset
1443 * \sa SDL_GetGamepadSensorDataRate
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Paper <paper@tflc.us>
parents:
diff changeset
1444 * \sa SDL_SetGamepadSensorEnabled
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Paper <paper@tflc.us>
parents:
diff changeset
1445 */
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Paper <paper@tflc.us>
parents:
diff changeset
1446 extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type);
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Paper <paper@tflc.us>
parents:
diff changeset
1447
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1448 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1449 * Set whether data reporting for a gamepad sensor is enabled.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1450 *
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Paper <paper@tflc.us>
parents:
diff changeset
1451 * \param gamepad the gamepad to update.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1452 * \param type the type of sensor to enable/disable.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1453 * \param enabled whether data reporting should be enabled.
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Paper <paper@tflc.us>
parents:
diff changeset
1454 * \returns true on success or false on failure; call SDL_GetError() for more
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1455 * information.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1456 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1457 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1458 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1459 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1460 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1461 * \sa SDL_GamepadHasSensor
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Paper <paper@tflc.us>
parents:
diff changeset
1462 * \sa SDL_GamepadSensorEnabled
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Paper <paper@tflc.us>
parents:
diff changeset
1463 */
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Paper <paper@tflc.us>
parents:
diff changeset
1464 extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled);
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Paper <paper@tflc.us>
parents:
diff changeset
1465
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Paper <paper@tflc.us>
parents:
diff changeset
1466 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1467 * Query whether sensor data reporting is enabled for a gamepad.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1468 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1469 * \param gamepad the gamepad to query.
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Paper <paper@tflc.us>
parents:
diff changeset
1470 * \param type the type of sensor to query.
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Paper <paper@tflc.us>
parents:
diff changeset
1471 * \returns true if the sensor is enabled, false otherwise.
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Paper <paper@tflc.us>
parents:
diff changeset
1472 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1473 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1474 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1475 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1476 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1477 * \sa SDL_SetGamepadSensorEnabled
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Paper <paper@tflc.us>
parents:
diff changeset
1478 */
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Paper <paper@tflc.us>
parents:
diff changeset
1479 extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
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Paper <paper@tflc.us>
parents:
diff changeset
1480
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Paper <paper@tflc.us>
parents:
diff changeset
1481 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1482 * Get the data rate (number of events per second) of a gamepad sensor.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1483 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1484 * \param gamepad the gamepad to query.
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Paper <paper@tflc.us>
parents:
diff changeset
1485 * \param type the type of sensor to query.
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Paper <paper@tflc.us>
parents:
diff changeset
1486 * \returns the data rate, or 0.0f if the data rate is not available.
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Paper <paper@tflc.us>
parents:
diff changeset
1487 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1488 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1489 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1490 * \since This function is available since SDL 3.2.0.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1491 */
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Paper <paper@tflc.us>
parents:
diff changeset
1492 extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type);
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Paper <paper@tflc.us>
parents:
diff changeset
1493
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Paper <paper@tflc.us>
parents:
diff changeset
1494 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1495 * Get the current state of a gamepad sensor.
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Paper <paper@tflc.us>
parents:
diff changeset
1496 *
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Paper <paper@tflc.us>
parents:
diff changeset
1497 * The number of values and interpretation of the data is sensor dependent.
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Paper <paper@tflc.us>
parents:
diff changeset
1498 * See the remarks in SDL_SensorType for details for each type of sensor.
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Paper <paper@tflc.us>
parents:
diff changeset
1499 *
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Paper <paper@tflc.us>
parents:
diff changeset
1500 * \param gamepad the gamepad to query.
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Paper <paper@tflc.us>
parents:
diff changeset
1501 * \param type the type of sensor to query.
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Paper <paper@tflc.us>
parents:
diff changeset
1502 * \param data a pointer filled with the current sensor state.
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Paper <paper@tflc.us>
parents:
diff changeset
1503 * \param num_values the number of values to write to data.
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Paper <paper@tflc.us>
parents:
diff changeset
1504 * \returns true on success or false on failure; call SDL_GetError() for more
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Paper <paper@tflc.us>
parents:
diff changeset
1505 * information.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1506 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1507 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1508 *
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Paper <paper@tflc.us>
parents:
diff changeset
1509 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
1510 */
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Paper <paper@tflc.us>
parents:
diff changeset
1511 extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values);
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Paper <paper@tflc.us>
parents:
diff changeset
1512
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Paper <paper@tflc.us>
parents:
diff changeset
1513 /**
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Paper <paper@tflc.us>
parents:
diff changeset
1514 * Start a rumble effect on a gamepad.
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Paper <paper@tflc.us>
parents:
diff changeset
1515 *
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Paper <paper@tflc.us>
parents:
diff changeset
1516 * Each call to this function cancels any previous rumble effect, and calling
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Paper <paper@tflc.us>
parents:
diff changeset
1517 * it with 0 intensity stops any rumbling.
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Paper <paper@tflc.us>
parents:
diff changeset
1518 *
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Paper <paper@tflc.us>
parents:
diff changeset
1519 * This function requires you to process SDL events or call
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1520 * SDL_UpdateJoysticks() to update rumble state.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1521 *
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Paper <paper@tflc.us>
parents:
diff changeset
1522 * \param gamepad the gamepad to vibrate.
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Paper <paper@tflc.us>
parents:
diff changeset
1523 * \param low_frequency_rumble the intensity of the low frequency (left)
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Paper <paper@tflc.us>
parents:
diff changeset
1524 * rumble motor, from 0 to 0xFFFF.
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Paper <paper@tflc.us>
parents:
diff changeset
1525 * \param high_frequency_rumble the intensity of the high frequency (right)
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Paper <paper@tflc.us>
parents:
diff changeset
1526 * rumble motor, from 0 to 0xFFFF.
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Paper <paper@tflc.us>
parents:
diff changeset
1527 * \param duration_ms the duration of the rumble effect, in milliseconds.
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Paper <paper@tflc.us>
parents:
diff changeset
1528 * \returns true on success or false on failure; call SDL_GetError() for more
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Paper <paper@tflc.us>
parents:
diff changeset
1529 * information.
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Paper <paper@tflc.us>
parents:
diff changeset
1530 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1531 * \threadsafety It is safe to call this function from any thread.
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1532 *
20d02a178406 *: check in everything else
Paper <paper@tflc.us>
parents:
diff changeset
1533 * \since This function is available since SDL 3.2.0.
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Paper <paper@tflc.us>
parents:
diff changeset
1534 */
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Paper <paper@tflc.us>
parents:
diff changeset
1535 extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
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1536
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1537 /**
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1538 * Start a rumble effect in the gamepad's triggers.
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1539 *
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1540 * Each call to this function cancels any previous trigger rumble effect, and
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1541 * calling it with 0 intensity stops any rumbling.
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1542 *
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1543 * Note that this is rumbling of the _triggers_ and not the gamepad as a
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1544 * whole. This is currently only supported on Xbox One gamepads. If you want
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1545 * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
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1546 *
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1547 * This function requires you to process SDL events or call
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1548 * SDL_UpdateJoysticks() to update rumble state.
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1549 *
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1550 * \param gamepad the gamepad to vibrate.
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1551 * \param left_rumble the intensity of the left trigger rumble motor, from 0
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1552 * to 0xFFFF.
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1553 * \param right_rumble the intensity of the right trigger rumble motor, from 0
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1554 * to 0xFFFF.
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1555 * \param duration_ms the duration of the rumble effect, in milliseconds.
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1556 * \returns true on success or false on failure; call SDL_GetError() for more
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1557 * information.
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1558 *
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1559 * \threadsafety It is safe to call this function from any thread.
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1560 *
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1561 * \since This function is available since SDL 3.2.0.
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1562 *
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1563 * \sa SDL_RumbleGamepad
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1564 */
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1565 extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
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1566
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1567 /**
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1568 * Update a gamepad's LED color.
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1569 *
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1570 * An example of a joystick LED is the light on the back of a PlayStation 4's
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1571 * DualShock 4 controller.
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1572 *
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1573 * For gamepads with a single color LED, the maximum of the RGB values will be
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1574 * used as the LED brightness.
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1575 *
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1576 * \param gamepad the gamepad to update.
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1577 * \param red the intensity of the red LED.
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1578 * \param green the intensity of the green LED.
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1579 * \param blue the intensity of the blue LED.
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1580 * \returns true on success or false on failure; call SDL_GetError() for more
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1581 * information.
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1582 *
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1583 * \threadsafety It is safe to call this function from any thread.
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1584 *
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1585 * \since This function is available since SDL 3.2.0.
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1586 */
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1587 extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue);
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1588
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1589 /**
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1590 * Send a gamepad specific effect packet.
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1591 *
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1592 * \param gamepad the gamepad to affect.
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1593 * \param data the data to send to the gamepad.
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1594 * \param size the size of the data to send to the gamepad.
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1595 * \returns true on success or false on failure; call SDL_GetError() for more
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1596 * information.
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1597 *
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1598 * \threadsafety It is safe to call this function from any thread.
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1599 *
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1600 * \since This function is available since SDL 3.2.0.
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1601 */
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1602 extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size);
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1603
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1604 /**
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1605 * Close a gamepad previously opened with SDL_OpenGamepad().
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1606 *
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1607 * \param gamepad a gamepad identifier previously returned by
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1608 * SDL_OpenGamepad().
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1609 *
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1610 * \threadsafety It is safe to call this function from any thread.
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1611 *
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1612 * \since This function is available since SDL 3.2.0.
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1613 *
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1614 * \sa SDL_OpenGamepad
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1615 */
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1616 extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
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1617
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1618 /**
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1619 * Return the sfSymbolsName for a given button on a gamepad on Apple
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1620 * platforms.
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1621 *
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1622 * \param gamepad the gamepad to query.
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1623 * \param button a button on the gamepad.
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1624 * \returns the sfSymbolsName or NULL if the name can't be found.
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1625 *
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1626 * \threadsafety It is safe to call this function from any thread.
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1627 *
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1628 * \since This function is available since SDL 3.2.0.
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1629 *
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1630 * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
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1631 */
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1632 extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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1633
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1634 /**
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1635 * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
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1636 *
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1637 * \param gamepad the gamepad to query.
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1638 * \param axis an axis on the gamepad.
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1639 * \returns the sfSymbolsName or NULL if the name can't be found.
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1640 *
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1641 * \threadsafety It is safe to call this function from any thread.
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1642 *
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1643 * \since This function is available since SDL 3.2.0.
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1644 *
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1645 * \sa SDL_GetGamepadAppleSFSymbolsNameForButton
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1646 */
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1647 extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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1648
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1649
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1650 /* Ends C function definitions when using C++ */
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1651 #ifdef __cplusplus
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1652 }
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1653 #endif
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1654 #include <SDL3/SDL_close_code.h>
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1655
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1656 #endif /* SDL_gamepad_h_ */