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