diff 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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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/SDL3/SDL_gamepad.h	Mon Jan 05 02:15:46 2026 -0500
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+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * # CategoryGamepad
+ *
+ * SDL provides a low-level joystick API, which just treats joysticks as an
+ * arbitrary pile of buttons, axes, and hat switches. If you're planning to
+ * write your own control configuration screen, this can give you a lot of
+ * flexibility, but that's a lot of work, and most things that we consider
+ * "joysticks" now are actually console-style gamepads. So SDL provides the
+ * gamepad API on top of the lower-level joystick functionality.
+ *
+ * The difference between a joystick and a gamepad is that a gamepad tells you
+ * _where_ a button or axis is on the device. You don't speak to gamepads in
+ * terms of arbitrary numbers like "button 3" or "axis 2" but in standard
+ * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or
+ * X/O/Square/Triangle, if you will).
+ *
+ * One turns a joystick into a gamepad by providing a magic configuration
+ * string, which tells SDL the details of a specific device: when you see this
+ * specific hardware, if button 2 gets pressed, this is actually D-Pad Up,
+ * etc.
+ *
+ * SDL has many popular controllers configured out of the box, and users can
+ * add their own controller details through an environment variable if it's
+ * otherwise unknown to SDL.
+ *
+ * In order to use these functions, SDL_Init() must have been called with the
+ * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and
+ * load appropriate drivers.
+ *
+ * If you're using SDL gamepad support in a Steam game, you must call
+ * SteamAPI_InitEx() before calling SDL_Init().
+ *
+ * If you would like to receive gamepad updates while the application is in
+ * the background, you should set the following hint before calling
+ * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
+ *
+ * Gamepads support various optional features such as rumble, color LEDs,
+ * touchpad, gyro, etc. The support for these features varies depending on the
+ * controller and OS support available. You can check for LED and rumble
+ * capabilities at runtime by calling SDL_GetGamepadProperties() and checking
+ * the various capability properties. You can check for touchpad by calling
+ * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by
+ * calling SDL_GamepadHasSensor().
+ *
+ * By default SDL will try to use the most capable driver available, but you
+ * can tune which OS drivers to use with the various joystick hints in
+ * SDL_hints.h.
+ *
+ * Your application should always support gamepad hotplugging. On some
+ * platforms like Xbox, Steam Deck, etc., this is a requirement for
+ * certification. On other platforms, like macOS and Windows when using
+ * Windows.Gaming.Input, controllers may not be available at startup and will
+ * come in at some point after you've started processing events.
+ */
+
+#ifndef SDL_gamepad_h_
+#define SDL_gamepad_h_
+
+#include <SDL3/SDL_stdinc.h>
+#include <SDL3/SDL_error.h>
+#include <SDL3/SDL_guid.h>
+#include <SDL3/SDL_iostream.h>
+#include <SDL3/SDL_joystick.h>
+#include <SDL3/SDL_power.h>
+#include <SDL3/SDL_properties.h>
+#include <SDL3/SDL_sensor.h>
+
+#include <SDL3/SDL_begin_code.h>
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * The structure used to identify an SDL gamepad
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_Gamepad SDL_Gamepad;
+
+/**
+ * Standard gamepad types.
+ *
+ * This type does not necessarily map to first-party controllers from
+ * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report
+ * as these, either because they were designed for a specific console, or they
+ * simply most closely match that console's controllers (does it have A/B/X/Y
+ * buttons or X/O/Square/Triangle? Does it have a touchpad? etc).
+ */
+typedef enum SDL_GamepadType
+{
+    SDL_GAMEPAD_TYPE_UNKNOWN = 0,
+    SDL_GAMEPAD_TYPE_STANDARD,
+    SDL_GAMEPAD_TYPE_XBOX360,
+    SDL_GAMEPAD_TYPE_XBOXONE,
+    SDL_GAMEPAD_TYPE_PS3,
+    SDL_GAMEPAD_TYPE_PS4,
+    SDL_GAMEPAD_TYPE_PS5,
+    SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO,
+    SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
+    SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
+    SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
+    SDL_GAMEPAD_TYPE_GAMECUBE,
+    SDL_GAMEPAD_TYPE_COUNT
+} SDL_GamepadType;
+
+/**
+ * The list of buttons available on a gamepad
+ *
+ * For controllers that use a diamond pattern for the face buttons, the
+ * south/east/west/north buttons below correspond to the locations in the
+ * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo
+ * Switch controllers, this would be B/A/Y/X, for GameCube controllers this
+ * would be A/X/B/Y, for PlayStation controllers this would be
+ * Cross/Circle/Square/Triangle.
+ *
+ * For controllers that don't use a diamond pattern for the face buttons, the
+ * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or
+ * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary,
+ * secondary, etc. buttons.
+ *
+ * The activate action is often the south button and the cancel action is
+ * often the east button, but in some regions this is reversed, so your game
+ * should allow remapping actions based on user preferences.
+ *
+ * You can query the labels for the face buttons using
+ * SDL_GetGamepadButtonLabel()
+ *
+ * \since This enum is available since SDL 3.2.0.
+ */
+typedef enum SDL_GamepadButton
+{
+    SDL_GAMEPAD_BUTTON_INVALID = -1,
+    SDL_GAMEPAD_BUTTON_SOUTH,           /**< Bottom face button (e.g. Xbox A button) */
+    SDL_GAMEPAD_BUTTON_EAST,            /**< Right face button (e.g. Xbox B button) */
+    SDL_GAMEPAD_BUTTON_WEST,            /**< Left face button (e.g. Xbox X button) */
+    SDL_GAMEPAD_BUTTON_NORTH,           /**< Top face button (e.g. Xbox Y button) */
+    SDL_GAMEPAD_BUTTON_BACK,
+    SDL_GAMEPAD_BUTTON_GUIDE,
+    SDL_GAMEPAD_BUTTON_START,
+    SDL_GAMEPAD_BUTTON_LEFT_STICK,
+    SDL_GAMEPAD_BUTTON_RIGHT_STICK,
+    SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
+    SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
+    SDL_GAMEPAD_BUTTON_DPAD_UP,
+    SDL_GAMEPAD_BUTTON_DPAD_DOWN,
+    SDL_GAMEPAD_BUTTON_DPAD_LEFT,
+    SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
+    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) */
+    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) */
+    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) */
+    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) */
+    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) */
+    SDL_GAMEPAD_BUTTON_TOUCHPAD,        /**< PS4/PS5 touchpad button */
+    SDL_GAMEPAD_BUTTON_MISC2,           /**< Additional button */
+    SDL_GAMEPAD_BUTTON_MISC3,           /**< Additional button (e.g. Nintendo GameCube left trigger click) */
+    SDL_GAMEPAD_BUTTON_MISC4,           /**< Additional button (e.g. Nintendo GameCube right trigger click) */
+    SDL_GAMEPAD_BUTTON_MISC5,           /**< Additional button */
+    SDL_GAMEPAD_BUTTON_MISC6,           /**< Additional button */
+    SDL_GAMEPAD_BUTTON_COUNT
+} SDL_GamepadButton;
+
+/**
+ * The set of gamepad button labels
+ *
+ * This isn't a complete set, just the face buttons to make it easy to show
+ * button prompts.
+ *
+ * For a complete set, you should look at the button and gamepad type and have
+ * a set of symbols that work well with your art style.
+ *
+ * \since This enum is available since SDL 3.2.0.
+ */
+typedef enum SDL_GamepadButtonLabel
+{
+    SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN,
+    SDL_GAMEPAD_BUTTON_LABEL_A,
+    SDL_GAMEPAD_BUTTON_LABEL_B,
+    SDL_GAMEPAD_BUTTON_LABEL_X,
+    SDL_GAMEPAD_BUTTON_LABEL_Y,
+    SDL_GAMEPAD_BUTTON_LABEL_CROSS,
+    SDL_GAMEPAD_BUTTON_LABEL_CIRCLE,
+    SDL_GAMEPAD_BUTTON_LABEL_SQUARE,
+    SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE
+} SDL_GamepadButtonLabel;
+
+/**
+ * The list of axes available on a gamepad
+ *
+ * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to
+ * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though
+ * advanced UI will allow users to set or autodetect the dead zone, which
+ * varies between gamepads.
+ *
+ * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
+ * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
+ * same range that will be reported by the lower-level SDL_GetJoystickAxis().
+ *
+ * \since This enum is available since SDL 3.2.0.
+ */
+typedef enum SDL_GamepadAxis
+{
+    SDL_GAMEPAD_AXIS_INVALID = -1,
+    SDL_GAMEPAD_AXIS_LEFTX,
+    SDL_GAMEPAD_AXIS_LEFTY,
+    SDL_GAMEPAD_AXIS_RIGHTX,
+    SDL_GAMEPAD_AXIS_RIGHTY,
+    SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
+    SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
+    SDL_GAMEPAD_AXIS_COUNT
+} SDL_GamepadAxis;
+
+/**
+ * Types of gamepad control bindings.
+ *
+ * A gamepad is a collection of bindings that map arbitrary joystick buttons,
+ * axes and hat switches to specific positions on a generic console-style
+ * gamepad. This enum is used as part of SDL_GamepadBinding to specify those
+ * mappings.
+ *
+ * \since This enum is available since SDL 3.2.0.
+ */
+typedef enum SDL_GamepadBindingType
+{
+    SDL_GAMEPAD_BINDTYPE_NONE = 0,
+    SDL_GAMEPAD_BINDTYPE_BUTTON,
+    SDL_GAMEPAD_BINDTYPE_AXIS,
+    SDL_GAMEPAD_BINDTYPE_HAT
+} SDL_GamepadBindingType;
+
+/**
+ * A mapping between one joystick input to a gamepad control.
+ *
+ * A gamepad has a collection of several bindings, to say, for example, when
+ * joystick button number 5 is pressed, that should be treated like the
+ * gamepad's "start" button.
+ *
+ * SDL has these bindings built-in for many popular controllers, and can add
+ * more with a simple text string. Those strings are parsed into a collection
+ * of these structs to make it easier to operate on the data.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadBindings
+ */
+typedef struct SDL_GamepadBinding
+{
+    SDL_GamepadBindingType input_type;
+    union
+    {
+        int button;
+
+        struct
+        {
+            int axis;
+            int axis_min;
+            int axis_max;
+        } axis;
+
+        struct
+        {
+            int hat;
+            int hat_mask;
+        } hat;
+
+    } input;
+
+    SDL_GamepadBindingType output_type;
+    union
+    {
+        SDL_GamepadButton button;
+
+        struct
+        {
+            SDL_GamepadAxis axis;
+            int axis_min;
+            int axis_max;
+        } axis;
+
+    } output;
+} SDL_GamepadBinding;
+
+
+/**
+ * Add support for gamepads that SDL is unaware of or change the binding of an
+ * existing gamepad.
+ *
+ * The mapping string has the format "GUID,name,mapping", where GUID is the
+ * string value from SDL_GUIDToString(), name is the human readable string for
+ * the device and mappings are gamepad mappings to joystick ones. Under
+ * Windows there is a reserved GUID of "xinput" that covers all XInput
+ * devices. The mapping format for joystick is:
+ *
+ * - `bX`: a joystick button, index X
+ * - `hX.Y`: hat X with value Y
+ * - `aX`: axis X of the joystick
+ *
+ * Buttons can be used as a gamepad axes and vice versa.
+ *
+ * If a device with this GUID is already plugged in, SDL will generate an
+ * SDL_EVENT_GAMEPAD_ADDED event.
+ *
+ * This string shows an example of a valid mapping for a gamepad:
+ *
+ * ```c
+ * "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"
+ * ```
+ *
+ * \param mapping the mapping string.
+ * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
+ *          -1 on failure; call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_AddGamepadMappingsFromFile
+ * \sa SDL_AddGamepadMappingsFromIO
+ * \sa SDL_GetGamepadMapping
+ * \sa SDL_GetGamepadMappingForGUID
+ * \sa SDL_HINT_GAMECONTROLLERCONFIG
+ * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
+ * \sa SDL_EVENT_GAMEPAD_ADDED
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
+
+/**
+ * Load a set of gamepad mappings from an SDL_IOStream.
+ *
+ * You can call this function several times, if needed, to load different
+ * database files.
+ *
+ * If a new mapping is loaded for an already known gamepad GUID, the later
+ * version will overwrite the one currently loaded.
+ *
+ * Any new mappings for already plugged in controllers will generate
+ * SDL_EVENT_GAMEPAD_ADDED events.
+ *
+ * Mappings not belonging to the current platform or with no platform field
+ * specified will be ignored (i.e. mappings for Linux will be ignored in
+ * Windows, etc).
+ *
+ * This function will load the text database entirely in memory before
+ * processing it, so take this into consideration if you are in a memory
+ * constrained environment.
+ *
+ * \param src the data stream for the mappings to be added.
+ * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even
+ *                in the case of an error.
+ * \returns the number of mappings added or -1 on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_AddGamepadMapping
+ * \sa SDL_AddGamepadMappingsFromFile
+ * \sa SDL_GetGamepadMapping
+ * \sa SDL_GetGamepadMappingForGUID
+ * \sa SDL_HINT_GAMECONTROLLERCONFIG
+ * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
+ * \sa SDL_EVENT_GAMEPAD_ADDED
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio);
+
+/**
+ * Load a set of gamepad mappings from a file.
+ *
+ * You can call this function several times, if needed, to load different
+ * database files.
+ *
+ * If a new mapping is loaded for an already known gamepad GUID, the later
+ * version will overwrite the one currently loaded.
+ *
+ * Any new mappings for already plugged in controllers will generate
+ * SDL_EVENT_GAMEPAD_ADDED events.
+ *
+ * Mappings not belonging to the current platform or with no platform field
+ * specified will be ignored (i.e. mappings for Linux will be ignored in
+ * Windows, etc).
+ *
+ * \param file the mappings file to load.
+ * \returns the number of mappings added or -1 on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_AddGamepadMapping
+ * \sa SDL_AddGamepadMappingsFromIO
+ * \sa SDL_GetGamepadMapping
+ * \sa SDL_GetGamepadMappingForGUID
+ * \sa SDL_HINT_GAMECONTROLLERCONFIG
+ * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
+ * \sa SDL_EVENT_GAMEPAD_ADDED
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
+
+/**
+ * Reinitialize the SDL mapping database to its initial state.
+ *
+ * This will generate gamepad events as needed if device mappings change.
+ *
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void);
+
+/**
+ * Get the current gamepad mappings.
+ *
+ * \param count a pointer filled in with the number of mappings returned, can
+ *              be NULL.
+ * \returns an array of the mapping strings, NULL-terminated, or NULL on
+ *          failure; call SDL_GetError() for more information. This is a
+ *          single allocation that should be freed with SDL_free() when it is
+ *          no longer needed.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
+
+/**
+ * Get the gamepad mapping string for a given GUID.
+ *
+ * \param guid a structure containing the GUID for which a mapping is desired.
+ * \returns a mapping string or NULL on failure; call SDL_GetError() for more
+ *          information. This should be freed with SDL_free() when it is no
+ *          longer needed.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetJoystickGUIDForID
+ * \sa SDL_GetJoystickGUID
+ */
+extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
+
+/**
+ * Get the current mapping of a gamepad.
+ *
+ * Details about mappings are discussed with SDL_AddGamepadMapping().
+ *
+ * \param gamepad the gamepad you want to get the current mapping for.
+ * \returns a string that has the gamepad's mapping or NULL if no mapping is
+ *          available; call SDL_GetError() for more information. This should
+ *          be freed with SDL_free() when it is no longer needed.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_AddGamepadMapping
+ * \sa SDL_GetGamepadMappingForID
+ * \sa SDL_GetGamepadMappingForGUID
+ * \sa SDL_SetGamepadMapping
+ */
+extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
+
+/**
+ * Set the current mapping of a joystick or gamepad.
+ *
+ * Details about mappings are discussed with SDL_AddGamepadMapping().
+ *
+ * \param instance_id the joystick instance ID.
+ * \param mapping the mapping to use for this device, or NULL to clear the
+ *                mapping.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_AddGamepadMapping
+ * \sa SDL_GetGamepadMapping
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping);
+
+/**
+ * Return whether a gamepad is currently connected.
+ *
+ * \returns true if a gamepad is connected, false otherwise.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepads
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void);
+
+/**
+ * Get a list of currently connected gamepads.
+ *
+ * \param count a pointer filled in with the number of gamepads returned, may
+ *              be NULL.
+ * \returns a 0 terminated array of joystick instance IDs or NULL on failure;
+ *          call SDL_GetError() for more information. This should be freed
+ *          with SDL_free() when it is no longer needed.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_HasGamepad
+ * \sa SDL_OpenGamepad
+ */
+extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
+
+/**
+ * Check if the given joystick is supported by the gamepad interface.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns true if the given joystick is supported by the gamepad interface,
+ *          false if it isn't or it's an invalid index.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetJoysticks
+ * \sa SDL_OpenGamepad
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
+
+/**
+ * Get the implementation dependent name of a gamepad.
+ *
+ * This can be called before any gamepads are opened.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns the name of the selected gamepad. If no name can be found, this
+ *          function returns NULL; call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadName
+ * \sa SDL_GetGamepads
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id);
+
+/**
+ * Get the implementation dependent path of a gamepad.
+ *
+ * This can be called before any gamepads are opened.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns the path of the selected gamepad. If no path can be found, this
+ *          function returns NULL; call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadPath
+ * \sa SDL_GetGamepads
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id);
+
+/**
+ * Get the player index of a gamepad.
+ *
+ * This can be called before any gamepads are opened.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns the player index of a gamepad, or -1 if it's not available.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadPlayerIndex
+ * \sa SDL_GetGamepads
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id);
+
+/**
+ * Get the implementation-dependent GUID of a gamepad.
+ *
+ * This can be called before any gamepads are opened.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns the GUID of the selected gamepad. If called on an invalid index,
+ *          this function returns a zero GUID.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GUIDToString
+ * \sa SDL_GetGamepads
+ */
+extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id);
+
+/**
+ * Get the USB vendor ID of a gamepad, if available.
+ *
+ * This can be called before any gamepads are opened. If the vendor ID isn't
+ * available this function returns 0.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns the USB vendor ID of the selected gamepad. If called on an invalid
+ *          index, this function returns zero.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadVendor
+ * \sa SDL_GetGamepads
+ */
+extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID instance_id);
+
+/**
+ * Get the USB product ID of a gamepad, if available.
+ *
+ * This can be called before any gamepads are opened. If the product ID isn't
+ * available this function returns 0.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns the USB product ID of the selected gamepad. If called on an
+ *          invalid index, this function returns zero.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadProduct
+ * \sa SDL_GetGamepads
+ */
+extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID instance_id);
+
+/**
+ * Get the product version of a gamepad, if available.
+ *
+ * This can be called before any gamepads are opened. If the product version
+ * isn't available this function returns 0.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns the product version of the selected gamepad. If called on an
+ *          invalid index, this function returns zero.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadProductVersion
+ * \sa SDL_GetGamepads
+ */
+extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id);
+
+/**
+ * Get the type of a gamepad.
+ *
+ * This can be called before any gamepads are opened.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns the gamepad type.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadType
+ * \sa SDL_GetGamepads
+ * \sa SDL_GetRealGamepadTypeForID
+ */
+extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_JoystickID instance_id);
+
+/**
+ * Get the type of a gamepad, ignoring any mapping override.
+ *
+ * This can be called before any gamepads are opened.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns the gamepad type.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadTypeForID
+ * \sa SDL_GetGamepads
+ * \sa SDL_GetRealGamepadType
+ */
+extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id);
+
+/**
+ * Get the mapping of a gamepad.
+ *
+ * This can be called before any gamepads are opened.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns the mapping string. Returns NULL if no mapping is available. This
+ *          should be freed with SDL_free() when it is no longer needed.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepads
+ * \sa SDL_GetGamepadMapping
+ */
+extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id);
+
+/**
+ * Open a gamepad for use.
+ *
+ * \param instance_id the joystick instance ID.
+ * \returns a gamepad identifier or NULL if an error occurred; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CloseGamepad
+ * \sa SDL_IsGamepad
+ */
+extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
+
+/**
+ * Get the SDL_Gamepad associated with a joystick instance ID, if it has been
+ * opened.
+ *
+ * \param instance_id the joystick instance ID of the gamepad.
+ * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
+ *          opened yet; call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id);
+
+/**
+ * Get the SDL_Gamepad associated with a player index.
+ *
+ * \param player_index the player index, which different from the instance ID.
+ * \returns the SDL_Gamepad associated with a player index.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadPlayerIndex
+ * \sa SDL_SetGamepadPlayerIndex
+ */
+extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index);
+
+/**
+ * Get the properties associated with an opened gamepad.
+ *
+ * These properties are shared with the underlying joystick object.
+ *
+ * The following read-only properties are provided by SDL:
+ *
+ * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED
+ *   that has adjustable brightness
+ * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED
+ *   that has adjustable color
+ * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a
+ *   player LED
+ * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has
+ *   left/right rumble
+ * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has
+ *   simple trigger rumble
+ *
+ * \param gamepad a gamepad identifier previously returned by
+ *                SDL_OpenGamepad().
+ * \returns a valid property ID on success or 0 on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad);
+
+#define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN       SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN
+#define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN        SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN
+#define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN     SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN
+#define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN         SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN
+#define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN
+
+/**
+ * Get the instance ID of an opened gamepad.
+ *
+ * \param gamepad a gamepad identifier previously returned by
+ *                SDL_OpenGamepad().
+ * \returns the instance ID of the specified gamepad on success or 0 on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad);
+
+/**
+ * Get the implementation-dependent name for an opened gamepad.
+ *
+ * \param gamepad a gamepad identifier previously returned by
+ *                SDL_OpenGamepad().
+ * \returns the implementation dependent name for the gamepad, or NULL if
+ *          there is no name or the identifier passed is invalid.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadNameForID
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
+
+/**
+ * Get the implementation-dependent path for an opened gamepad.
+ *
+ * \param gamepad a gamepad identifier previously returned by
+ *                SDL_OpenGamepad().
+ * \returns the implementation dependent path for the gamepad, or NULL if
+ *          there is no path or the identifier passed is invalid.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadPathForID
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
+
+/**
+ * Get the type of an opened gamepad.
+ *
+ * \param gamepad the gamepad object to query.
+ * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
+ *          available.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadTypeForID
+ */
+extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad);
+
+/**
+ * Get the type of an opened gamepad, ignoring any mapping override.
+ *
+ * \param gamepad the gamepad object to query.
+ * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
+ *          available.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRealGamepadTypeForID
+ */
+extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad);
+
+/**
+ * Get the player index of an opened gamepad.
+ *
+ * For XInput gamepads this returns the XInput user index.
+ *
+ * \param gamepad the gamepad object to query.
+ * \returns the player index for gamepad, or -1 if it's not available.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetGamepadPlayerIndex
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
+
+/**
+ * Set the player index of an opened gamepad.
+ *
+ * \param gamepad the gamepad object to adjust.
+ * \param player_index player index to assign to this gamepad, or -1 to clear
+ *                     the player index and turn off player LEDs.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadPlayerIndex
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index);
+
+/**
+ * Get the USB vendor ID of an opened gamepad, if available.
+ *
+ * If the vendor ID isn't available this function returns 0.
+ *
+ * \param gamepad the gamepad object to query.
+ * \returns the USB vendor ID, or zero if unavailable.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadVendorForID
+ */
+extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
+
+/**
+ * Get the USB product ID of an opened gamepad, if available.
+ *
+ * If the product ID isn't available this function returns 0.
+ *
+ * \param gamepad the gamepad object to query.
+ * \returns the USB product ID, or zero if unavailable.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadProductForID
+ */
+extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
+
+/**
+ * Get the product version of an opened gamepad, if available.
+ *
+ * If the product version isn't available this function returns 0.
+ *
+ * \param gamepad the gamepad object to query.
+ * \returns the USB product version, or zero if unavailable.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadProductVersionForID
+ */
+extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad);
+
+/**
+ * Get the firmware version of an opened gamepad, if available.
+ *
+ * If the firmware version isn't available this function returns 0.
+ *
+ * \param gamepad the gamepad object to query.
+ * \returns the gamepad firmware version, or zero if unavailable.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad);
+
+/**
+ * Get the serial number of an opened gamepad, if available.
+ *
+ * Returns the serial number of the gamepad, or NULL if it is not available.
+ *
+ * \param gamepad the gamepad object to query.
+ * \returns the serial number, or NULL if unavailable.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
+
+/**
+ * Get the Steam Input handle of an opened gamepad, if available.
+ *
+ * Returns an InputHandle_t for the gamepad that can be used with Steam Input
+ * API: https://partner.steamgames.com/doc/api/ISteamInput
+ *
+ * \param gamepad the gamepad object to query.
+ * \returns the gamepad handle, or 0 if unavailable.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad);
+
+/**
+ * Get the connection state of a gamepad.
+ *
+ * \param gamepad the gamepad object to query.
+ * \returns the connection state on success or
+ *          `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad);
+
+/**
+ * Get the battery state of a gamepad.
+ *
+ * You should never take a battery status as absolute truth. Batteries
+ * (especially failing batteries) are delicate hardware, and the values
+ * reported here are best estimates based on what that hardware reports. It's
+ * not uncommon for older batteries to lose stored power much faster than it
+ * reports, or completely drain when reporting it has 20 percent left, etc.
+ *
+ * \param gamepad the gamepad object to query.
+ * \param percent a pointer filled in with the percentage of battery life
+ *                left, between 0 and 100, or NULL to ignore. This will be
+ *                filled in with -1 we can't determine a value or there is no
+ *                battery.
+ * \returns the current battery state.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent);
+
+/**
+ * Check if a gamepad has been opened and is currently connected.
+ *
+ * \param gamepad a gamepad identifier previously returned by
+ *                SDL_OpenGamepad().
+ * \returns true if the gamepad has been opened and is currently connected, or
+ *          false if not.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
+
+/**
+ * Get the underlying joystick from a gamepad.
+ *
+ * This function will give you a SDL_Joystick object, which allows you to use
+ * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful
+ * for getting a joystick's position at any given time, even if it hasn't
+ * moved (moving it would produce an event, which would have the axis' value).
+ *
+ * The pointer returned is owned by the SDL_Gamepad. You should not call
+ * SDL_CloseJoystick() on it, for example, since doing so will likely cause
+ * SDL to crash.
+ *
+ * \param gamepad the gamepad object that you want to get a joystick from.
+ * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad);
+
+/**
+ * Set the state of gamepad event processing.
+ *
+ * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
+ * and check the state of the gamepad when you want gamepad information.
+ *
+ * \param enabled whether to process gamepad events or not.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GamepadEventsEnabled
+ * \sa SDL_UpdateGamepads
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled);
+
+/**
+ * Query the state of gamepad event processing.
+ *
+ * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
+ * and check the state of the gamepad when you want gamepad information.
+ *
+ * \returns true if gamepad events are being processed, false otherwise.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetGamepadEventsEnabled
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void);
+
+/**
+ * Get the SDL joystick layer bindings for a gamepad.
+ *
+ * \param gamepad a gamepad.
+ * \param count a pointer filled in with the number of bindings returned.
+ * \returns a NULL terminated array of pointers to bindings or NULL on
+ *          failure; call SDL_GetError() for more information. This is a
+ *          single allocation that should be freed with SDL_free() when it is
+ *          no longer needed.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
+
+/**
+ * Manually pump gamepad updates if not using the loop.
+ *
+ * This function is called automatically by the event loop if events are
+ * enabled. Under such circumstances, it will not be necessary to call this
+ * function.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
+
+/**
+ * Convert a string into SDL_GamepadType enum.
+ *
+ * This function is called internally to translate SDL_Gamepad mapping strings
+ * for the underlying joystick device into the consistent SDL_Gamepad mapping.
+ * You do not normally need to call this function unless you are parsing
+ * SDL_Gamepad mappings in your own code.
+ *
+ * \param str string representing a SDL_GamepadType type.
+ * \returns the SDL_GamepadType enum corresponding to the input string, or
+ *          `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadStringForType
+ */
+extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str);
+
+/**
+ * Convert from an SDL_GamepadType enum to a string.
+ *
+ * \param type an enum value for a given SDL_GamepadType.
+ * \returns a string for the given type, or NULL if an invalid type is
+ *          specified. The string returned is of the format used by
+ *          SDL_Gamepad mapping strings.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadTypeFromString
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type);
+
+/**
+ * Convert a string into SDL_GamepadAxis enum.
+ *
+ * This function is called internally to translate SDL_Gamepad mapping strings
+ * for the underlying joystick device into the consistent SDL_Gamepad mapping.
+ * You do not normally need to call this function unless you are parsing
+ * SDL_Gamepad mappings in your own code.
+ *
+ * Note specially that "righttrigger" and "lefttrigger" map to
+ * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
+ * respectively.
+ *
+ * \param str string representing a SDL_Gamepad axis.
+ * \returns the SDL_GamepadAxis enum corresponding to the input string, or
+ *          `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadStringForAxis
+ */
+extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str);
+
+/**
+ * Convert from an SDL_GamepadAxis enum to a string.
+ *
+ * \param axis an enum value for a given SDL_GamepadAxis.
+ * \returns a string for the given axis, or NULL if an invalid axis is
+ *          specified. The string returned is of the format used by
+ *          SDL_Gamepad mapping strings.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadAxisFromString
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
+
+/**
+ * Query whether a gamepad has a given axis.
+ *
+ * This merely reports whether the gamepad's mapping defined this axis, as
+ * that is all the information SDL has about the physical device.
+ *
+ * \param gamepad a gamepad.
+ * \param axis an axis enum value (an SDL_GamepadAxis value).
+ * \returns true if the gamepad has this axis, false otherwise.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GamepadHasButton
+ * \sa SDL_GetGamepadAxis
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
+
+/**
+ * Get the current state of an axis control on a gamepad.
+ *
+ * The axis indices start at index 0.
+ *
+ * For thumbsticks, the state is a value ranging from -32768 (up/left) to
+ * 32767 (down/right).
+ *
+ * Triggers range from 0 when released to 32767 when fully pressed, and never
+ * return a negative value. Note that this differs from the value reported by
+ * the lower-level SDL_GetJoystickAxis(), which normally uses the full range.
+ *
+ * Note that for invalid gamepads or axes, this will return 0. Zero is also a
+ * valid value in normal operation; usually it means a centered axis.
+ *
+ * \param gamepad a gamepad.
+ * \param axis an axis index (one of the SDL_GamepadAxis values).
+ * \returns axis state.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GamepadHasAxis
+ * \sa SDL_GetGamepadButton
+ */
+extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
+
+/**
+ * Convert a string into an SDL_GamepadButton enum.
+ *
+ * This function is called internally to translate SDL_Gamepad mapping strings
+ * for the underlying joystick device into the consistent SDL_Gamepad mapping.
+ * You do not normally need to call this function unless you are parsing
+ * SDL_Gamepad mappings in your own code.
+ *
+ * \param str string representing a SDL_Gamepad button.
+ * \returns the SDL_GamepadButton enum corresponding to the input string, or
+ *          `SDL_GAMEPAD_BUTTON_INVALID` if no match was found.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadStringForButton
+ */
+extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str);
+
+/**
+ * Convert from an SDL_GamepadButton enum to a string.
+ *
+ * \param button an enum value for a given SDL_GamepadButton.
+ * \returns a string for the given button, or NULL if an invalid button is
+ *          specified. The string returned is of the format used by
+ *          SDL_Gamepad mapping strings.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadButtonFromString
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
+
+/**
+ * Query whether a gamepad has a given button.
+ *
+ * This merely reports whether the gamepad's mapping defined this button, as
+ * that is all the information SDL has about the physical device.
+ *
+ * \param gamepad a gamepad.
+ * \param button a button enum value (an SDL_GamepadButton value).
+ * \returns true if the gamepad has this button, false otherwise.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GamepadHasAxis
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
+
+/**
+ * Get the current state of a button on a gamepad.
+ *
+ * \param gamepad a gamepad.
+ * \param button a button index (one of the SDL_GamepadButton values).
+ * \returns true if the button is pressed, false otherwise.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GamepadHasButton
+ * \sa SDL_GetGamepadAxis
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
+
+/**
+ * Get the label of a button on a gamepad.
+ *
+ * \param type the type of gamepad to check.
+ * \param button a button index (one of the SDL_GamepadButton values).
+ * \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadButtonLabel
+ */
+extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button);
+
+/**
+ * Get the label of a button on a gamepad.
+ *
+ * \param gamepad a gamepad.
+ * \param button a button index (one of the SDL_GamepadButton values).
+ * \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadButtonLabelForType
+ */
+extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button);
+
+/**
+ * Get the number of touchpads on a gamepad.
+ *
+ * \param gamepad a gamepad.
+ * \returns number of touchpads.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetNumGamepadTouchpadFingers
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad);
+
+/**
+ * Get the number of supported simultaneous fingers on a touchpad on a game
+ * gamepad.
+ *
+ * \param gamepad a gamepad.
+ * \param touchpad a touchpad.
+ * \returns number of supported simultaneous fingers.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadTouchpadFinger
+ * \sa SDL_GetNumGamepadTouchpads
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad);
+
+/**
+ * Get the current state of a finger on a touchpad on a gamepad.
+ *
+ * \param gamepad a gamepad.
+ * \param touchpad a touchpad.
+ * \param finger a finger.
+ * \param down a pointer filled with true if the finger is down, false
+ *             otherwise, may be NULL.
+ * \param x a pointer filled with the x position, normalized 0 to 1, with the
+ *          origin in the upper left, may be NULL.
+ * \param y a pointer filled with the y position, normalized 0 to 1, with the
+ *          origin in the upper left, may be NULL.
+ * \param pressure a pointer filled with pressure value, may be NULL.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetNumGamepadTouchpadFingers
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure);
+
+/**
+ * Return whether a gamepad has a particular sensor.
+ *
+ * \param gamepad the gamepad to query.
+ * \param type the type of sensor to query.
+ * \returns true if the sensor exists, false otherwise.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadSensorData
+ * \sa SDL_GetGamepadSensorDataRate
+ * \sa SDL_SetGamepadSensorEnabled
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type);
+
+/**
+ * Set whether data reporting for a gamepad sensor is enabled.
+ *
+ * \param gamepad the gamepad to update.
+ * \param type the type of sensor to enable/disable.
+ * \param enabled whether data reporting should be enabled.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GamepadHasSensor
+ * \sa SDL_GamepadSensorEnabled
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled);
+
+/**
+ * Query whether sensor data reporting is enabled for a gamepad.
+ *
+ * \param gamepad the gamepad to query.
+ * \param type the type of sensor to query.
+ * \returns true if the sensor is enabled, false otherwise.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetGamepadSensorEnabled
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
+
+/**
+ * Get the data rate (number of events per second) of a gamepad sensor.
+ *
+ * \param gamepad the gamepad to query.
+ * \param type the type of sensor to query.
+ * \returns the data rate, or 0.0f if the data rate is not available.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type);
+
+/**
+ * Get the current state of a gamepad sensor.
+ *
+ * The number of values and interpretation of the data is sensor dependent.
+ * See the remarks in SDL_SensorType for details for each type of sensor.
+ *
+ * \param gamepad the gamepad to query.
+ * \param type the type of sensor to query.
+ * \param data a pointer filled with the current sensor state.
+ * \param num_values the number of values to write to data.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values);
+
+/**
+ * Start a rumble effect on a gamepad.
+ *
+ * Each call to this function cancels any previous rumble effect, and calling
+ * it with 0 intensity stops any rumbling.
+ *
+ * This function requires you to process SDL events or call
+ * SDL_UpdateJoysticks() to update rumble state.
+ *
+ * \param gamepad the gamepad to vibrate.
+ * \param low_frequency_rumble the intensity of the low frequency (left)
+ *                             rumble motor, from 0 to 0xFFFF.
+ * \param high_frequency_rumble the intensity of the high frequency (right)
+ *                              rumble motor, from 0 to 0xFFFF.
+ * \param duration_ms the duration of the rumble effect, in milliseconds.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
+
+/**
+ * Start a rumble effect in the gamepad's triggers.
+ *
+ * Each call to this function cancels any previous trigger rumble effect, and
+ * calling it with 0 intensity stops any rumbling.
+ *
+ * Note that this is rumbling of the _triggers_ and not the gamepad as a
+ * whole. This is currently only supported on Xbox One gamepads. If you want
+ * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
+ *
+ * This function requires you to process SDL events or call
+ * SDL_UpdateJoysticks() to update rumble state.
+ *
+ * \param gamepad the gamepad to vibrate.
+ * \param left_rumble the intensity of the left trigger rumble motor, from 0
+ *                    to 0xFFFF.
+ * \param right_rumble the intensity of the right trigger rumble motor, from 0
+ *                     to 0xFFFF.
+ * \param duration_ms the duration of the rumble effect, in milliseconds.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RumbleGamepad
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
+
+/**
+ * Update a gamepad's LED color.
+ *
+ * An example of a joystick LED is the light on the back of a PlayStation 4's
+ * DualShock 4 controller.
+ *
+ * For gamepads with a single color LED, the maximum of the RGB values will be
+ * used as the LED brightness.
+ *
+ * \param gamepad the gamepad to update.
+ * \param red the intensity of the red LED.
+ * \param green the intensity of the green LED.
+ * \param blue the intensity of the blue LED.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue);
+
+/**
+ * Send a gamepad specific effect packet.
+ *
+ * \param gamepad the gamepad to affect.
+ * \param data the data to send to the gamepad.
+ * \param size the size of the data to send to the gamepad.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size);
+
+/**
+ * Close a gamepad previously opened with SDL_OpenGamepad().
+ *
+ * \param gamepad a gamepad identifier previously returned by
+ *                SDL_OpenGamepad().
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_OpenGamepad
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
+
+/**
+ * Return the sfSymbolsName for a given button on a gamepad on Apple
+ * platforms.
+ *
+ * \param gamepad the gamepad to query.
+ * \param button a button on the gamepad.
+ * \returns the sfSymbolsName or NULL if the name can't be found.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
+
+/**
+ * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
+ *
+ * \param gamepad the gamepad to query.
+ * \param axis an axis on the gamepad.
+ * \returns the sfSymbolsName or NULL if the name can't be found.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetGamepadAppleSFSymbolsNameForButton
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include <SDL3/SDL_close_code.h>
+
+#endif /* SDL_gamepad_h_ */