279dabfc96 cocoa: Don't use trick of briefly focusing the Dock on newer macOS releases. afa27243df Ignore sensor delta values that look like they're out of range cd98b66114 Allow overriding SDL_FORK_MESSAGEBOX in build environment 8d5bf053f7 Fixed detecting 8BitDo sensor timestamp on older firmware 0ac1241b7a x11: Always update the borders on frame extent events f40bf44928 Removed unnecessary include 6d3e8b749e add 8BitDo Controller sensor_timestamp (#13278) 727b4924c8 Update the viewport when logical presentation changes de6a23028a Fix #13276: Crash in SDL_GetAudioDeviceChannelMap 8442d4f0f7 joystick: Add support Xbox Adaptive Controller 3cd979b353 SDL_render.h: enum SDL_TextureAddressMode: Removed trailing comma db3a35e9bc joystick: Fix MSVC errors C2099 with `/fp:strict` 9ed83e71f6 Fixed memory leaks in KMSDRM property handling 603118c340 Sync SDL3 wiki -> header aa4f916b71 Renamed SDL_PROP_AUDIOSTREAM_KEEP_ON_SHUTDOWN_BOOLEAN to SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN 6cfe211142 Sync SDL3 wiki -> header 274aa0242e audio: Let apps save an audio stream from destruction during SDL_Quit(). (#13244) af8bee2dd1 alsa: change an SDL_LogError into SDL_LogDebug. bbc674b9e7 test: Fix resource paths in testtray 796961acec Resolve bug for calibration Nintendo Switch Pro Controller (#13260) 3a6f9e01f8 Fixed Nintendo Switch thumbstick calibration 038a3806eb Fixed Nintendo Switch Pro thumbstick calibration e6c2649afc Updated testffmpeg for ffmpeg 7.1 e80d084766 expose events originating from a live-resize set the data1 field to 1. 6aedc488d3 win32: Invalidate window message mouse button flags when reading buttons from raw input or GameInput 81e3066303 hidapi/libusb: disable C5287 warning in MSVC builds 7d9fd48557 alsa: recover from snd_pcm_avail() returning -EPIPE e68f5ca99a alsa: use udev if available instead of a hotplug thread 051ce0ff89 alsa: fixed disconnecting the microphone when opened 5fcc83d93b Vita Render: Limit the scope of cliprect to viewport 1bd5110ff0 Vita: Fixed absence of clipping when viewport is set eb04219efe audio: Enumerating audio devices will skip zombie devices still in the hash. d06b6e42d2 Sync SDL3 wiki -> header c19ad189dc Clarify that SDL_GetAudioStreamDevice() returns the logical device. 7882e60f0e Don't log an error for disconnected audio devices e4e29b8601 Fix support for F21 to F24 scancodes on Linux d7939abf42 Use consistent style for pointer declarations and casts 390fe65323 test: Fix a window parenting bug in testmodal ca9b7c8ea3 video: Explicitly disallow setting the parent of a window to itself c04624972e alsa: Simplify ALSA_WaitDevice. b4ac5f43f5 include: Fixed copy/paste error in endian-specific SDL_Read function docs. 3896b1b3f4 wikiheaders: Let each subproject specify how to find their property symbols. efed3c63b3 Added support for an alternate version of the Vader 4 Pro d6bae53341 Added support for an alternate version of the Vader 4 Pro f62c982bcf Reverted Accelerometer and Gyro displays to throttled display (10hz) b833c618a9 Improved reliability detecting FlyDigi Vader controllers 0e262dfd44 Sync SDL3 wiki -> header 6c406dd122 include: a couple of documentation tweaks and typo fixes. 42c9fe119d Sync SDL3 wiki -> header f5d1402c28 Flydigi Vader 4 Pro IMU rate correction (#13215) 1e886c8a2f 8 bitdo polling rate corrections (#13221) 913b611ccd Added tools for evaluating gyroscope accuracy and IMU polling rates. (#13209) e2239c36d3 wayland: Ensure that the tablet tool list is always initialized to empty ec1297199e wayland: Implement the pointer warp protocol 558a89fdb6 Read Switch controller gyro/accel sensitivity coeffs (SDL3) fd4ffa6d27 Sync SDL3 wiki -> header c5b1341757 Tweak Vulkan include guard check and 64-bit platform defines (#13210) e18a6313de Added gyro support for the Flydigi Vader 3 Pro controller 71f479b4aa Fix a broken link inside README-cmake.md that's meant to send to README-linux.md also made said link more consistent with other links by adding .md suffix f2bcfe3dd2 Correct the texture format used for the N-Gage (#13192) 685f1720fe Revert "[Nokia N-Gage] Fix alpha transparency in 4K color mode using BitBltMasked" a89a20a9ab Fix Markdown typo in Arch Linux dependencies docs cbc9d662ea [Nokia N-Gage] Add define to disable FPS counter by default. d9af41b5ac cmake: more private definitions 5826966873 Fixed replacing existing specific gamepad mappings f90a21483c Added support for the ZEROPLUS P4 Wired Gamepad 638acdc02a Remove the CRC from automatically generated gamepad mappings 45eb6310a8 x11: Resize fixed-size windows after mapping on xmonad 7dd5e765df joystick: Report battery on GIP controllers c54a017f47 joystick: Clean up Elite Button handling 559efd58e2 joystick: Add headset stub to GIP driver 7cc3feeb1b keyboard: Search for the correct base key value when querying the keycode from a scancode 22fa45b3c1 win32: Ensure that text input is initially disabled when creating a window c240ed976f Sync SDL3 wiki -> header 27464ffb08 Clarify that icon and cursor alternate images are added with SDL_AddSurfaceAlternateImage() 2ef7944170 [Nokia N-Gage] Fix alpha transparency in 4K color mode using BitBltMasked d86fb8a83a gdk: Ignore focus loss events caused by text input showing the OSK 6622f4e1ea Added support for the NACON Revolution X Unlimited controller on macOS 45aa497813 [Nokia N-Gage] Fix SDL_GetPerformanceFrequency and SDL_GetPerformanceCounter 7457857304 Fixed input from the MayFlash GameCube adapter with version 7 firmware 1ec12b38e5 Sync SDL3 wiki -> header b6c4a46b85 workflows: Use stable Steam Runtime 3 on both x86_64 and arm64 fbba5b272a GPU: Binding validation and prevent null dereference if expected binding is missing (#13164) cf6c42e6e6 Use HEAPU8.set rather than Module.HEAPU8.set (thanks @sbc100!) 4b0f48c4cf Mark gamepads as invalid if they can't be opened a314a58e7e Sync SDL3 wiki -> header d283f4651c Sync SDL3 wiki -> header 8510331f66 .wikiheaders-options: Add Tray to quickreference categories. b8187e2abd wikiheaders: Trim whitespace from end of lines in section headers. 9e0d9f30a7 x11: Be a little less aggressive with Xinput2IsInitialized checks. 57b6e6c7f9 Checks if xinput is loaded before trying to call xinput functions ac3ab026fe audio: corrected comment about device format minimums. 83cc3bc234 audio: Opened device spec must be >= simple minimums, not device's defaults. 14a4ae521a pulseaudio: Request more recording data per-fragment. 3a4de2ad89 Sync SDL3 wiki -> header 47717f22fd cocoa: Always add a window-sized NSTrackingArea to each window. f61d956a04 cocoa: add explicit tracking areas to the window. 58afb0d8ae wayland: Update xkbcommon names and types c764e8864b wayland: Update xkbcommon to avoid using deprecated modifier names b61586b492 [Nokia N-Gage] Increase max. texture size from 256 to 1024; the previous setting was chosen at random and does not necessarily make sense in practice. 329b5f27d6 fix preprocessor directive for SDL_RESTRICT definition in C99 case. 0d58594e66 fix inverted __STDC_VERSION__ condition in SDL_RESTRICT definition. 6a686185f7 SDL_begin_code.h: Actually define SDL_RESTRICT. 51dfca813b Pass text input rect to steam deck keyboard invocation 520d73ae57 include/SDL_gpu: fix bool members documentation indentation a26e5f32e0 Gyro degrees per second is 2000 across all 8bitdo controllers (#13147) fc1c0618de kmsdrm: fixed creating GBM surfaces on NVIDIA cards 03a6d98aee Update SDL_pixels.h 885e611f3c Added macros to push/pop error messages while cleaning up 61d105247e Fixed typos 7db0ac7380 Updated SDL_StretchSurface() documentation ca988dbc2c Bail out if Xrandr returns zero CRTCs in the X11 messagebox implementation c147ddf3e3 Do not use Xrandr if the extension is not queryable in the X11 messagebox implementation df07c09f55 Use visuals and colormapsin the X11 messagebox implementation 737b9e117d Removed obsolete documentation d2be547642 Removed spurious parentheses 36936cbf37 Set the serial number to the Bluetooth MAC address for 8BitDo controllers f80e819c5b Sync SDL3 wiki -> header b7082e7e18 Sync SDL3 wiki -> header 3940c660be begin_code: Added SDL_ALIGNED macro. aa870d511e Disable SDL_HINT_JOYSTICK_RAWINPUT by default db972604a8 gpu: Xbox buildfix 8a2e2e75d1 Simplified loop logic b4f7948410 Ensure that report 06 command reads normally e3d44cdd51 wayland: Use raw timestamps to calculate the elapsed repeat time on a key up event b51273512b Sync SDL3 wiki -> header 988c0be934 Sync SDL3 wiki -> header 9b025e3cab PSP fullscreen is the only mode (#13125) 08b6f6175a Sync SDL3 wiki -> header 5e50d39b38 audio: Added SDL_PutAudioStreamDataNoCopy. 25db127450 SDL_video.c: remove two stray line continuation chars . 168d1a9253 emscripten: Proxy Emscripten_GetSystemTheme and EMSCRIPTENAUDIO_OpenDevice to the main thread. f62572344f Clean up INTERFACE_COMPILE_OPTIONS b70919ecd9 x11: Assume the window was mapped after showing 0657ece55d x11: Always send fullscreen dimensions except on XWayland 1f6b5c681d Set the initial axis values for HIDAPI and XInput controllers fdc4f8fa39 x11: Include the XTest header when needed 2b4d61e4a6 VITA: support only fullscreen windows. Fixes #13079 4cd889cb13 joystick: Several minor GIP fixes 0a7548230c Sync SDL3 wiki -> header c9cf4c42e0 Improved HIDAPI support for Flydigi controllers ead32c706d fix error handling in WideCharToMultiByte 8ddb074889 bugfix advancing UTF-8 length in UTF-16 string dcdbc0bf9f README-documentation-rules: Add a note about being UTF-8 only! 56bb73a8d2 README-ngage.md: Really actually got all the non-UTF-8 characters this time! ecef0d3564 README-ngage.md: Found a few more non-UTF-8 things. fb7afabbd6 README-ngage.md: Removed non-UTF-8 character. 73ca59b423 Sync SDL3 wiki -> header 136a44b0bd Sync SDL3 wiki -> header 7ae64592c9 Restore support for the Nokia N-Gage (#12148) 26f9940f82 Sync SDL3 wiki -> header 6f994cc7a8 Fixed macOS build 354895d975 Add Flydigi VADER 4 Pro HIDAPI support (#12874) 8d9a4fe843 stdinc: Corrected documentation for SDL_atan2 and SDL_atan2f. abcfa1b7de wayland: Use SDL_memcpy instead of SDL_copyp to copy the repeated text string 22828d5f2a Fix #13083 segfault in `SDL_RemoveTrayEntry()` for submenu entries 264eb8d440 Fixed the Bluetooth flag for the combined Joy-Con controller 05f779f61e wayland: Cap the max key repeat elapsed time 20e8ac0075 wayland: Fix keymap changed event spam with non-latin keyboard layouts b8e055ce64 use SDL style - else on same line as closing brace 8e22194217 get preferred locales on android c08b1049d3 gpu/d3d12: Acknowledge that we've bound vertex buffers (#13088) c89357bf60 Fix wrong callback type f4942b3eae GPU: Update D3D12 to create multisample textures with default MSAA alignment c7549eb0b6 wayland: Set the text input cursor rect properly 3be57ec774 docs: fix man page return value section generation 2dad6534b8 GPU: Add missing compute-writeable texture formats 992e4c59bd Fixed rare crash trying to interrupt SDL_WaitEvent() 4db8fe2f9b Sync SDL3 wiki -> header 6c61a94a4b wayland: Don't add the nanosecond timestamp offset to the pre-conversion millisecond value 25f2376e79 Fixed touch not being delivered as mouse events by default on Vita afd1e51023 Fix: GameCube controller adapter hotplug not working 510126ee63 gpu: Check shader format support in PrepareDriver 8289656a4e GPU: Update to set supported shader formats inside CreateDevice 514d96de07 Sync SDL3 wiki -> header d6a99752b7 Fix properties name in SDL_CreateGPUDeviceWithProperties 3dceb728b7 Suppress spammy gamepad and joystick update events b0a282e31f wayland: Enable relative pointer mode based on the window flag 968222e74f Fix #13057 - fixes bug with NSEventTypeMouseMoved having a NULL window causing us to suppress future mouse move events because the window was considered out of focus. d16371b923 Fix reference to nonexistent "README-3ds.md" 945eb6dc87 MacOS: fix cocoa clipboard text b08d79b832 GPU: Check that a texture format is valid for compute writes (#13044) 604c192154 GPU: Always return NULL if beginning a pass fails an assert check 252129f433 GPU: Debug mode layer and level index checks db154c8b9b Added HIDAPI mapping for the 8BitDo SF30 Pro ec685e87fd Clarify logic in UpdateLogicalPresentation() 8aa5b97bb5 renderer: Always use the output size when updating the main view 1f7aa16eae wikiheaders: Man pages should escape apostrophe chars. cf62637261 joystick: Add support for Xbox One Chatpad attachment 83cbf7f811 Sync SDL3 wiki -> header f85f83ec7c SDL GPU: Implemented opt out Vulkan device features (#13016) 1eeffc5933 Revert "x11: Send key events for dead keys consumed by the IME" 3304d24bea Revert "x11: Filter out duplicate key presses when an IME is active" cd95152b2c Fixed crash if out of memory in the Vulkan GPU driver 70b2d162e3 audio: Assert that all devices from device_hash are the appropriate type 83d4dce697 wayland: Remove all window references from seats when destroying a window 0a34279578 audio: Fix SDL_GetAudioDeviceName() not working with logical devices. e2f7c4046c Sync SDL3 wiki -> header f6c1e81394 [Process API] Quoting enhancements (#12946) 9a6f70d75a tray: Fix wrong `fByPositon` parameter of SetMenuItemInfoW in SDL_SetTrayEntryLabel 38da39c8c9 Added rightx and righty 2ae3418260 GPU Vulkan: set correct destination usage mode for storage buffer read/write bindings (#13009) c6e9d6cc79 AAudio: Implemented sample frames hint aaa5d70efc wayland: Check the cursor visibility flag when updating seat pointers e1066ceea1 Revert "pulseaudio: cleanup TLS every time we finish a threaded-mainloop callback." 84308e7fba x11: Fix the Openbox quirk flag 6344712b04 GPU Vulkan: fix for Swapchain Semaphore Reuse 3f2226a917 Add progress bar support for Linux e90f7ac4a8 Add hid_version and hid_version_str to renamed LIBUSB impl symbols f92843da83 Sync SDL3 wiki -> header 86b206dadf GPU: Special case to avoid assert on GenerateMipmaps (#12995) 7b3bd8c538 joystick: Improve GIP metadata retry 367cf9ba63 joystick: Always continue processing GIP packets 955a49c883 joystick: Add quirk for no impulse vibration on the Spectra Pro 82899501b5 joystick: Fix GIP fast ACK issue 9e0edea16f joystick: Assume GIP gamepads have the LED command if no metadata is present 9a96960728 joystick: Sort out GIP vendor messages into the supported interfaces 72dd79752e joystick: Add initial support for GIP flight sticks 2248d3812e joystick: Rework GIP code to allow separate states for individual attachments 87fe9ef79b Fixed crash if WGI isn't correlated in RAWINPUT_JoystickRumble() 29d2116495 Define illegal_instruction() when it will be actually used 2aa0957081 Fixed 8BitDo Ultimate 2 Wireless controller on macOS ad55597715 ci: Update Steam Linux Runtime tasks. 36c3a7a5e2 ci: Add slrsniper-arm64 task 8690a9ab54 Prefer the HIDAPI driver for 8BitDo controllers on macOS 2b57d58f7d Added GCController mapping for the 8BitDo SN30 Pro on macOS d157600d3d Added GCController mapping for the 8BitDo Pro 2 on macOS 09c8d4b556 Sync SDL3 wiki -> header 37b86a6d2f windows: fix Unicode function and type inconsistencies d9e58baa6d fixed the field of SDL_MouseMotionTransformCallback e7a765d648 Replace SDL_free with delete for new-allocated objects 5bee85408c Cleanup 8BitDo HIDAPI support for SF30 Pro and SN30 Pro 89a8cf2505 Sync SDL3 wiki -> header 6b048f59d7 fix #12963 2b3c481215 add 8BitDo Controller (#12964) ca47dc59a9 Fixed building with the OpenVR video driver 195ad85ba4 Fixed typo f4813ca2cf x11: Filter out duplicate key presses when an IME is active 8e1f4bafb4 [emscripten] Remove referenc to Module['createContext'] 1dbb813316 VITA: fix audio playback 20f783532b Sync SDL3 wiki -> header bbd973c8d2 Sync SDL3 wiki -> header 71303b41bf Sync SDL3 wiki -> header a7344206e8 wikiheaders: Patched to compile. 06c2f9fcfc wikiheaders: Correct wiki README digest links. ad46394e82 wikiheaders: README.md should be READMEs.md 2c97a48c51 wikiheaders: READMEs go in the base dir of the wiki now. 92a5417a98 docs: Tweak some minor things to keep wikiheaders happy. d357aa29a3 Fixed initializing the OpenVR driver f8c77908ad Use motor sequence ID 0 in the HIDAPI GIP driver 33e5f4885a x11: Don't update grab on enter when the mouse is captured 1abac3ccc3 Revert "x11: Better handle XInput2 mouse tracking outside the window" 85d2345bd8 Sync SDL3 wiki -> header 5bd886519b Sync SDL3 wiki -> header c6362b4788 tests: Revert some leftover testing code c91f9f6968 x11: #ifdef the XRandR path in the message box code 7490471796 cpuinfo: Use auxv for AltiVec on Linux if possible 17bba029ba don't prototype strdup() for __clang_analyzer__ case in windows builds. 15c6acf74f capture g27 shifter r input 795d1ae1fb testmessage: Don't push the event if "Retry" was chosen. d73fe0bc53 win32: Hide the borders when showing a fullscreen window ab12b7cbba Added support for the share button on the GameSir-K1 FLUX controller 1e6a25324c Added support for the PowerA Battle Dragon Advanced Wireless Controller 57346f2ba8 dialog: Cocoa backend should reactivate the app after the modal dialog. caf269ce00 Added a link to the GIP documentation 34c045aa39 Fixed paddles on the Xbox Elite controller using the GIP driver 0447c2f3c3 events: Add integer wheel fields for sdl2-compat ae251a05be Fixed warning: no previous prototype for function 'GIP_ParseMetadata' 193b0c8963 uikit: Use SDL_RunOnMainThread instead of dispatch_sync for message boxes. 691cc5bb5e dialog: Cocoa shouldn't crash if there's a '.' in the filters. 4ef8b6ce1b X11: Center Message Box on Multi Monitor Displays (#12819) c5d5967c3a video: Store the preferred fullscreen display in a property for sdl2-compat 11e1d4a145 Sync SDL3 wiki -> header 00f3a82ada Joystick: Add new GIP driver to replace old Xbox One wired driver 48dfc03a87 Added the gamepad hint SDL_GAMECONTROLLER_USE_GAMECUBE_LABELS 21a7bbbf14 Restore compatibility with older GameCube mappings 3730128e33 Simplify WIN_CreateHCursor (#12933) 6a0505c090 wayland: Remove unnecessary function call fdd8b5d630 wayland: Query the mouse global button states from the seats e3df61b070 Fixed right mouse button emulation when using a pen 106ccc722e Fixed missing simulated mouse events using a Wacom tablet 8ae962c904 Fixed build e04064350f Fixed right click mouse emulation for the Wacom tablet a163257295 GPU: Validate that textures are not bound for both read and write on render passes (#12925) ea67133e4f pen: Windows can't check WM_POINTER[DOWN|UP] for touches directly. f131791005 Sync SDL3 wiki -> header e1a41c1c97 GPU Vulkan: Add locks for layout object lookups (#12924) fd5380ffc6 Sync SDL3 wiki -> header b871ac0d97 Add support for non-constrained and non-grabbing popups 8abcc27535 Removed timeout in SDL_RunOnMainThread() ef54c3bf18 Always enable D3D12 GPU on Windows 39d3148185 events: Fix undefined behavior when disabling some event types 510c7edd9b migrate usage of SetCursor(NULL) to RedrawCursor() 4779499048 Split the redraw effect to own function 6c172e5220 SDL_SetCursor should not skip focus check cbf44700d8 bytepusher example: always render text to render target and remove unused variable faddff1bcc Sync SDL3 wiki -> header 31650d566c Added SDL_GAMEPAD_TYPE_GAMECUBE c4d5cc358f streamline boolean logic 441e7e488f invert cursor_visible to hide_cursor d553372682 rename cursor_shown to cursor_visible 016ba86f93 tray, unix: make pointers g_object_ref and g_object_ref_sink static 6f5892e543 cocoa: Immediately update the mouse focus when showing/hiding a popup menu 8c733d1f7b x11: Better handle XInput2 mouse tracking outside the window 0dbf585ace fix SDL_audiocvt.c MSVC build. af0972c33f audio: SDL_PutAudioStreamPlanarData should take a channel count. 5f03cb3882 d3d12: Patched to compile with GDK builds. 360cc2791f test/msdf_font.bmp: mark as non-executable. 34fe967f3e Sync SDL3 wiki -> header 22692e308f events: Added SDL_GetEventDescription(). c2ed58db7b windows: Fix stale zoom/iconic state in WM_WINDOWPOSCHANGED handler 14ae45c2b8 GDK: Handle ProjectDir with space faa2e40406 gpu: Warn about Direct3D 12 texture alignment requirements. 2e45198299 Sync SDL3 wiki -> header 608f706a95 audio: Added SDL_SetAudioIterationCallbacks(). 18a86ea6bb testaudio: Use SDL_SetAppMetadata at startup. a9bee3c0bf pipewire: Use a more specific stream name than "Audio Stream". 2767c1a440 aaudio: We PlayDevice first and WaitDevice after; reduce semaphore count by 1. 7642c0468d Log information about Wayland environment detection 5b1e92ae88 cmake: use CMAKE_ANDROID_NDK variable as root of Android ndk 09b2aae47e cocoa: Popup menus always accept first click 29ef31d589 Sync SDL3 wiki -> header 15cb9bd610 Sync SDL3 wiki -> header b28449a58c audio: Tweak SDL_GetAudioDeviceName. da3c864d4c Reset the keyboard when entering a modal loop on Windows a82f70dc21 use GetMessagePos instead of GetCursorPos bfbeaca29f inline WIN_UpdateMouseCapture de2c5c33b7 SDL_hidapi_steamdeck: report touch controller events 5cacdf2513 Fix crash in UIKit indirect pointer handling 32bbabe2a5 Add Padix Rockfire devices (#12884) 7e1d4f843c Emscripten: fix incorrect error check for WebGL context creation fcdaff4110 Fixed compiler warning dd625a6763 defer clipcursor refresh unto pump finish c84c2aa2c4 pass ground-truth cursor pos to WIN_UpdateFocus 11a3296a42 x11: Handle size/position events arriving before state events d50520462a Add and use SDL_HapticEffectID typedef fb940fff80 audio: Fix warning C4701: potentially uninitialized local variable 'isstack' used e8bd9cc150 audio: SDL_GetAudioDeviceName() doesn't need a full device lock. 3343cb2147 gpu: rework alpha-to-coverage validation ceb9fecfc1 Joystick: Add trigger rumble resend c81b62293a GPU D3D12 - Update to use typeless formats for depth buffer (#12701) 27b256022b SDL_GetRectIntersectionFloat(): Allow rendering zero-sized srcrect d04b28926c GPU: Make D3D12 debug layers optional 695cad459b Corrected documentation for SDL_SetGPUSwapchainParameters() 2b16c961ea Add and use typedefs SDL_HapticEffectType and SDL_HapticDirectionType a1332d77f6 wayland: Cleanup timestamp handling b5ed0d0138 stb_image.h: apply mainstream PR/1736 e3181a0bcd Sync SDL3 wiki -> header e3507b390e examples: added audio/05-planar-data 3905aa0587 audio: Added SDL_PutAudioStreamPlanarData. 483d1c36ed comments: Fixed a few typos I ran into in the audio code. 727a5fae59 Sync SDL3 wiki -> header 5a8be8e4c2 Fixed formatting 6e4ace310c GPU: Validate shader bytecode 89d7d406ab Added tests to cover invalid surface blits fe849f1572 SDL_BlitSurfaceScaled(): Do not divide by zero 8017d38adc SDL_BlitSurfaceScaled(): Do not blit if surfaces have no pixel data 18fbe6a92f Renamed SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 to SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER 6a6917b0df Sync SDL3 wiki -> header e70a49892b Add missing type suffix to SDL_PROP_WINDOW_OPENVR_OVERLAY_ID a696b108ac SDL_BlitSurface() comment: Remove sentence about final blit rect being stored in srcrect and dstrect c076b0d17f Removed incorrect documentation for SDL_RenderViewportSet() 47162a4168 x11: Send key events for dead keys consumed by the IME 3aed80cd82 Updated documentation for SDL_HINT_GPU_DRIVER 86b3369491 wayland: Check the origin of clipboard offers before forwarding them to the client 23a7a74133 Sync SDL3 wiki -> header 3be0ec5631 Sync SDL3 wiki -> header 5bd1578a45 wayland: Account for timer rollover when calculating the elapsed time for key repeats. 10f51da28d cocoa: Use CGFLOAT_MAX for unbounded max window dimensions 3519a59d8f The SDL_BUTTON_*MASK defines must come immediately after the SDL_MouseButtonFlags typedef to be associated 8e0b39f465 Sync SDL3 wiki -> header 9da46bc37f win32: Check internal data when positioning child windows git-subtree-dir: external/SDL git-subtree-split: 279dabfc96631965f8dad2e39d57daa4b9130d24
1514 lines
53 KiB
C
1514 lines
53 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryGamepad
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*
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* SDL provides a low-level joystick API, which just treats joysticks as an
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* arbitrary pile of buttons, axes, and hat switches. If you're planning to
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* write your own control configuration screen, this can give you a lot of
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* flexibility, but that's a lot of work, and most things that we consider
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* "joysticks" now are actually console-style gamepads. So SDL provides the
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* gamepad API on top of the lower-level joystick functionality.
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*
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* The difference between a joystick and a gamepad is that a gamepad tells you
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* _where_ a button or axis is on the device. You don't speak to gamepads in
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* terms of arbitrary numbers like "button 3" or "axis 2" but in standard
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* locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or
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* X/O/Square/Triangle, if you will).
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*
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* One turns a joystick into a gamepad by providing a magic configuration
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* string, which tells SDL the details of a specific device: when you see this
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* specific hardware, if button 2 gets pressed, this is actually D-Pad Up,
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* etc.
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*
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* SDL has many popular controllers configured out of the box, and users can
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* add their own controller details through an environment variable if it's
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* otherwise unknown to SDL.
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*
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* In order to use these functions, SDL_Init() must have been called with the
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* SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and
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* load appropriate drivers.
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*
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* If you would like to receive gamepad updates while the application is in
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* the background, you should set the following hint before calling
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* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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*
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* Gamepads support various optional features such as rumble, color LEDs,
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* touchpad, gyro, etc. The support for these features varies depending on the
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* 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) */
|
|
SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */
|
|
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */
|
|
SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */
|
|
SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */
|
|
SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */
|
|
SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button */
|
|
SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button */
|
|
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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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 axis.
|
|
* \returns the SDL_GamepadButton enum corresponding to the input string, or
|
|
* `SDL_GAMEPAD_BUTTON_INVALID` if no match was found.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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 SDL_sensor.h for the 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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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().
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_OpenGamepad
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
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/**
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* Return the sfSymbolsName for a given button on a gamepad on Apple
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* platforms.
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*
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* \param gamepad the gamepad to query.
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* \param button a button on the gamepad.
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* \returns the sfSymbolsName or NULL if the name can't be found.
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*
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* \since This function is available since SDL 3.2.0.
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|
*
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|
* \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
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|
*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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|
|
/**
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|
* 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.
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|
*
|
|
* \since This function is available since SDL 3.2.0.
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|
*
|
|
* \sa SDL_GetGamepadAppleSFSymbolsNameForButton
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|
*/
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|
extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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|
|
|
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/* Ends C function definitions when using C++ */
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|
#ifdef __cplusplus
|
|
}
|
|
#endif
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|
#include <SDL3/SDL_close_code.h>
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|
|
|
#endif /* SDL_gamepad_h_ */
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