author | Sam Lantinga <slouken@libsdl.org> |
Mon, 31 Dec 2012 16:29:01 -0800 | |
changeset 6795 | f445268492a7 |
parent 6690 | 9548c8a58103 |
child 6871 | bd681c870ccf |
permissions | -rw-r--r-- |
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/* |
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Simple DirectMedia Layer |
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org> |
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|
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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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|
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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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|
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1. The origin of this software must not be misrepresented; you must not |
9548c8a58103
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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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* \file SDL_gamecontroller.h |
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* |
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* Include file for SDL game controller event handling |
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*/ |
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#ifndef _SDL_gamecontroller_h |
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#define _SDL_gamecontroller_h |
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#include "SDL_stdinc.h" |
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#include "SDL_error.h" |
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#include "SDL_joystick.h" |
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#include "begin_code.h" |
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/* Set up for C function definitions, even when using C++ */ |
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#ifdef __cplusplus |
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/* *INDENT-OFF* */ |
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extern "C" { |
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/* *INDENT-ON* */ |
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#endif |
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/** |
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* \file SDL_gamecontroller.h |
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* |
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* In order to use these functions, SDL_Init() must have been called |
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* with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system |
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* for game controllers, and load appropriate drivers. |
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*/ |
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/* The gamecontroller structure used to identify an SDL game controller */ |
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struct _SDL_GameController; |
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typedef struct _SDL_GameController SDL_GameController; |
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typedef enum |
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{ |
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SDL_CONTROLLER_BINDTYPE_NONE = 0, |
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SDL_CONTROLLER_BINDTYPE_BUTTON, |
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SDL_CONTROLLER_BINDTYPE_AXIS, |
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Fixed bug 1653 - comma at the end of enum
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SDL_CONTROLLER_BINDTYPE_HAT |
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} SDL_CONTROLLER_BINDTYPE; |
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/** |
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* get the sdl joystick layer binding for this controller button/axis mapping |
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*/ |
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struct _SDL_GameControllerHatBind |
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{ |
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int hat; |
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int hat_mask; |
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}; |
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typedef struct _SDL_GameControllerButtonBind |
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{ |
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SDL_CONTROLLER_BINDTYPE m_eBindType; |
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union |
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{ |
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int button; |
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int axis; |
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struct _SDL_GameControllerHatBind hat; |
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}; |
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} SDL_GameControllerButtonBind; |
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/** |
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* To count the number of game controllers in the system for the following: |
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* int nJoysticks = SDL_NumJoysticks(); |
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* int nGameControllers = 0; |
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* for ( int i = 0; i < nJoysticks; i++ ) { |
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* if ( SDL_IsGameController(i) ) { |
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* nGameControllers++; |
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* } |
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* } |
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* |
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* Using the SDL_HINT_GAMECONTROLLERCONFIG hint you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: |
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* guid,name,mappings |
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* |
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* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. |
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* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. |
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* The mapping format for joystick is: |
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* bX - a joystick button, index X |
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* hX.Y - hat X with value Y |
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* aX - axis X of the joystick |
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* Buttons can be used as a controller axis and vice versa. |
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* |
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* This string shows an example of a valid mapping for a controller |
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* "341a3608000000000000504944564944,Aferglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", |
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* |
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*/ |
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112 |
/** |
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113 |
* Is the joystick on this index supported by the game controller interface? |
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* returns 1 if supported, 0 otherwise. |
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115 |
*/ |
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extern DECLSPEC int SDLCALL SDL_IsGameController(int joystick_index); |
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118 |
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119 |
/** |
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120 |
* Get the implementation dependent name of a game controller. |
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* This can be called before any controllers are opened. |
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122 |
* If no name can be found, this function returns NULL. |
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123 |
*/ |
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extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
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125 |
|
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126 |
/** |
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* Open a game controller for use. |
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* The index passed as an argument refers to the N'th game controller on the system. |
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* This index is the value which will identify this controller in future controller |
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* events. |
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131 |
* |
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* \return A controller identifier, or NULL if an error occurred. |
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*/ |
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
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/** |
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* Return the name for this currently opened controller |
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138 |
*/ |
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extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController * gamecontroller); |
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140 |
|
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141 |
/** |
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* Returns 1 if the controller has been opened and currently connected, or 0 if it has not. |
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143 |
*/ |
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extern DECLSPEC int SDLCALL SDL_GameControllerGetAttached(SDL_GameController * gamecontroller); |
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145 |
|
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146 |
/** |
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* Get the underlying joystick object used by a controller |
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148 |
*/ |
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149 |
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller); |
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150 |
|
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151 |
/** |
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152 |
* Enable/disable controller event polling. |
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153 |
* |
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154 |
* If controller events are disabled, you must call SDL_GameControllerUpdate() |
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155 |
* yourself and check the state of the controller when you want controller |
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156 |
* information. |
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157 |
* |
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158 |
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. |
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159 |
*/ |
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160 |
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
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161 |
|
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162 |
/** |
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163 |
* The list of axii available from a controller |
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164 |
*/ |
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165 |
typedef enum |
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166 |
{ |
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167 |
SDL_CONTROLLER_AXIS_INVALID = -1, |
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168 |
SDL_CONTROLLER_AXIS_LEFTX, |
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169 |
SDL_CONTROLLER_AXIS_LEFTY, |
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170 |
SDL_CONTROLLER_AXIS_RIGHTX, |
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171 |
SDL_CONTROLLER_AXIS_RIGHTY, |
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172 |
SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
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173 |
SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
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174 |
SDL_CONTROLLER_AXIS_MAX |
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175 |
} SDL_CONTROLLER_AXIS; |
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176 |
|
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177 |
/** |
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178 |
* turn this string into a axis mapping |
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179 |
*/ |
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180 |
extern DECLSPEC SDL_CONTROLLER_AXIS SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); |
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181 |
|
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182 |
/** |
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|
183 |
* get the sdl joystick layer binding for this controller button mapping |
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184 |
*/ |
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185 |
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_CONTROLLER_AXIS button); |
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186 |
|
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187 |
/** |
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|
188 |
* Get the current state of an axis control on a game controller. |
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189 |
* |
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190 |
* The state is a value ranging from -32768 to 32767. |
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191 |
* |
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192 |
* The axis indices start at index 0. |
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193 |
*/ |
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194 |
extern DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis(SDL_GameController * gamecontroller, |
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195 |
SDL_CONTROLLER_AXIS axis); |
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196 |
|
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197 |
/** |
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198 |
* The list of buttons available from a controller |
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199 |
*/ |
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200 |
typedef enum |
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201 |
{ |
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202 |
SDL_CONTROLLER_BUTTON_INVALID = -1, |
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203 |
SDL_CONTROLLER_BUTTON_A, |
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204 |
SDL_CONTROLLER_BUTTON_B, |
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205 |
SDL_CONTROLLER_BUTTON_X, |
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206 |
SDL_CONTROLLER_BUTTON_Y, |
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207 |
SDL_CONTROLLER_BUTTON_BACK, |
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208 |
SDL_CONTROLLER_BUTTON_GUIDE, |
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209 |
SDL_CONTROLLER_BUTTON_START, |
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210 |
SDL_CONTROLLER_BUTTON_LEFTSTICK, |
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211 |
SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
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212 |
SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
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213 |
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
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214 |
SDL_CONTROLLER_BUTTON_DPAD_UP, |
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215 |
SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
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216 |
SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
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217 |
SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
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218 |
SDL_CONTROLLER_BUTTON_MAX |
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219 |
} SDL_CONTROLLER_BUTTON; |
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220 |
|
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221 |
/** |
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|
222 |
* turn this string into a button mapping |
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223 |
*/ |
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extern DECLSPEC SDL_CONTROLLER_BUTTON SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); |
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/** |
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* get the sdl joystick layer binding for this controller button mapping |
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*/ |
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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_CONTROLLER_BUTTON button); |
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/** |
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* Get the current state of a button on a game controller. |
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* |
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* The button indices start at index 0. |
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*/ |
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extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController * gamecontroller, |
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SDL_CONTROLLER_BUTTON button); |
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/** |
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* Close a controller previously opened with SDL_GameControllerOpen(). |
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*/ |
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extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController * gamecontrollerk); |
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/* Ends C function definitions when using C++ */ |
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#ifdef __cplusplus |
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/* *INDENT-OFF* */ |
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} |
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/* *INDENT-ON* */ |
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#endif |
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#include "close_code.h" |
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#endif /* _SDL_gamecontroller_h */ |
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/* vi: set ts=4 sw=4 expandtab: */ |