author | Philipp Wiesemann <philipp.wiesemann@arcor.de> |
Sat, 22 Nov 2014 22:20:40 +0100 | |
changeset 9225 | 5b97e1f05e53 |
parent 8149 | 681eb46b8ac4 |
permissions | -rw-r--r-- |
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/* |
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Simple DirectMedia Layer |
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Copyright (C) 1997-2014 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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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 |
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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_rwops.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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extern "C" { |
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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_GAMECONTROLLER 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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* If you would like to receive controller updates while the application |
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* is in 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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/* 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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SDL_CONTROLLER_BINDTYPE_HAT |
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} SDL_GameControllerBindType; |
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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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typedef struct SDL_GameControllerButtonBind |
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{ |
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SDL_GameControllerBindType bindType; |
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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 { |
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int hat; |
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int hat_mask; |
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} hat; |
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} value; |
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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 or the SDL_GameControllerAddMapping 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,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", |
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* |
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*/ |
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/** |
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* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() |
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* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt |
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* |
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* If \c freerw is non-zero, the stream will be closed after being read. |
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* |
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* \return number of mappings added, -1 on error |
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*/ |
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw ); |
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/** |
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* Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
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* |
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* Convenience macro. |
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*/ |
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#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
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* Add or update an existing mapping configuration |
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* |
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* \return 1 if mapping is added, 0 if updated, -1 on error |
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString ); |
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/** |
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* Get a mapping string for a GUID |
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* |
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* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available |
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*/ |
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid ); |
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|
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/** |
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* Get a mapping string for an open GameController |
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* |
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* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available |
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*/ |
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extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller ); |
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* Is the joystick on this index supported by the game controller interface? |
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extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
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/** |
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* 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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* If no name can be found, this function returns NULL. |
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*/ |
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extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
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|
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/** |
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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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168 |
* |
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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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/** |
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* Return the name for this currently opened controller |
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*/ |
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extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
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/** |
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* Returns SDL_TRUE if the controller has been opened and currently connected, |
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* or SDL_FALSE if it has not. |
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*/ |
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
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|
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184 |
/** |
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185 |
* Get the underlying joystick object used by a controller |
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186 |
*/ |
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187 |
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
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|
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189 |
/** |
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190 |
* Enable/disable controller event polling. |
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191 |
* |
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192 |
* If controller events are disabled, you must call SDL_GameControllerUpdate() |
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193 |
* yourself and check the state of the controller when you want controller |
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194 |
* information. |
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195 |
* |
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196 |
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. |
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197 |
*/ |
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198 |
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
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199 |
|
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|
200 |
/** |
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201 |
* Update the current state of the open game controllers. |
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202 |
* |
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203 |
* This is called automatically by the event loop if any game controller |
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204 |
* events are enabled. |
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205 |
*/ |
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206 |
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
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207 |
|
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|
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209 |
/** |
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210 |
* The list of axes available from a controller |
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211 |
*/ |
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212 |
typedef enum |
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{ |
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SDL_CONTROLLER_AXIS_INVALID = -1, |
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SDL_CONTROLLER_AXIS_LEFTX, |
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216 |
SDL_CONTROLLER_AXIS_LEFTY, |
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217 |
SDL_CONTROLLER_AXIS_RIGHTX, |
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218 |
SDL_CONTROLLER_AXIS_RIGHTY, |
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219 |
SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
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220 |
SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
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221 |
SDL_CONTROLLER_AXIS_MAX |
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} SDL_GameControllerAxis; |
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/** |
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* turn this string into a axis mapping |
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*/ |
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extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); |
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*/ |
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extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
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/** |
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*/ |
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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
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SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
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SDL_GameControllerAxis axis); |
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/** |
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* Get the current state of an axis control on a game controller. |
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* |
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* The state is a value ranging from -32768 to 32767. |
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* |
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* The axis indices start at index 0. |
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*/ |
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extern DECLSPEC Sint16 SDLCALL |
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SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, |
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SDL_GameControllerAxis axis); |
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/** |
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* The list of buttons available from a controller |
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*/ |
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typedef enum |
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{ |
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SDL_CONTROLLER_BUTTON_INVALID = -1, |
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SDL_CONTROLLER_BUTTON_A, |
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SDL_CONTROLLER_BUTTON_B, |
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SDL_CONTROLLER_BUTTON_X, |
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SDL_CONTROLLER_BUTTON_Y, |
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SDL_CONTROLLER_BUTTON_BACK, |
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SDL_CONTROLLER_BUTTON_GUIDE, |
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SDL_CONTROLLER_BUTTON_START, |
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SDL_CONTROLLER_BUTTON_LEFTSTICK, |
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SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
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SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
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SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
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SDL_CONTROLLER_BUTTON_DPAD_UP, |
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SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
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SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
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SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
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SDL_CONTROLLER_BUTTON_MAX |
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} SDL_GameControllerButton; |
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/** |
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* turn this string into a button mapping |
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*/ |
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extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); |
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*/ |
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extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
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|
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/** |
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*/ |
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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
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SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
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SDL_GameControllerButton 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_GameControllerButton 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 *gamecontroller); |
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/* Ends C function definitions when using C++ */ |
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#ifdef __cplusplus |
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} |
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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: */ |