arreglat makefile, info.plist i sdl.frameworks per a compilar en macos intel
This commit is contained in:
@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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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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@@ -19,10 +19,12 @@
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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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/* WIKI CATEGORY: GameController */
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/**
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* \file SDL_gamecontroller.h
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* # CategoryGameController
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*
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* Include file for SDL game controller event handling
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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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@@ -44,7 +46,7 @@ extern "C" {
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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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* 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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@@ -58,7 +60,7 @@ extern "C" {
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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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typedef enum SDL_GameControllerType
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{
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SDL_CONTROLLER_TYPE_UNKNOWN = 0,
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SDL_CONTROLLER_TYPE_XBOX360,
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@@ -73,10 +75,11 @@ typedef enum
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SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
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SDL_CONTROLLER_TYPE_MAX
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} SDL_GameControllerType;
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typedef enum
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typedef enum SDL_GameControllerBindType
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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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@@ -85,7 +88,7 @@ typedef enum
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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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* 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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@@ -143,6 +146,10 @@ typedef struct SDL_GameControllerButtonBind
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* If a new mapping is loaded for an already known controller GUID, the later
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* version will overwrite the one currently loaded.
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*
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* If this function is called before SDL_Init, SDL will generate an
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* SDL_CONTROLLERDEVICEADDED event for matching controllers that are plugged
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* in at the time that SDL_Init is called.
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*
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* Mappings not belonging to the current platform or with no platform field
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* specified will be ignored (i.e. mappings for Linux will be ignored in
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* Windows, etc).
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@@ -151,8 +158,8 @@ typedef struct SDL_GameControllerButtonBind
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* processing it, so take this into consideration if you are in a memory
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* constrained environment.
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*
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* \param rw the data stream for the mappings to be added
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* \param freerw non-zero to close the stream after being read
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* \param rw the data stream for the mappings to be added.
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* \param freerw non-zero to close the stream after being read.
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* \returns the number of mappings added or -1 on error; call SDL_GetError()
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* for more information.
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*
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@@ -161,13 +168,15 @@ typedef struct SDL_GameControllerButtonBind
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* \sa SDL_GameControllerAddMapping
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* \sa SDL_GameControllerAddMappingsFromFile
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* \sa SDL_GameControllerMappingForGUID
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* \sa SDL_CONTROLLERDEVICEADDED
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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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* Load a set of mappings from a file, filtered by the current
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* SDL_GetPlatform()
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*
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* Convenience macro.
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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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@@ -189,7 +198,11 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw,
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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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* \param mappingString the mapping string
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* If this function is called before SDL_Init, SDL will generate an
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* SDL_CONTROLLERDEVICEADDED event for matching controllers that are plugged
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* in at the time that SDL_Init is called.
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*
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* \param mappingString the mapping string.
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* \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
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* -1 on error; call SDL_GetError() for more information.
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*
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@@ -197,6 +210,7 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw,
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*
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* \sa SDL_GameControllerMapping
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* \sa SDL_GameControllerMappingForGUID
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* \sa SDL_CONTROLLERDEVICEADDED
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
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@@ -224,7 +238,7 @@ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_ind
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*
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* The returned string must be freed with SDL_free().
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*
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* \param guid a structure containing the GUID for which a mapping is desired
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* \param guid a structure containing the GUID for which a mapping is desired.
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* \returns a mapping string or NULL on error; call SDL_GetError() for more
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* information.
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*
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@@ -243,7 +257,7 @@ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID
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* Details about mappings are discussed with SDL_GameControllerAddMapping().
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*
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* \param gamecontroller the game controller you want to get the current
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* mapping for
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* mapping for.
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* \returns a string that has the controller's mapping or NULL if no mapping
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* is available; call SDL_GetError() for more information.
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*
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@@ -261,7 +275,7 @@ extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gam
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* SDL_JoystickOpen().
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*
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* \param joystick_index the device_index of a device, up to
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* SDL_NumJoysticks()
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* SDL_NumJoysticks().
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* \returns SDL_TRUE if the given joystick is supported by the game controller
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* interface, SDL_FALSE if it isn't or it's an invalid index.
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*
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@@ -281,7 +295,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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* SDL_JoystickOpen().
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*
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* \param joystick_index the device_index of a device, from zero to
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* SDL_NumJoysticks()-1
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* SDL_NumJoysticks()-1.
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* \returns the implementation-dependent name for the game controller, or NULL
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* if there is no name or the index is invalid.
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*
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@@ -302,7 +316,7 @@ extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_
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* SDL_JoystickOpen().
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*
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* \param joystick_index the device_index of a device, from zero to
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* SDL_NumJoysticks()-1
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* SDL_NumJoysticks()-1.
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* \returns the implementation-dependent path for the game controller, or NULL
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* if there is no path or the index is invalid.
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*
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@@ -318,7 +332,7 @@ extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_
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* This can be called before any controllers are opened.
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*
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* \param joystick_index the device_index of a device, from zero to
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* SDL_NumJoysticks()-1
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* SDL_NumJoysticks()-1.
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* \returns the controller type.
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*
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* \since This function is available since SDL 2.0.12.
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@@ -331,7 +345,7 @@ extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(in
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* This can be called before any controllers are opened.
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*
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* \param joystick_index the device_index of a device, from zero to
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* SDL_NumJoysticks()-1
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* SDL_NumJoysticks()-1.
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* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
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* no mapping is available.
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*
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@@ -351,7 +365,7 @@ extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joysti
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* be used there instead.
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*
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* \param joystick_index the device_index of a device, up to
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* SDL_NumJoysticks()
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* SDL_NumJoysticks().
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* \returns a gamecontroller identifier or NULL if an error occurred; call
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* SDL_GetError() for more information.
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*
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@@ -366,7 +380,7 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_
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/**
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* Get the SDL_GameController associated with an instance id.
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*
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* \param joyid the instance id to get the SDL_GameController for
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* \param joyid the instance id to get the SDL_GameController for.
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* \returns an SDL_GameController on success or NULL on failure; call
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* SDL_GetError() for more information.
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*
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@@ -398,7 +412,7 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(in
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* it takes a controller identifier instead of the (unstable) device index.
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*
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* \param gamecontroller a game controller identifier previously returned by
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* SDL_GameControllerOpen()
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* SDL_GameControllerOpen().
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* \returns the implementation dependent name for the game controller, or NULL
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* if there is no name or the identifier passed is invalid.
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*
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@@ -416,7 +430,7 @@ extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *g
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* it takes a controller identifier instead of the (unstable) device index.
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*
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* \param gamecontroller a game controller identifier previously returned by
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* SDL_GameControllerOpen()
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* SDL_GameControllerOpen().
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* \returns the implementation dependent path for the game controller, or NULL
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* if there is no path or the identifier passed is invalid.
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*
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@@ -523,11 +537,25 @@ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameCont
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*/
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extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
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/**
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* Get the Steam Input handle of an opened controller, if available.
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*
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* Returns an InputHandle_t for the controller that can be used with Steam
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* Input API: https://partner.steamgames.com/doc/api/ISteamInput
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*
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* \param gamecontroller the game controller object to query.
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* \returns the gamepad handle, or 0 if unavailable.
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*
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* \since This function is available since SDL 2.30.0.
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*/
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extern DECLSPEC Uint64 SDLCALL SDL_GameControllerGetSteamHandle(SDL_GameController *gamecontroller);
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/**
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* Check if a controller has been opened and is currently connected.
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*
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* \param gamecontroller a game controller identifier previously returned by
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* SDL_GameControllerOpen()
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* SDL_GameControllerOpen().
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* \returns SDL_TRUE if the controller has been opened and is currently
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* connected, or SDL_FALSE if not.
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*
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@@ -552,7 +580,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameControlle
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* cause SDL to crash.
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*
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* \param gamecontroller the game controller object that you want to get a
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* joystick from
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* joystick from.
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* \returns a SDL_Joystick object; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.0.
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@@ -569,7 +597,7 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameCont
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* Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
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* and 1 will have any effect. Other numbers will just be returned.
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*
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* \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
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* \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`.
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* \returns the same value passed to the function, with exception to -1
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* (SDL_QUERY), which will return the current state.
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*
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@@ -592,15 +620,19 @@ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
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/**
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* The list of axes available from a controller
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* The list of axes available from a controller
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*
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* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
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* and are centered within ~8000 of zero, though advanced UI will allow users to set
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* or autodetect the dead zone, which varies between controllers.
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* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to
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* SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though
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* advanced UI will allow users to set or autodetect the dead zone, which
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* varies between controllers.
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*
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* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
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* Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
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* pressed) when reported by SDL_GameControllerGetAxis(). Note that this is
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* not the same range that will be reported by the lower-level
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* SDL_GetJoystickAxis().
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*/
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typedef enum
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typedef enum SDL_GameControllerAxis
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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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@@ -624,7 +656,7 @@ typedef enum
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* `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
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* respectively.
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*
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* \param str string representing a SDL_GameController axis
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* \param str string representing a SDL_GameController axis.
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* \returns the SDL_GameControllerAxis enum corresponding to the input string,
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* or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
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*
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@@ -639,7 +671,7 @@ extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromStri
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*
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* The caller should not SDL_free() the returned string.
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*
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* \param axis an enum value for a given SDL_GameControllerAxis
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* \param axis an enum value for a given SDL_GameControllerAxis.
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* \returns a string for the given axis, or NULL if an invalid axis is
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* specified. The string returned is of the format used by
|
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* SDL_GameController mapping strings.
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@@ -653,8 +685,8 @@ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameC
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/**
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* Get the SDL joystick layer binding for a controller axis mapping.
|
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*
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* \param gamecontroller a game controller
|
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* \param axis an axis enum value (one of the SDL_GameControllerAxis values)
|
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* \param gamecontroller a game controller.
|
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* \param axis an axis enum value (one of the SDL_GameControllerAxis values).
|
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* \returns a SDL_GameControllerButtonBind describing the bind. On failure
|
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* (like the given Controller axis doesn't exist on the device), its
|
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* `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
|
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@@ -673,8 +705,8 @@ SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
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* This merely reports whether the controller's mapping defined this axis, as
|
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* that is all the information SDL has about the physical device.
|
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*
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* \param gamecontroller a game controller
|
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* \param axis an axis enum value (an SDL_GameControllerAxis value)
|
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* \param gamecontroller a game controller.
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* \param axis an axis enum value (an SDL_GameControllerAxis value).
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* \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
|
||||
*
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||||
* \since This function is available since SDL 2.0.14.
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@@ -687,11 +719,15 @@ SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameController
|
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*
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* The axis indices start at index 0.
|
||||
*
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* The state is a value ranging from -32768 to 32767. Triggers, however, range
|
||||
* from 0 to 32767 (they never return a negative value).
|
||||
* For thumbsticks, the state is a value ranging from -32768 (up/left) to
|
||||
* 32767 (down/right).
|
||||
*
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||||
* \param gamecontroller a game controller
|
||||
* \param axis an axis index (one of the SDL_GameControllerAxis values)
|
||||
* 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_JoystickGetAxis(), which normally uses the full range.
|
||||
*
|
||||
* \param gamecontroller a game controller.
|
||||
* \param axis an axis index (one of the SDL_GameControllerAxis values).
|
||||
* \returns axis state (including 0) on success or 0 (also) on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
@@ -703,9 +739,9 @@ extern DECLSPEC Sint16 SDLCALL
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||||
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
||||
|
||||
/**
|
||||
* The list of buttons available from a controller
|
||||
* The list of buttons available from a controller
|
||||
*/
|
||||
typedef enum
|
||||
typedef enum SDL_GameControllerButton
|
||||
{
|
||||
SDL_CONTROLLER_BUTTON_INVALID = -1,
|
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SDL_CONTROLLER_BUTTON_A,
|
||||
@@ -740,7 +776,7 @@ typedef enum
|
||||
* SDL_GameController mapping. You do not normally need to call this function
|
||||
* unless you are parsing SDL_GameController mappings in your own code.
|
||||
*
|
||||
* \param str string representing a SDL_GameController axis
|
||||
* \param str string representing a SDL_GameController axis.
|
||||
* \returns the SDL_GameControllerButton enum corresponding to the input
|
||||
* string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
|
||||
*
|
||||
@@ -753,7 +789,7 @@ extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFrom
|
||||
*
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||||
* The caller should not SDL_free() the returned string.
|
||||
*
|
||||
* \param button an enum value for a given SDL_GameControllerButton
|
||||
* \param button an enum value for a given SDL_GameControllerButton.
|
||||
* \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_GameController mapping strings.
|
||||
@@ -767,8 +803,8 @@ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_Gam
|
||||
/**
|
||||
* Get the SDL joystick layer binding for a controller button mapping.
|
||||
*
|
||||
* \param gamecontroller a game controller
|
||||
* \param button an button enum value (an SDL_GameControllerButton value)
|
||||
* \param gamecontroller a game controller.
|
||||
* \param button an button enum value (an SDL_GameControllerButton value).
|
||||
* \returns a SDL_GameControllerButtonBind describing the bind. On failure
|
||||
* (like the given Controller button doesn't exist on the device),
|
||||
* its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
|
||||
@@ -787,8 +823,8 @@ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
|
||||
* This merely reports whether the controller's mapping defined this button,
|
||||
* as that is all the information SDL has about the physical device.
|
||||
*
|
||||
* \param gamecontroller a game controller
|
||||
* \param button a button enum value (an SDL_GameControllerButton value)
|
||||
* \param gamecontroller a game controller.
|
||||
* \param button a button enum value (an SDL_GameControllerButton value).
|
||||
* \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
@@ -799,8 +835,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController
|
||||
/**
|
||||
* Get the current state of a button on a game controller.
|
||||
*
|
||||
* \param gamecontroller a game controller
|
||||
* \param button a button index (one of the SDL_GameControllerButton values)
|
||||
* \param gamecontroller a game controller.
|
||||
* \param button a button index (one of the SDL_GameControllerButton values).
|
||||
* \returns 1 for pressed state or 0 for not pressed state or error; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
@@ -836,8 +872,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameControll
|
||||
/**
|
||||
* Return whether a game controller has a particular sensor.
|
||||
*
|
||||
* \param gamecontroller The controller to query
|
||||
* \param type The type of sensor to query
|
||||
* \param gamecontroller The controller to query.
|
||||
* \param type The type of sensor to query.
|
||||
* \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
@@ -847,9 +883,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController
|
||||
/**
|
||||
* Set whether data reporting for a game controller sensor is enabled.
|
||||
*
|
||||
* \param gamecontroller The controller to update
|
||||
* \param type The type of sensor to enable/disable
|
||||
* \param enabled Whether data reporting should be enabled
|
||||
* \param gamecontroller The controller to update.
|
||||
* \param type The type of sensor to enable/disable.
|
||||
* \param enabled Whether data reporting should be enabled.
|
||||
* \returns 0 or -1 if an error occurred.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
@@ -859,8 +895,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameControlle
|
||||
/**
|
||||
* Query whether sensor data reporting is enabled for a game controller.
|
||||
*
|
||||
* \param gamecontroller The controller to query
|
||||
* \param type The type of sensor to query
|
||||
* \param gamecontroller The controller to query.
|
||||
* \param type The type of sensor to query.
|
||||
* \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
@@ -871,8 +907,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameContr
|
||||
* Get the data rate (number of events per second) of a game controller
|
||||
* sensor.
|
||||
*
|
||||
* \param gamecontroller The controller to query
|
||||
* \param type The type of sensor to query
|
||||
* \param gamecontroller The controller to query.
|
||||
* \param type The type of sensor to query.
|
||||
* \return the data rate, or 0.0f if the data rate is not available.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.16.
|
||||
@@ -885,10 +921,10 @@ extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameContro
|
||||
* 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 gamecontroller The controller 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
|
||||
* \param gamecontroller The controller 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.
|
||||
* \return 0 or -1 if an error occurred.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
@@ -902,12 +938,12 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *
|
||||
* 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 gamecontroller The controller to query
|
||||
* \param type The type of sensor to query
|
||||
* \param gamecontroller The controller to query.
|
||||
* \param type The type of sensor to query.
|
||||
* \param timestamp A pointer filled with the timestamp in microseconds of the
|
||||
* current sensor reading if available, or 0 if not
|
||||
* \param data A pointer filled with the current sensor state
|
||||
* \param num_values The number of values to write to data
|
||||
* current sensor reading if available, or 0 if not.
|
||||
* \param data A pointer filled with the current sensor state.
|
||||
* \param num_values The number of values to write to data.
|
||||
* \return 0 or -1 if an error occurred.
|
||||
*
|
||||
* \since This function is available since SDL 2.26.0.
|
||||
@@ -920,13 +956,13 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_Gam
|
||||
* Each call to this function cancels any previous rumble effect, and calling
|
||||
* it with 0 intensity stops any rumbling.
|
||||
*
|
||||
* \param gamecontroller The controller to vibrate
|
||||
* \param gamecontroller The controller to vibrate.
|
||||
* \param low_frequency_rumble The intensity of the low frequency (left)
|
||||
* rumble motor, from 0 to 0xFFFF
|
||||
* 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 0, or -1 if rumble isn't supported on this controller
|
||||
* rumble motor, from 0 to 0xFFFF.
|
||||
* \param duration_ms The duration of the rumble effect, in milliseconds.
|
||||
* \returns 0, or -1 if rumble isn't supported on this controller.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.9.
|
||||
*
|
||||
@@ -945,13 +981,13 @@ extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecon
|
||||
* want the (more common) whole-controller rumble, use
|
||||
* SDL_GameControllerRumble() instead.
|
||||
*
|
||||
* \param gamecontroller The controller to vibrate
|
||||
* \param gamecontroller The controller to vibrate.
|
||||
* \param left_rumble The intensity of the left trigger rumble motor, from 0
|
||||
* to 0xFFFF
|
||||
* 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 0, or -1 if trigger rumble isn't supported on this controller
|
||||
* to 0xFFFF.
|
||||
* \param duration_ms The duration of the rumble effect, in milliseconds.
|
||||
* \returns 0, or -1 if trigger rumble isn't supported on this controller.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
*
|
||||
@@ -962,9 +998,9 @@ extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController
|
||||
/**
|
||||
* Query whether a game controller has an LED.
|
||||
*
|
||||
* \param gamecontroller The controller to query
|
||||
* \param gamecontroller The controller to query.
|
||||
* \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
|
||||
* modifiable LED
|
||||
* modifiable LED.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
*/
|
||||
@@ -973,9 +1009,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *ga
|
||||
/**
|
||||
* Query whether a game controller has rumble support.
|
||||
*
|
||||
* \param gamecontroller The controller to query
|
||||
* \param gamecontroller The controller to query.
|
||||
* \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
|
||||
* support
|
||||
* support.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.18.
|
||||
*
|
||||
@@ -986,9 +1022,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController
|
||||
/**
|
||||
* Query whether a game controller has rumble support on triggers.
|
||||
*
|
||||
* \param gamecontroller The controller to query
|
||||
* \param gamecontroller The controller to query.
|
||||
* \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
|
||||
* rumble support
|
||||
* rumble support.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.18.
|
||||
*
|
||||
@@ -999,11 +1035,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameCon
|
||||
/**
|
||||
* Update a game controller's LED color.
|
||||
*
|
||||
* \param gamecontroller The controller 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 0, or -1 if this controller does not have a modifiable LED
|
||||
* \param gamecontroller The controller 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 0, or -1 if this controller does not have a modifiable LED.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
*/
|
||||
@@ -1012,11 +1048,11 @@ extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecon
|
||||
/**
|
||||
* Send a controller specific effect packet
|
||||
*
|
||||
* \param gamecontroller The controller to affect
|
||||
* \param data The data to send to the controller
|
||||
* \param size The size of the data to send to the controller
|
||||
* \param gamecontroller The controller to affect.
|
||||
* \param data The data to send to the controller.
|
||||
* \param size The size of the data to send to the controller.
|
||||
* \returns 0, or -1 if this controller or driver doesn't support effect
|
||||
* packets
|
||||
* packets.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.16.
|
||||
*/
|
||||
@@ -1026,7 +1062,7 @@ extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gam
|
||||
* Close a game controller previously opened with SDL_GameControllerOpen().
|
||||
*
|
||||
* \param gamecontroller a game controller identifier previously returned by
|
||||
* SDL_GameControllerOpen()
|
||||
* SDL_GameControllerOpen().
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
@@ -1038,9 +1074,9 @@ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecon
|
||||
* Return the sfSymbolsName for a given button on a game controller on Apple
|
||||
* platforms.
|
||||
*
|
||||
* \param gamecontroller the controller to query
|
||||
* \param button a button on the game controller
|
||||
* \returns the sfSymbolsName or NULL if the name can't be found
|
||||
* \param gamecontroller the controller to query.
|
||||
* \param button a button on the game controller.
|
||||
* \returns the sfSymbolsName or NULL if the name can't be found.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.18.
|
||||
*
|
||||
@@ -1052,9 +1088,9 @@ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForBu
|
||||
* Return the sfSymbolsName for a given axis on a game controller on Apple
|
||||
* platforms.
|
||||
*
|
||||
* \param gamecontroller the controller to query
|
||||
* \param axis an axis on the game controller
|
||||
* \returns the sfSymbolsName or NULL if the name can't be found
|
||||
* \param gamecontroller the controller to query.
|
||||
* \param axis an axis on the game controller.
|
||||
* \returns the sfSymbolsName or NULL if the name can't be found.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.18.
|
||||
*
|
||||
|
||||
Reference in New Issue
Block a user