X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fxonotic.git;a=blobdiff_plain;f=misc%2Fbuilddeps%2Fwin64%2Fsdl%2Finclude%2FSDL2%2FSDL_gamecontroller.h;h=ebde387156518843140f75c933f55d26d71ccb84;hp=e67fd9fd0e9c19cf9239831ca54ac59b3faf650a;hb=1e434bee7af23e6dfd2130a8eadd131e5da3d643;hpb=c40448285437999d5a83a3c9adb62c58ba8640bc diff --git a/misc/builddeps/win64/sdl/include/SDL2/SDL_gamecontroller.h b/misc/builddeps/win64/sdl/include/SDL2/SDL_gamecontroller.h index e67fd9fd..ebde3871 100644 --- a/misc/builddeps/win64/sdl/include/SDL2/SDL_gamecontroller.h +++ b/misc/builddeps/win64/sdl/include/SDL2/SDL_gamecontroller.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2016 Sam Lantinga + Copyright (C) 1997-2019 Sam Lantinga This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages @@ -25,8 +25,8 @@ * Include file for SDL game controller event handling */ -#ifndef _SDL_gamecontroller_h -#define _SDL_gamecontroller_h +#ifndef SDL_gamecontroller_h_ +#define SDL_gamecontroller_h_ #include "SDL_stdinc.h" #include "SDL_error.h" @@ -51,7 +51,9 @@ extern "C" { * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS */ -/* The gamecontroller structure used to identify an SDL game controller */ +/** + * The gamecontroller structure used to identify an SDL game controller + */ struct _SDL_GameController; typedef struct _SDL_GameController SDL_GameController; @@ -87,8 +89,8 @@ typedef struct SDL_GameControllerButtonBind * To count the number of game controllers in the system for the following: * int nJoysticks = SDL_NumJoysticks(); * int nGameControllers = 0; - * for ( int i = 0; i < nJoysticks; i++ ) { - * if ( SDL_IsGameController(i) ) { + * for (int i = 0; i < nJoysticks; i++) { + * if (SDL_IsGameController(i)) { * nGameControllers++; * } * } @@ -105,7 +107,7 @@ typedef struct SDL_GameControllerButtonBind * Buttons can be used as a controller axis and vice versa. * * This string shows an example of a valid mapping for a controller - * "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", + * "03000000341a00003608000000000000,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", * */ @@ -117,7 +119,7 @@ typedef struct SDL_GameControllerButtonBind * * \return number of mappings added, -1 on error */ -extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw ); +extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); /** * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() @@ -131,28 +133,41 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, * * \return 1 if mapping is added, 0 if updated, -1 on error */ -extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString ); +extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); + +/** + * Get the number of mappings installed + * + * \return the number of mappings + */ +extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); + +/** + * Get the mapping at a particular index. + * + * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. + */ +extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); /** * Get a mapping string for a GUID * * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available */ -extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid ); +extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); /** * Get a mapping string for an open GameController * * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available */ -extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller ); +extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller); /** * Is the joystick on this index supported by the game controller interface? */ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); - /** * Get the implementation dependent name of a game controller. * This can be called before any controllers are opened. @@ -160,6 +175,14 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); */ extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); +/** + * Get the mapping of a game controller. + * This can be called before any controllers are opened. + * + * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available + */ +extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); + /** * Open a game controller for use. * The index passed as an argument refers to the N'th game controller on the system. @@ -181,6 +204,31 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL */ extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); +/** + * Get the player index of an opened game controller, or -1 if it's not available + * + * For XInput controllers this returns the XInput user index. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); + +/** + * Get the USB vendor ID of an opened controller, if available. + * If the vendor ID isn't available this function returns 0. + */ +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); + +/** + * Get the USB product ID of an opened controller, if available. + * If the product ID isn't available this function returns 0. + */ +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); + +/** + * Get the product version of an opened controller, if available. + * If the product version isn't available this function returns 0. + */ +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); + /** * Returns SDL_TRUE if the controller has been opened and currently connected, * or SDL_FALSE if it has not. @@ -214,6 +262,12 @@ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); /** * The list of axes available from a controller + * + * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, + * and are centered within ~8000 of zero, though advanced UI will allow users to set + * or autodetect the dead zone, which varies between controllers. + * + * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. */ typedef enum { @@ -306,6 +360,19 @@ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); +/** + * Trigger a rumble effect + * 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 low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF + * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF + * \param duration_ms The duration of the rumble effect, in milliseconds + * + * \return 0, or -1 if rumble isn't supported on this joystick + */ +extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); + /** * Close a controller previously opened with SDL_GameControllerOpen(). */ @@ -318,6 +385,6 @@ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecon #endif #include "close_code.h" -#endif /* _SDL_gamecontroller_h */ +#endif /* SDL_gamecontroller_h_ */ /* vi: set ts=4 sw=4 expandtab: */