dep/msvc: Update SDL2 to 2.0.14

This commit is contained in:
Connor McLaughlin
2020-12-26 02:28:30 +10:00
parent aa65280ec3
commit 8debaa34d9
92 changed files with 1579 additions and 272 deletions

View File

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@ -31,6 +31,7 @@
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_joystick.h"
#include "begin_code.h"
@ -57,6 +58,17 @@ extern "C" {
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
typedef enum
{
SDL_CONTROLLER_TYPE_UNKNOWN = 0,
SDL_CONTROLLER_TYPE_XBOX360,
SDL_CONTROLLER_TYPE_XBOXONE,
SDL_CONTROLLER_TYPE_PS3,
SDL_CONTROLLER_TYPE_PS4,
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
SDL_CONTROLLER_TYPE_VIRTUAL,
SDL_CONTROLLER_TYPE_PS5
} SDL_GameControllerType;
typedef enum
{
@ -161,7 +173,7 @@ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID
*
* \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?
@ -175,6 +187,12 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Get the type of a game controller.
* This can be called before any controllers are opened.
*/
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
/**
* Get the mapping of a game controller.
* This can be called before any controllers are opened.
@ -199,11 +217,21 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
/**
* Return the SDL_GameController associated with a player index.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
/**
* Return the name for this currently opened controller
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Return the type of this currently opened controller
*/
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
/**
* Get the player index of an opened game controller, or -1 if it's not available
*
@ -211,23 +239,35 @@ extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *g
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
/**
* Set the player index of an opened game controller
*/
extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
/**
* 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);
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);
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);
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
/**
* Get the serial number of an opened controller, if available.
*
* Returns the serial number of the controller, or NULL if it is not available.
*/
extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
/**
* Returns SDL_TRUE if the controller has been opened and currently connected,
@ -298,6 +338,12 @@ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* Return whether a game controller has a given axis
*/
extern DECLSPEC SDL_bool SDLCALL
SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
/**
* Get the current state of an axis control on a game controller.
*
@ -307,8 +353,7 @@ SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
* The axis indices start at index 0.
*/
extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
/**
* The list of buttons available from a controller
@ -331,6 +376,12 @@ typedef enum
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;
@ -351,6 +402,11 @@ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Return whether a game controller has a given button
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Get the current state of a button on a game controller.
@ -361,7 +417,68 @@ extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *ga
SDL_GameControllerButton button);
/**
* Trigger a rumble effect
* Get the number of touchpads on a game controller.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
/**
* Get the number of supported simultaneous fingers on a touchpad on a game controller.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
/**
* Get the current state of a finger on a touchpad on a game controller.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
/**
* Return whether a game controller has a particular sensor.
*
* \param gamecontroller The controller to query
* \param type The type of sensor to query
*
* \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
/**
* 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
*
* \return 0 or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
/**
* 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
*
* \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
/**
* Get the current state of a game controller sensor.
*
* The number of values and interpretation of the data is sensor dependent.
* See SDL_sensor.h for the details for each type of sensor.
*
* \param 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.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
/**
* Start 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
@ -369,10 +486,44 @@ extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *ga
* \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
* \return 0, or -1 if rumble isn't supported on this controller
*/
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/**
* Start a rumble effect in the game controller's triggers
* Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
*
* \param gamecontroller The controller to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF
* \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
*
* \return 0, or -1 if rumble isn't supported on this controller
*/
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
/**
* Return whether a controller has an LED
*
* \param gamecontroller The controller to query
*
* \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
/**
* Update a 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
*
* \return 0, or -1 if this controller does not have a modifiable LED
*/
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
/**
* Close a controller previously opened with SDL_GameControllerOpen().
*/