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dep: Update SDL2 to 2.24.2
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) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2022 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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@ -69,7 +69,11 @@ typedef enum
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SDL_CONTROLLER_TYPE_VIRTUAL,
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SDL_CONTROLLER_TYPE_PS5,
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SDL_CONTROLLER_TYPE_AMAZON_LUNA,
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SDL_CONTROLLER_TYPE_GOOGLE_STADIA
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SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
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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_GameControllerType;
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typedef enum
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@ -189,6 +193,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw,
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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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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GameControllerMapping
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* \sa SDL_GameControllerMappingForGUID
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*/
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@ -198,6 +204,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingStri
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* Get the number of mappings installed.
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*
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* \returns the number of mappings.
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*
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* \since This function is available since SDL 2.0.6.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
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@ -206,6 +214,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
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*
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* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
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* the index is out of range.
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*
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* \since This function is available since SDL 2.0.6.
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*/
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
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@ -218,6 +228,8 @@ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_ind
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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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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_JoystickGetDeviceGUID
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* \sa SDL_JoystickGetGUID
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*/
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@ -281,6 +293,25 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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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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* Get the implementation dependent path for the game controller.
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*
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* This function can be called before any controllers are opened.
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*
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* `joystick_index` is the same as the `device_index` passed to
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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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* \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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* \since This function is available since SDL 2.24.0.
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*
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* \sa SDL_GameControllerPath
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
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/**
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* Get the type of a game controller.
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*
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@ -289,6 +320,8 @@ extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_
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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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* \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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*/
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extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
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@ -301,6 +334,8 @@ extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(in
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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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* \since This function is available since SDL 2.0.9.
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*/
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extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
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@ -349,6 +384,8 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL
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* instance id!
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* \returns the SDL_GameController associated with a player index.
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*
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* \since This function is available since SDL 2.0.12.
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*
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* \sa SDL_GameControllerGetPlayerIndex
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* \sa SDL_GameControllerSetPlayerIndex
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*/
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@ -372,6 +409,23 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(in
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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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* Get the implementation-dependent path for an opened game controller.
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*
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* This is the same path as returned by SDL_GameControllerNameForIndex(), but
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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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* \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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* \since This function is available since SDL 2.24.0.
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*
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* \sa SDL_GameControllerPathForIndex
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
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/**
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* Get the type of this currently opened controller
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*
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@ -380,6 +434,8 @@ extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *g
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*
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* \param gamecontroller the game controller object to query.
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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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*/
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extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
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@ -390,6 +446,8 @@ extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_Gam
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*
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* \param gamecontroller the game controller object to query.
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* \returns the player index for controller, or -1 if it's not available.
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*
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* \since This function is available since SDL 2.0.9.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
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@ -397,7 +455,10 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController
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* Set the player index of an opened game controller.
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*
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* \param gamecontroller the game controller object to adjust.
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* \param player_index Player index to assign to this controller.
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* \param player_index Player index to assign to this controller, or -1 to
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* clear the player index and turn off player LEDs.
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*
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* \since This function is available since SDL 2.0.12.
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*/
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extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
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@ -408,6 +469,8 @@ extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController
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*
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* \param gamecontroller the game controller object to query.
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* \return the USB vendor ID, or zero if unavailable.
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*
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* \since This function is available since SDL 2.0.6.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
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@ -418,6 +481,8 @@ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *g
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*
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* \param gamecontroller the game controller object to query.
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* \return the USB product ID, or zero if unavailable.
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*
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* \since This function is available since SDL 2.0.6.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
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@ -428,9 +493,23 @@ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *
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*
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* \param gamecontroller the game controller object to query.
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* \return the USB product version, or zero if unavailable.
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*
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* \since This function is available since SDL 2.0.6.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
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/**
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* Get the firmware version of an opened controller, if available.
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*
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* If the firmware version isn't available this function returns 0.
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*
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* \param gamecontroller the game controller object to query.
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* \return the controller firmware version, or zero if unavailable.
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*
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* \since This function is available since SDL 2.24.0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
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/**
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* Get the serial number of an opened controller, if available.
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*
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@ -439,6 +518,8 @@ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameContr
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*
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* \param gamecontroller the game controller object to query.
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* \return the serial number, or NULL if unavailable.
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*
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* \since This function is available since SDL 2.0.14.
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*/
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extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
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@ -450,6 +531,8 @@ extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameControl
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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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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GameControllerClose
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* \sa SDL_GameControllerOpen
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*/
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@ -471,6 +554,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameControlle
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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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* \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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*/
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extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
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@ -500,6 +585,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
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* This function is called automatically by the event loop if events are
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* enabled. Under such circumstances, it will not be necessary to call this
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* function.
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*
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* \since This function is available since SDL 2.0.0.
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*/
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extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
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@ -541,6 +628,8 @@ typedef enum
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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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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GameControllerGetStringForAxis
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*/
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extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
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@ -555,6 +644,8 @@ extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromStri
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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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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GameControllerGetAxisFromString
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*/
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extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
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@ -585,6 +676,8 @@ SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
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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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*
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* \since This function is available since SDL 2.0.14.
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*/
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extern DECLSPEC SDL_bool SDLCALL
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SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
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@ -650,6 +743,8 @@ typedef enum
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* \param str string representing a SDL_GameController axis
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* \returns the SDL_GameControllerButton enum corresponding to the input
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* string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
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*
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* \since This function is available since SDL 2.0.0.
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*/
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extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
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@ -695,6 +790,8 @@ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
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* \param gamecontroller a game controller
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* \param button a button enum value (an SDL_GameControllerButton value)
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* \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
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*
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* \since This function is available since SDL 2.0.14.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
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SDL_GameControllerButton button);
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@ -716,17 +813,23 @@ extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *ga
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/**
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* Get the number of touchpads on a game controller.
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*
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* \since This function is available since SDL 2.0.14.
|
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
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/**
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* Get the number of supported simultaneous fingers on a touchpad on a game
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* controller.
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*
|
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* \since This function is available since SDL 2.0.14.
|
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
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/**
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* Get the current state of a finger on a touchpad on a game controller.
|
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*
|
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* \since This function is available since SDL 2.0.14.
|
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
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|
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@ -736,6 +839,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameControll
|
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* \param gamecontroller The controller to query
|
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* \param type The type of sensor to query
|
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* \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
|
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*
|
||||
* \since This function is available since SDL 2.0.14.
|
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*/
|
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
|
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|
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@ -746,6 +851,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController
|
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* \param type The type of sensor to enable/disable
|
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* \param enabled Whether data reporting should be enabled
|
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* \returns 0 or -1 if an error occurred.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
*/
|
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extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
|
||||
|
||||
@ -755,6 +862,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameControlle
|
||||
* \param gamecontroller The controller to query
|
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* \param type The type of sensor to query
|
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* \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
|
||||
|
||||
@ -765,6 +874,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameContr
|
||||
* \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.
|
||||
*/
|
||||
extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
|
||||
|
||||
@ -779,6 +890,8 @@ extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameContro
|
||||
* \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.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
|
||||
|
||||
@ -795,6 +908,10 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *
|
||||
* 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.
|
||||
*
|
||||
* \sa SDL_GameControllerHasRumble
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
|
||||
|
||||
@ -805,8 +922,9 @@ extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecon
|
||||
* calling it with 0 intensity stops any rumbling.
|
||||
*
|
||||
* Note that this is rumbling of the _triggers_ and not the game controller as
|
||||
* a whole. The first controller to offer this feature was the PlayStation 5's
|
||||
* DualShock 5.
|
||||
* a whole. This is currently only supported on Xbox One controllers. If you
|
||||
* want the (more common) whole-controller rumble, use
|
||||
* SDL_GameControllerRumble() instead.
|
||||
*
|
||||
* \param gamecontroller The controller to vibrate
|
||||
* \param left_rumble The intensity of the left trigger rumble motor, from 0
|
||||
@ -815,6 +933,10 @@ extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecon
|
||||
* 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.
|
||||
*
|
||||
* \sa SDL_GameControllerHasRumbleTriggers
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
|
||||
|
||||
@ -824,9 +946,37 @@ extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController
|
||||
* \param gamecontroller The controller to query
|
||||
* \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
|
||||
* modifiable LED
|
||||
*
|
||||
* \since This function is available since SDL 2.0.14.
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
|
||||
|
||||
/**
|
||||
* Query whether a game controller has rumble support.
|
||||
*
|
||||
* \param gamecontroller The controller to query
|
||||
* \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
|
||||
* support
|
||||
*
|
||||
* \since This function is available since SDL 2.0.18.
|
||||
*
|
||||
* \sa SDL_GameControllerRumble
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
|
||||
|
||||
/**
|
||||
* Query whether a game controller has rumble support on triggers.
|
||||
*
|
||||
* \param gamecontroller The controller to query
|
||||
* \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
|
||||
* rumble support
|
||||
*
|
||||
* \since This function is available since SDL 2.0.18.
|
||||
*
|
||||
* \sa SDL_GameControllerRumbleTriggers
|
||||
*/
|
||||
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
|
||||
|
||||
/**
|
||||
* Update a game controller's LED color.
|
||||
*
|
||||
@ -835,6 +985,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *ga
|
||||
* \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.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
|
||||
|
||||
@ -846,6 +998,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecon
|
||||
* \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
|
||||
*
|
||||
* \since This function is available since SDL 2.0.16.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
|
||||
|
||||
@ -855,10 +1009,41 @@ extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gam
|
||||
* \param gamecontroller a game controller identifier previously returned by
|
||||
* SDL_GameControllerOpen()
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_GameControllerOpen
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
|
||||
|
||||
/**
|
||||
* 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
|
||||
*
|
||||
* \since This function is available since SDL 2.0.18.
|
||||
*
|
||||
* \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
|
||||
*/
|
||||
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
|
||||
|
||||
/**
|
||||
* 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
|
||||
*
|
||||
* \since This function is available since SDL 2.0.18.
|
||||
*
|
||||
* \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
|
||||
*/
|
||||
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
||||
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
Reference in New Issue
Block a user