wikiheaders: bridge wiki Category docs to the headers!
Did an initial cleanup on the headers and wrote a few pieces of documentation, but this needs more work to fill out the documentation.
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@@ -20,9 +20,37 @@
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*/
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/**
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* \file SDL_gamepad.h
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* # CategoryGamepad
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*
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* Include file for SDL gamepad event handling
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* SDL provides a low-level joystick API, which just treats joysticks as an
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* arbitrary pile of buttons, axes, and hat switches. If you're planning to
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* write your own control configuration screen, this can give you a lot of
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* flexibility, but that's a lot of work, and most things that we consider
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* "joysticks" now are actually console-style gamepads. So SDL provides the
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* gamepad API on top of the lower-level joystick functionality.
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*
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* The difference betweena joystick and a gamepad is that a gamepad tells you
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* _where_ a button or axis is on the device. You don't speak to gamepads in
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* terms of arbitrary numbers like "button 3" or "axis 2" but in standard
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* locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or
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* X/O/Square/Triangle, if you will).
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*
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* One turns a joystick into a gamepad by providing a magic configuration
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* string, which tells SDL the details of a specific device: when you see this
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* specific hardware, if button 2 gets pressed, this is actually D-Pad Up,
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* etc.
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*
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* SDL has many popular controllers configured out of the box, and users can
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* add their own controller details through an environment variable if it's
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* otherwise unknown to SDL.
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*
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* In order to use these functions, SDL_Init() must have been called with the
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* SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and
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* load appropriate drivers.
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*
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* If you would like to receive gamepad updates while the application is in
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* the background, you should set the following hint before calling
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* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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*/
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#ifndef SDL_gamepad_h_
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@@ -41,18 +69,6 @@
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extern "C" {
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#endif
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/**
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* \file SDL_gamepad.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_GAMEPAD flag. This causes SDL to scan the system
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* for gamepads, and load appropriate drivers.
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*
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* If you would like to receive gamepad updates while the application
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* is in the background, you should set the following hint before calling
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* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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*/
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/**
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* The structure used to identify an SDL gamepad
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*
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