Sync SDL3 wiki -> headers.

This commit is contained in:
Ryan C. Gordon
2025-01-21 13:12:25 -05:00
parent 7e130e27ba
commit 7a5604cf0c
60 changed files with 2070 additions and 2070 deletions

View File

@@ -92,7 +92,7 @@ extern "C" {
/**
* The structure used to identify an SDL gamepad
*
* \since This struct is available since SDL 3.1.3.
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_Gamepad SDL_Gamepad;
@@ -142,7 +142,7 @@ typedef enum SDL_GamepadType
* You can query the labels for the face buttons using
* SDL_GetGamepadButtonLabel()
*
* \since This enum is available since SDL 3.1.3.
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_GamepadButton
{
@@ -185,7 +185,7 @@ typedef enum SDL_GamepadButton
* For a complete set, you should look at the button and gamepad type and have
* a set of symbols that work well with your art style.
*
* \since This enum is available since SDL 3.1.3.
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_GamepadButtonLabel
{
@@ -212,7 +212,7 @@ typedef enum SDL_GamepadButtonLabel
* pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
* same range that will be reported by the lower-level SDL_GetJoystickAxis().
*
* \since This enum is available since SDL 3.1.3.
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_GamepadAxis
{
@@ -234,7 +234,7 @@ typedef enum SDL_GamepadAxis
* gamepad. This enum is used as part of SDL_GamepadBinding to specify those
* mappings.
*
* \since This enum is available since SDL 3.1.3.
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_GamepadBindingType
{
@@ -255,7 +255,7 @@ typedef enum SDL_GamepadBindingType
* more with a simple text string. Those strings are parsed into a collection
* of these structs to make it easier to operate on the data.
*
* \since This struct is available since SDL 3.1.3.
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadBindings
*/
@@ -328,7 +328,7 @@ typedef struct SDL_GamepadBinding
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AddGamepadMappingsFromFile
* \sa SDL_AddGamepadMappingsFromIO
@@ -368,7 +368,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AddGamepadMapping
* \sa SDL_AddGamepadMappingsFromFile
@@ -402,7 +402,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src,
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AddGamepadMapping
* \sa SDL_AddGamepadMappingsFromIO
@@ -422,7 +422,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file)
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void);
@@ -436,7 +436,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void);
* single allocation that should be freed with SDL_free() when it is
* no longer needed.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
@@ -448,7 +448,7 @@ extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
* information. This should be freed with SDL_free() when it is no
* longer needed.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetJoystickGUIDForID
* \sa SDL_GetJoystickGUID
@@ -465,7 +465,7 @@ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
* available; call SDL_GetError() for more information. This should
* be freed with SDL_free() when it is no longer needed.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AddGamepadMapping
* \sa SDL_GetGamepadMappingForID
@@ -485,7 +485,7 @@ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AddGamepadMapping
* \sa SDL_GetGamepadMapping
@@ -497,7 +497,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_i
*
* \returns true if a gamepad is connected, false otherwise.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepads
*/
@@ -512,7 +512,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void);
* call SDL_GetError() for more information. This should be freed
* with SDL_free() when it is no longer needed.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasGamepad
* \sa SDL_OpenGamepad
@@ -526,7 +526,7 @@ extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
* \returns true if the given joystick is supported by the gamepad interface,
* false if it isn't or it's an invalid index.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetJoysticks
* \sa SDL_OpenGamepad
@@ -542,7 +542,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
* \returns the name of the selected gamepad. If no name can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadName
* \sa SDL_GetGamepads
@@ -558,7 +558,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID
* \returns the path of the selected gamepad. If no path can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadPath
* \sa SDL_GetGamepads
@@ -573,7 +573,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID
* \param instance_id the joystick instance ID.
* \returns the player index of a gamepad, or -1 if it's not available.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadPlayerIndex
* \sa SDL_GetGamepads
@@ -589,7 +589,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID in
* \returns the GUID of the selected gamepad. If called on an invalid index,
* this function returns a zero GUID.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GUIDToString
* \sa SDL_GetGamepads
@@ -606,7 +606,7 @@ extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID inst
* \returns the USB vendor ID of the selected gamepad. If called on an invalid
* index, this function returns zero.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadVendor
* \sa SDL_GetGamepads
@@ -623,7 +623,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID inst
* \returns the USB product ID of the selected gamepad. If called on an
* invalid index, this function returns zero.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadProduct
* \sa SDL_GetGamepads
@@ -640,7 +640,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID ins
* \returns the product version of the selected gamepad. If called on an
* invalid index, this function returns zero.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadProductVersion
* \sa SDL_GetGamepads
@@ -655,7 +655,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_Joystic
* \param instance_id the joystick instance ID.
* \returns the gamepad type.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadType
* \sa SDL_GetGamepads
@@ -671,7 +671,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_Joystick
* \param instance_id the joystick instance ID.
* \returns the gamepad type.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadTypeForID
* \sa SDL_GetGamepads
@@ -688,7 +688,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_Joys
* \returns the mapping string. Returns NULL if no mapping is available. This
* should be freed with SDL_free() when it is no longer needed.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepads
* \sa SDL_GetGamepadMapping
@@ -702,7 +702,7 @@ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID ins
* \returns a gamepad identifier or NULL if an error occurred; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CloseGamepad
* \sa SDL_IsGamepad
@@ -717,7 +717,7 @@ extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instanc
* \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
* opened yet; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id);
@@ -727,7 +727,7 @@ extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID in
* \param player_index the player index, which different from the instance ID.
* \returns the SDL_Gamepad associated with a player index.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadPlayerIndex
* \sa SDL_SetGamepadPlayerIndex
@@ -757,7 +757,7 @@ extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int play
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad);
@@ -775,7 +775,7 @@ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepa
* \returns the instance ID of the specified gamepad on success or 0 on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad);
@@ -787,7 +787,7 @@ extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad
* \returns the implementation dependent name for the gamepad, or NULL if
* there is no name or the identifier passed is invalid.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadNameForID
*/
@@ -801,7 +801,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad
* \returns the implementation dependent path for the gamepad, or NULL if
* there is no path or the identifier passed is invalid.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadPathForID
*/
@@ -814,7 +814,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad
* \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
* available.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadTypeForID
*/
@@ -827,7 +827,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *game
* \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
* available.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetRealGamepadTypeForID
*/
@@ -841,7 +841,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *
* \param gamepad the gamepad object to query.
* \returns the player index for gamepad, or -1 if it's not available.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetGamepadPlayerIndex
*/
@@ -856,7 +856,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadPlayerIndex
*/
@@ -870,7 +870,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad,
* \param gamepad the gamepad object to query.
* \returns the USB vendor ID, or zero if unavailable.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadVendorForID
*/
@@ -884,7 +884,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
* \param gamepad the gamepad object to query.
* \returns the USB product ID, or zero if unavailable.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadProductForID
*/
@@ -898,7 +898,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
* \param gamepad the gamepad object to query.
* \returns the USB product version, or zero if unavailable.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadProductVersionForID
*/
@@ -912,7 +912,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gam
* \param gamepad the gamepad object to query.
* \returns the gamepad firmware version, or zero if unavailable.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad);
@@ -924,7 +924,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *ga
* \param gamepad the gamepad object to query.
* \returns the serial number, or NULL if unavailable.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
@@ -937,7 +937,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamep
* \param gamepad the gamepad object to query.
* \returns the gamepad handle, or 0 if unavailable.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad);
@@ -949,7 +949,7 @@ extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepa
* `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad);
@@ -969,7 +969,7 @@ extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnection
* battery.
* \returns the current battery state.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent);
@@ -981,7 +981,7 @@ extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *
* \returns true if the gamepad has been opened and is currently connected, or
* false if not.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
@@ -1001,7 +1001,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
* \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad);
@@ -1013,7 +1013,7 @@ extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *g
*
* \param enabled whether to process gamepad events or not.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GamepadEventsEnabled
* \sa SDL_UpdateGamepads
@@ -1028,7 +1028,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled);
*
* \returns true if gamepad events are being processed, false otherwise.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetGamepadEventsEnabled
*/
@@ -1044,7 +1044,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void);
* single allocation that should be freed with SDL_free() when it is
* no longer needed.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
@@ -1055,7 +1055,7 @@ extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gam
* enabled. Under such circumstances, it will not be necessary to call this
* function.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
@@ -1071,7 +1071,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
* \returns the SDL_GamepadType enum corresponding to the input string, or
* `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadStringForType
*/
@@ -1085,7 +1085,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const c
* specified. The string returned is of the format used by
* SDL_Gamepad mapping strings.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadTypeFromString
*/
@@ -1107,7 +1107,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_Gamepad
* \returns the SDL_GamepadAxis enum corresponding to the input string, or
* `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadStringForAxis
*/
@@ -1121,7 +1121,7 @@ extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const c
* specified. The string returned is of the format used by
* SDL_Gamepad mapping strings.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadAxisFromString
*/
@@ -1137,7 +1137,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_Gamepad
* \param axis an axis enum value (an SDL_GamepadAxis value).
* \returns true if the gamepad has this axis, false otherwise.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GamepadHasButton
* \sa SDL_GetGamepadAxis
@@ -1161,7 +1161,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_Ga
* \returns axis state (including 0) on success or 0 (also) on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GamepadHasAxis
* \sa SDL_GetGamepadButton
@@ -1180,7 +1180,7 @@ extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_
* \returns the SDL_GamepadButton enum corresponding to the input string, or
* `SDL_GAMEPAD_BUTTON_INVALID` if no match was found.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadStringForButton
*/
@@ -1194,7 +1194,7 @@ extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(con
* specified. The string returned is of the format used by
* SDL_Gamepad mapping strings.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadButtonFromString
*/
@@ -1210,7 +1210,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_Gamep
* \param button a button enum value (an SDL_GamepadButton value).
* \returns true if the gamepad has this button, false otherwise.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GamepadHasAxis
*/
@@ -1223,7 +1223,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_
* \param button a button index (one of the SDL_GamepadButton values).
* \returns true if the button is pressed, false otherwise.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GamepadHasButton
* \sa SDL_GetGamepadAxis
@@ -1237,7 +1237,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_
* \param button a button index (one of the SDL_GamepadButton values).
* \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadButtonLabel
*/
@@ -1250,7 +1250,7 @@ extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForT
* \param button a button index (one of the SDL_GamepadButton values).
* \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadButtonLabelForType
*/
@@ -1262,7 +1262,7 @@ extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL
* \param gamepad a gamepad.
* \returns number of touchpads.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetNumGamepadTouchpadFingers
*/
@@ -1276,7 +1276,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad)
* \param touchpad a touchpad.
* \returns number of supported simultaneous fingers.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadTouchpadFinger
* \sa SDL_GetNumGamepadTouchpads
@@ -1299,7 +1299,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *ga
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetNumGamepadTouchpadFingers
*/
@@ -1312,7 +1312,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamep
* \param type the type of sensor to query.
* \returns true if the sensor exists, false otherwise.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadSensorData
* \sa SDL_GetGamepadSensorDataRate
@@ -1329,7 +1329,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GamepadHasSensor
* \sa SDL_GamepadSensorEnabled
@@ -1343,7 +1343,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepa
* \param type the type of sensor to query.
* \returns true if the sensor is enabled, false otherwise.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetGamepadSensorEnabled
*/
@@ -1356,7 +1356,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad,
* \param type the type of sensor to query.
* \returns the data rate, or 0.0f if the data rate is not available.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type);
@@ -1373,7 +1373,7 @@ extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *game
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values);
@@ -1395,7 +1395,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad,
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
@@ -1421,7 +1421,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_RumbleGamepad
*/
@@ -1443,7 +1443,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad,
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue);
@@ -1456,7 +1456,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 r
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size);
@@ -1466,7 +1466,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, con
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad().
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenGamepad
*/
@@ -1480,7 +1480,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
* \param button a button on the gamepad.
* \returns the sfSymbolsName or NULL if the name can't be found.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
*/
@@ -1493,7 +1493,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButt
* \param axis an axis on the gamepad.
* \returns the sfSymbolsName or NULL if the name can't be found.
*
* \since This function is available since SDL 3.1.3.
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetGamepadAppleSFSymbolsNameForButton
*/