Sync SDL3 wiki -> headers.
This commit is contained in:
@@ -92,7 +92,7 @@ extern "C" {
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/**
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* The structure used to identify an SDL gamepad
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*
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* \since This struct is available since SDL 3.1.3.
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* \since This struct is available since SDL 3.2.0.
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*/
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typedef struct SDL_Gamepad SDL_Gamepad;
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@@ -142,7 +142,7 @@ typedef enum SDL_GamepadType
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* You can query the labels for the face buttons using
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* SDL_GetGamepadButtonLabel()
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*
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* \since This enum is available since SDL 3.1.3.
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* \since This enum is available since SDL 3.2.0.
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*/
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typedef enum SDL_GamepadButton
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{
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@@ -185,7 +185,7 @@ typedef enum SDL_GamepadButton
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* For a complete set, you should look at the button and gamepad type and have
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* a set of symbols that work well with your art style.
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*
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* \since This enum is available since SDL 3.1.3.
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* \since This enum is available since SDL 3.2.0.
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*/
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typedef enum SDL_GamepadButtonLabel
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{
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@@ -212,7 +212,7 @@ typedef enum SDL_GamepadButtonLabel
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* pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
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* same range that will be reported by the lower-level SDL_GetJoystickAxis().
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*
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* \since This enum is available since SDL 3.1.3.
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* \since This enum is available since SDL 3.2.0.
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*/
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typedef enum SDL_GamepadAxis
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{
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@@ -234,7 +234,7 @@ typedef enum SDL_GamepadAxis
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* gamepad. This enum is used as part of SDL_GamepadBinding to specify those
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* mappings.
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*
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* \since This enum is available since SDL 3.1.3.
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* \since This enum is available since SDL 3.2.0.
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*/
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typedef enum SDL_GamepadBindingType
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{
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@@ -255,7 +255,7 @@ typedef enum SDL_GamepadBindingType
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* more with a simple text string. Those strings are parsed into a collection
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* of these structs to make it easier to operate on the data.
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*
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* \since This struct is available since SDL 3.1.3.
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* \since This struct is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadBindings
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*/
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@@ -328,7 +328,7 @@ typedef struct SDL_GamepadBinding
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_AddGamepadMappingsFromFile
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* \sa SDL_AddGamepadMappingsFromIO
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@@ -368,7 +368,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_AddGamepadMapping
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* \sa SDL_AddGamepadMappingsFromFile
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@@ -402,7 +402,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src,
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_AddGamepadMapping
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* \sa SDL_AddGamepadMappingsFromIO
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@@ -422,7 +422,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file)
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* \returns true on success or false on failure; 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 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void);
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@@ -436,7 +436,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void);
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* single allocation that should be freed with SDL_free() when it is
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* no longer needed.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*/
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extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
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@@ -448,7 +448,7 @@ extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
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* information. This should be freed with SDL_free() when it is no
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* longer needed.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetJoystickGUIDForID
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* \sa SDL_GetJoystickGUID
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@@ -465,7 +465,7 @@ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
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* available; call SDL_GetError() for more information. This should
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* be freed with SDL_free() when it is no longer needed.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_AddGamepadMapping
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* \sa SDL_GetGamepadMappingForID
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@@ -485,7 +485,7 @@ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
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* \returns true on success or false on failure; 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 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_AddGamepadMapping
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* \sa SDL_GetGamepadMapping
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@@ -497,7 +497,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_i
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*
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* \returns true if a gamepad is connected, false otherwise.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepads
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*/
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@@ -512,7 +512,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void);
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* call SDL_GetError() for more information. This should be freed
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* with SDL_free() when it is no longer needed.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_HasGamepad
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* \sa SDL_OpenGamepad
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@@ -526,7 +526,7 @@ extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
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* \returns true if the given joystick is supported by the gamepad interface,
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* false if it isn't or it's an invalid index.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetJoysticks
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* \sa SDL_OpenGamepad
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@@ -542,7 +542,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
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* \returns the name of the selected gamepad. If no name can be found, this
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* function returns NULL; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadName
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* \sa SDL_GetGamepads
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@@ -558,7 +558,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID
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* \returns the path of the selected gamepad. If no path can be found, this
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* function returns NULL; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadPath
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* \sa SDL_GetGamepads
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@@ -573,7 +573,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID
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* \param instance_id the joystick instance ID.
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* \returns the player index of a gamepad, or -1 if it's not available.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadPlayerIndex
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* \sa SDL_GetGamepads
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@@ -589,7 +589,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID in
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* \returns the GUID of the selected gamepad. If called on an invalid index,
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* this function returns a zero GUID.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GUIDToString
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* \sa SDL_GetGamepads
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@@ -606,7 +606,7 @@ extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID inst
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* \returns the USB vendor ID of the selected gamepad. If called on an invalid
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* index, this function returns zero.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadVendor
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* \sa SDL_GetGamepads
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@@ -623,7 +623,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID inst
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* \returns the USB product ID of the selected gamepad. If called on an
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* invalid index, this function returns zero.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadProduct
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* \sa SDL_GetGamepads
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@@ -640,7 +640,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID ins
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* \returns the product version of the selected gamepad. If called on an
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* invalid index, this function returns zero.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadProductVersion
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* \sa SDL_GetGamepads
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@@ -655,7 +655,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_Joystic
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* \param instance_id the joystick instance ID.
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* \returns the gamepad type.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadType
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* \sa SDL_GetGamepads
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@@ -671,7 +671,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_Joystick
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* \param instance_id the joystick instance ID.
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* \returns the gamepad type.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadTypeForID
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* \sa SDL_GetGamepads
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@@ -688,7 +688,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_Joys
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* \returns the mapping string. Returns NULL if no mapping is available. This
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* should be freed with SDL_free() when it is no longer needed.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepads
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* \sa SDL_GetGamepadMapping
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@@ -702,7 +702,7 @@ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID ins
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* \returns a gamepad identifier or NULL if an error occurred; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_CloseGamepad
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* \sa SDL_IsGamepad
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@@ -717,7 +717,7 @@ extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instanc
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* \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
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* opened yet; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*/
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extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id);
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@@ -727,7 +727,7 @@ extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID in
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* \param player_index the player index, which different from the instance ID.
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* \returns the SDL_Gamepad associated with a player index.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadPlayerIndex
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* \sa SDL_SetGamepadPlayerIndex
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@@ -757,7 +757,7 @@ extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int play
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* \returns a valid property ID on success or 0 on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*/
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extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad);
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@@ -775,7 +775,7 @@ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepa
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* \returns the instance ID of the specified gamepad on success or 0 on
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* failure; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*/
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extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad);
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@@ -787,7 +787,7 @@ extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad
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* \returns the implementation dependent name for the gamepad, or NULL if
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* there is no name or the identifier passed is invalid.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadNameForID
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*/
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@@ -801,7 +801,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad
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* \returns the implementation dependent path for the gamepad, or NULL if
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* 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 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadPathForID
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*/
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@@ -814,7 +814,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad
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* \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
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* available.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadTypeForID
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*/
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@@ -827,7 +827,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *game
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* \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
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* available.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetRealGamepadTypeForID
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*/
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@@ -841,7 +841,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *
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* \param gamepad the gamepad object to query.
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* \returns the player index for gamepad, or -1 if it's not available.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_SetGamepadPlayerIndex
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*/
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@@ -856,7 +856,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
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* \returns true on success or false on failure; 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 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadPlayerIndex
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*/
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@@ -870,7 +870,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad,
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* \param gamepad the gamepad object to query.
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* \returns the USB vendor ID, or zero if unavailable.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadVendorForID
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*/
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@@ -884,7 +884,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
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* \param gamepad the gamepad object to query.
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* \returns the USB product ID, or zero if unavailable.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadProductForID
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*/
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@@ -898,7 +898,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
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* \param gamepad the gamepad object to query.
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* \returns the USB product version, or zero if unavailable.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetGamepadProductVersionForID
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*/
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@@ -912,7 +912,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gam
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* \param gamepad the gamepad object to query.
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* \returns the gamepad firmware version, or zero if unavailable.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*/
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extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad);
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@@ -924,7 +924,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *ga
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* \param gamepad the gamepad object to query.
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* \returns the serial number, or NULL if unavailable.
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*
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* \since This function is available since SDL 3.1.3.
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* \since This function is available since SDL 3.2.0.
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
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@@ -937,7 +937,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamep
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* \param gamepad the gamepad object to query.
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* \returns the gamepad handle, or 0 if unavailable.
|
||||
*
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||||
* \since This function is available since SDL 3.1.3.
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||||
* \since This function is available since SDL 3.2.0.
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*/
|
||||
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
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user