Sync SDL3 wiki -> headers

This commit is contained in:
Ryan C. Gordon
2024-04-09 00:49:23 -04:00
parent ad090d2444
commit e044318a8e
33 changed files with 1510 additions and 909 deletions

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@@ -76,24 +76,25 @@ typedef enum SDL_GamepadType
} SDL_GamepadType;
/**
* The list of buttons available on a gamepad
* The list of buttons available on a gamepad
*
* For controllers that use a diamond pattern for the face buttons,
* the south/east/west/north buttons below correspond to the locations
* in the diamond pattern. For Xbox controllers, this would be A/B/X/Y,
* for Nintendo Switch controllers, this would be B/A/Y/X, for
* PlayStation controllers this would be Cross/Circle/Square/Triangle.
* For controllers that use a diamond pattern for the face buttons, the
* south/east/west/north buttons below correspond to the locations in the
* diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo
* Switch controllers, this would be B/A/Y/X, for PlayStation controllers this
* would be Cross/Circle/Square/Triangle.
*
* For controllers that don't use a diamond pattern for the face buttons,
* the south/east/west/north buttons indicate the buttons labeled A, B,
* C, D, or 1, 2, 3, 4, or for controllers that aren't labeled, they are
* the primary, secondary, etc. buttons.
* For controllers that don't use a diamond pattern for the face buttons, the
* south/east/west/north buttons indicate the buttons labeled A, B, C, D, or
* 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary,
* secondary, etc. buttons.
*
* The activate action is often the south button and the cancel action
* is often the east button, but in some regions this is reversed, so
* your game should allow remapping actions based on user preferences.
* The activate action is often the south button and the cancel action is
* often the east button, but in some regions this is reversed, so your game
* should allow remapping actions based on user preferences.
*
* You can query the labels for the face buttons using SDL_GetGamepadButtonLabel()
* You can query the labels for the face buttons using
* SDL_GetGamepadButtonLabel()
*/
typedef enum SDL_GamepadButton
{
@@ -128,11 +129,13 @@ typedef enum SDL_GamepadButton
} SDL_GamepadButton;
/**
* The set of gamepad button labels
* The set of gamepad button labels
*
* This isn't a complete set, just the face buttons to make it easy to show button prompts.
* This isn't a complete set, just the face buttons to make it easy to show
* button prompts.
*
* 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.
* 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.
*/
typedef enum SDL_GamepadButtonLabel
{
@@ -148,15 +151,16 @@ typedef enum SDL_GamepadButtonLabel
} SDL_GamepadButtonLabel;
/**
* The list of axes available on a gamepad
* The list of axes available on a gamepad
*
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
* and are centered within ~8000 of zero, though advanced UI will allow users to set
* or autodetect the dead zone, which varies between gamepads.
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to
* SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though
* advanced UI will allow users to set or autodetect the dead zone, which
* varies between gamepads.
*
* Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX
* (fully pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
* same range that will be reported by the lower-level SDL_GetJoystickAxis().
* Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
* pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
* same range that will be reported by the lower-level SDL_GetJoystickAxis().
*/
typedef enum SDL_GamepadAxis
{