Sync SDL3 wiki -> headers
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@@ -76,24 +76,25 @@ typedef enum SDL_GamepadType
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} SDL_GamepadType;
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/**
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* The list of buttons available on a gamepad
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* The list of buttons available on a gamepad
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*
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* For controllers that use a diamond pattern for the face buttons,
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* the south/east/west/north buttons below correspond to the locations
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* in the diamond pattern. For Xbox controllers, this would be A/B/X/Y,
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* for Nintendo Switch controllers, this would be B/A/Y/X, for
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* PlayStation controllers this would be Cross/Circle/Square/Triangle.
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* For controllers that use a diamond pattern for the face buttons, the
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* south/east/west/north buttons below correspond to the locations in the
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* diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo
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* Switch controllers, this would be B/A/Y/X, for PlayStation controllers this
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* would be Cross/Circle/Square/Triangle.
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*
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* For controllers that don't use a diamond pattern for the face buttons,
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* the south/east/west/north buttons indicate the buttons labeled A, B,
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* C, D, or 1, 2, 3, 4, or for controllers that aren't labeled, they are
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* the primary, secondary, etc. buttons.
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* For controllers that don't use a diamond pattern for the face buttons, the
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* south/east/west/north buttons indicate the buttons labeled A, B, C, D, or
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* 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary,
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* secondary, etc. buttons.
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*
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* The activate action is often the south button and the cancel action
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* is often the east button, but in some regions this is reversed, so
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* your game should allow remapping actions based on user preferences.
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* The activate action is often the south button and the cancel action is
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* often the east button, but in some regions this is reversed, so your game
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* should allow remapping actions based on user preferences.
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*
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* You can query the labels for the face buttons using SDL_GetGamepadButtonLabel()
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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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typedef enum SDL_GamepadButton
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{
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@@ -128,11 +129,13 @@ typedef enum SDL_GamepadButton
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} SDL_GamepadButton;
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/**
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* The set of gamepad button labels
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* The set of gamepad button labels
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*
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* This isn't a complete set, just the face buttons to make it easy to show button prompts.
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* This isn't a complete set, just the face buttons to make it easy to show
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* button prompts.
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*
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* 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.
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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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typedef enum SDL_GamepadButtonLabel
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{
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@@ -148,15 +151,16 @@ typedef enum SDL_GamepadButtonLabel
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} SDL_GamepadButtonLabel;
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/**
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* The list of axes available on a gamepad
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* The list of axes available on a gamepad
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*
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* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
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* and are centered within ~8000 of zero, though advanced UI will allow users to set
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* or autodetect the dead zone, which varies between gamepads.
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* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to
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* SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though
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* advanced UI will allow users to set or autodetect the dead zone, which
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* varies between gamepads.
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*
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* Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX
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* (fully 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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* Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
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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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typedef enum SDL_GamepadAxis
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{
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