Update SDL2 headers... oops

This commit is contained in:
Tim Angus 2013-08-20 18:30:56 +01:00
parent 32a859c680
commit 273b9ab77e
72 changed files with 2608 additions and 2538 deletions

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@ -21,7 +21,7 @@
/**
* \file SDL_gamecontroller.h
*
*
* Include file for SDL game controller event handling
*/
@ -35,9 +35,7 @@
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif
/**
@ -46,6 +44,10 @@ extern "C" {
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
* for game controllers, and load appropriate drivers.
*
* If you would like to receive controller updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/* The gamecontroller structure used to identify an SDL game controller */
@ -53,67 +55,84 @@ struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
typedef enum
typedef enum
{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT
} SDL_CONTROLLER_BINDTYPE;
/**
* get the sdl joystick layer binding for this controller button/axis mapping
*/
struct _SDL_GameControllerHatBind
{
int hat;
int hat_mask;
};
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;
typedef struct _SDL_GameControllerButtonBind
/**
* Get the SDL joystick layer binding for this controller button/axis mapping
*/
typedef struct SDL_GameControllerButtonBind
{
SDL_CONTROLLER_BINDTYPE m_eBindType;
union
{
int button;
int axis;
struct _SDL_GameControllerHatBind hat;
};
SDL_GameControllerBindType bindType;
union
{
int button;
int axis;
struct {
int hat;
int hat_mask;
} hat;
} value;
} SDL_GameControllerButtonBind;
/**
* To count the number of game controllers in the system for the following:
* int nJoysticks = SDL_NumJoysticks();
* int nGameControllers = 0;
* for ( int i = 0; i < nJoysticks; i++ ) {
* if ( SDL_IsGameController(i) ) {
* nGameControllers++;
* }
* int nJoysticks = SDL_NumJoysticks();
* int nGameControllers = 0;
* for ( int i = 0; i < nJoysticks; i++ ) {
* if ( SDL_IsGameController(i) ) {
* nGameControllers++;
* }
* }
*
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* guid,name,mappings
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* guid,name,mappings
*
* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
* The mapping format for joystick is:
* bX - a joystick button, index X
* hX.Y - hat X with value Y
* aX - axis X of the joystick
* The mapping format for joystick is:
* bX - a joystick button, index X
* hX.Y - hat X with value Y
* aX - axis X of the joystick
* Buttons can be used as a controller axis and vice versa.
*
* This string shows an example of a valid mapping for a controller
* "341a3608000000000000504944564944,Aferglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
*
*/
/**
* Add or update an existing mapping configuration
*
* \return 1 if mapping is added, 0 if updated, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
/**
* Get a mapping string for a GUID
*
* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
/**
* Get a mapping string for an open GameController
*
* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
/**
* Is the joystick on this index supported by the game controller interface?
* returns 1 if supported, 0 otherwise.
*/
extern DECLSPEC int SDLCALL SDL_IsGameController(int joystick_index);
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
/**
@ -124,11 +143,11 @@ extern DECLSPEC int SDLCALL SDL_IsGameController(int joystick_index);
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system.
* Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system.
* This index is the value which will identify this controller in future controller
* events.
*
*
* \return A controller identifier, or NULL if an error occurred.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
@ -136,119 +155,141 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_
/**
* Return the name for this currently opened controller
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController * gamecontroller);
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Returns 1 if the controller has been opened and currently connected, or 0 if it has not.
* Returns SDL_TRUE if the controller has been opened and currently connected,
* or SDL_FALSE if it has not.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetAttached(SDL_GameController * gamecontroller);
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
/**
* Get the underlying joystick object used by a controller
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller);
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
/**
* Enable/disable controller event polling.
*
*
* If controller events are disabled, you must call SDL_GameControllerUpdate()
* yourself and check the state of the controller when you want controller
* information.
*
*
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
/**
* The list of axii available from a controller
* Update the current state of the open game controllers.
*
* This is called automatically by the event loop if any game controller
* events are enabled.
*/
typedef enum
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
/**
* The list of axes available from a controller
*/
typedef enum
{
SDL_CONTROLLER_AXIS_INVALID = -1,
SDL_CONTROLLER_AXIS_LEFTX,
SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_RIGHTX,
SDL_CONTROLLER_AXIS_RIGHTY,
SDL_CONTROLLER_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_AXIS_MAX
} SDL_CONTROLLER_AXIS;
SDL_CONTROLLER_AXIS_INVALID = -1,
SDL_CONTROLLER_AXIS_LEFTX,
SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_RIGHTX,
SDL_CONTROLLER_AXIS_RIGHTY,
SDL_CONTROLLER_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_AXIS_MAX
} SDL_GameControllerAxis;
/**
* turn this string into a axis mapping
*/
extern DECLSPEC SDL_CONTROLLER_AXIS SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
/**
* get the sdl joystick layer binding for this controller button mapping
* turn this axis enum into a string mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_CONTROLLER_AXIS button);
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* Get the current state of an axis control on a game controller.
*
*
* The state is a value ranging from -32768 to 32767.
*
*
* The axis indices start at index 0.
*/
extern DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis(SDL_GameController * gamecontroller,
SDL_CONTROLLER_AXIS axis);
extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* The list of buttons available from a controller
*/
typedef enum
{
SDL_CONTROLLER_BUTTON_INVALID = -1,
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_GUIDE,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MAX
} SDL_CONTROLLER_BUTTON;
SDL_CONTROLLER_BUTTON_INVALID = -1,
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_GUIDE,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;
/**
* turn this string into a button mapping
*/
extern DECLSPEC SDL_CONTROLLER_BUTTON SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
/**
* get the sdl joystick layer binding for this controller button mapping
* turn this button enum into a string mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_CONTROLLER_BUTTON button);
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Get the current state of a button on a game controller.
*
*
* The button indices start at index 0.
*/
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController * gamecontroller,
SDL_CONTROLLER_BUTTON button);
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Close a controller previously opened with SDL_GameControllerOpen().
*/
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController * gamecontrollerk);
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"