Update SDL2 to 2.0.8
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89 changed files with 2756 additions and 801 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -25,8 +25,8 @@
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* Include file for SDL game controller event handling
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*/
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#ifndef _SDL_gamecontroller_h
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#define _SDL_gamecontroller_h
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#ifndef SDL_gamecontroller_h_
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#define SDL_gamecontroller_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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@ -51,7 +51,9 @@ extern "C" {
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* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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*/
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/* The gamecontroller structure used to identify an SDL game controller */
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/**
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* The gamecontroller structure used to identify an SDL game controller
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*/
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struct _SDL_GameController;
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typedef struct _SDL_GameController SDL_GameController;
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@ -87,13 +89,13 @@ typedef struct SDL_GameControllerButtonBind
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* To count the number of game controllers in the system for the following:
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* int nJoysticks = SDL_NumJoysticks();
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* int nGameControllers = 0;
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* for ( int i = 0; i < nJoysticks; i++ ) {
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* if ( SDL_IsGameController(i) ) {
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* for (int i = 0; i < nJoysticks; i++) {
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* if (SDL_IsGameController(i)) {
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* nGameControllers++;
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* }
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* }
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*
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* 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:
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* 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:
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* guid,name,mappings
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*
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* 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.
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@ -105,7 +107,7 @@ typedef struct SDL_GameControllerButtonBind
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* Buttons can be used as a controller axis and vice versa.
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*
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* This string shows an example of a valid mapping for a controller
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* "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",
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* "03000000341a00003608000000000000,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",
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*
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*/
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@ -117,7 +119,7 @@ typedef struct SDL_GameControllerButtonBind
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*
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* \return number of mappings added, -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
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/**
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* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
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@ -131,28 +133,41 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw,
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*
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* \return 1 if mapping is added, 0 if updated, -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
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/**
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* Get the number of mappings installed
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*
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* \return the number of mappings
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
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/**
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* Get the mapping at a particular index.
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*
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
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*/
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
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/**
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* Get a mapping string for a GUID
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*
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* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
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*/
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
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/**
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* Get a mapping string for an open GameController
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*
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* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
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*/
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extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
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extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
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/**
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* Is the joystick on this index supported by the game controller interface?
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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/**
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* Get the implementation dependent name of a game controller.
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* This can be called before any controllers are opened.
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
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/**
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* Get the USB vendor ID of an opened controller, if available.
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* If the vendor ID isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
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/**
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* Get the USB product ID of an opened controller, if available.
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* If the product ID isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
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/**
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* Get the product version of an opened controller, if available.
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* If the product version isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
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/**
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* Returns SDL_TRUE if the controller has been opened and currently connected,
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* or SDL_FALSE if it has not.
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@ -214,6 +247,12 @@ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
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/**
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* The list of axes available from a controller
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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 controllers.
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*
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* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
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*/
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typedef enum
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{
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@ -318,6 +357,6 @@ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecon
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#endif
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#include "close_code.h"
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#endif /* _SDL_gamecontroller_h */
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#endif /* SDL_gamecontroller_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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