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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2026 Sam Lantinga <[email protected]> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20*/ 21 22/** 23 * # CategoryGamepad 24 * 25 * SDL provides a low-level joystick API, which just treats joysticks as an 26 * arbitrary pile of buttons, axes, and hat switches. If you're planning to 27 * write your own control configuration screen, this can give you a lot of 28 * flexibility, but that's a lot of work, and most things that we consider 29 * "joysticks" now are actually console-style gamepads. So SDL provides the 30 * gamepad API on top of the lower-level joystick functionality. 31 * 32 * The difference between a joystick and a gamepad is that a gamepad tells you 33 * _where_ a button or axis is on the device. You don't speak to gamepads in 34 * terms of arbitrary numbers like "button 3" or "axis 2" but in standard 35 * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or 36 * X/O/Square/Triangle, if you will). 37 * 38 * One turns a joystick into a gamepad by providing a magic configuration 39 * string, which tells SDL the details of a specific device: when you see this 40 * specific hardware, if button 2 gets pressed, this is actually D-Pad Up, 41 * etc. 42 * 43 * SDL has many popular controllers configured out of the box, and users can 44 * add their own controller details through an environment variable if it's 45 * otherwise unknown to SDL. 46 * 47 * In order to use these functions, SDL_Init() must have been called with the 48 * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and 49 * load appropriate drivers. 50 * 51 * If you're using SDL gamepad support in a Steam game, you must call 52 * SteamAPI_InitEx() before calling SDL_Init(). 53 * 54 * If you would like to receive gamepad updates while the application is in 55 * the background, you should set the following hint before calling 56 * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS 57 * 58 * Gamepads support various optional features such as rumble, color LEDs, 59 * touchpad, gyro, etc. The support for these features varies depending on the 60 * controller and OS support available. You can check for LED and rumble 61 * capabilities at runtime by calling SDL_GetGamepadProperties() and checking 62 * the various capability properties. You can check for touchpad by calling 63 * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by 64 * calling SDL_GamepadHasSensor(). 65 * 66 * By default SDL will try to use the most capable driver available, but you 67 * can tune which OS drivers to use with the various joystick hints in 68 * SDL_hints.h. 69 * 70 * Your application should always support gamepad hotplugging. On some 71 * platforms like Xbox, Steam Deck, etc., this is a requirement for 72 * certification. On other platforms, like macOS and Windows when using 73 * Windows.Gaming.Input, controllers may not be available at startup and will 74 * come in at some point after you've started processing events. 75 */ 76 77#ifndef SDL_gamepad_h_ 78#define SDL_gamepad_h_ 79 80#include <SDL3/SDL_stdinc.h> 81#include <SDL3/SDL_error.h> 82#include <SDL3/SDL_guid.h> 83#include <SDL3/SDL_iostream.h> 84#include <SDL3/SDL_joystick.h> 85#include <SDL3/SDL_power.h> 86#include <SDL3/SDL_properties.h> 87#include <SDL3/SDL_sensor.h> 88 89#include <SDL3/SDL_begin_code.h> 90/* Set up for C function definitions, even when using C++ */ 91#ifdef __cplusplus 92extern "C" { 93#endif 94 95/** 96 * The structure used to identify an SDL gamepad 97 * 98 * \since This struct is available since SDL 3.2.0. 99 */ 100typedef struct SDL_Gamepad SDL_Gamepad; 101 102/** 103 * Standard gamepad types. 104 * 105 * This type does not necessarily map to first-party controllers from 106 * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report 107 * as these, either because they were designed for a specific console, or they 108 * simply most closely match that console's controllers (does it have A/B/X/Y 109 * buttons or X/O/Square/Triangle? Does it have a touchpad? etc). 110 */ 111typedef enum SDL_GamepadType 112{ 113 SDL_GAMEPAD_TYPE_UNKNOWN = 0, 114 SDL_GAMEPAD_TYPE_STANDARD, 115 SDL_GAMEPAD_TYPE_XBOX360, 116 SDL_GAMEPAD_TYPE_XBOXONE, 117 SDL_GAMEPAD_TYPE_PS3, 118 SDL_GAMEPAD_TYPE_PS4, 119 SDL_GAMEPAD_TYPE_PS5, 120 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO, 121 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, 122 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, 123 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR, 124 SDL_GAMEPAD_TYPE_GAMECUBE, 125 SDL_GAMEPAD_TYPE_COUNT 126} SDL_GamepadType; 127 128/** 129 * The list of buttons available on a gamepad 130 * 131 * For controllers that use a diamond pattern for the face buttons, the 132 * south/east/west/north buttons below correspond to the locations in the 133 * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo 134 * Switch controllers, this would be B/A/Y/X, for GameCube controllers this 135 * would be A/X/B/Y, for PlayStation controllers this would be 136 * Cross/Circle/Square/Triangle. 137 * 138 * For controllers that don't use a diamond pattern for the face buttons, the 139 * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or 140 * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, 141 * secondary, etc. buttons. 142 * 143 * The activate action is often the south button and the cancel action is 144 * often the east button, but in some regions this is reversed, so your game 145 * should allow remapping actions based on user preferences. 146 * 147 * You can query the labels for the face buttons using 148 * SDL_GetGamepadButtonLabel() 149 * 150 * \since This enum is available since SDL 3.2.0. 151 */ 152typedef enum SDL_GamepadButton 153{ 154 SDL_GAMEPAD_BUTTON_INVALID = -1, 155 SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */ 156 SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */ 157 SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */ 158 SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */ 159 SDL_GAMEPAD_BUTTON_BACK, 160 SDL_GAMEPAD_BUTTON_GUIDE, 161 SDL_GAMEPAD_BUTTON_START, 162 SDL_GAMEPAD_BUTTON_LEFT_STICK, 163 SDL_GAMEPAD_BUTTON_RIGHT_STICK, 164 SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, 165 SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, 166 SDL_GAMEPAD_BUTTON_DPAD_UP, 167 SDL_GAMEPAD_BUTTON_DPAD_DOWN, 168 SDL_GAMEPAD_BUTTON_DPAD_LEFT, 169 SDL_GAMEPAD_BUTTON_DPAD_RIGHT, 170 SDL_GAMEPAD_BUTTON_MISC1, /**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */ 171 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1, DualSense Edge RB button, Right Joy-Con SR button) */ 172 SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3, DualSense Edge LB button, Left Joy-Con SL button) */ 173 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2, DualSense Edge right Fn button, Right Joy-Con SL button) */ 174 SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4, DualSense Edge left Fn button, Left Joy-Con SR button) */ 175 SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */ 176 SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */ 177 SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button (e.g. Nintendo GameCube left trigger click) */ 178 SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button (e.g. Nintendo GameCube right trigger click) */ 179 SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */ 180 SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */ 181 SDL_GAMEPAD_BUTTON_COUNT 182} SDL_GamepadButton; 183 184/** 185 * The set of gamepad button labels 186 * 187 * This isn't a complete set, just the face buttons to make it easy to show 188 * button prompts. 189 * 190 * For a complete set, you should look at the button and gamepad type and have 191 * a set of symbols that work well with your art style. 192 * 193 * \since This enum is available since SDL 3.2.0. 194 */ 195typedef enum SDL_GamepadButtonLabel 196{ 197 SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN, 198 SDL_GAMEPAD_BUTTON_LABEL_A, 199 SDL_GAMEPAD_BUTTON_LABEL_B, 200 SDL_GAMEPAD_BUTTON_LABEL_X, 201 SDL_GAMEPAD_BUTTON_LABEL_Y, 202 SDL_GAMEPAD_BUTTON_LABEL_CROSS, 203 SDL_GAMEPAD_BUTTON_LABEL_CIRCLE, 204 SDL_GAMEPAD_BUTTON_LABEL_SQUARE, 205 SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE 206} SDL_GamepadButtonLabel; 207 208/** 209 * The list of axes available on a gamepad 210 * 211 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to 212 * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though 213 * advanced UI will allow users to set or autodetect the dead zone, which 214 * varies between gamepads. 215 * 216 * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully 217 * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the 218 * same range that will be reported by the lower-level SDL_GetJoystickAxis(). 219 * 220 * \since This enum is available since SDL 3.2.0. 221 */ 222typedef enum SDL_GamepadAxis 223{ 224 SDL_GAMEPAD_AXIS_INVALID = -1, 225 SDL_GAMEPAD_AXIS_LEFTX, 226 SDL_GAMEPAD_AXIS_LEFTY, 227 SDL_GAMEPAD_AXIS_RIGHTX, 228 SDL_GAMEPAD_AXIS_RIGHTY, 229 SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 230 SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 231 SDL_GAMEPAD_AXIS_COUNT 232} SDL_GamepadAxis; 233 234/** 235 * Types of gamepad control bindings. 236 * 237 * A gamepad is a collection of bindings that map arbitrary joystick buttons, 238 * axes and hat switches to specific positions on a generic console-style 239 * gamepad. This enum is used as part of SDL_GamepadBinding to specify those 240 * mappings. 241 * 242 * \since This enum is available since SDL 3.2.0. 243 */ 244typedef enum SDL_GamepadBindingType 245{ 246 SDL_GAMEPAD_BINDTYPE_NONE = 0, 247 SDL_GAMEPAD_BINDTYPE_BUTTON, 248 SDL_GAMEPAD_BINDTYPE_AXIS, 249 SDL_GAMEPAD_BINDTYPE_HAT 250} SDL_GamepadBindingType; 251 252/** 253 * A mapping between one joystick input to a gamepad control. 254 * 255 * A gamepad has a collection of several bindings, to say, for example, when 256 * joystick button number 5 is pressed, that should be treated like the 257 * gamepad's "start" button. 258 * 259 * SDL has these bindings built-in for many popular controllers, and can add 260 * more with a simple text string. Those strings are parsed into a collection 261 * of these structs to make it easier to operate on the data. 262 * 263 * \since This struct is available since SDL 3.2.0. 264 * 265 * \sa SDL_GetGamepadBindings 266 */ 267typedef struct SDL_GamepadBinding 268{ 269 SDL_GamepadBindingType input_type; 270 union 271 { 272 int button; 273 274 struct 275 { 276 int axis; 277 int axis_min; 278 int axis_max; 279 } axis; 280 281 struct 282 { 283 int hat; 284 int hat_mask; 285 } hat; 286 287 } input; 288 289 SDL_GamepadBindingType output_type; 290 union 291 { 292 SDL_GamepadButton button; 293 294 struct 295 { 296 SDL_GamepadAxis axis; 297 int axis_min; 298 int axis_max; 299 } axis; 300 301 } output; 302} SDL_GamepadBinding; 303 304 305/** 306 * Add support for gamepads that SDL is unaware of or change the binding of an 307 * existing gamepad. 308 * 309 * The mapping string has the format "GUID,name,mapping", where GUID is the 310 * string value from SDL_GUIDToString(), name is the human readable string for 311 * the device and mappings are gamepad mappings to joystick ones. Under 312 * Windows there is a reserved GUID of "xinput" that covers all XInput 313 * devices. The mapping format for joystick is: 314 * 315 * - `bX`: a joystick button, index X 316 * - `hX.Y`: hat X with value Y 317 * - `aX`: axis X of the joystick 318 * 319 * Buttons can be used as a gamepad axes and vice versa. 320 * 321 * If a device with this GUID is already plugged in, SDL will generate an 322 * SDL_EVENT_GAMEPAD_ADDED event. 323 * 324 * This string shows an example of a valid mapping for a gamepad: 325 * 326 * ```c 327 * "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" 328 * ``` 329 * 330 * \param mapping the mapping string. 331 * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, 332 * -1 on failure; call SDL_GetError() for more information. 333 * 334 * \threadsafety It is safe to call this function from any thread. 335 * 336 * \since This function is available since SDL 3.2.0. 337 * 338 * \sa SDL_AddGamepadMappingsFromFile 339 * \sa SDL_AddGamepadMappingsFromIO 340 * \sa SDL_GetGamepadMapping 341 * \sa SDL_GetGamepadMappingForGUID 342 * \sa SDL_HINT_GAMECONTROLLERCONFIG 343 * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE 344 * \sa SDL_EVENT_GAMEPAD_ADDED 345 */ 346extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping); 347 348/** 349 * Load a set of gamepad mappings from an SDL_IOStream. 350 * 351 * You can call this function several times, if needed, to load different 352 * database files. 353 * 354 * If a new mapping is loaded for an already known gamepad GUID, the later 355 * version will overwrite the one currently loaded. 356 * 357 * Any new mappings for already plugged in controllers will generate 358 * SDL_EVENT_GAMEPAD_ADDED events. 359 * 360 * Mappings not belonging to the current platform or with no platform field 361 * specified will be ignored (i.e. mappings for Linux will be ignored in 362 * Windows, etc). 363 * 364 * This function will load the text database entirely in memory before 365 * processing it, so take this into consideration if you are in a memory 366 * constrained environment. 367 * 368 * \param src the data stream for the mappings to be added. 369 * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even 370 * in the case of an error. 371 * \returns the number of mappings added or -1 on failure; call SDL_GetError() 372 * for more information. 373 * 374 * \threadsafety It is safe to call this function from any thread. 375 * 376 * \since This function is available since SDL 3.2.0. 377 * 378 * \sa SDL_AddGamepadMapping 379 * \sa SDL_AddGamepadMappingsFromFile 380 * \sa SDL_GetGamepadMapping 381 * \sa SDL_GetGamepadMappingForGUID 382 * \sa SDL_HINT_GAMECONTROLLERCONFIG 383 * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE 384 * \sa SDL_EVENT_GAMEPAD_ADDED 385 */ 386extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio); 387 388/** 389 * Load a set of gamepad mappings from a file. 390 * 391 * You can call this function several times, if needed, to load different 392 * database files. 393 * 394 * If a new mapping is loaded for an already known gamepad GUID, the later 395 * version will overwrite the one currently loaded. 396 * 397 * Any new mappings for already plugged in controllers will generate 398 * SDL_EVENT_GAMEPAD_ADDED events. 399 * 400 * Mappings not belonging to the current platform or with no platform field 401 * specified will be ignored (i.e. mappings for Linux will be ignored in 402 * Windows, etc). 403 * 404 * \param file the mappings file to load. 405 * \returns the number of mappings added or -1 on failure; call SDL_GetError() 406 * for more information. 407 * 408 * \threadsafety It is safe to call this function from any thread. 409 * 410 * \since This function is available since SDL 3.2.0. 411 * 412 * \sa SDL_AddGamepadMapping 413 * \sa SDL_AddGamepadMappingsFromIO 414 * \sa SDL_GetGamepadMapping 415 * \sa SDL_GetGamepadMappingForGUID 416 * \sa SDL_HINT_GAMECONTROLLERCONFIG 417 * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE 418 * \sa SDL_EVENT_GAMEPAD_ADDED 419 */ 420extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file); 421 422/** 423 * Reinitialize the SDL mapping database to its initial state. 424 * 425 * This will generate gamepad events as needed if device mappings change. 426 * 427 * \returns true on success or false on failure; call SDL_GetError() for more 428 * information. 429 * 430 * \threadsafety It is safe to call this function from any thread. 431 * 432 * \since This function is available since SDL 3.2.0. 433 */ 434extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void); 435 436/** 437 * Get the current gamepad mappings. 438 * 439 * \param count a pointer filled in with the number of mappings returned, can 440 * be NULL. 441 * \returns an array of the mapping strings, NULL-terminated, or NULL on 442 * failure; call SDL_GetError() for more information. This is a 443 * single allocation that should be freed with SDL_free() when it is 444 * no longer needed. 445 * 446 * \threadsafety It is safe to call this function from any thread. 447 * 448 * \since This function is available since SDL 3.2.0. 449 */ 450extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count); 451 452/** 453 * Get the gamepad mapping string for a given GUID. 454 * 455 * \param guid a structure containing the GUID for which a mapping is desired. 456 * \returns a mapping string or NULL on failure; call SDL_GetError() for more 457 * information. This should be freed with SDL_free() when it is no 458 * longer needed. 459 * 460 * \threadsafety It is safe to call this function from any thread. 461 * 462 * \since This function is available since SDL 3.2.0. 463 * 464 * \sa SDL_GetJoystickGUIDForID 465 * \sa SDL_GetJoystickGUID 466 */ 467extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid); 468 469/** 470 * Get the current mapping of a gamepad. 471 * 472 * Details about mappings are discussed with SDL_AddGamepadMapping(). 473 * 474 * \param gamepad the gamepad you want to get the current mapping for. 475 * \returns a string that has the gamepad's mapping or NULL if no mapping is 476 * available; call SDL_GetError() for more information. This should 477 * be freed with SDL_free() when it is no longer needed. 478 * 479 * \threadsafety It is safe to call this function from any thread. 480 * 481 * \since This function is available since SDL 3.2.0. 482 * 483 * \sa SDL_AddGamepadMapping 484 * \sa SDL_GetGamepadMappingForID 485 * \sa SDL_GetGamepadMappingForGUID 486 * \sa SDL_SetGamepadMapping 487 */ 488extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad); 489 490/** 491 * Set the current mapping of a joystick or gamepad. 492 * 493 * Details about mappings are discussed with SDL_AddGamepadMapping(). 494 * 495 * \param instance_id the joystick instance ID. 496 * \param mapping the mapping to use for this device, or NULL to clear the 497 * mapping. 498 * \returns true on success or false on failure; call SDL_GetError() for more 499 * information. 500 * 501 * \threadsafety It is safe to call this function from any thread. 502 * 503 * \since This function is available since SDL 3.2.0. 504 * 505 * \sa SDL_AddGamepadMapping 506 * \sa SDL_GetGamepadMapping 507 */ 508extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping); 509 510/** 511 * Return whether a gamepad is currently connected. 512 * 513 * \returns true if a gamepad is connected, false otherwise. 514 * 515 * \threadsafety It is safe to call this function from any thread. 516 * 517 * \since This function is available since SDL 3.2.0. 518 * 519 * \sa SDL_GetGamepads 520 */ 521extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void); 522 523/** 524 * Get a list of currently connected gamepads. 525 * 526 * \param count a pointer filled in with the number of gamepads returned, may 527 * be NULL. 528 * \returns a 0 terminated array of joystick instance IDs or NULL on failure; 529 * call SDL_GetError() for more information. This should be freed 530 * with SDL_free() when it is no longer needed. 531 * 532 * \threadsafety It is safe to call this function from any thread. 533 * 534 * \since This function is available since SDL 3.2.0. 535 * 536 * \sa SDL_HasGamepad 537 * \sa SDL_OpenGamepad 538 */ 539extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count); 540 541/** 542 * Check if the given joystick is supported by the gamepad interface. 543 * 544 * \param instance_id the joystick instance ID. 545 * \returns true if the given joystick is supported by the gamepad interface, 546 * false if it isn't or it's an invalid index. 547 * 548 * \threadsafety It is safe to call this function from any thread. 549 * 550 * \since This function is available since SDL 3.2.0. 551 * 552 * \sa SDL_GetJoysticks 553 * \sa SDL_OpenGamepad 554 */ 555extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id); 556 557/** 558 * Get the implementation dependent name of a gamepad. 559 * 560 * This can be called before any gamepads are opened. 561 * 562 * \param instance_id the joystick instance ID. 563 * \returns the name of the selected gamepad. If no name can be found, this 564 * function returns NULL; call SDL_GetError() for more information. 565 * 566 * \threadsafety It is safe to call this function from any thread. 567 * 568 * \since This function is available since SDL 3.2.0. 569 * 570 * \sa SDL_GetGamepadName 571 * \sa SDL_GetGamepads 572 */ 573extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id); 574 575/** 576 * Get the implementation dependent path of a gamepad. 577 * 578 * This can be called before any gamepads are opened. 579 * 580 * \param instance_id the joystick instance ID. 581 * \returns the path of the selected gamepad. If no path can be found, this 582 * function returns NULL; call SDL_GetError() for more information. 583 * 584 * \threadsafety It is safe to call this function from any thread. 585 * 586 * \since This function is available since SDL 3.2.0. 587 * 588 * \sa SDL_GetGamepadPath 589 * \sa SDL_GetGamepads 590 */ 591extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id); 592 593/** 594 * Get the player index of a gamepad. 595 * 596 * This can be called before any gamepads are opened. 597 * 598 * \param instance_id the joystick instance ID. 599 * \returns the player index of a gamepad, or -1 if it's not available. 600 * 601 * \threadsafety It is safe to call this function from any thread. 602 * 603 * \since This function is available since SDL 3.2.0. 604 * 605 * \sa SDL_GetGamepadPlayerIndex 606 * \sa SDL_GetGamepads 607 */ 608extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id); 609 610/** 611 * Get the implementation-dependent GUID of a gamepad. 612 * 613 * This can be called before any gamepads are opened. 614 * 615 * \param instance_id the joystick instance ID. 616 * \returns the GUID of the selected gamepad. If called on an invalid index, 617 * this function returns a zero GUID. 618 * 619 * \threadsafety It is safe to call this function from any thread. 620 * 621 * \since This function is available since SDL 3.2.0. 622 * 623 * \sa SDL_GUIDToString 624 * \sa SDL_GetGamepads 625 */ 626extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id); 627 628/** 629 * Get the USB vendor ID of a gamepad, if available. 630 * 631 * This can be called before any gamepads are opened. If the vendor ID isn't 632 * available this function returns 0. 633 * 634 * \param instance_id the joystick instance ID. 635 * \returns the USB vendor ID of the selected gamepad. If called on an invalid 636 * index, this function returns zero. 637 * 638 * \threadsafety It is safe to call this function from any thread. 639 * 640 * \since This function is available since SDL 3.2.0. 641 * 642 * \sa SDL_GetGamepadVendor 643 * \sa SDL_GetGamepads 644 */ 645extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID instance_id); 646 647/** 648 * Get the USB product ID of a gamepad, if available. 649 * 650 * This can be called before any gamepads are opened. If the product ID isn't 651 * available this function returns 0. 652 * 653 * \param instance_id the joystick instance ID. 654 * \returns the USB product ID of the selected gamepad. If called on an 655 * invalid index, this function returns zero. 656 * 657 * \threadsafety It is safe to call this function from any thread. 658 * 659 * \since This function is available since SDL 3.2.0. 660 * 661 * \sa SDL_GetGamepadProduct 662 * \sa SDL_GetGamepads 663 */ 664extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID instance_id); 665 666/** 667 * Get the product version of a gamepad, if available. 668 * 669 * This can be called before any gamepads are opened. If the product version 670 * isn't available this function returns 0. 671 * 672 * \param instance_id the joystick instance ID. 673 * \returns the product version of the selected gamepad. If called on an 674 * invalid index, this function returns zero. 675 * 676 * \threadsafety It is safe to call this function from any thread. 677 * 678 * \since This function is available since SDL 3.2.0. 679 * 680 * \sa SDL_GetGamepadProductVersion 681 * \sa SDL_GetGamepads 682 */ 683extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id); 684 685/** 686 * Get the type of a gamepad. 687 * 688 * This can be called before any gamepads are opened. 689 * 690 * \param instance_id the joystick instance ID. 691 * \returns the gamepad type. 692 * 693 * \threadsafety It is safe to call this function from any thread. 694 * 695 * \since This function is available since SDL 3.2.0. 696 * 697 * \sa SDL_GetGamepadType 698 * \sa SDL_GetGamepads 699 * \sa SDL_GetRealGamepadTypeForID 700 */ 701extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_JoystickID instance_id); 702 703/** 704 * Get the type of a gamepad, ignoring any mapping override. 705 * 706 * This can be called before any gamepads are opened. 707 * 708 * \param instance_id the joystick instance ID. 709 * \returns the gamepad type. 710 * 711 * \threadsafety It is safe to call this function from any thread. 712 * 713 * \since This function is available since SDL 3.2.0. 714 * 715 * \sa SDL_GetGamepadTypeForID 716 * \sa SDL_GetGamepads 717 * \sa SDL_GetRealGamepadType 718 */ 719extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id); 720 721/** 722 * Get the mapping of a gamepad. 723 * 724 * This can be called before any gamepads are opened. 725 * 726 * \param instance_id the joystick instance ID. 727 * \returns the mapping string. Returns NULL if no mapping is available. This 728 * should be freed with SDL_free() when it is no longer needed. 729 * 730 * \threadsafety It is safe to call this function from any thread. 731 * 732 * \since This function is available since SDL 3.2.0. 733 * 734 * \sa SDL_GetGamepads 735 * \sa SDL_GetGamepadMapping 736 */ 737extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id); 738 739/** 740 * Open a gamepad for use. 741 * 742 * \param instance_id the joystick instance ID. 743 * \returns a gamepad identifier or NULL if an error occurred; call 744 * SDL_GetError() for more information. 745 * 746 * \threadsafety It is safe to call this function from any thread. 747 * 748 * \since This function is available since SDL 3.2.0. 749 * 750 * \sa SDL_CloseGamepad 751 * \sa SDL_IsGamepad 752 */ 753extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id); 754 755/** 756 * Get the SDL_Gamepad associated with a joystick instance ID, if it has been 757 * opened. 758 * 759 * \param instance_id the joystick instance ID of the gamepad. 760 * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been 761 * opened yet; call SDL_GetError() for more information. 762 * 763 * \threadsafety It is safe to call this function from any thread. 764 * 765 * \since This function is available since SDL 3.2.0. 766 */ 767extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id); 768 769/** 770 * Get the SDL_Gamepad associated with a player index. 771 * 772 * \param player_index the player index, which different from the instance ID. 773 * \returns the SDL_Gamepad associated with a player index. 774 * 775 * \threadsafety It is safe to call this function from any thread. 776 * 777 * \since This function is available since SDL 3.2.0. 778 * 779 * \sa SDL_GetGamepadPlayerIndex 780 * \sa SDL_SetGamepadPlayerIndex 781 */ 782extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index); 783 784/** 785 * Get the properties associated with an opened gamepad. 786 * 787 * These properties are shared with the underlying joystick object. 788 * 789 * The following read-only properties are provided by SDL: 790 * 791 * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED 792 * that has adjustable brightness 793 * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED 794 * that has adjustable color 795 * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a 796 * player LED 797 * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has 798 * left/right rumble 799 * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has 800 * simple trigger rumble 801 * 802 * \param gamepad a gamepad identifier previously returned by 803 * SDL_OpenGamepad(). 804 * \returns a valid property ID on success or 0 on failure; call 805 * SDL_GetError() for more information. 806 * 807 * \threadsafety It is safe to call this function from any thread. 808 * 809 * \since This function is available since SDL 3.2.0. 810 */ 811extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad); 812 813#define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN 814#define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN 815#define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN 816#define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN 817#define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN 818 819/** 820 * Get the instance ID of an opened gamepad. 821 * 822 * \param gamepad a gamepad identifier previously returned by 823 * SDL_OpenGamepad(). 824 * \returns the instance ID of the specified gamepad on success or 0 on 825 * failure; call SDL_GetError() for more information. 826 * 827 * \threadsafety It is safe to call this function from any thread. 828 * 829 * \since This function is available since SDL 3.2.0. 830 */ 831extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad); 832 833/** 834 * Get the implementation-dependent name for an opened gamepad. 835 * 836 * \param gamepad a gamepad identifier previously returned by 837 * SDL_OpenGamepad(). 838 * \returns the implementation dependent name for the gamepad, or NULL if 839 * there is no name or the identifier passed is invalid. 840 * 841 * \threadsafety It is safe to call this function from any thread. 842 * 843 * \since This function is available since SDL 3.2.0. 844 * 845 * \sa SDL_GetGamepadNameForID 846 */ 847extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad); 848 849/** 850 * Get the implementation-dependent path for an opened gamepad. 851 * 852 * \param gamepad a gamepad identifier previously returned by 853 * SDL_OpenGamepad(). 854 * \returns the implementation dependent path for the gamepad, or NULL if 855 * there is no path or the identifier passed is invalid. 856 * 857 * \threadsafety It is safe to call this function from any thread. 858 * 859 * \since This function is available since SDL 3.2.0. 860 * 861 * \sa SDL_GetGamepadPathForID 862 */ 863extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad); 864 865/** 866 * Get the type of an opened gamepad. 867 * 868 * \param gamepad the gamepad object to query. 869 * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not 870 * available. 871 * 872 * \threadsafety It is safe to call this function from any thread. 873 * 874 * \since This function is available since SDL 3.2.0. 875 * 876 * \sa SDL_GetGamepadTypeForID 877 */ 878extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad); 879 880/** 881 * Get the type of an opened gamepad, ignoring any mapping override. 882 * 883 * \param gamepad the gamepad object to query. 884 * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not 885 * available. 886 * 887 * \threadsafety It is safe to call this function from any thread. 888 * 889 * \since This function is available since SDL 3.2.0. 890 * 891 * \sa SDL_GetRealGamepadTypeForID 892 */ 893extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad); 894 895/** 896 * Get the player index of an opened gamepad. 897 * 898 * For XInput gamepads this returns the XInput user index. 899 * 900 * \param gamepad the gamepad object to query. 901 * \returns the player index for gamepad, or -1 if it's not available. 902 * 903 * \threadsafety It is safe to call this function from any thread. 904 * 905 * \since This function is available since SDL 3.2.0. 906 * 907 * \sa SDL_SetGamepadPlayerIndex 908 */ 909extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad); 910 911/** 912 * Set the player index of an opened gamepad. 913 * 914 * \param gamepad the gamepad object to adjust. 915 * \param player_index player index to assign to this gamepad, or -1 to clear 916 * the player index and turn off player LEDs. 917 * \returns true on success or false on failure; call SDL_GetError() for more 918 * information. 919 * 920 * \threadsafety It is safe to call this function from any thread. 921 * 922 * \since This function is available since SDL 3.2.0. 923 * 924 * \sa SDL_GetGamepadPlayerIndex 925 */ 926extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index); 927 928/** 929 * Get the USB vendor ID of an opened gamepad, if available. 930 * 931 * If the vendor ID isn't available this function returns 0. 932 * 933 * \param gamepad the gamepad object to query. 934 * \returns the USB vendor ID, or zero if unavailable. 935 * 936 * \threadsafety It is safe to call this function from any thread. 937 * 938 * \since This function is available since SDL 3.2.0. 939 * 940 * \sa SDL_GetGamepadVendorForID 941 */ 942extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad); 943 944/** 945 * Get the USB product ID of an opened gamepad, if available. 946 * 947 * If the product ID isn't available this function returns 0. 948 * 949 * \param gamepad the gamepad object to query. 950 * \returns the USB product ID, or zero if unavailable. 951 * 952 * \threadsafety It is safe to call this function from any thread. 953 * 954 * \since This function is available since SDL 3.2.0. 955 * 956 * \sa SDL_GetGamepadProductForID 957 */ 958extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad); 959 960/** 961 * Get the product version of an opened gamepad, if available. 962 * 963 * If the product version isn't available this function returns 0. 964 * 965 * \param gamepad the gamepad object to query. 966 * \returns the USB product version, or zero if unavailable. 967 * 968 * \threadsafety It is safe to call this function from any thread. 969 * 970 * \since This function is available since SDL 3.2.0. 971 * 972 * \sa SDL_GetGamepadProductVersionForID 973 */ 974extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad); 975 976/** 977 * Get the firmware version of an opened gamepad, if available. 978 * 979 * If the firmware version isn't available this function returns 0. 980 * 981 * \param gamepad the gamepad object to query. 982 * \returns the gamepad firmware version, or zero if unavailable. 983 * 984 * \threadsafety It is safe to call this function from any thread. 985 * 986 * \since This function is available since SDL 3.2.0. 987 */ 988extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad); 989 990/** 991 * Get the serial number of an opened gamepad, if available. 992 * 993 * Returns the serial number of the gamepad, or NULL if it is not available. 994 * 995 * \param gamepad the gamepad object to query. 996 * \returns the serial number, or NULL if unavailable. 997 * 998 * \threadsafety It is safe to call this function from any thread. 999 * 1000 * \since This function is available since SDL 3.2.0. 1001 */ 1002extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad); 1003 1004/** 1005 * Get the Steam Input handle of an opened gamepad, if available. 1006 * 1007 * Returns an InputHandle_t for the gamepad that can be used with Steam Input 1008 * API: https://partner.steamgames.com/doc/api/ISteamInput 1009 * 1010 * \param gamepad the gamepad object to query. 1011 * \returns the gamepad handle, or 0 if unavailable. 1012 * 1013 * \threadsafety It is safe to call this function from any thread. 1014 * 1015 * \since This function is available since SDL 3.2.0. 1016 */ 1017extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad); 1018 1019/** 1020 * Get the connection state of a gamepad. 1021 * 1022 * \param gamepad the gamepad object to query. 1023 * \returns the connection state on success or 1024 * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() 1025 * for more information. 1026 * 1027 * \threadsafety It is safe to call this function from any thread. 1028 * 1029 * \since This function is available since SDL 3.2.0. 1030 */ 1031extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad); 1032 1033/** 1034 * Get the battery state of a gamepad. 1035 * 1036 * You should never take a battery status as absolute truth. Batteries 1037 * (especially failing batteries) are delicate hardware, and the values 1038 * reported here are best estimates based on what that hardware reports. It's 1039 * not uncommon for older batteries to lose stored power much faster than it 1040 * reports, or completely drain when reporting it has 20 percent left, etc. 1041 * 1042 * \param gamepad the gamepad object to query. 1043 * \param percent a pointer filled in with the percentage of battery life 1044 * left, between 0 and 100, or NULL to ignore. This will be 1045 * filled in with -1 we can't determine a value or there is no 1046 * battery. 1047 * \returns the current battery state. 1048 * 1049 * \threadsafety It is safe to call this function from any thread. 1050 * 1051 * \since This function is available since SDL 3.2.0. 1052 */ 1053extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent); 1054 1055/** 1056 * Check if a gamepad has been opened and is currently connected. 1057 * 1058 * \param gamepad a gamepad identifier previously returned by 1059 * SDL_OpenGamepad(). 1060 * \returns true if the gamepad has been opened and is currently connected, or 1061 * false if not. 1062 * 1063 * \threadsafety It is safe to call this function from any thread. 1064 * 1065 * \since This function is available since SDL 3.2.0. 1066 */ 1067extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad); 1068 1069/** 1070 * Get the underlying joystick from a gamepad. 1071 * 1072 * This function will give you a SDL_Joystick object, which allows you to use 1073 * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful 1074 * for getting a joystick's position at any given time, even if it hasn't 1075 * moved (moving it would produce an event, which would have the axis' value). 1076 * 1077 * The pointer returned is owned by the SDL_Gamepad. You should not call 1078 * SDL_CloseJoystick() on it, for example, since doing so will likely cause 1079 * SDL to crash. 1080 * 1081 * \param gamepad the gamepad object that you want to get a joystick from. 1082 * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError() 1083 * for more information. 1084 * 1085 * \threadsafety It is safe to call this function from any thread. 1086 * 1087 * \since This function is available since SDL 3.2.0. 1088 */ 1089extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad); 1090 1091/** 1092 * Set the state of gamepad event processing. 1093 * 1094 * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself 1095 * and check the state of the gamepad when you want gamepad information. 1096 * 1097 * \param enabled whether to process gamepad events or not. 1098 * 1099 * \threadsafety It is safe to call this function from any thread. 1100 * 1101 * \since This function is available since SDL 3.2.0. 1102 * 1103 * \sa SDL_GamepadEventsEnabled 1104 * \sa SDL_UpdateGamepads 1105 */ 1106extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled); 1107 1108/** 1109 * Query the state of gamepad event processing. 1110 * 1111 * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself 1112 * and check the state of the gamepad when you want gamepad information. 1113 * 1114 * \returns true if gamepad events are being processed, false otherwise. 1115 * 1116 * \threadsafety It is safe to call this function from any thread. 1117 * 1118 * \since This function is available since SDL 3.2.0. 1119 * 1120 * \sa SDL_SetGamepadEventsEnabled 1121 */ 1122extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void); 1123 1124/** 1125 * Get the SDL joystick layer bindings for a gamepad. 1126 * 1127 * \param gamepad a gamepad. 1128 * \param count a pointer filled in with the number of bindings returned. 1129 * \returns a NULL terminated array of pointers to bindings or NULL on 1130 * failure; call SDL_GetError() for more information. This is a 1131 * single allocation that should be freed with SDL_free() when it is 1132 * no longer needed. 1133 * 1134 * \threadsafety It is safe to call this function from any thread. 1135 * 1136 * \since This function is available since SDL 3.2.0. 1137 */ 1138extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count); 1139 1140/** 1141 * Manually pump gamepad updates if not using the loop. 1142 * 1143 * This function is called automatically by the event loop if events are 1144 * enabled. Under such circumstances, it will not be necessary to call this 1145 * function. 1146 * 1147 * \threadsafety It is safe to call this function from any thread. 1148 * 1149 * \since This function is available since SDL 3.2.0. 1150 */ 1151extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void); 1152 1153/** 1154 * Convert a string into SDL_GamepadType enum. 1155 * 1156 * This function is called internally to translate SDL_Gamepad mapping strings 1157 * for the underlying joystick device into the consistent SDL_Gamepad mapping. 1158 * You do not normally need to call this function unless you are parsing 1159 * SDL_Gamepad mappings in your own code. 1160 * 1161 * \param str string representing a SDL_GamepadType type. 1162 * \returns the SDL_GamepadType enum corresponding to the input string, or 1163 * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found. 1164 * 1165 * \threadsafety It is safe to call this function from any thread. 1166 * 1167 * \since This function is available since SDL 3.2.0. 1168 * 1169 * \sa SDL_GetGamepadStringForType 1170 */ 1171extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str); 1172 1173/** 1174 * Convert from an SDL_GamepadType enum to a string. 1175 * 1176 * \param type an enum value for a given SDL_GamepadType. 1177 * \returns a string for the given type, or NULL if an invalid type is 1178 * specified. The string returned is of the format used by 1179 * SDL_Gamepad mapping strings. 1180 * 1181 * \threadsafety It is safe to call this function from any thread. 1182 * 1183 * \since This function is available since SDL 3.2.0. 1184 * 1185 * \sa SDL_GetGamepadTypeFromString 1186 */ 1187extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type); 1188 1189/** 1190 * Convert a string into SDL_GamepadAxis enum. 1191 * 1192 * This function is called internally to translate SDL_Gamepad mapping strings 1193 * for the underlying joystick device into the consistent SDL_Gamepad mapping. 1194 * You do not normally need to call this function unless you are parsing 1195 * SDL_Gamepad mappings in your own code. 1196 * 1197 * Note specially that "righttrigger" and "lefttrigger" map to 1198 * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`, 1199 * respectively. 1200 * 1201 * \param str string representing a SDL_Gamepad axis. 1202 * \returns the SDL_GamepadAxis enum corresponding to the input string, or 1203 * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. 1204 * 1205 * \threadsafety It is safe to call this function from any thread. 1206 * 1207 * \since This function is available since SDL 3.2.0. 1208 * 1209 * \sa SDL_GetGamepadStringForAxis 1210 */ 1211extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str); 1212 1213/** 1214 * Convert from an SDL_GamepadAxis enum to a string. 1215 * 1216 * \param axis an enum value for a given SDL_GamepadAxis. 1217 * \returns a string for the given axis, or NULL if an invalid axis is 1218 * specified. The string returned is of the format used by 1219 * SDL_Gamepad mapping strings. 1220 * 1221 * \threadsafety It is safe to call this function from any thread. 1222 * 1223 * \since This function is available since SDL 3.2.0. 1224 * 1225 * \sa SDL_GetGamepadAxisFromString 1226 */ 1227extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis); 1228 1229/** 1230 * Query whether a gamepad has a given axis. 1231 * 1232 * This merely reports whether the gamepad's mapping defined this axis, as 1233 * that is all the information SDL has about the physical device. 1234 * 1235 * \param gamepad a gamepad. 1236 * \param axis an axis enum value (an SDL_GamepadAxis value). 1237 * \returns true if the gamepad has this axis, false otherwise. 1238 * 1239 * \threadsafety It is safe to call this function from any thread. 1240 * 1241 * \since This function is available since SDL 3.2.0. 1242 * 1243 * \sa SDL_GamepadHasButton 1244 * \sa SDL_GetGamepadAxis 1245 */ 1246extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); 1247 1248/** 1249 * Get the current state of an axis control on a gamepad. 1250 * 1251 * The axis indices start at index 0. 1252 * 1253 * For thumbsticks, the state is a value ranging from -32768 (up/left) to 1254 * 32767 (down/right). 1255 * 1256 * Triggers range from 0 when released to 32767 when fully pressed, and never 1257 * return a negative value. Note that this differs from the value reported by 1258 * the lower-level SDL_GetJoystickAxis(), which normally uses the full range. 1259 * 1260 * Note that for invalid gamepads or axes, this will return 0. Zero is also a 1261 * valid value in normal operation; usually it means a centered axis. 1262 * 1263 * \param gamepad a gamepad. 1264 * \param axis an axis index (one of the SDL_GamepadAxis values). 1265 * \returns axis state. 1266 * 1267 * \threadsafety It is safe to call this function from any thread. 1268 * 1269 * \since This function is available since SDL 3.2.0. 1270 * 1271 * \sa SDL_GamepadHasAxis 1272 * \sa SDL_GetGamepadButton 1273 */ 1274extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); 1275 1276/** 1277 * Convert a string into an SDL_GamepadButton enum. 1278 * 1279 * This function is called internally to translate SDL_Gamepad mapping strings 1280 * for the underlying joystick device into the consistent SDL_Gamepad mapping. 1281 * You do not normally need to call this function unless you are parsing 1282 * SDL_Gamepad mappings in your own code. 1283 * 1284 * \param str string representing a SDL_Gamepad button. 1285 * \returns the SDL_GamepadButton enum corresponding to the input string, or 1286 * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found. 1287 * 1288 * \threadsafety It is safe to call this function from any thread. 1289 * 1290 * \since This function is available since SDL 3.2.0. 1291 * 1292 * \sa SDL_GetGamepadStringForButton 1293 */ 1294extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str); 1295 1296/** 1297 * Convert from an SDL_GamepadButton enum to a string. 1298 * 1299 * \param button an enum value for a given SDL_GamepadButton. 1300 * \returns a string for the given button, or NULL if an invalid button is 1301 * specified. The string returned is of the format used by 1302 * SDL_Gamepad mapping strings. 1303 * 1304 * \threadsafety It is safe to call this function from any thread. 1305 * 1306 * \since This function is available since SDL 3.2.0. 1307 * 1308 * \sa SDL_GetGamepadButtonFromString 1309 */ 1310extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button); 1311 1312/** 1313 * Query whether a gamepad has a given button. 1314 * 1315 * This merely reports whether the gamepad's mapping defined this button, as 1316 * that is all the information SDL has about the physical device. 1317 * 1318 * \param gamepad a gamepad. 1319 * \param button a button enum value (an SDL_GamepadButton value). 1320 * \returns true if the gamepad has this button, false otherwise. 1321 * 1322 * \threadsafety It is safe to call this function from any thread. 1323 * 1324 * \since This function is available since SDL 3.2.0. 1325 * 1326 * \sa SDL_GamepadHasAxis 1327 */ 1328extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); 1329 1330/** 1331 * Get the current state of a button on a gamepad. 1332 * 1333 * \param gamepad a gamepad. 1334 * \param button a button index (one of the SDL_GamepadButton values). 1335 * \returns true if the button is pressed, false otherwise. 1336 * 1337 * \threadsafety It is safe to call this function from any thread. 1338 * 1339 * \since This function is available since SDL 3.2.0. 1340 * 1341 * \sa SDL_GamepadHasButton 1342 * \sa SDL_GetGamepadAxis 1343 */ 1344extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); 1345 1346/** 1347 * Get the label of a button on a gamepad. 1348 * 1349 * \param type the type of gamepad to check. 1350 * \param button a button index (one of the SDL_GamepadButton values). 1351 * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. 1352 * 1353 * \threadsafety It is safe to call this function from any thread. 1354 * 1355 * \since This function is available since SDL 3.2.0. 1356 * 1357 * \sa SDL_GetGamepadButtonLabel 1358 */ 1359extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button); 1360 1361/** 1362 * Get the label of a button on a gamepad. 1363 * 1364 * \param gamepad a gamepad. 1365 * \param button a button index (one of the SDL_GamepadButton values). 1366 * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. 1367 * 1368 * \threadsafety It is safe to call this function from any thread. 1369 * 1370 * \since This function is available since SDL 3.2.0. 1371 * 1372 * \sa SDL_GetGamepadButtonLabelForType 1373 */ 1374extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button); 1375 1376/** 1377 * Get the number of touchpads on a gamepad. 1378 * 1379 * \param gamepad a gamepad. 1380 * \returns number of touchpads. 1381 * 1382 * \threadsafety It is safe to call this function from any thread. 1383 * 1384 * \since This function is available since SDL 3.2.0. 1385 * 1386 * \sa SDL_GetNumGamepadTouchpadFingers 1387 */ 1388extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad); 1389 1390/** 1391 * Get the number of supported simultaneous fingers on a touchpad on a game 1392 * gamepad. 1393 * 1394 * \param gamepad a gamepad. 1395 * \param touchpad a touchpad. 1396 * \returns number of supported simultaneous fingers. 1397 * 1398 * \threadsafety It is safe to call this function from any thread. 1399 * 1400 * \since This function is available since SDL 3.2.0. 1401 * 1402 * \sa SDL_GetGamepadTouchpadFinger 1403 * \sa SDL_GetNumGamepadTouchpads 1404 */ 1405extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad); 1406 1407/** 1408 * Get the current state of a finger on a touchpad on a gamepad. 1409 * 1410 * \param gamepad a gamepad. 1411 * \param touchpad a touchpad. 1412 * \param finger a finger. 1413 * \param down a pointer filled with true if the finger is down, false 1414 * otherwise, may be NULL. 1415 * \param x a pointer filled with the x position, normalized 0 to 1, with the 1416 * origin in the upper left, may be NULL. 1417 * \param y a pointer filled with the y position, normalized 0 to 1, with the 1418 * origin in the upper left, may be NULL. 1419 * \param pressure a pointer filled with pressure value, may be NULL. 1420 * \returns true on success or false on failure; call SDL_GetError() for more 1421 * information. 1422 * 1423 * \threadsafety It is safe to call this function from any thread. 1424 * 1425 * \since This function is available since SDL 3.2.0. 1426 * 1427 * \sa SDL_GetNumGamepadTouchpadFingers 1428 */ 1429extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure); 1430 1431/** 1432 * Return whether a gamepad has a particular sensor. 1433 * 1434 * \param gamepad the gamepad to query. 1435 * \param type the type of sensor to query. 1436 * \returns true if the sensor exists, false otherwise. 1437 * 1438 * \threadsafety It is safe to call this function from any thread. 1439 * 1440 * \since This function is available since SDL 3.2.0. 1441 * 1442 * \sa SDL_GetGamepadSensorData 1443 * \sa SDL_GetGamepadSensorDataRate 1444 * \sa SDL_SetGamepadSensorEnabled 1445 */ 1446extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type); 1447 1448/** 1449 * Set whether data reporting for a gamepad sensor is enabled. 1450 * 1451 * \param gamepad the gamepad to update. 1452 * \param type the type of sensor to enable/disable. 1453 * \param enabled whether data reporting should be enabled. 1454 * \returns true on success or false on failure; call SDL_GetError() for more 1455 * information. 1456 * 1457 * \threadsafety It is safe to call this function from any thread. 1458 * 1459 * \since This function is available since SDL 3.2.0. 1460 * 1461 * \sa SDL_GamepadHasSensor 1462 * \sa SDL_GamepadSensorEnabled 1463 */ 1464extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled); 1465 1466/** 1467 * Query whether sensor data reporting is enabled for a gamepad. 1468 * 1469 * \param gamepad the gamepad to query. 1470 * \param type the type of sensor to query. 1471 * \returns true if the sensor is enabled, false otherwise. 1472 * 1473 * \threadsafety It is safe to call this function from any thread. 1474 * 1475 * \since This function is available since SDL 3.2.0. 1476 * 1477 * \sa SDL_SetGamepadSensorEnabled 1478 */ 1479extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type); 1480 1481/** 1482 * Get the data rate (number of events per second) of a gamepad sensor. 1483 * 1484 * \param gamepad the gamepad to query. 1485 * \param type the type of sensor to query. 1486 * \returns the data rate, or 0.0f if the data rate is not available. 1487 * 1488 * \threadsafety It is safe to call this function from any thread. 1489 * 1490 * \since This function is available since SDL 3.2.0. 1491 */ 1492extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type); 1493 1494/** 1495 * Get the current state of a gamepad sensor. 1496 * 1497 * The number of values and interpretation of the data is sensor dependent. 1498 * See the remarks in SDL_SensorType for details for each type of sensor. 1499 * 1500 * \param gamepad the gamepad to query. 1501 * \param type the type of sensor to query. 1502 * \param data a pointer filled with the current sensor state. 1503 * \param num_values the number of values to write to data. 1504 * \returns true on success or false on failure; call SDL_GetError() for more 1505 * information. 1506 * 1507 * \threadsafety It is safe to call this function from any thread. 1508 * 1509 * \since This function is available since SDL 3.2.0. 1510 */ 1511extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values); 1512 1513/** 1514 * Start a rumble effect on a gamepad. 1515 * 1516 * Each call to this function cancels any previous rumble effect, and calling 1517 * it with 0 intensity stops any rumbling. 1518 * 1519 * This function requires you to process SDL events or call 1520 * SDL_UpdateJoysticks() to update rumble state. 1521 * 1522 * \param gamepad the gamepad to vibrate. 1523 * \param low_frequency_rumble the intensity of the low frequency (left) 1524 * rumble motor, from 0 to 0xFFFF. 1525 * \param high_frequency_rumble the intensity of the high frequency (right) 1526 * rumble motor, from 0 to 0xFFFF. 1527 * \param duration_ms the duration of the rumble effect, in milliseconds. 1528 * \returns true on success or false on failure; call SDL_GetError() for more 1529 * information. 1530 * 1531 * \threadsafety It is safe to call this function from any thread. 1532 * 1533 * \since This function is available since SDL 3.2.0. 1534 */ 1535extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); 1536 1537/** 1538 * Start a rumble effect in the gamepad's triggers. 1539 * 1540 * Each call to this function cancels any previous trigger rumble effect, and 1541 * calling it with 0 intensity stops any rumbling. 1542 * 1543 * Note that this is rumbling of the _triggers_ and not the gamepad as a 1544 * whole. This is currently only supported on Xbox One gamepads. If you want 1545 * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead. 1546 * 1547 * This function requires you to process SDL events or call 1548 * SDL_UpdateJoysticks() to update rumble state. 1549 * 1550 * \param gamepad the gamepad to vibrate. 1551 * \param left_rumble the intensity of the left trigger rumble motor, from 0 1552 * to 0xFFFF. 1553 * \param right_rumble the intensity of the right trigger rumble motor, from 0 1554 * to 0xFFFF. 1555 * \param duration_ms the duration of the rumble effect, in milliseconds. 1556 * \returns true on success or false on failure; call SDL_GetError() for more 1557 * information. 1558 * 1559 * \threadsafety It is safe to call this function from any thread. 1560 * 1561 * \since This function is available since SDL 3.2.0. 1562 * 1563 * \sa SDL_RumbleGamepad 1564 */ 1565extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); 1566 1567/** 1568 * Update a gamepad's LED color. 1569 * 1570 * An example of a joystick LED is the light on the back of a PlayStation 4's 1571 * DualShock 4 controller. 1572 * 1573 * For gamepads with a single color LED, the maximum of the RGB values will be 1574 * used as the LED brightness. 1575 * 1576 * \param gamepad the gamepad to update. 1577 * \param red the intensity of the red LED. 1578 * \param green the intensity of the green LED. 1579 * \param blue the intensity of the blue LED. 1580 * \returns true on success or false on failure; call SDL_GetError() for more 1581 * information. 1582 * 1583 * \threadsafety It is safe to call this function from any thread. 1584 * 1585 * \since This function is available since SDL 3.2.0. 1586 */ 1587extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue); 1588 1589/** 1590 * Send a gamepad specific effect packet. 1591 * 1592 * \param gamepad the gamepad to affect. 1593 * \param data the data to send to the gamepad. 1594 * \param size the size of the data to send to the gamepad. 1595 * \returns true on success or false on failure; call SDL_GetError() for more 1596 * information. 1597 * 1598 * \threadsafety It is safe to call this function from any thread. 1599 * 1600 * \since This function is available since SDL 3.2.0. 1601 */ 1602extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size); 1603 1604/** 1605 * Close a gamepad previously opened with SDL_OpenGamepad(). 1606 * 1607 * \param gamepad a gamepad identifier previously returned by 1608 * SDL_OpenGamepad(). 1609 * 1610 * \threadsafety It is safe to call this function from any thread. 1611 * 1612 * \since This function is available since SDL 3.2.0. 1613 * 1614 * \sa SDL_OpenGamepad 1615 */ 1616extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad); 1617 1618/** 1619 * Return the sfSymbolsName for a given button on a gamepad on Apple 1620 * platforms. 1621 * 1622 * \param gamepad the gamepad to query. 1623 * \param button a button on the gamepad. 1624 * \returns the sfSymbolsName or NULL if the name can't be found. 1625 * 1626 * \threadsafety It is safe to call this function from any thread. 1627 * 1628 * \since This function is available since SDL 3.2.0. 1629 * 1630 * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis 1631 */ 1632extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); 1633 1634/** 1635 * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. 1636 * 1637 * \param gamepad the gamepad to query. 1638 * \param axis an axis on the gamepad. 1639 * \returns the sfSymbolsName or NULL if the name can't be found. 1640 * 1641 * \threadsafety It is safe to call this function from any thread. 1642 * 1643 * \since This function is available since SDL 3.2.0. 1644 * 1645 * \sa SDL_GetGamepadAppleSFSymbolsNameForButton 1646 */ 1647extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); 1648 1649 1650/* Ends C function definitions when using C++ */ 1651#ifdef __cplusplus 1652} 1653#endif 1654#include <SDL3/SDL_close_code.h> 1655 1656#endif /* SDL_gamepad_h_ */ 1657
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