SDL  2.0
SDL_gamecontroller.h
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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  * \file SDL_gamecontroller.h
24  *
25  * Include file for SDL game controller event handling
26  */
27 
28 #ifndef SDL_gamecontroller_h_
29 #define SDL_gamecontroller_h_
30 
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_rwops.h"
34 #include "SDL_sensor.h"
35 #include "SDL_joystick.h"
36 
37 #include "begin_code.h"
38 /* Set up for C function definitions, even when using C++ */
39 #ifdef __cplusplus
40 extern "C" {
41 #endif
42 
43 /**
44  * \file SDL_gamecontroller.h
45  *
46  * In order to use these functions, SDL_Init() must have been called
47  * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
48  * for game controllers, and load appropriate drivers.
49  *
50  * If you would like to receive controller updates while the application
51  * is in the background, you should set the following hint before calling
52  * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
53  */
54 
55 /**
56  * The gamecontroller structure used to identify an SDL game controller
57  */
58 struct _SDL_GameController;
59 typedef struct _SDL_GameController SDL_GameController;
60 
61 typedef enum
62 {
72 
73 typedef enum
74 {
80 
81 /**
82  * Get the SDL joystick layer binding for this controller button/axis mapping
83  */
85 {
86  SDL_GameControllerBindType bindType;
87  union
88  {
89  int button;
90  int axis;
91  struct {
92  int hat;
93  int hat_mask;
94  } hat;
95  } value;
96 
98 
99 
100 /**
101  * To count the number of game controllers in the system for the following:
102  * int nJoysticks = SDL_NumJoysticks();
103  * int nGameControllers = 0;
104  * for (int i = 0; i < nJoysticks; i++) {
105  * if (SDL_IsGameController(i)) {
106  * nGameControllers++;
107  * }
108  * }
109  *
110  * 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:
111  * guid,name,mappings
112  *
113  * 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.
114  * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
115  * The mapping format for joystick is:
116  * bX - a joystick button, index X
117  * hX.Y - hat X with value Y
118  * aX - axis X of the joystick
119  * Buttons can be used as a controller axis and vice versa.
120  *
121  * This string shows an example of a valid mapping for a controller
122  * "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",
123  *
124  */
125 
126 /**
127  * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
128  * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
129  *
130  * If \c freerw is non-zero, the stream will be closed after being read.
131  *
132  * \return number of mappings added, -1 on error
133  */
134 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
135 
136 /**
137  * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
138  *
139  * Convenience macro.
140  */
141 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
142 
143 /**
144  * Add or update an existing mapping configuration
145  *
146  * \return 1 if mapping is added, 0 if updated, -1 on error
147  */
148 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
149 
150 /**
151  * Get the number of mappings installed
152  *
153  * \return the number of mappings
154  */
155 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
156 
157 /**
158  * Get the mapping at a particular index.
159  *
160  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
161  */
162 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
163 
164 /**
165  * Get a mapping string for a GUID
166  *
167  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
168  */
169 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
170 
171 /**
172  * Get a mapping string for an open GameController
173  *
174  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
175  */
176 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
177 
178 /**
179  * Is the joystick on this index supported by the game controller interface?
180  */
181 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
182 
183 /**
184  * Get the implementation dependent name of a game controller.
185  * This can be called before any controllers are opened.
186  * If no name can be found, this function returns NULL.
187  */
188 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
189 
190 /**
191  * Get the type of a game controller.
192  * This can be called before any controllers are opened.
193  */
194 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
195 
196 /**
197  * Get the mapping of a game controller.
198  * This can be called before any controllers are opened.
199  *
200  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
201  */
202 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
203 
204 /**
205  * Open a game controller for use.
206  * The index passed as an argument refers to the N'th game controller on the system.
207  * This index is not the value which will identify this controller in future
208  * controller events. The joystick's instance id (::SDL_JoystickID) will be
209  * used there instead.
210  *
211  * \return A controller identifier, or NULL if an error occurred.
212  */
213 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
214 
215 /**
216  * Return the SDL_GameController associated with an instance id.
217  */
219 
220 /**
221  * Return the SDL_GameController associated with a player index.
222  */
223 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
224 
225 /**
226  * Return the name for this currently opened controller
227  */
228 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
229 
230 /**
231  * Return the type of this currently opened controller
232  */
233 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
234 
235 /**
236  * Get the player index of an opened game controller, or -1 if it's not available
237  *
238  * For XInput controllers this returns the XInput user index.
239  */
240 extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
241 
242 /**
243  * Set the player index of an opened game controller
244  */
245 extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
246 
247 /**
248  * Get the USB vendor ID of an opened controller, if available.
249  * If the vendor ID isn't available this function returns 0.
250  */
251 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
252 
253 /**
254  * Get the USB product ID of an opened controller, if available.
255  * If the product ID isn't available this function returns 0.
256  */
257 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
258 
259 /**
260  * Get the product version of an opened controller, if available.
261  * If the product version isn't available this function returns 0.
262  */
263 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
264 
265 /**
266  * Get the serial number of an opened controller, if available.
267  *
268  * Returns the serial number of the controller, or NULL if it is not available.
269  */
270 extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
271 
272 /**
273  * Returns SDL_TRUE if the controller has been opened and currently connected,
274  * or SDL_FALSE if it has not.
275  */
276 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
277 
278 /**
279  * Get the underlying joystick object used by a controller
280  */
281 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
282 
283 /**
284  * Enable/disable controller event polling.
285  *
286  * If controller events are disabled, you must call SDL_GameControllerUpdate()
287  * yourself and check the state of the controller when you want controller
288  * information.
289  *
290  * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
291  */
292 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
293 
294 /**
295  * Update the current state of the open game controllers.
296  *
297  * This is called automatically by the event loop if any game controller
298  * events are enabled.
299  */
300 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
301 
302 
303 /**
304  * The list of axes available from a controller
305  *
306  * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
307  * and are centered within ~8000 of zero, though advanced UI will allow users to set
308  * or autodetect the dead zone, which varies between controllers.
309  *
310  * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
311  */
312 typedef enum
313 {
323 
324 /**
325  * turn this string into a axis mapping
326  */
327 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
328 
329 /**
330  * turn this axis enum into a string mapping
331  */
332 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
333 
334 /**
335  * Get the SDL joystick layer binding for this controller button mapping
336  */
337 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
339  SDL_GameControllerAxis axis);
340 
341 /**
342  * Return whether a game controller has a given axis
343  */
344 extern DECLSPEC SDL_bool SDLCALL
345 SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
346 
347 /**
348  * Get the current state of an axis control on a game controller.
349  *
350  * The state is a value ranging from -32768 to 32767 (except for the triggers,
351  * which range from 0 to 32767).
352  *
353  * The axis indices start at index 0.
354  */
355 extern DECLSPEC Sint16 SDLCALL
356 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
357 
358 /**
359  * The list of buttons available from a controller
360  */
361 typedef enum
362 {
379  SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
380  SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
381  SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
382  SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
383  SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
384  SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
387 
388 /**
389  * turn this string into a button mapping
390  */
391 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
392 
393 /**
394  * turn this button enum into a string mapping
395  */
396 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
397 
398 /**
399  * Get the SDL joystick layer binding for this controller button mapping
400  */
401 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
403  SDL_GameControllerButton button);
404 
405 /**
406  * Return whether a game controller has a given button
407  */
408 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
409  SDL_GameControllerButton button);
410 
411 /**
412  * Get the current state of a button on a game controller.
413  *
414  * The button indices start at index 0.
415  */
416 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
417  SDL_GameControllerButton button);
418 
419 /**
420  * Get the number of touchpads on a game controller.
421  */
422 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
423 
424 /**
425  * Get the number of supported simultaneous fingers on a touchpad on a game controller.
426  */
427 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
428 
429 /**
430  * Get the current state of a finger on a touchpad on a game controller.
431  */
432 extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
433 
434 /**
435  * Return whether a game controller has a particular sensor.
436  *
437  * \param gamecontroller The controller to query
438  * \param type The type of sensor to query
439  *
440  * \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
441  */
442 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
443 
444 /**
445  * Set whether data reporting for a game controller sensor is enabled
446  *
447  * \param gamecontroller The controller to update
448  * \param type The type of sensor to enable/disable
449  * \param enabled Whether data reporting should be enabled
450  *
451  * \return 0 or -1 if an error occurred.
452  */
453 extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
454 
455 /**
456  * Query whether sensor data reporting is enabled for a game controller
457  *
458  * \param gamecontroller The controller to query
459  * \param type The type of sensor to query
460  *
461  * \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
462  */
463 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
464 
465 /**
466  * Get the current state of a game controller sensor.
467  *
468  * The number of values and interpretation of the data is sensor dependent.
469  * See SDL_sensor.h for the details for each type of sensor.
470  *
471  * \param gamecontroller The controller to query
472  * \param type The type of sensor to query
473  * \param data A pointer filled with the current sensor state
474  * \param num_values The number of values to write to data
475  *
476  * \return 0 or -1 if an error occurred.
477  */
478 extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
479 
480 /**
481  * Start a rumble effect
482  * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
483  *
484  * \param gamecontroller The controller to vibrate
485  * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
486  * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
487  * \param duration_ms The duration of the rumble effect, in milliseconds
488  *
489  * \return 0, or -1 if rumble isn't supported on this controller
490  */
491 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
492 
493 /**
494  * Start a rumble effect in the game controller's triggers
495  * Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
496  *
497  * \param gamecontroller The controller to vibrate
498  * \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF
499  * \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF
500  * \param duration_ms The duration of the rumble effect, in milliseconds
501  *
502  * \return 0, or -1 if rumble isn't supported on this controller
503  */
504 extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
505 
506 /**
507  * Return whether a controller has an LED
508  *
509  * \param gamecontroller The controller to query
510  *
511  * \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
512  */
513 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
514 
515 /**
516  * Update a controller's LED color.
517  *
518  * \param gamecontroller The controller to update
519  * \param red The intensity of the red LED
520  * \param green The intensity of the green LED
521  * \param blue The intensity of the blue LED
522  *
523  * \return 0, or -1 if this controller does not have a modifiable LED
524  */
525 extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
526 
527 /**
528  * Close a controller previously opened with SDL_GameControllerOpen().
529  */
530 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
531 
532 
533 /* Ends C function definitions when using C++ */
534 #ifdef __cplusplus
535 }
536 #endif
537 #include "close_code.h"
538 
539 #endif /* SDL_gamecontroller_h_ */
540 
541 /* vi: set ts=4 sw=4 expandtab: */
int SDL_GameControllerAddMapping(const char *mappingString)
SDL_bool SDL_GameControllerHasButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
SDL_GameControllerType
SDL_GameControllerBindType
Uint8 SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
SDL_bool SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
char * SDL_GameControllerMapping(SDL_GameController *gamecontroller)
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
void SDL_GameControllerUpdate(void)
struct _SDL_GameController SDL_GameController
SDL_bool
Definition: SDL_stdinc.h:167
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:81
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
char * SDL_GameControllerMappingForIndex(int mapping_index)
uint32_t Uint32
Definition: SDL_stdinc.h:209
SDL_GameControllerType SDL_GameControllerTypeForIndex(int joystick_index)
int SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller)
SDL_GameControllerButton
const char * SDL_GameControllerGetSerial(SDL_GameController *gamecontroller)
SDL_GameController * SDL_GameControllerFromPlayerIndex(int player_index)
const char * SDL_GameControllerNameForIndex(int joystick_index)
int SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms)
int SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values)
int SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue)
Uint16 SDL_GameControllerGetProduct(SDL_GameController *gamecontroller)
void SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index)
struct _SDL_Joystick SDL_Joystick
Definition: SDL_joystick.h:67
SDL_GameController * SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
SDL_GameControllerType SDL_GameControllerGetType(SDL_GameController *gamecontroller)
SDL_bool SDL_GameControllerHasLED(SDL_GameController *gamecontroller)
uint16_t Uint16
Definition: SDL_stdinc.h:197
char * SDL_GameControllerMappingForDeviceIndex(int joystick_index)
SDL_bool SDL_GameControllerGetAttached(SDL_GameController *gamecontroller)
int SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
int SDL_GameControllerNumMappings(void)
SDL_GameControllerBindType bindType
SDL_bool SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type)
const char * SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
int SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure)
const char * SDL_GameControllerName(SDL_GameController *gamecontroller)
SDL_bool SDL_IsGameController(int joystick_index)
Uint16 SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller)
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Sint16 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
SDL_GameController * SDL_GameControllerOpen(int joystick_index)
SDL_SensorType
Definition: SDL_sensor.h:69
int SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller)
union SDL_GameControllerButtonBind::@0 value
int SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled)
Uint16 SDL_GameControllerGetVendor(SDL_GameController *gamecontroller)
uint8_t Uint8
Definition: SDL_stdinc.h:185
void SDL_GameControllerClose(SDL_GameController *gamecontroller)
SDL_GameControllerAxis
int SDL_GameControllerAddMappingsFromRW(SDL_RWops *rw, int freerw)
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
const char * SDL_GameControllerGetStringForButton(SDL_GameControllerButton button)
int16_t Sint16
Definition: SDL_stdinc.h:191
SDL_bool SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type)
int SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad)
int SDL_GameControllerEventState(int state)