include/SDL_gamecontroller.h
author David Ludwig <dludwig@pobox.com>
Fri, 01 Nov 2013 22:54:39 -0400
changeset 8540 724af2cd53b8
parent 7341 675c85d46f30
child 8042 7863121cb7d5
permissions -rw-r--r--
WinRT: added support for SDL_HINT_RENDER_SCALE_QUALITY
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2013 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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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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 *  \file SDL_gamecontroller.h
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 *
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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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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_joystick.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 *  \file SDL_gamecontroller.h
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 *
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 *  In order to use these functions, SDL_Init() must have been called
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 *  with the ::SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
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 *  for game controllers, and load appropriate drivers.
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 *
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 *  If you would like to receive controller updates while the application
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 *  is in the background, you should set the following hint before calling
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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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struct _SDL_GameController;
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typedef struct _SDL_GameController SDL_GameController;
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typedef enum
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{
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    SDL_CONTROLLER_BINDTYPE_NONE = 0,
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    SDL_CONTROLLER_BINDTYPE_BUTTON,
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    SDL_CONTROLLER_BINDTYPE_AXIS,
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    SDL_CONTROLLER_BINDTYPE_HAT
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} SDL_GameControllerBindType;
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/**
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 *  Get the SDL joystick layer binding for this controller button/axis mapping
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 */
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typedef struct SDL_GameControllerButtonBind
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{
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    SDL_GameControllerBindType bindType;
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    union
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    {
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        int button;
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        int axis;
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        struct {
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            int hat;
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            int hat_mask;
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        } hat;
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    } value;
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} SDL_GameControllerButtonBind;
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/**
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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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 *          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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 *  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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 *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
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 *  The mapping format for joystick is:
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 *      bX - a joystick button, index X
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 *      hX.Y - hat X with value Y
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 *      aX - axis X of the joystick
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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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 *
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 */
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/**
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 *  Add or update an existing mapping configuration
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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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/**
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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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 */
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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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 */
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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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 *  If no name can be found, this function returns NULL.
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 */
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extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
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/**
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 *  Open a game controller for use.
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 *  The index passed as an argument refers to the N'th game controller on the system.
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 *  This index is the value which will identify this controller in future controller
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 *  events.
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 *
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 *  \return A controller identifier, or NULL if an error occurred.
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 */
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
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/**
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 *  Return the name for this currently opened controller
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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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 *  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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 */
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
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/**
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 *  Get the underlying joystick object used by a controller
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 */
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extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
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/**
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 *  Enable/disable controller event polling.
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 *
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 *  If controller events are disabled, you must call SDL_GameControllerUpdate()
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 *  yourself and check the state of the controller when you want controller
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 *  information.
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 *
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 *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
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 */
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extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
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/**
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 *  Update the current state of the open game controllers.
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 *
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 *  This is called automatically by the event loop if any game controller
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 *  events are enabled.
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 */
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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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typedef enum
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{
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    SDL_CONTROLLER_AXIS_INVALID = -1,
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    SDL_CONTROLLER_AXIS_LEFTX,
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    SDL_CONTROLLER_AXIS_LEFTY,
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    SDL_CONTROLLER_AXIS_RIGHTX,
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    SDL_CONTROLLER_AXIS_RIGHTY,
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    SDL_CONTROLLER_AXIS_TRIGGERLEFT,
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    SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
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    SDL_CONTROLLER_AXIS_MAX
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} SDL_GameControllerAxis;
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/**
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 *  turn this string into a axis mapping
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 */
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extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
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/**
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 *  turn this axis enum into a string mapping
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 */
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extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
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/**
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 *  Get the SDL joystick layer binding for this controller button mapping
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 */
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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
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SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
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                                 SDL_GameControllerAxis axis);
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/**
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 *  Get the current state of an axis control on a game controller.
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 *
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 *  The state is a value ranging from -32768 to 32767.
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 *
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 *  The axis indices start at index 0.
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 */
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extern DECLSPEC Sint16 SDLCALL
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SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
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                          SDL_GameControllerAxis axis);
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/**
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 *  The list of buttons available from a controller
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 */
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typedef enum
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{
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    SDL_CONTROLLER_BUTTON_INVALID = -1,
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    SDL_CONTROLLER_BUTTON_A,
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    SDL_CONTROLLER_BUTTON_B,
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    SDL_CONTROLLER_BUTTON_X,
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    SDL_CONTROLLER_BUTTON_Y,
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    SDL_CONTROLLER_BUTTON_BACK,
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    SDL_CONTROLLER_BUTTON_GUIDE,
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    SDL_CONTROLLER_BUTTON_START,
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    SDL_CONTROLLER_BUTTON_LEFTSTICK,
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    SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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    SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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    SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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    SDL_CONTROLLER_BUTTON_DPAD_UP,
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    SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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    SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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    SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
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    SDL_CONTROLLER_BUTTON_MAX
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} SDL_GameControllerButton;
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/**
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 *  turn this string into a button mapping
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 */
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extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
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/**
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 *  turn this button enum into a string mapping
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 */
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extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
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/**
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 *  Get the SDL joystick layer binding for this controller button mapping
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 */
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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
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SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
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                                   SDL_GameControllerButton button);
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/**
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 *  Get the current state of a button on a game controller.
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 *
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 *  The button indices start at index 0.
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 */
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extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
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                                                          SDL_GameControllerButton button);
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/**
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 *  Close a controller previously opened with SDL_GameControllerOpen().
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 */
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extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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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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/* vi: set ts=4 sw=4 expandtab: */