Sync wiki -> headers.
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18 changed files with 291 additions and 273 deletions
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@ -160,11 +160,11 @@ typedef struct SDL_GamepadBinding
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*
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* The mapping string has the format "GUID,name,mapping", where GUID is the
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* string value from SDL_GetJoystickGUIDString(), name is the human readable
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* string for the device and mappings are gamepad mappings to joystick
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* ones. Under Windows there is a reserved GUID of "xinput" that covers all
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* XInput devices. The mapping format for joystick is: {| |bX |a joystick
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* button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
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* |} Buttons can be used as a gamepad axes and vice versa.
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* string for the device and mappings are gamepad mappings to joystick ones.
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* Under Windows there is a reserved GUID of "xinput" that covers all XInput
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* devices. The mapping format for joystick is: {| |bX |a joystick button,
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* index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick |}
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* Buttons can be used as a gamepad axes and vice versa.
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*
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* This string shows an example of a valid mapping for a gamepad:
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*
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@ -262,10 +262,9 @@ extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID gui
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*
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* Details about mappings are discussed with SDL_AddGamepadMapping().
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*
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* \param gamepad the gamepad you want to get the current
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* mapping for
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* \returns a string that has the gamepad's mapping or NULL if no mapping
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* is available; call SDL_GetError() for more information.
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* \param gamepad the gamepad you want to get the current mapping for
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* \returns a string that has the gamepad's mapping or NULL if no mapping is
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* available; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -278,7 +277,9 @@ extern DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
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* Get a list of currently connected gamepads.
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*
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* \param count a pointer filled in with the number of gamepads returned
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* \returns a 0 terminated array of joystick instance IDs which should be freed with SDL_free(), or NULL on error; call SDL_GetError() for more details.
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* \returns a 0 terminated array of joystick instance IDs which should be
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* freed with SDL_free(), or NULL on error; call SDL_GetError() for
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* more details.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -370,8 +371,8 @@ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_Joystick
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* available this function returns 0.
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*
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* \param instance_id the joystick instance ID
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* \returns the USB vendor ID of the selected gamepad. If called on an
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* invalid index, this function returns zero
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* \returns the USB vendor ID of the selected gamepad. If called on an invalid
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* index, this function returns zero
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -446,10 +447,12 @@ extern DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID insta
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extern DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
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/**
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* Get the SDL_Gamepad associated with a joystick instance ID, if it has been opened.
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* Get the SDL_Gamepad associated with a joystick instance ID, if it has been
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* opened.
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*
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* \param instance_id the joystick instance ID of the gamepad
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* \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been opened yet; call SDL_GetError() for more information.
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* \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
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* opened yet; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -471,13 +474,13 @@ extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromPlayerIndex(int player_in
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/**
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* Get the implementation-dependent name for an opened gamepad.
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*
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* This is the same name as returned by SDL_GetGamepadNameForIndex(), but
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* it takes a gamepad identifier instead of the (unstable) device index.
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* This is the same name as returned by SDL_GetGamepadNameForIndex(), but it
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* takes a gamepad identifier instead of the (unstable) device index.
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*
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* \param gamepad a gamepad identifier previously returned by
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* SDL_OpenGamepad()
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* \returns the implementation dependent name for the gamepad, or NULL
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* if there is no name or the identifier passed is invalid.
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* SDL_OpenGamepad()
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* \returns the implementation dependent name for the gamepad, or NULL if
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* there is no name or the identifier passed is invalid.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -489,13 +492,13 @@ extern DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
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/**
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* Get the implementation-dependent path for an opened gamepad.
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*
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* This is the same path as returned by SDL_GetGamepadNameForIndex(), but
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* it takes a gamepad identifier instead of the (unstable) device index.
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* This is the same path as returned by SDL_GetGamepadNameForIndex(), but it
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* takes a gamepad identifier instead of the (unstable) device index.
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*
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* \param gamepad a gamepad identifier previously returned by
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* SDL_OpenGamepad()
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* \returns the implementation dependent path for the gamepad, or NULL
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* if there is no path or the identifier passed is invalid.
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* SDL_OpenGamepad()
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* \returns the implementation dependent path for the gamepad, or NULL if
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* there is no path or the identifier passed is invalid.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -506,8 +509,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
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/**
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* Get the type of this currently opened gamepad
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*
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* This is the same name as returned by SDL_GetGamepadInstanceType(), but
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* it takes a gamepad identifier instead of the (unstable) device index.
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* This is the same name as returned by SDL_GetGamepadInstanceType(), but it
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* takes a gamepad identifier instead of the (unstable) device index.
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*
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* \param gamepad the gamepad object to query.
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* \returns the gamepad type.
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@ -532,8 +535,8 @@ extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
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* Set the player index of an opened gamepad.
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*
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* \param gamepad the gamepad object to adjust.
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* \param player_index Player index to assign to this gamepad, or -1 to
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* clear the player index and turn off player LEDs.
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* \param player_index Player index to assign to this gamepad, or -1 to clear
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* the player index and turn off player LEDs.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -590,8 +593,7 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepa
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/**
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* Get the serial number of an opened gamepad, if available.
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*
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* Returns the serial number of the gamepad, or NULL if it is not
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* available.
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* Returns the serial number of the gamepad, or NULL if it is not available.
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*
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* \param gamepad the gamepad object to query.
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* \return the serial number, or NULL if unavailable.
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@ -604,7 +606,7 @@ extern DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
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* Check if a gamepad has been opened and is currently connected.
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*
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* \param gamepad a gamepad identifier previously returned by
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* SDL_OpenGamepad()
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* SDL_OpenGamepad()
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* \returns SDL_TRUE if the gamepad has been opened and is currently
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* connected, or SDL_FALSE if not.
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*
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@ -619,17 +621,15 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
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* Get the underlying joystick from a gamepad
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*
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* This function will give you a SDL_Joystick object, which allows you to use
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* the SDL_Joystick functions with a SDL_Gamepad object. This would be
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* useful for getting a joystick's position at any given time, even if it
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* hasn't moved (moving it would produce an event, which would have the axis'
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* value).
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* the SDL_Joystick functions with a SDL_Gamepad object. This would be useful
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* for getting a joystick's position at any given time, even if it hasn't
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* moved (moving it would produce an event, which would have the axis' value).
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*
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* The pointer returned is owned by the SDL_Gamepad. You should not
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* call SDL_CloseJoystick() on it, for example, since doing so will likely
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* cause SDL to crash.
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* The pointer returned is owned by the SDL_Gamepad. You should not call
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* SDL_CloseJoystick() on it, for example, since doing so will likely cause
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* SDL to crash.
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*
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* \param gamepad the gamepad object that you want to get a
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* joystick from
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* \param gamepad the gamepad object that you want to get a joystick from
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* \returns an SDL_Joystick object; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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@ -639,9 +639,8 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepa
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/**
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* Set the state of gamepad event processing.
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*
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* If gamepad events are disabled, you must call SDL_UpdateGamepads()
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* yourself and check the state of the gamepad when you want gamepad
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* information.
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* If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
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* and check the state of the gamepad when you want gamepad information.
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*
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* \param enabled whether to process gamepad events or not
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*
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@ -654,11 +653,11 @@ extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
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/**
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* Query the state of gamepad event processing.
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*
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* If gamepad events are disabled, you must call SDL_UpdateGamepads()
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* yourself and check the state of the gamepad when you want gamepad
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* information.
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* If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
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* and check the state of the gamepad when you want gamepad information.
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*
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* \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE otherwise.
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* \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE
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* otherwise.
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*
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* \since This function is available since SDL 3.0.0.
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*
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/**
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* Convert a string into SDL_GamepadAxis enum.
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*
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* This function is called internally to translate SDL_Gamepad mapping
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* strings for the underlying joystick device into the consistent
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* SDL_Gamepad mapping. You do not normally need to call this function
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* unless you are parsing SDL_Gamepad mappings in your own code.
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* This function is called internally to translate SDL_Gamepad mapping strings
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* for the underlying joystick device into the consistent SDL_Gamepad mapping.
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* You do not normally need to call this function unless you are parsing
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* SDL_Gamepad mappings in your own code.
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*
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* Note specially that "righttrigger" and "lefttrigger" map to
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* `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
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* respectively.
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*
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* \param str string representing a SDL_Gamepad axis
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* \returns the SDL_GamepadAxis enum corresponding to the input string,
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* or `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
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* \returns the SDL_GamepadAxis enum corresponding to the input string, or
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* `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
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*
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* \since This function is available since SDL 3.0.0.
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*
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*
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* \param gamepad a gamepad
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* \param axis an axis enum value (one of the SDL_GamepadAxis values)
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* \returns a SDL_GamepadBinding describing the bind. On failure
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* (like the given Controller axis doesn't exist on the device), its
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* \returns a SDL_GamepadBinding describing the bind. On failure (like the
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* given Controller axis doesn't exist on the device), its
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* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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*
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* \since This function is available since SDL 3.0.0.
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/**
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* Convert a string into an SDL_GamepadButton enum.
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*
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* This function is called internally to translate SDL_Gamepad mapping
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* strings for the underlying joystick device into the consistent
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* SDL_Gamepad mapping. You do not normally need to call this function
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* unless you are parsing SDL_Gamepad mappings in your own code.
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* This function is called internally to translate SDL_Gamepad mapping strings
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* for the underlying joystick device into the consistent SDL_Gamepad mapping.
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* You do not normally need to call this function unless you are parsing
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* SDL_Gamepad mappings in your own code.
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*
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* \param str string representing a SDL_Gamepad axis
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* \returns the SDL_GamepadButton enum corresponding to the input
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* string, or `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
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* \returns the SDL_GamepadButton enum corresponding to the input string, or
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* `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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*
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* \param gamepad a gamepad
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* \param button an button enum value (an SDL_GamepadButton value)
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* \returns a SDL_GamepadBinding describing the bind. On failure
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* (like the given Controller button doesn't exist on the device),
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* its `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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* \returns a SDL_GamepadBinding describing the bind. On failure (like the
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* given Controller button doesn't exist on the device), its
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* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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*
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* \since This function is available since SDL 3.0.0.
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*
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/**
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* Query whether a gamepad has a given button.
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*
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* This merely reports whether the gamepad's mapping defined this button,
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* as that is all the information SDL has about the physical device.
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* This merely reports whether the gamepad's mapping defined this button, as
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* that is all the information SDL has about the physical device.
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*
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* \param gamepad a gamepad
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* \param button a button enum value (an SDL_GamepadButton value)
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extern DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
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/**
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* Get the data rate (number of events per second) of a gamepad
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* sensor.
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* Get the data rate (number of events per second) of a gamepad sensor.
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*
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* \param gamepad The gamepad to query
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* \param type The type of sensor to query
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* Each call to this function cancels any previous trigger rumble effect, and
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* calling it with 0 intensity stops any rumbling.
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*
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* Note that this is rumbling of the _triggers_ and not the gamepad as
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* a whole. This is currently only supported on Xbox One gamepads. If you
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* want the (more common) whole-gamepad rumble, use
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* SDL_RumbleGamepad() instead.
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* Note that this is rumbling of the _triggers_ and not the gamepad as a
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* whole. This is currently only supported on Xbox One gamepads. If you want
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* the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
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*
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* \param gamepad The gamepad to vibrate
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* \param left_rumble The intensity of the left trigger rumble motor, from 0
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* Query whether a gamepad has an LED.
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*
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* \param gamepad The gamepad to query
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* \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a
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* modifiable LED
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* \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a modifiable
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* LED
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*
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* \since This function is available since SDL 3.0.0.
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*/
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* \param gamepad The gamepad to affect
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* \param data The data to send to the gamepad
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* \param size The size of the data to send to the gamepad
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* \returns 0, or -1 if this gamepad or driver doesn't support effect
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* packets
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* \returns 0, or -1 if this gamepad or driver doesn't support effect packets
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -1034,7 +1030,8 @@ extern DECLSPEC int SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const vo
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/**
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* Close a gamepad previously opened with SDL_OpenGamepad().
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*
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* \param gamepad a gamepad identifier previously returned by SDL_OpenGamepad()
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* \param gamepad a gamepad identifier previously returned by
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* SDL_OpenGamepad()
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -1057,8 +1054,7 @@ extern DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
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extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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/**
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* Return the sfSymbolsName for a given axis on a gamepad on Apple
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* platforms.
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* Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
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*
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* \param gamepad the gamepad to query
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* \param axis an axis on the gamepad
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