Added SDL_GetJoystickCaps() and SDL_GetGamepadCaps() to get the capabilities of controllers
Also added SDL_GAMEPAD_CAP_PLAYER_LED to let the application know if the controller has a visible player LED
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c88c12148d
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cd231a65f6
36 changed files with 133 additions and 226 deletions
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@ -131,9 +131,6 @@ SDL3_0.0.0 {
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SDL_GamepadEventsEnabled;
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SDL_GamepadHasAxis;
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SDL_GamepadHasButton;
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SDL_GamepadHasLED;
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SDL_GamepadHasRumble;
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SDL_GamepadHasRumbleTriggers;
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SDL_GamepadHasSensor;
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SDL_GamepadSensorEnabled;
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SDL_GetAndroidSDKVersion;
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@ -411,9 +408,6 @@ SDL3_0.0.0 {
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SDL_IsTablet;
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SDL_JoystickConnected;
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SDL_JoystickEventsEnabled;
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SDL_JoystickHasLED;
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SDL_JoystickHasRumble;
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SDL_JoystickHasRumbleTriggers;
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SDL_IsJoystickHaptic;
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SDL_LinuxSetThreadPriority;
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SDL_LinuxSetThreadPriorityAndPolicy;
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@ -965,6 +959,8 @@ SDL3_0.0.0 {
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SDL_GetHapticName;
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SDL_ReadSurfacePixel;
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SDL_FlipSurface;
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SDL_GetGamepadCaps;
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SDL_GetJoystickCaps;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@ -155,9 +155,6 @@
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#define SDL_GamepadEventsEnabled SDL_GamepadEventsEnabled_REAL
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#define SDL_GamepadHasAxis SDL_GamepadHasAxis_REAL
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#define SDL_GamepadHasButton SDL_GamepadHasButton_REAL
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#define SDL_GamepadHasLED SDL_GamepadHasLED_REAL
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#define SDL_GamepadHasRumble SDL_GamepadHasRumble_REAL
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#define SDL_GamepadHasRumbleTriggers SDL_GamepadHasRumbleTriggers_REAL
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#define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL
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#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL
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#define SDL_GetAndroidSDKVersion SDL_GetAndroidSDKVersion_REAL
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@ -435,9 +432,6 @@
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#define SDL_IsTablet SDL_IsTablet_REAL
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#define SDL_JoystickConnected SDL_JoystickConnected_REAL
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#define SDL_JoystickEventsEnabled SDL_JoystickEventsEnabled_REAL
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#define SDL_JoystickHasLED SDL_JoystickHasLED_REAL
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#define SDL_JoystickHasRumble SDL_JoystickHasRumble_REAL
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#define SDL_JoystickHasRumbleTriggers SDL_JoystickHasRumbleTriggers_REAL
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#define SDL_IsJoystickHaptic SDL_IsJoystickHaptic_REAL
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#define SDL_LinuxSetThreadPriority SDL_LinuxSetThreadPriority_REAL
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#define SDL_LinuxSetThreadPriorityAndPolicy SDL_LinuxSetThreadPriorityAndPolicy_REAL
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@ -990,3 +984,5 @@
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#define SDL_GetHapticName SDL_GetHapticName_REAL
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#define SDL_ReadSurfacePixel SDL_ReadSurfacePixel_REAL
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#define SDL_FlipSurface SDL_FlipSurface_REAL
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#define SDL_GetGamepadCaps SDL_GetGamepadCaps_REAL
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#define SDL_GetJoystickCaps SDL_GetJoystickCaps_REAL
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@ -215,9 +215,6 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadEventsEnabled,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasLED,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumble,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumbleTriggers,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
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@ -491,9 +488,6 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_IsJoystickVirtual,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsTablet,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickConnected,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickEventsEnabled,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasLED,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumble,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumbleTriggers,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsJoystickHaptic,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP_RW,(SDL_RWops *a, SDL_bool b),(a,b),return)
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@ -1015,3 +1009,5 @@ SDL_DYNAPI_PROC(SDL_HapticID,SDL_GetHapticInstanceID,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetHapticName,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ReadSurfacePixel,(SDL_Surface *a, int b, int c, Uint8 *d, Uint8 *e, Uint8 *f, Uint8 *g),(a,b,c,d,e,f,g),return)
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SDL_DYNAPI_PROC(int,SDL_FlipSurface,(SDL_Surface *a, SDL_FlipMode b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetGamepadCaps,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetJoystickCaps,(SDL_Joystick *a),(a),return)
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