X-Git-Url: https://git.r.bdr.sh/rbdr/super-polarity/blobdiff_plain/830829dec0596760d0cba38d959ab2646112f61b..0cafec445af0a97d96feb1a1daefa1486142c73f:/vendor/frameworks/SDL2.framework/Versions/A/Headers/SDL_gamecontroller.h?ds=sidebyside diff --git a/vendor/frameworks/SDL2.framework/Versions/A/Headers/SDL_gamecontroller.h b/vendor/frameworks/SDL2.framework/Versions/A/Headers/SDL_gamecontroller.h deleted file mode 100644 index e55749c..0000000 --- a/vendor/frameworks/SDL2.framework/Versions/A/Headers/SDL_gamecontroller.h +++ /dev/null @@ -1,298 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2013 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -/** - * \file SDL_gamecontroller.h - * - * Include file for SDL game controller event handling - */ - -#ifndef _SDL_gamecontroller_h -#define _SDL_gamecontroller_h - -#include "SDL_stdinc.h" -#include "SDL_error.h" -#include "SDL_joystick.h" - -#include "begin_code.h" -/* Set up for C function definitions, even when using C++ */ -#ifdef __cplusplus -extern "C" { -#endif - -/** - * \file SDL_gamecontroller.h - * - * In order to use these functions, SDL_Init() must have been called - * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system - * for game controllers, and load appropriate drivers. - * - * If you would like to receive controller updates while the application - * is in the background, you should set the following hint before calling - * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS - */ - -/* The gamecontroller structure used to identify an SDL game controller */ -struct _SDL_GameController; -typedef struct _SDL_GameController SDL_GameController; - - -typedef enum -{ - SDL_CONTROLLER_BINDTYPE_NONE = 0, - SDL_CONTROLLER_BINDTYPE_BUTTON, - SDL_CONTROLLER_BINDTYPE_AXIS, - SDL_CONTROLLER_BINDTYPE_HAT -} SDL_GameControllerBindType; - -/** - * Get the SDL joystick layer binding for this controller button/axis mapping - */ -typedef struct SDL_GameControllerButtonBind -{ - SDL_GameControllerBindType bindType; - union - { - int button; - int axis; - struct { - int hat; - int hat_mask; - } hat; - } value; - -} SDL_GameControllerButtonBind; - - -/** - * To count the number of game controllers in the system for the following: - * int nJoysticks = SDL_NumJoysticks(); - * int nGameControllers = 0; - * for ( int i = 0; i < nJoysticks; i++ ) { - * if ( SDL_IsGameController(i) ) { - * nGameControllers++; - * } - * } - * - * 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: - * guid,name,mappings - * - * 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. - * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. - * The mapping format for joystick is: - * bX - a joystick button, index X - * hX.Y - hat X with value Y - * aX - axis X of the joystick - * Buttons can be used as a controller axis and vice versa. - * - * This string shows an example of a valid mapping for a controller - * "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", - * - */ - -/** - * Add or update an existing mapping configuration - * - * \return 1 if mapping is added, 0 if updated, -1 on error - */ -extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString ); - -/** - * Get a mapping string for a GUID - * - * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available - */ -extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid ); - -/** - * Get a mapping string for an open GameController - * - * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available - */ -extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller ); - -/** - * Is the joystick on this index supported by the game controller interface? - */ -extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); - - -/** - * Get the implementation dependent name of a game controller. - * This can be called before any controllers are opened. - * If no name can be found, this function returns NULL. - */ -extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); - -/** - * Open a game controller for use. - * The index passed as an argument refers to the N'th game controller on the system. - * This index is the value which will identify this controller in future controller - * events. - * - * \return A controller identifier, or NULL if an error occurred. - */ -extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); - -/** - * Return the name for this currently opened controller - */ -extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); - -/** - * Returns SDL_TRUE if the controller has been opened and currently connected, - * or SDL_FALSE if it has not. - */ -extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); - -/** - * Get the underlying joystick object used by a controller - */ -extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); - -/** - * Enable/disable controller event polling. - * - * If controller events are disabled, you must call SDL_GameControllerUpdate() - * yourself and check the state of the controller when you want controller - * information. - * - * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. - */ -extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); - -/** - * Update the current state of the open game controllers. - * - * This is called automatically by the event loop if any game controller - * events are enabled. - */ -extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); - - -/** - * The list of axes available from a controller - */ -typedef enum -{ - SDL_CONTROLLER_AXIS_INVALID = -1, - SDL_CONTROLLER_AXIS_LEFTX, - SDL_CONTROLLER_AXIS_LEFTY, - SDL_CONTROLLER_AXIS_RIGHTX, - SDL_CONTROLLER_AXIS_RIGHTY, - SDL_CONTROLLER_AXIS_TRIGGERLEFT, - SDL_CONTROLLER_AXIS_TRIGGERRIGHT, - SDL_CONTROLLER_AXIS_MAX -} SDL_GameControllerAxis; - -/** - * turn this string into a axis mapping - */ -extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); - -/** - * turn this axis enum into a string mapping - */ -extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); - -/** - * Get the SDL joystick layer binding for this controller button mapping - */ -extern DECLSPEC SDL_GameControllerButtonBind SDLCALL -SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, - SDL_GameControllerAxis axis); - -/** - * Get the current state of an axis control on a game controller. - * - * The state is a value ranging from -32768 to 32767. - * - * The axis indices start at index 0. - */ -extern DECLSPEC Sint16 SDLCALL -SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, - SDL_GameControllerAxis axis); - -/** - * The list of buttons available from a controller - */ -typedef enum -{ - SDL_CONTROLLER_BUTTON_INVALID = -1, - SDL_CONTROLLER_BUTTON_A, - SDL_CONTROLLER_BUTTON_B, - SDL_CONTROLLER_BUTTON_X, - SDL_CONTROLLER_BUTTON_Y, - SDL_CONTROLLER_BUTTON_BACK, - SDL_CONTROLLER_BUTTON_GUIDE, - SDL_CONTROLLER_BUTTON_START, - SDL_CONTROLLER_BUTTON_LEFTSTICK, - SDL_CONTROLLER_BUTTON_RIGHTSTICK, - SDL_CONTROLLER_BUTTON_LEFTSHOULDER, - SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, - SDL_CONTROLLER_BUTTON_DPAD_UP, - SDL_CONTROLLER_BUTTON_DPAD_DOWN, - SDL_CONTROLLER_BUTTON_DPAD_LEFT, - SDL_CONTROLLER_BUTTON_DPAD_RIGHT, - SDL_CONTROLLER_BUTTON_MAX -} SDL_GameControllerButton; - -/** - * turn this string into a button mapping - */ -extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); - -/** - * turn this button enum into a string mapping - */ -extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); - -/** - * Get the SDL joystick layer binding for this controller button mapping - */ -extern DECLSPEC SDL_GameControllerButtonBind SDLCALL -SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, - SDL_GameControllerButton button); - - -/** - * Get the current state of a button on a game controller. - * - * The button indices start at index 0. - */ -extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, - SDL_GameControllerButton button); - -/** - * Close a controller previously opened with SDL_GameControllerOpen(). - */ -extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); - - -/* Ends C function definitions when using C++ */ -#ifdef __cplusplus -} -#endif -#include "close_code.h" - -#endif /* _SDL_gamecontroller_h */ - -/* vi: set ts=4 sw=4 expandtab: */