dependencies/SDL/include/SDL_gamecontroller.h in gosu-1.4.5.pre1 vs dependencies/SDL/include/SDL_gamecontroller.h in gosu-1.4.5
- old
+ new
@@ -67,11 +67,15 @@
SDL_CONTROLLER_TYPE_PS4,
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
SDL_CONTROLLER_TYPE_VIRTUAL,
SDL_CONTROLLER_TYPE_PS5,
SDL_CONTROLLER_TYPE_AMAZON_LUNA,
- SDL_CONTROLLER_TYPE_GOOGLE_STADIA
+ SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
+ SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
+ SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
+ SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
+ SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
} SDL_GameControllerType;
typedef enum
{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
@@ -288,10 +292,29 @@
* \sa SDL_IsGameController
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
+ * Get the implementation dependent path for the game controller.
+ *
+ * This function can be called before any controllers are opened.
+ *
+ * `joystick_index` is the same as the `device_index` passed to
+ * SDL_JoystickOpen().
+ *
+ * \param joystick_index the device_index of a device, from zero to
+ * SDL_NumJoysticks()-1
+ * \returns the implementation-dependent path for the game controller, or NULL
+ * if there is no path or the index is invalid.
+ *
+ * \since This function is available since SDL 2.24.0.
+ *
+ * \sa SDL_GameControllerPath
+ */
+extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
+
+/**
* Get the type of a game controller.
*
* This can be called before any controllers are opened.
*
* \param joystick_index the device_index of a device, from zero to
@@ -385,10 +408,27 @@
* \sa SDL_GameControllerOpen
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
+ * Get the implementation-dependent path for an opened game controller.
+ *
+ * This is the same path as returned by SDL_GameControllerNameForIndex(), but
+ * it takes a controller identifier instead of the (unstable) device index.
+ *
+ * \param gamecontroller a game controller identifier previously returned by
+ * SDL_GameControllerOpen()
+ * \returns the implementation dependent path for the game controller, or NULL
+ * if there is no path or the identifier passed is invalid.
+ *
+ * \since This function is available since SDL 2.24.0.
+ *
+ * \sa SDL_GameControllerPathForIndex
+ */
+extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
+
+/**
* Get the type of this currently opened controller
*
* This is the same name as returned by SDL_GameControllerTypeForIndex(), but
* it takes a controller identifier instead of the (unstable) device index.
*
@@ -413,11 +453,12 @@
/**
* Set the player index of an opened game controller.
*
* \param gamecontroller the game controller object to adjust.
- * \param player_index Player index to assign to this controller.
+ * \param player_index Player index to assign to this controller, or -1 to
+ * clear the player index and turn off player LEDs.
*
* \since This function is available since SDL 2.0.12.
*/
extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
@@ -456,10 +497,22 @@
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
/**
+ * Get the firmware version of an opened controller, if available.
+ *
+ * If the firmware version isn't available this function returns 0.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \return the controller firmware version, or zero if unavailable.
+ *
+ * \since This function is available since SDL 2.24.0.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
+
+/**
* Get the serial number of an opened controller, if available.
*
* Returns the serial number of the controller, or NULL if it is not
* available.
*
@@ -699,11 +752,11 @@
* Convert from an SDL_GameControllerButton enum to a string.
*
* The caller should not SDL_free() the returned string.
*
* \param button an enum value for a given SDL_GameControllerButton
- * \returns a string for the given button, or NULL if an invalid axis is
+ * \returns a string for the given button, or NULL if an invalid button is
* specified. The string returned is of the format used by
* SDL_GameController mapping strings.
*
* \since This function is available since SDL 2.0.0.
*
@@ -841,10 +894,29 @@
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
/**
+ * Get the current state of a game controller sensor with the timestamp of the
+ * last update.
+ *
+ * The number of values and interpretation of the data is sensor dependent.
+ * See SDL_sensor.h for the details for each type of sensor.
+ *
+ * \param gamecontroller The controller to query
+ * \param type The type of sensor to query
+ * \param timestamp A pointer filled with the timestamp in microseconds of the
+ * current sensor reading if available, or 0 if not
+ * \param data A pointer filled with the current sensor state
+ * \param num_values The number of values to write to data
+ * \return 0 or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.26.0.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
+
+/**
* Start a rumble effect on a game controller.
*
* Each call to this function cancels any previous rumble effect, and calling
* it with 0 intensity stops any rumbling.
*
@@ -867,11 +939,12 @@
*
* Each call to this function cancels any previous trigger rumble effect, and
* calling it with 0 intensity stops any rumbling.
*
* Note that this is rumbling of the _triggers_ and not the game controller as
- * a whole. The first controller to offer this feature was the PlayStation 5's
- * DualShock 5.
+ * a whole. This is currently only supported on Xbox One controllers. If you
+ * want the (more common) whole-controller rumble, use
+ * SDL_GameControllerRumble() instead.
*
* \param gamecontroller The controller to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0
* to 0xFFFF
* \param right_rumble The intensity of the right trigger rumble motor, from 0