Added hotplug joystick support and simplified game controller API, courtesy of Alfred Reynolds
This commit is contained in:
parent
2a4a81ad63
commit
34b88dfaae
30 changed files with 4191 additions and 580 deletions
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@ -79,6 +79,7 @@
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#include "SDL_endian.h"
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#include "SDL_error.h"
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#include "SDL_events.h"
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#include "SDL_gamecontroller.h"
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#include "SDL_hints.h"
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#include "SDL_loadso.h"
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#include "SDL_log.h"
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@ -115,6 +116,7 @@ extern "C" {
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#define SDL_INIT_VIDEO 0x00000020
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#define SDL_INIT_JOYSTICK 0x00000200
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#define SDL_INIT_HAPTIC 0x00001000
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#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< turn on game controller also implicitly does JOYSTICK */
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#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
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#define SDL_INIT_EVERYTHING 0x0000FFFF
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/*@}*/
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@ -34,6 +34,7 @@
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#include "SDL_keyboard.h"
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#include "SDL_mouse.h"
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#include "SDL_joystick.h"
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#include "SDL_gamecontroller.h"
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#include "SDL_quit.h"
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#include "SDL_gesture.h"
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#include "SDL_touch.h"
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@ -90,6 +91,15 @@ typedef enum
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SDL_JOYHATMOTION, /**< Joystick hat position change */
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SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
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SDL_JOYBUTTONUP, /**< Joystick button released */
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SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
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SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
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/* Game controller events */
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SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
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SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
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SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
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SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
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SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
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/* Touch events */
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SDL_FINGERDOWN = 0x700,
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@ -231,7 +241,7 @@ typedef struct SDL_JoyAxisEvent
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{
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Uint32 type; /**< ::SDL_JOYAXISMOTION */
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Uint32 timestamp;
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Uint8 which; /**< The joystick device index */
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Uint8 which; /**< The joystick instance id */
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Uint8 axis; /**< The joystick axis index */
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Uint8 padding1;
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Uint8 padding2;
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@ -245,7 +255,7 @@ typedef struct SDL_JoyBallEvent
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{
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Uint32 type; /**< ::SDL_JOYBALLMOTION */
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Uint32 timestamp;
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Uint8 which; /**< The joystick device index */
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Uint8 which; /**< The joystick instance id */
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Uint8 ball; /**< The joystick trackball index */
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Uint8 padding1;
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Uint8 padding2;
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@ -260,7 +270,7 @@ typedef struct SDL_JoyHatEvent
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{
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Uint32 type; /**< ::SDL_JOYHATMOTION */
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Uint32 timestamp;
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Uint8 which; /**< The joystick device index */
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Uint8 which; /**< The joystick instance id */
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Uint8 hat; /**< The joystick hat index */
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Uint8 value; /**< The hat position value.
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* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
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@ -279,12 +289,59 @@ typedef struct SDL_JoyButtonEvent
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{
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Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
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Uint32 timestamp;
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Uint8 which; /**< The joystick device index */
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Uint8 which; /**< The joystick instance id */
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Uint8 button; /**< The joystick button index */
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
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Uint8 padding1;
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} SDL_JoyButtonEvent;
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/**
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* \brief Joystick device event structure (event.jdevice.*)
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*/
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typedef struct SDL_JoyDeviceEvent
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{
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Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
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Uint32 timestamp;
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Uint32 which; /**< The joystick device index for ADD, instance_id for REMOVE*/
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} SDL_JoyDeviceEvent;
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/**
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* \brief Game controller axis motion event structure (event.caxis.*)
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*/
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typedef struct SDL_ControllerAxisEvent
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{
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Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
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Uint32 timestamp;
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Uint8 which; /**< The joystick instance id */
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SDL_CONTROLLER_AXIS axis; /**< The joystick axis index */
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int value; /**< The axis value (range: -32768 to 32767) */
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} SDL_ControllerAxisEvent;
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/**
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* \brief Game controller button event structure (event.cbutton.*)
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*/
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typedef struct SDL_ControllerButtonEvent
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{
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Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
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Uint32 timestamp;
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Uint8 which; /**< The joystick instance id */
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SDL_CONTROLLER_BUTTON button; /**< The joystick button index */
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
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} SDL_ControllerButtonEvent;
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/**
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* \brief Controller device event structure (event.cdevice.*)
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*/
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typedef struct SDL_ControllerDeviceEvent
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{
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Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED or ::SDL_CONTROLLERDEVICEREMOVED */
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Uint32 timestamp;
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Uint32 which; /**< The joystick device index for ADD, instance_id for REMOVE*/
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} SDL_ControllerDeviceEvent;
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/**
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* \brief Touch finger motion/finger event structure (event.tfinger.*)
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@ -430,6 +487,10 @@ typedef union SDL_Event
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SDL_JoyBallEvent jball; /**< Joystick ball event data */
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SDL_JoyHatEvent jhat; /**< Joystick hat event data */
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SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
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SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
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SDL_ControllerAxisEvent caxis; /**< Game Controller button event data */
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SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
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SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
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SDL_QuitEvent quit; /**< Quit request event data */
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SDL_UserEvent user; /**< Custom event data */
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SDL_SysWMEvent syswm; /**< System dependent window event data */
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257
include/SDL_gamecontroller.h
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257
include/SDL_gamecontroller.h
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@ -0,0 +1,257 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 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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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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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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/* 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_CONTROLLER_BINDTYPE;
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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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struct _SDL_GameControllerHatBind
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{
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int hat;
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int hat_mask;
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};
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typedef struct _SDL_GameControllerButtonBind
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{
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SDL_CONTROLLER_BINDTYPE m_eBindType;
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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 _SDL_GameControllerHatBind hat;
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};
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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 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,Aferglow 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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* Is the joystick on this index supported by the game controller interface?
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* returns 1 if supported, 0 otherwise.
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*/
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extern DECLSPEC int 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 1 if the controller has been opened and currently connected, or 0 if it has not.
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*/
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extern DECLSPEC int 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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* The list of axii 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_CONTROLLER_AXIS;
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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_CONTROLLER_AXIS SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
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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 SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_CONTROLLER_AXIS button);
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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 SDL_GameControllerGetAxis(SDL_GameController * gamecontroller,
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SDL_CONTROLLER_AXIS 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_CONTROLLER_BUTTON;
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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_CONTROLLER_BUTTON SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
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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 SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_CONTROLLER_BUTTON 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_CONTROLLER_BUTTON 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 * gamecontrollerk);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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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: */
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#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
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/**
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* \brief A variable that lets you manually hint extra gamecontroller db entries
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*
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* The variable expected newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
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*/
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#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
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/**
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* \brief An enumeration of hint priorities
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*/
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* \file SDL_joystick.h
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*
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* Include file for SDL joystick event handling
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*
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* The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks, with the exact joystick
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* behind a device_index changing as joysticks are plugged and unplugged.
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*
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* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
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* then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
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*
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* The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
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* the device (a X360 wired controller for example). This identifier is platform dependent.
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*
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*
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*/
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#ifndef _SDL_joystick_h
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struct _SDL_Joystick;
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typedef struct _SDL_Joystick SDL_Joystick;
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typedef int SDL_JoystickID;
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/* Function prototypes */
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/**
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* Count the number of joysticks attached to the system
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* Count the number of joysticks attached to the system right now
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*/
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extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
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* This can be called before any joysticks 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_JoystickName(int device_index);
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extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
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||||
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||||
/**
|
||||
* Open a joystick for use.
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||||
|
@ -76,14 +88,47 @@ extern DECLSPEC const char *SDLCALL SDL_JoystickName(int device_index);
|
|||
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
|
||||
|
||||
/**
|
||||
* Returns 1 if the joystick has been opened, or 0 if it has not.
|
||||
* Return the name for this currently opened joystick.
|
||||
* If no name can be found, this function returns NULL.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_JoystickOpened(int device_index);
|
||||
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
|
||||
|
||||
/* A structure that encodes the stable unique id for a joystick device */
|
||||
typedef struct
|
||||
{
|
||||
Uint8 data[16];
|
||||
} JoystickGUID;
|
||||
|
||||
/**
|
||||
* Return the GUID for the joystick at this index
|
||||
*/
|
||||
extern DECLSPEC JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
|
||||
|
||||
/**
|
||||
* Return the GUID for this opened joystick
|
||||
*/
|
||||
extern DECLSPEC JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick);
|
||||
|
||||
/**
|
||||
* Return a string representation for this guid. You are responsible for freeing memory from this call
|
||||
*/
|
||||
extern DECLSPEC char *SDLCALL SDL_JoystickGetGUIDString(JoystickGUID guid);
|
||||
|
||||
/**
|
||||
* convert a string into a joystick formatted guid
|
||||
*/
|
||||
extern DECLSPEC JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
|
||||
|
||||
|
||||
/**
|
||||
* Returns 1 if the joystick has been opened and currently connected, or 0 if it has not.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_JoystickGetAttached(SDL_Joystick * joystick);
|
||||
|
||||
/**
|
||||
* Get the device index of an opened joystick.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_JoystickIndex(SDL_Joystick * joystick);
|
||||
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick * joystick);
|
||||
|
||||
/**
|
||||
* Get the number of general axis controls on a joystick.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue