New SDL_MSBIndex, updated VS projects, cleanup gamecontroller.
- Updated Visual Studio 2010 project with SDL 2.0 library names - Don't use a 256 byte LUT, but rather <32 bytes of data on the stack. - Cleanups in SDL_gamecontroller.h --HG-- extra : amend_source : e7d1b224d1356c5be7a89df7b82a7f5e1141c167
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34 changed files with 6969 additions and 5590 deletions
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@ -21,7 +21,7 @@
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/**
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* \file SDL_gamecontroller.h
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*
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*
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* Include file for SDL game controller event handling
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*/
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@ -53,7 +53,7 @@ struct _SDL_GameController;
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typedef struct _SDL_GameController SDL_GameController;
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typedef enum
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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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@ -97,7 +97,7 @@ typedef struct _SDL_GameControllerButtonBind
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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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* 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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@ -111,7 +111,6 @@ typedef struct _SDL_GameControllerButtonBind
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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 SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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@ -124,11 +123,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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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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* 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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*
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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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@ -136,25 +135,26 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_
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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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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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* Returns SDL_TRUE if the controller has been opened and currently connected,
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* or SDL_FALSE if it has not.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController * gamecontroller);
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extern DECLSPEC SDL_bool 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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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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*
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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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*
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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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@ -162,7 +162,7 @@ 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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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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@ -182,17 +182,20 @@ extern DECLSPEC SDL_CONTROLLER_AXIS SDLCALL SDL_GameControllerGetAxisFromString(
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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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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
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SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
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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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*
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* The state is a value ranging from -32768 to 32767.
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*
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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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extern DECLSPEC Sint16 SDLCALL
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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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@ -227,21 +230,23 @@ extern DECLSPEC SDL_CONTROLLER_BUTTON SDLCALL SDL_GameControllerGetButtonFromStr
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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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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
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SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
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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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*
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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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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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extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
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/* Ends C function definitions when using C++ */
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