724#define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN
725#define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN
726#define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN
727#define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN
728#define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN
SDL_Gamepad * SDL_OpenGamepad(SDL_JoystickID instance_id)
SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
char * SDL_GetGamepadMappingForGUID(SDL_GUID guid)
int SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, SDL_bool closeio)
int SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad)
@ SDL_GAMEPAD_AXIS_RIGHTX
@ SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
@ SDL_GAMEPAD_AXIS_INVALID
@ SDL_GAMEPAD_AXIS_LEFT_TRIGGER
@ SDL_GAMEPAD_AXIS_RIGHTY
SDL_bool SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms)
Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
SDL_GamepadType SDL_GetGamepadType(SDL_Gamepad *gamepad)
SDL_GamepadAxis SDL_GetGamepadAxisFromString(const char *str)
SDL_GamepadButton SDL_GetGamepadButtonFromString(const char *str)
int SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id)
struct SDL_Gamepad SDL_Gamepad
SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
@ SDL_GAMEPAD_BINDTYPE_HAT
@ SDL_GAMEPAD_BINDTYPE_BUTTON
@ SDL_GAMEPAD_BINDTYPE_NONE
@ SDL_GAMEPAD_BINDTYPE_AXIS
char ** SDL_GetGamepadMappings(int *count)
Uint16 SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad)
SDL_bool SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping)
SDL_bool SDL_HasGamepad(void)
@ SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
@ SDL_GAMEPAD_BUTTON_WEST
@ SDL_GAMEPAD_BUTTON_EAST
@ SDL_GAMEPAD_BUTTON_MISC2
@ SDL_GAMEPAD_BUTTON_GUIDE
@ SDL_GAMEPAD_BUTTON_LEFT_STICK
@ SDL_GAMEPAD_BUTTON_TOUCHPAD
@ SDL_GAMEPAD_BUTTON_MISC4
@ SDL_GAMEPAD_BUTTON_MISC5
@ SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
@ SDL_GAMEPAD_BUTTON_DPAD_DOWN
@ SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
@ SDL_GAMEPAD_BUTTON_INVALID
@ SDL_GAMEPAD_BUTTON_MISC6
@ SDL_GAMEPAD_BUTTON_MISC1
@ SDL_GAMEPAD_BUTTON_BACK
@ SDL_GAMEPAD_BUTTON_DPAD_UP
@ SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
@ SDL_GAMEPAD_BUTTON_RIGHT_STICK
@ SDL_GAMEPAD_BUTTON_START
@ SDL_GAMEPAD_BUTTON_DPAD_RIGHT
@ SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
@ SDL_GAMEPAD_BUTTON_MISC3
@ SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
@ SDL_GAMEPAD_BUTTON_SOUTH
@ SDL_GAMEPAD_BUTTON_DPAD_LEFT
@ SDL_GAMEPAD_BUTTON_NORTH
char * SDL_GetGamepadMappingForID(SDL_JoystickID instance_id)
SDL_GUID SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id)
char * SDL_GetGamepadMapping(SDL_Gamepad *gamepad)
Uint16 SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad)
SDL_GamepadType SDL_GetGamepadTypeFromString(const char *str)
Uint16 SDL_GetGamepadProduct(SDL_Gamepad *gamepad)
SDL_bool SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size)
int SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad)
const char * SDL_GetGamepadName(SDL_Gamepad *gamepad)
const char * SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
int SDL_AddGamepadMapping(const char *mapping)
SDL_JoystickConnectionState SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad)
SDL_bool SDL_GamepadConnected(SDL_Gamepad *gamepad)
const char * SDL_GetGamepadSerial(SDL_Gamepad *gamepad)
const char * SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis)
SDL_GamepadButtonLabel SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button)
SDL_PropertiesID SDL_GetGamepadProperties(SDL_Gamepad *gamepad)
const char * SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
const char * SDL_GetGamepadStringForType(SDL_GamepadType type)
const char * SDL_GetGamepadStringForButton(SDL_GamepadButton button)
void SDL_SetGamepadEventsEnabled(SDL_bool enabled)
SDL_bool SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values)
SDL_GamepadButtonLabel SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button)
SDL_bool SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
const char * SDL_GetGamepadPathForID(SDL_JoystickID instance_id)
SDL_Joystick * SDL_GetGamepadJoystick(SDL_Gamepad *gamepad)
SDL_bool SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, SDL_bool enabled)
SDL_bool SDL_IsGamepad(SDL_JoystickID instance_id)
int SDL_AddGamepadMappingsFromFile(const char *file)
SDL_Gamepad * SDL_GetGamepadFromPlayerIndex(int player_index)
SDL_bool SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type)
SDL_Gamepad * SDL_GetGamepadFromID(SDL_JoystickID instance_id)
Uint16 SDL_GetGamepadProductForID(SDL_JoystickID instance_id)
Uint64 SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad)
Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
void SDL_UpdateGamepads(void)
void SDL_CloseGamepad(SDL_Gamepad *gamepad)
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT
@ SDL_GAMEPAD_TYPE_UNKNOWN
@ SDL_GAMEPAD_TYPE_XBOX360
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT
@ SDL_GAMEPAD_TYPE_XBOXONE
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO
@ SDL_GAMEPAD_TYPE_STANDARD
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
Uint16 SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id)
SDL_GamepadType SDL_GetGamepadTypeForID(SDL_JoystickID instance_id)
SDL_bool SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type)
Uint16 SDL_GetGamepadVendorForID(SDL_JoystickID instance_id)
SDL_PowerState SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent)
SDL_JoystickID SDL_GetGamepadID(SDL_Gamepad *gamepad)
const char * SDL_GetGamepadNameForID(SDL_JoystickID instance_id)
SDL_bool SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue)
@ SDL_GAMEPAD_BUTTON_LABEL_CIRCLE
@ SDL_GAMEPAD_BUTTON_LABEL_X
@ SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE
@ SDL_GAMEPAD_BUTTON_LABEL_B
@ SDL_GAMEPAD_BUTTON_LABEL_SQUARE
@ SDL_GAMEPAD_BUTTON_LABEL_CROSS
@ SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN
@ SDL_GAMEPAD_BUTTON_LABEL_Y
@ SDL_GAMEPAD_BUTTON_LABEL_A
SDL_bool SDL_GamepadEventsEnabled(void)
SDL_bool SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index)
SDL_GamepadBinding ** SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count)
Uint16 SDL_GetGamepadVendor(SDL_Gamepad *gamepad)
SDL_bool SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure)
int SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad)
SDL_GamepadType SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id)
const char * SDL_GetGamepadPath(SDL_Gamepad *gamepad)
float SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type)
SDL_bool SDL_ReloadGamepadMappings(void)
SDL_GamepadType SDL_GetRealGamepadType(SDL_Gamepad *gamepad)
SDL_JoystickID * SDL_GetGamepads(int *count)
struct SDL_IOStream SDL_IOStream
struct SDL_Joystick SDL_Joystick
SDL_JoystickConnectionState
SDL_GamepadBindingType input_type
union SDL_GamepadBinding::@0 input
SDL_GamepadBindingType output_type
union SDL_GamepadBinding::@1 output