mirror of
https://github.com/libsdl-org/SDL.git
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583 lines
18 KiB
C++
583 lines
18 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 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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#include "SDL_gameinputjoystick_c.h"
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#if defined(SDL_JOYSTICK_GAMEINPUT) && SDL_JOYSTICK_GAMEINPUT
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Public APIs: GAMEINPUT_Joystick... */
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/* Private APIs: GAMEINPUT_InternalJoystick... */
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#include "../usb_ids.h"
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typedef struct GAMEINPUT_InternalDevice
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{
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IGameInputDevice *device;
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const char *deviceName; /* this is a constant string literal */
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SDL_JoystickGUID joystickGuid; /* generated by SDL. */
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SDL_JoystickID instanceId; /* generated by SDL. */
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int playerIndex;
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Uint32 caps;
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char devicePath[(APP_LOCAL_DEVICE_ID_SIZE * 2) + 1];
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bool isAdded, isDeleteRequested;
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} GAMEINPUT_InternalDevice;
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typedef struct GAMEINPUT_InternalList
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{
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GAMEINPUT_InternalDevice **devices;
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int count;
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} GAMEINPUT_InternalList;
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typedef struct joystick_hwdata
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{
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GAMEINPUT_InternalDevice *devref;
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GameInputRumbleParams rumbleParams;
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Uint64 lastTimestamp;
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} GAMEINPUT_InternalJoystickHwdata;
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static GAMEINPUT_InternalList g_GameInputList = { NULL };
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static IGameInput *g_pGameInput = NULL;
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static GameInputCallbackToken g_GameInputCallbackToken = GAMEINPUT_INVALID_CALLBACK_TOKEN_VALUE;
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static int GAMEINPUT_InternalAddOrFind(IGameInputDevice *pDevice)
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{
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GAMEINPUT_InternalDevice **devicelist = NULL;
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GAMEINPUT_InternalDevice *elem = NULL;
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const GameInputDeviceInfo *devinfo = NULL;
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char tmpbuff[4];
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int idx = 0;
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if (!pDevice) {
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return SDL_SetError("GAMEINPUT_InternalAddOrFind argument pDevice cannot be NULL");
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}
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devinfo = pDevice->GetDeviceInfo();
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if (!devinfo) {
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return SDL_SetError("GAMEINPUT_InternalAddOrFind GetDeviceInfo returned NULL");
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}
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for (idx = 0; idx < g_GameInputList.count; ++idx) {
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elem = g_GameInputList.devices[idx];
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if (elem && elem->device == pDevice) {
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/* we're already added */
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return idx;
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}
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}
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elem = (GAMEINPUT_InternalDevice *)SDL_calloc(1, sizeof(*elem));
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if (!elem) {
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return SDL_OutOfMemory();
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}
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/* generate a device name */
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for (idx = 0; idx < APP_LOCAL_DEVICE_ID_SIZE; ++idx) {
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(void)SDL_snprintf(tmpbuff, SDL_arraysize(tmpbuff), "%02hhX", devinfo->deviceId.value[idx]);
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(void)strncat_s(elem->devicePath, tmpbuff, SDL_arraysize(tmpbuff));
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}
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devicelist = (GAMEINPUT_InternalDevice **)SDL_realloc(g_GameInputList.devices, sizeof(elem) * (g_GameInputList.count + 1LL));
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if (!devicelist) {
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SDL_free(elem);
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return SDL_OutOfMemory();
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}
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g_GameInputList.devices = devicelist;
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pDevice->AddRef();
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elem->device = pDevice;
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elem->deviceName = "GameInput Gamepad";
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elem->caps = 0;
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if (devinfo->supportedRumbleMotors & (GameInputRumbleLowFrequency | GameInputRumbleHighFrequency)) {
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elem->caps |= SDL_JOYSTICK_CAP_RUMBLE;
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}
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if (devinfo->supportedRumbleMotors & (GameInputRumbleLeftTrigger | GameInputRumbleRightTrigger)) {
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elem->caps |= SDL_JOYSTICK_CAP_TRIGGER_RUMBLE;
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}
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elem->joystickGuid = SDL_CreateJoystickGUID(
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SDL_HARDWARE_BUS_BLUETOOTH,
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USB_VENDOR_MICROSOFT,
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USB_PRODUCT_XBOX_SERIES_X_BLE,
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1,
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"GameInput",
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"Gamepad",
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'g',
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0
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);
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elem->instanceId = SDL_GetNextObjectID();
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g_GameInputList.devices[g_GameInputList.count] = elem;
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/* finally increment the count and return */
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return g_GameInputList.count++;
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}
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static int GAMEINPUT_InternalRemoveByIndex(int idx)
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{
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GAMEINPUT_InternalDevice **devicelist = NULL;
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int bytes = 0;
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if (idx < 0 || idx >= g_GameInputList.count) {
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return SDL_SetError("GAMEINPUT_InternalRemoveByIndex argument idx %d is out of range", idx);
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}
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g_GameInputList.devices[idx]->device->Release();
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if (g_GameInputList.devices[idx]) {
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SDL_free(g_GameInputList.devices[idx]);
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g_GameInputList.devices[idx] = NULL;
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}
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if (g_GameInputList.count == 1) {
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/* last element in the list, free the entire list then */
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SDL_free(g_GameInputList.devices);
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g_GameInputList.devices = NULL;
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} else {
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if (idx != g_GameInputList.count - 1) {
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bytes = sizeof(*devicelist) * (g_GameInputList.count - idx);
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SDL_memmove(&g_GameInputList.devices[idx], &g_GameInputList.devices[idx + 1], bytes);
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}
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devicelist = (GAMEINPUT_InternalDevice **)SDL_realloc(g_GameInputList.devices, sizeof(*devicelist) * (g_GameInputList.count - 1LL));
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if (!devicelist) {
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return SDL_OutOfMemory();
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}
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g_GameInputList.devices = devicelist;
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}
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/* decrement the count and return */
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return g_GameInputList.count--;
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}
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static GAMEINPUT_InternalDevice *GAMEINPUT_InternalFindByIndex(int idx)
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{
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if (idx < 0 || idx >= g_GameInputList.count) {
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SDL_SetError("GAMEINPUT_InternalFindByIndex argument idx %d out of range", idx);
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return NULL;
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}
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return g_GameInputList.devices[idx];
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}
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static void CALLBACK GAMEINPUT_InternalJoystickDeviceCallback(
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_In_ GameInputCallbackToken callbackToken,
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_In_ void* context,
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_In_ IGameInputDevice* device,
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_In_ uint64_t timestamp,
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_In_ GameInputDeviceStatus currentStatus,
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_In_ GameInputDeviceStatus previousStatus)
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{
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int idx = 0;
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GAMEINPUT_InternalDevice *elem = NULL;
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if (currentStatus & GameInputDeviceConnected) {
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GAMEINPUT_InternalAddOrFind(device);
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} else {
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for (idx = 0; idx < g_GameInputList.count; ++idx) {
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elem = g_GameInputList.devices[idx];
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if (elem && elem->device == device) {
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/* will be deleted on the next Detect call */
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elem->isDeleteRequested = true;
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break;
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}
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}
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}
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}
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static void GAMEINPUT_JoystickDetect(void);
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static int GAMEINPUT_JoystickInit(void)
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{
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HRESULT hR;
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if (!g_pGameInput) {
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hR = GameInputCreate(&g_pGameInput);
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if (FAILED(hR)) {
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return SDL_SetError("GameInputCreate failure with HRESULT of %08X", hR);
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}
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}
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hR = g_pGameInput->RegisterDeviceCallback(
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nullptr,
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GameInputKindGamepad,
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GameInputDeviceConnected,
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GameInputBlockingEnumeration,
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nullptr,
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GAMEINPUT_InternalJoystickDeviceCallback,
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&g_GameInputCallbackToken
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);
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if (FAILED(hR)) {
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return SDL_SetError("IGameInput::RegisterDeviceCallback failure with HRESULT of %08X", hR);
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}
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GAMEINPUT_JoystickDetect();
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/* no need to free IGameInput on failure. */
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return 0;
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}
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static int GAMEINPUT_JoystickGetCount(void)
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{
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return g_GameInputList.count;
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}
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static void GAMEINPUT_JoystickDetect(void)
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{
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int idx = 0;
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GAMEINPUT_InternalDevice *elem = NULL;
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for (idx = 0; idx < g_GameInputList.count; ++idx) {
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elem = g_GameInputList.devices[idx];
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if (!elem) {
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continue;
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}
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if (!elem->isAdded) {
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SDL_PrivateJoystickAdded(elem->instanceId);
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elem->isAdded = true;
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}
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if (elem->isDeleteRequested || !(elem->device->GetDeviceStatus() & GameInputDeviceConnected)) {
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SDL_PrivateJoystickRemoved(elem->instanceId);
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GAMEINPUT_InternalRemoveByIndex(idx--);
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}
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}
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}
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static const char *GAMEINPUT_JoystickGetDeviceName(int device_index)
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{
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GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);
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if (!elem) {
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return NULL;
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}
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return elem->deviceName;
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}
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static const char *GAMEINPUT_JoystickGetDevicePath(int device_index)
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{
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GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);
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if (!elem) {
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return NULL;
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}
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/* APP_LOCAL_DEVICE_ID as a hex string, since it's required for some association callbacks */
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return elem->devicePath;
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}
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static int GAMEINPUT_JoystickGetDeviceSteamVirtualGamepadSlot(int device_index)
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{
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/* Steamworks API is not available in GDK */
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return -1;
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}
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static int GAMEINPUT_JoystickGetDevicePlayerIndex(int device_index)
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{
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/*
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* Okay, so, while XInput technically has player indicies,
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* GameInput does not. It just dispatches a callback whenever a device is found.
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* So if you're using true native GameInput (which this backend IS)
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* you're meant to assign some index to a player yourself.
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*
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* GameMaker, for example, seems to do this in the order of plugging in.
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*
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* Sorry for the trouble!
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*/
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GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);
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if (!elem) {
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return -1;
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}
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return elem->playerIndex;
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}
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static void GAMEINPUT_JoystickSetDevicePlayerIndex(int device_index, int player_index)
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{
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GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);
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if (!elem) {
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return;
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}
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elem->playerIndex = player_index;
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}
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static SDL_JoystickGUID GAMEINPUT_JoystickGetDeviceGUID(int device_index)
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{
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GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);
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if (!elem) {
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/* empty guid */
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return { { 0 } };
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}
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return elem->joystickGuid;
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}
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static SDL_JoystickID GAMEINPUT_JoystickGetDeviceInstanceID(int device_index)
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{
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GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);
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if (!elem) {
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return 0;
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}
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return elem->instanceId;
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}
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static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
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{
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GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);
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GAMEINPUT_InternalJoystickHwdata *hwdata = NULL;
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if (!elem) {
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return -1;
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}
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hwdata = (GAMEINPUT_InternalJoystickHwdata *)SDL_calloc(1, sizeof(*hwdata));
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if (!hwdata) {
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return SDL_OutOfMemory();
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}
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hwdata->devref = elem;
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joystick->hwdata = hwdata;
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joystick->naxes = 6;
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joystick->nbuttons = 11;
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joystick->nhats = 1;
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return 0;
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}
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static int GAMEINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
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{
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/* don't check for caps here, since SetRumbleState doesn't return any result - we don't need to check it */
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GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;
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GameInputRumbleParams *params = &hwdata->rumbleParams;
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params->lowFrequency = (float)low_frequency_rumble / (float)SDL_MAX_UINT16;
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params->highFrequency = (float)high_frequency_rumble / (float)SDL_MAX_UINT16;
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hwdata->devref->device->SetRumbleState(params);
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return 0;
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}
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static int GAMEINPUT_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble)
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{
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/* don't check for caps here, since SetRumbleState doesn't return any result - we don't need to check it */
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GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;
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GameInputRumbleParams *params = &hwdata->rumbleParams;
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params->leftTrigger = (float)left_rumble / (float)SDL_MAX_UINT16;
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params->rightTrigger = (float)right_rumble / (float)SDL_MAX_UINT16;
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hwdata->devref->device->SetRumbleState(params);
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return 0;
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}
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static Uint32 GAMEINPUT_JoystickGetCapabilities(SDL_Joystick *joystick)
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{
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return joystick->hwdata->devref->caps;
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}
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static int GAMEINPUT_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue)
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{
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return SDL_Unsupported();
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}
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static int GAMEINPUT_JoystickSendEffect(SDL_Joystick *joystick, const void *data, int size)
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{
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HRESULT hR = S_OK;
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const GAMEINPUT_JoystickEffectData *effect = NULL;
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GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;
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if (!data || size != sizeof(GAMEINPUT_JoystickEffectData)) {
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return SDL_SetError("GAMEINPUT_JoystickSendEffect invalid data or size");
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}
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effect = (const GAMEINPUT_JoystickEffectData *)data;
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if (effect->type == GAMEINPUT_JoystickEffectDataType_HapticFeedback) {
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hR = hwdata->devref->device->SetHapticMotorState(
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effect->hapticFeedbackMotorIndex,
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&effect->hapticFeedbackParams
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);
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if (FAILED(hR)) {
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return SDL_SetError("IGameInputDevice::SetHapticMotorState failure with HRESULT of %08X", hR);
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}
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}
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return 0;
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}
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static int GAMEINPUT_JoystickSetSensorsEnabled(SDL_Joystick *joystick, SDL_bool enabled)
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{
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/* I am not sure what is this even supposed to do in case of GameInput... */
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return 0;
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}
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static void GAMEINPUT_JoystickUpdate(SDL_Joystick *joystick)
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{
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static WORD s_XInputButtons[] = {
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GameInputGamepadA, GameInputGamepadB, GameInputGamepadX, GameInputGamepadY,
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GameInputGamepadLeftShoulder, GameInputGamepadRightShoulder, GameInputGamepadView, GameInputGamepadMenu,
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GameInputGamepadLeftThumbstick, GameInputGamepadRightThumbstick,
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0 /* Guide button is not supported on Xbox so ignore that... */
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};
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Uint8 btnidx = 0, btnstate = 0, hat = 0;
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GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;
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IGameInputDevice *device = hwdata->devref->device;
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IGameInputReading *reading = NULL;
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uint64_t ts = 0;
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GameInputGamepadState state;
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HRESULT hR = g_pGameInput->GetCurrentReading(
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GameInputKindGamepad,
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device,
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&reading
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);
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if (FAILED(hR)) {
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/* don't SetError here since there can be a legitimate case when there's no reading avail */
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return;
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}
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/* GDKX private docs for GetTimestamp: "The microsecond timestamp describing when the input was made." */
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/* SDL expects a nanosecond timestamp, so I guess US_TO_NS should be used here? */
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ts = SDL_US_TO_NS(reading->GetTimestamp());
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if (((!hwdata->lastTimestamp) || (ts != hwdata->lastTimestamp)) && reading->GetGamepadState(&state)) {
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/* `state` is now valid */
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#define tosint16(_TheValue) ((Sint16)(((_TheValue) < 0.0f) ? ((_TheValue) * 32768.0f) : ((_TheValue) * 32767.0f)))
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SDL_SendJoystickAxis(ts, joystick, 0, tosint16(state.leftThumbstickX));
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SDL_SendJoystickAxis(ts, joystick, 1, tosint16(state.leftThumbstickY));
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SDL_SendJoystickAxis(ts, joystick, 2, tosint16(state.leftTrigger));
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SDL_SendJoystickAxis(ts, joystick, 3, tosint16(state.rightThumbstickX));
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SDL_SendJoystickAxis(ts, joystick, 4, tosint16(state.rightThumbstickY));
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SDL_SendJoystickAxis(ts, joystick, 5, tosint16(state.rightTrigger));
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#undef tosint16
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for (btnidx = 0; btnidx < (Uint8)SDL_arraysize(s_XInputButtons); ++btnidx) {
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if (s_XInputButtons[btnidx] == 0) {
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btnstate = SDL_RELEASED;
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} else {
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btnstate = (state.buttons & s_XInputButtons[btnidx]) ? SDL_PRESSED : SDL_RELEASED;
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}
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SDL_SendJoystickButton(ts, joystick, btnidx, btnstate);
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}
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if (state.buttons & GameInputGamepadDPadUp) {
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hat |= SDL_HAT_UP;
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}
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if (state.buttons & GameInputGamepadDPadDown) {
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hat |= SDL_HAT_DOWN;
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}
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if (state.buttons & GameInputGamepadDPadLeft) {
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hat |= SDL_HAT_LEFT;
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}
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if (state.buttons & GameInputGamepadDPadRight) {
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hat |= SDL_HAT_RIGHT;
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}
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SDL_SendJoystickHat(ts, joystick, 0, hat);
|
|
|
|
/* Xbox doesn't let you obtain the power level, pretend we're always full */
|
|
SDL_SendJoystickBatteryLevel(joystick, SDL_JOYSTICK_POWER_FULL);
|
|
|
|
hwdata->lastTimestamp = ts;
|
|
}
|
|
|
|
reading->Release();
|
|
}
|
|
|
|
static void GAMEINPUT_JoystickClose(SDL_Joystick* joystick)
|
|
{
|
|
SDL_free(joystick->hwdata);
|
|
joystick->hwdata = NULL;
|
|
}
|
|
|
|
static void GAMEINPUT_JoystickQuit(void)
|
|
{
|
|
int idx;
|
|
|
|
if (!g_pGameInput) {
|
|
return;
|
|
}
|
|
|
|
/* free the callback */
|
|
g_pGameInput->UnregisterCallback(g_GameInputCallbackToken, /*timeoutInUs:*/ 10000);
|
|
g_GameInputCallbackToken = GAMEINPUT_INVALID_CALLBACK_TOKEN_VALUE;
|
|
|
|
/* free the list */
|
|
for (idx = 0; idx < g_GameInputList.count; ++idx) {
|
|
g_GameInputList.devices[idx]->device->Release();
|
|
SDL_free(g_GameInputList.devices[idx]);
|
|
g_GameInputList.devices[idx] = NULL;
|
|
}
|
|
SDL_free(g_GameInputList.devices);
|
|
g_GameInputList.devices = NULL;
|
|
g_GameInputList.count = 0;
|
|
|
|
g_pGameInput->Release();
|
|
g_pGameInput = NULL;
|
|
}
|
|
|
|
static SDL_bool GAMEINPUT_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
|
|
{
|
|
return SDL_FALSE;
|
|
}
|
|
|
|
|
|
SDL_JoystickDriver SDL_GAMEINPUT_JoystickDriver =
|
|
{
|
|
GAMEINPUT_JoystickInit,
|
|
GAMEINPUT_JoystickGetCount,
|
|
GAMEINPUT_JoystickDetect,
|
|
GAMEINPUT_JoystickGetDeviceName,
|
|
GAMEINPUT_JoystickGetDevicePath,
|
|
GAMEINPUT_JoystickGetDeviceSteamVirtualGamepadSlot,
|
|
GAMEINPUT_JoystickGetDevicePlayerIndex,
|
|
GAMEINPUT_JoystickSetDevicePlayerIndex,
|
|
GAMEINPUT_JoystickGetDeviceGUID,
|
|
GAMEINPUT_JoystickGetDeviceInstanceID,
|
|
GAMEINPUT_JoystickOpen,
|
|
GAMEINPUT_JoystickRumble,
|
|
GAMEINPUT_JoystickRumbleTriggers,
|
|
GAMEINPUT_JoystickGetCapabilities,
|
|
GAMEINPUT_JoystickSetLED,
|
|
GAMEINPUT_JoystickSendEffect,
|
|
GAMEINPUT_JoystickSetSensorsEnabled,
|
|
GAMEINPUT_JoystickUpdate,
|
|
GAMEINPUT_JoystickClose,
|
|
GAMEINPUT_JoystickQuit,
|
|
GAMEINPUT_JoystickGetGamepadMapping
|
|
};
|
|
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif /* defined(SDL_JOYSTICK_GAMEINPUT) && SDL_JOYSTICK_GAMEINPUT */
|