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Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
277 lines
7.6 KiB
C++
277 lines
7.6 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_internal.h"
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#ifndef SDL_xinput_h_
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#define SDL_xinput_h_
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#include "SDL_windows.h"
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#ifdef HAVE_XINPUT_H
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#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
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// Xbox supports an XInput wrapper which is a C++-only header...
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#include <math.h> // Required to compile with recent MSVC...
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#include <XInputOnGameInput.h>
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using namespace XInputOnGameInput;
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#else
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#include <xinput.h>
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#endif
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#endif // HAVE_XINPUT_H
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#ifndef XUSER_MAX_COUNT
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#define XUSER_MAX_COUNT 4
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#endif
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#ifndef XUSER_INDEX_ANY
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#define XUSER_INDEX_ANY 0x000000FF
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#endif
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#ifndef XINPUT_CAPS_FFB_SUPPORTED
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#define XINPUT_CAPS_FFB_SUPPORTED 0x0001
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#endif
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#ifndef XINPUT_CAPS_WIRELESS
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#define XINPUT_CAPS_WIRELESS 0x0002
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#endif
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#ifndef XINPUT_DEVSUBTYPE_UNKNOWN
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#define XINPUT_DEVSUBTYPE_UNKNOWN 0x00
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#endif
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#ifndef XINPUT_DEVSUBTYPE_GAMEPAD
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#define XINPUT_DEVSUBTYPE_GAMEPAD 0x01
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#endif
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#ifndef XINPUT_DEVSUBTYPE_WHEEL
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#define XINPUT_DEVSUBTYPE_WHEEL 0x02
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#endif
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#ifndef XINPUT_DEVSUBTYPE_ARCADE_STICK
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#define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03
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#endif
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#ifndef XINPUT_DEVSUBTYPE_FLIGHT_STICK
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#define XINPUT_DEVSUBTYPE_FLIGHT_STICK 0x04
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#endif
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#ifndef XINPUT_DEVSUBTYPE_DANCE_PAD
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#define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05
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#endif
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#ifndef XINPUT_DEVSUBTYPE_GUITAR
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#define XINPUT_DEVSUBTYPE_GUITAR 0x06
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#endif
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#ifndef XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE
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#define XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE 0x07
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#endif
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#ifndef XINPUT_DEVSUBTYPE_DRUM_KIT
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#define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08
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#endif
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#ifndef XINPUT_DEVSUBTYPE_GUITAR_BASS
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#define XINPUT_DEVSUBTYPE_GUITAR_BASS 0x0B
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#endif
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#ifndef XINPUT_DEVSUBTYPE_ARCADE_PAD
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#define XINPUT_DEVSUBTYPE_ARCADE_PAD 0x13
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#endif
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#ifndef XINPUT_FLAG_GAMEPAD
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#define XINPUT_FLAG_GAMEPAD 0x01
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#endif
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#ifndef XINPUT_GAMEPAD_DPAD_UP
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#define XINPUT_GAMEPAD_DPAD_UP 0x0001
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#endif
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#ifndef XINPUT_GAMEPAD_DPAD_DOWN
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#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
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#endif
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#ifndef XINPUT_GAMEPAD_DPAD_LEFT
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#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
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#endif
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#ifndef XINPUT_GAMEPAD_DPAD_RIGHT
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#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
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#endif
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#ifndef XINPUT_GAMEPAD_START
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#define XINPUT_GAMEPAD_START 0x0010
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#endif
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#ifndef XINPUT_GAMEPAD_BACK
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#define XINPUT_GAMEPAD_BACK 0x0020
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#endif
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#ifndef XINPUT_GAMEPAD_LEFT_THUMB
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#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
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#endif
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#ifndef XINPUT_GAMEPAD_RIGHT_THUMB
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#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
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#endif
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#ifndef XINPUT_GAMEPAD_LEFT_SHOULDER
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#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
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#endif
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#ifndef XINPUT_GAMEPAD_RIGHT_SHOULDER
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#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
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#endif
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#ifndef XINPUT_GAMEPAD_A
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#define XINPUT_GAMEPAD_A 0x1000
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#endif
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#ifndef XINPUT_GAMEPAD_B
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#define XINPUT_GAMEPAD_B 0x2000
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#endif
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#ifndef XINPUT_GAMEPAD_X
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#define XINPUT_GAMEPAD_X 0x4000
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#endif
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#ifndef XINPUT_GAMEPAD_Y
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#define XINPUT_GAMEPAD_Y 0x8000
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#endif
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#ifndef XINPUT_GAMEPAD_GUIDE
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#define XINPUT_GAMEPAD_GUIDE 0x0400
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#endif
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#ifndef BATTERY_DEVTYPE_GAMEPAD
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#define BATTERY_DEVTYPE_GAMEPAD 0x00
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#endif
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#ifndef BATTERY_TYPE_DISCONNECTED
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#define BATTERY_TYPE_DISCONNECTED 0x00
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#endif
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#ifndef BATTERY_TYPE_WIRED
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#define BATTERY_TYPE_WIRED 0x01
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#endif
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#ifndef BATTERY_TYPE_UNKNOWN
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#define BATTERY_TYPE_UNKNOWN 0xFF
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#endif
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#ifndef BATTERY_LEVEL_EMPTY
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#define BATTERY_LEVEL_EMPTY 0x00
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#endif
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#ifndef BATTERY_LEVEL_LOW
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#define BATTERY_LEVEL_LOW 0x01
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#endif
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#ifndef BATTERY_LEVEL_MEDIUM
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#define BATTERY_LEVEL_MEDIUM 0x02
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#endif
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#ifndef BATTERY_LEVEL_FULL
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#define BATTERY_LEVEL_FULL 0x03
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#endif
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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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// typedef's for XInput structs we use
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// This is the same as XINPUT_BATTERY_INFORMATION, but always defined instead of just if WIN32_WINNT >= _WIN32_WINNT_WIN8
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typedef struct
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{
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BYTE BatteryType;
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BYTE BatteryLevel;
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} XINPUT_BATTERY_INFORMATION_EX;
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#ifndef HAVE_XINPUT_H
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typedef struct
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{
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WORD wButtons;
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BYTE bLeftTrigger;
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BYTE bRightTrigger;
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SHORT sThumbLX;
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SHORT sThumbLY;
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SHORT sThumbRX;
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SHORT sThumbRY;
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} XINPUT_GAMEPAD;
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typedef struct
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{
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DWORD dwPacketNumber;
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XINPUT_GAMEPAD Gamepad;
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} XINPUT_STATE;
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typedef struct
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{
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WORD wLeftMotorSpeed;
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WORD wRightMotorSpeed;
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} XINPUT_VIBRATION;
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typedef struct
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{
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BYTE Type;
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BYTE SubType;
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WORD Flags;
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XINPUT_GAMEPAD Gamepad;
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XINPUT_VIBRATION Vibration;
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} XINPUT_CAPABILITIES;
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#endif // HAVE_XINPUT_H
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// This struct is not defined in XInput headers.
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typedef struct
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{
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XINPUT_CAPABILITIES Capabilities;
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WORD VendorId;
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WORD ProductId;
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WORD ProductVersion;
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WORD unk1;
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DWORD unk2;
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} SDL_XINPUT_CAPABILITIES_EX;
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// Forward decl's for XInput API's we load dynamically and use if available
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typedef DWORD(WINAPI *XInputGetState_t)(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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XINPUT_STATE *pState // [out] Receives the current state
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);
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typedef DWORD(WINAPI *XInputSetState_t)(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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XINPUT_VIBRATION *pVibration // [in, out] The vibration information to send to the controller
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);
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typedef DWORD(WINAPI *XInputGetCapabilities_t)(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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DWORD dwFlags, // [in] Input flags that identify the device type
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XINPUT_CAPABILITIES *pCapabilities // [out] Receives the capabilities
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);
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// Only available in XInput 1.4 that is shipped with Windows 8 and newer.
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typedef DWORD(WINAPI *XInputGetCapabilitiesEx_t)(
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DWORD dwReserved, // [in] Must be 1
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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DWORD dwFlags, // [in] Input flags that identify the device type
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SDL_XINPUT_CAPABILITIES_EX *pCapabilitiesEx // [out] Receives the capabilities
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);
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typedef DWORD(WINAPI *XInputGetBatteryInformation_t)(
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DWORD dwUserIndex,
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BYTE devType,
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XINPUT_BATTERY_INFORMATION_EX *pBatteryInformation);
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extern bool WIN_LoadXInputDLL(void);
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extern void WIN_UnloadXInputDLL(void);
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extern XInputGetState_t SDL_XInputGetState;
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extern XInputSetState_t SDL_XInputSetState;
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extern XInputGetCapabilities_t SDL_XInputGetCapabilities;
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extern XInputGetCapabilitiesEx_t SDL_XInputGetCapabilitiesEx;
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extern XInputGetBatteryInformation_t SDL_XInputGetBatteryInformation;
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extern DWORD SDL_XInputVersion; // ((major << 16) & 0xFF00) | (minor & 0xFF)
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// Ends C function definitions when using C++
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#ifdef __cplusplus
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}
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#endif
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#define XINPUTGETSTATE SDL_XInputGetState
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#define XINPUTSETSTATE SDL_XInputSetState
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#define XINPUTGETCAPABILITIES SDL_XInputGetCapabilities
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#define XINPUTGETCAPABILITIESEX SDL_XInputGetCapabilitiesEx
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#define XINPUTGETBATTERYINFORMATION SDL_XInputGetBatteryInformation
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#endif // SDL_xinput_h_
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