early-access version 2835

This commit is contained in:
pineappleEA
2022-07-15 04:00:50 +02:00
parent 5c0ee5eba6
commit 0e7aef7e36
1173 changed files with 55320 additions and 18881 deletions

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -289,6 +289,25 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Get the implementation dependent path for the game controller.
*
* This function can be called before any controllers are opened.
*
* `joystick_index` is the same as the `device_index` passed to
* SDL_JoystickOpen().
*
* \param joystick_index the device_index of a device, from zero to
* SDL_NumJoysticks()-1
* \returns the implementation-dependent path for the game controller, or NULL
* if there is no path or the index is invalid.
*
* \since This function is available since SDL 2.24.0.
*
* \sa SDL_GameControllerPath
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
/**
* Get the type of a game controller.
*
@@ -386,6 +405,23 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(in
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Get the implementation-dependent path for an opened game controller.
*
* This is the same path as returned by SDL_GameControllerNameForIndex(), but
* it takes a controller identifier instead of the (unstable) device index.
*
* \param gamecontroller a game controller identifier previously returned by
* SDL_GameControllerOpen()
* \returns the implementation dependent path for the game controller, or NULL
* if there is no path or the identifier passed is invalid.
*
* \since This function is available since SDL 2.24.0.
*
* \sa SDL_GameControllerPathForIndex
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
/**
* Get the type of this currently opened controller
*
@@ -457,6 +493,18 @@ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
/**
* Get the firmware version of an opened controller, if available.
*
* If the firmware version isn't available this function returns 0.
*
* \param gamecontroller the game controller object to query.
* \return the controller firmware version, or zero if unavailable.
*
* \since This function is available since SDL 2.24.0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
/**
* Get the serial number of an opened controller, if available.
*
@@ -869,8 +917,9 @@ extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecon
* calling it with 0 intensity stops any rumbling.
*
* Note that this is rumbling of the _triggers_ and not the game controller as
* a whole. The first controller to offer this feature was the PlayStation 5's
* DualShock 5.
* a whole. This is currently only supported on Xbox One controllers. If you
* want the (more common) whole-controller rumble, use
* SDL_GameControllerRumble() instead.
*
* \param gamecontroller The controller to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0