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SDL3pp
A slim C++ wrapper for SDL3
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This is the complete list of members for SDL::Gamepad, including all inherited members.
| Close() | SDL::Gamepad | inline |
| Connected() | SDL::Gamepad | inline |
| Gamepad()=default | SDL::Gamepad | |
| Gamepad(const GamepadRaw resource) | SDL::Gamepad | inlineexplicit |
| Gamepad(const Gamepad &other)=delete | SDL::Gamepad | |
| Gamepad(Gamepad &&other) | SDL::Gamepad | inline |
| Gamepad(const GamepadRef &other)=delete (defined in SDL::Gamepad) | SDL::Gamepad | |
| Gamepad(GamepadRef &&other)=delete (defined in SDL::Gamepad) | SDL::Gamepad | |
| Gamepad(JoystickID instance_id) | SDL::Gamepad | inline |
| get() const | SDL::Gamepad | inline |
| GetAppleSFSymbolsNameForAxis(GamepadAxis axis) | SDL::Gamepad | inline |
| GetAppleSFSymbolsNameForButton(GamepadButton button) | SDL::Gamepad | inline |
| GetAxis(GamepadAxis axis) | SDL::Gamepad | inline |
| GetBindings(int *count) | SDL::Gamepad | inline |
| GetButton(GamepadButton button) | SDL::Gamepad | inline |
| GetButtonLabel(GamepadButton button) | SDL::Gamepad | inline |
| GetConnectionState() | SDL::Gamepad | inline |
| GetFirmwareVersion() | SDL::Gamepad | inline |
| GetID() | SDL::Gamepad | inline |
| GetJoystick() | SDL::Gamepad | inline |
| GetMapping() | SDL::Gamepad | inline |
| GetName() | SDL::Gamepad | inline |
| GetNumTouchpadFingers(int touchpad) | SDL::Gamepad | inline |
| GetNumTouchpads() | SDL::Gamepad | inline |
| GetPath() | SDL::Gamepad | inline |
| GetPlayerIndex() | SDL::Gamepad | inline |
| GetPowerInfo(int *percent) | SDL::Gamepad | inline |
| GetProduct() | SDL::Gamepad | inline |
| GetProductVersion() | SDL::Gamepad | inline |
| GetProperties() | SDL::Gamepad | inline |
| GetRealType() | SDL::Gamepad | inline |
| GetSensorData(SensorType type, float *data, int num_values) | SDL::Gamepad | inline |
| GetSensorDataRate(SensorType type) | SDL::Gamepad | inline |
| GetSerial() | SDL::Gamepad | inline |
| GetSteamHandle() | SDL::Gamepad | inline |
| GetTouchpadFinger(int touchpad, int finger, bool *down, float *x, float *y, float *pressure) | SDL::Gamepad | inline |
| GetType() | SDL::Gamepad | inline |
| GetVendor() | SDL::Gamepad | inline |
| HasAxis(GamepadAxis axis) | SDL::Gamepad | inline |
| HasButton(GamepadButton button) | SDL::Gamepad | inline |
| HasSensor(SensorType type) | SDL::Gamepad | inline |
| operator bool() const | SDL::Gamepad | inlineexplicit |
| operator GamepadParam() const | SDL::Gamepad | inline |
| operator<=>(const Gamepad &other) const =default | SDL::Gamepad | |
| operator=(Gamepad other) | SDL::Gamepad | inline |
| operator==(std::nullptr_t _) const | SDL::Gamepad | inline |
| release() | SDL::Gamepad | inline |
| Rumble(Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms) | SDL::Gamepad | inline |
| RumbleTriggers(Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms) | SDL::Gamepad | inline |
| SendEffect(const void *data, int size) | SDL::Gamepad | inline |
| SensorEnabled(SensorType type) | SDL::Gamepad | inline |
| SetLED(Uint8 red, Uint8 green, Uint8 blue) | SDL::Gamepad | inline |
| SetPlayerIndex(int player_index) | SDL::Gamepad | inline |
| SetSensorEnabled(SensorType type, bool enabled) | SDL::Gamepad | inline |
| ~Gamepad() | SDL::Gamepad | inline |