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SDL3pp
A slim C++ wrapper for SDL3
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SDL provides a low-level joystick API, which just treats joysticks as an arbitrary pile of buttons, axes, and hat switches. More...
Namespaces | |
| namespace | SDL::prop |
| Constants for Properties keys. | |
| namespace | SDL::prop::GamepadCap |
| Gamepad capability properties. | |
Classes | |
| struct | SDL::Gamepad |
| The structure used to identify an SDL gamepad. More... | |
Typedefs | |
| using | SDL::GamepadRaw = SDL_Gamepad* |
| Alias to raw representation for Gamepad. | |
| using | SDL::GamepadRef = ResourceRef<Gamepad> |
| Reference for Gamepad. | |
| using | SDL::GamepadType = SDL_GamepadType |
| Standard gamepad types. | |
| using | SDL::GamepadButton = SDL_GamepadButton |
| The list of buttons available on a gamepad. | |
| using | SDL::GamepadButtonLabel = SDL_GamepadButtonLabel |
| The set of gamepad button labels. | |
| using | SDL::GamepadAxis = SDL_GamepadAxis |
| The list of axes available on a gamepad. | |
| using | SDL::GamepadBindingType = SDL_GamepadBindingType |
| Types of gamepad control bindings. | |
| using | SDL::GamepadBinding = SDL_GamepadBinding |
| A mapping between one joystick input to a gamepad control. | |
Functions | |
| int | SDL::AddGamepadMapping (StringParam mapping) |
| Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad. | |
| int | SDL::AddGamepadMappingsFromIO (IOStreamRef src, bool closeio) |
| Load a set of gamepad mappings from an IOStream. | |
| int | SDL::AddGamepadMappingsFromFile (StringParam file) |
| Load a set of gamepad mappings from a file. | |
| void | SDL::ReloadGamepadMappings () |
| Reinitialize the SDL mapping database to its initial state. | |
| OwnArray< char * > | SDL::GetGamepadMappings () |
| Get the current gamepad mappings. | |
| StringResult | SDL::GetGamepadMappingForGUID (GUID guid) |
| Get the gamepad mapping string for a given GUID. | |
| StringResult | SDL::GetGamepadMapping (GamepadRef gamepad) |
| Get the current mapping of a gamepad. | |
| void | SDL::SetGamepadMapping (JoystickID instance_id, StringParam mapping) |
| Set the current mapping of a joystick or gamepad. | |
| bool | SDL::HasGamepad () |
| Return whether a gamepad is currently connected. | |
| OwnArray< JoystickID > | SDL::GetGamepads () |
| Get a list of currently connected gamepads. | |
| bool | SDL::IsGamepad (JoystickID instance_id) |
| Check if the given joystick is supported by the gamepad interface. | |
| const char * | SDL::GetGamepadNameForID (JoystickID instance_id) |
| Get the implementation dependent name of a gamepad. | |
| const char * | SDL::GetGamepadPathForID (JoystickID instance_id) |
| Get the implementation dependent path of a gamepad. | |
| int | SDL::GetGamepadPlayerIndexForID (JoystickID instance_id) |
| Get the player index of a gamepad. | |
| GUID | SDL::GetGamepadGUIDForID (JoystickID instance_id) |
| Get the implementation-dependent GUID of a gamepad. | |
| Uint16 | SDL::GetGamepadVendorForID (JoystickID instance_id) |
| Get the USB vendor ID of a gamepad, if available. | |
| Uint16 | SDL::GetGamepadProductForID (JoystickID instance_id) |
| Get the USB product ID of a gamepad, if available. | |
| Uint16 | SDL::GetGamepadProductVersionForID (JoystickID instance_id) |
| Get the product version of a gamepad, if available. | |
| GamepadType | SDL::GetGamepadTypeForID (JoystickID instance_id) |
| Get the type of a gamepad. | |
| GamepadType | SDL::GetRealGamepadTypeForID (JoystickID instance_id) |
| Get the type of a gamepad, ignoring any mapping override. | |
| char * | SDL::GetGamepadMappingForID (JoystickID instance_id) |
| Get the mapping of a gamepad. | |
| Gamepad | SDL::OpenGamepad (JoystickID instance_id) |
| Open a gamepad for use. | |
| GamepadRef | SDL::GetGamepadFromID (JoystickID instance_id) |
| Get the Gamepad associated with a joystick instance ID, if it has been opened. | |
| GamepadRef | SDL::GetGamepadFromPlayerIndex (int player_index) |
| Get the Gamepad associated with a player index. | |
| PropertiesRef | SDL::GetGamepadProperties (GamepadRef gamepad) |
| Get the properties associated with an opened gamepad. | |
| JoystickID | SDL::GetGamepadID (GamepadRef gamepad) |
| Get the instance ID of an opened gamepad. | |
| const char * | SDL::GetGamepadName (GamepadRef gamepad) |
| Get the implementation-dependent name for an opened gamepad. | |
| const char * | SDL::GetGamepadPath (GamepadRef gamepad) |
| Get the implementation-dependent path for an opened gamepad. | |
| GamepadType | SDL::GetGamepadType (GamepadRef gamepad) |
| Get the type of an opened gamepad. | |
| GamepadType | SDL::GetRealGamepadType (GamepadRef gamepad) |
| Get the type of an opened gamepad, ignoring any mapping override. | |
| int | SDL::GetGamepadPlayerIndex (GamepadRef gamepad) |
| Get the player index of an opened gamepad. | |
| void | SDL::SetGamepadPlayerIndex (GamepadRef gamepad, int player_index) |
| Set the player index of an opened gamepad. | |
| Uint16 | SDL::GetGamepadVendor (GamepadRef gamepad) |
| Get the USB vendor ID of an opened gamepad, if available. | |
| Uint16 | SDL::GetGamepadProduct (GamepadRef gamepad) |
| Get the USB product ID of an opened gamepad, if available. | |
| Uint16 | SDL::GetGamepadProductVersion (GamepadRef gamepad) |
| Get the product version of an opened gamepad, if available. | |
| Uint16 | SDL::GetGamepadFirmwareVersion (GamepadRef gamepad) |
| Get the firmware version of an opened gamepad, if available. | |
| const char * | SDL::GetGamepadSerial (GamepadRef gamepad) |
| Get the serial number of an opened gamepad, if available. | |
| Uint64 | SDL::GetGamepadSteamHandle (GamepadRef gamepad) |
| Get the Steam Input handle of an opened gamepad, if available. | |
| JoystickConnectionState | SDL::GetGamepadConnectionState (GamepadRef gamepad) |
| Get the connection state of a gamepad. | |
| PowerState | SDL::GetGamepadPowerInfo (GamepadRef gamepad, int *percent) |
| Get the battery state of a gamepad. | |
| bool | SDL::GamepadConnected (GamepadRef gamepad) |
| Check if a gamepad has been opened and is currently connected. | |
| JoystickRef | SDL::GetGamepadJoystick (GamepadRef gamepad) |
| Get the underlying joystick from a gamepad. | |
| void | SDL::SetGamepadEventsEnabled (bool enabled) |
| Set the state of gamepad event processing. | |
| bool | SDL::GamepadEventsEnabled () |
| Query the state of gamepad event processing. | |
| OwnArray< GamepadBinding * > | SDL::GetGamepadBindings (GamepadRef gamepad) |
| Get the SDL joystick layer bindings for a gamepad. | |
| void | SDL::UpdateGamepads () |
| Manually pump gamepad updates if not using the loop. | |
| GamepadType | SDL::GetGamepadTypeFromString (StringParam str) |
| Convert a string into GamepadType enum. | |
| const char * | SDL::GetGamepadStringForType (GamepadType type) |
| Convert from an GamepadType enum to a string. | |
| GamepadAxis | SDL::GetGamepadAxisFromString (StringParam str) |
| Convert a string into GamepadAxis enum. | |
| const char * | SDL::GetGamepadStringForAxis (GamepadAxis axis) |
| Convert from an GamepadAxis enum to a string. | |
| bool | SDL::GamepadHasAxis (GamepadRef gamepad, GamepadAxis axis) |
| Query whether a gamepad has a given axis. | |
| Sint16 | SDL::GetGamepadAxis (GamepadRef gamepad, GamepadAxis axis) |
| Get the current state of an axis control on a gamepad. | |
| GamepadButton | SDL::GetGamepadButtonFromString (StringParam str) |
| Convert a string into an GamepadButton enum. | |
| const char * | SDL::GetGamepadStringForButton (GamepadButton button) |
| Convert from an GamepadButton enum to a string. | |
| bool | SDL::GamepadHasButton (GamepadRef gamepad, GamepadButton button) |
| Query whether a gamepad has a given button. | |
| bool | SDL::GetGamepadButton (GamepadRef gamepad, GamepadButton button) |
| Get the current state of a button on a gamepad. | |
| GamepadButtonLabel | SDL::GetGamepadButtonLabelForType (GamepadType type, GamepadButton button) |
| Get the label of a button on a gamepad. | |
| GamepadButtonLabel | SDL::GetGamepadButtonLabel (GamepadRef gamepad, GamepadButton button) |
| Get the label of a button on a gamepad. | |
| int | SDL::GetNumGamepadTouchpads (GamepadRef gamepad) |
| Get the number of touchpads on a gamepad. | |
| int | SDL::GetNumGamepadTouchpadFingers (GamepadRef gamepad, int touchpad) |
| Get the number of supported simultaneous fingers on a touchpad on a game gamepad. | |
| void | SDL::GetGamepadTouchpadFinger (GamepadRef gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure) |
| Get the current state of a finger on a touchpad on a gamepad. | |
| bool | SDL::GamepadHasSensor (GamepadRef gamepad, SensorType type) |
| Return whether a gamepad has a particular sensor. | |
| void | SDL::SetGamepadSensorEnabled (GamepadRef gamepad, SensorType type, bool enabled) |
| Set whether data reporting for a gamepad sensor is enabled. | |
| bool | SDL::GamepadSensorEnabled (GamepadRef gamepad, SensorType type) |
| Query whether sensor data reporting is enabled for a gamepad. | |
| float | SDL::GetGamepadSensorDataRate (GamepadRef gamepad, SensorType type) |
| Get the data rate (number of events per second) of a gamepad sensor. | |
| void | SDL::GetGamepadSensorData (GamepadRef gamepad, SensorType type, float *data, int num_values) |
| Get the current state of a gamepad sensor. | |
| void | SDL::RumbleGamepad (GamepadRef gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms) |
| Start a rumble effect on a gamepad. | |
| void | SDL::RumbleGamepadTriggers (GamepadRef gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms) |
| Start a rumble effect in the gamepad's triggers. | |
| void | SDL::SetGamepadLED (GamepadRef gamepad, Uint8 red, Uint8 green, Uint8 blue) |
| Update a gamepad's LED color. | |
| void | SDL::SendGamepadEffect (GamepadRef gamepad, const void *data, int size) |
| Send a gamepad specific effect packet. | |
| void | SDL::CloseGamepad (GamepadRaw gamepad) |
| Close a gamepad previously opened with OpenGamepad(). | |
| const char * | SDL::GetGamepadAppleSFSymbolsNameForButton (GamepadRef gamepad, GamepadButton button) |
| Return the sfSymbolsName for a given button on a gamepad on Apple platforms. | |
| const char * | SDL::GetGamepadAppleSFSymbolsNameForAxis (GamepadRef gamepad, GamepadAxis axis) |
| Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. | |
| StringResult | SDL::Gamepad::GetMapping () |
| Get the current mapping of a gamepad. | |
| SDL::Gamepad::Gamepad (JoystickID instance_id) | |
| Open a gamepad for use. | |
| PropertiesRef | SDL::Gamepad::GetProperties () |
| Get the properties associated with an opened gamepad. | |
| JoystickID | SDL::Gamepad::GetID () |
| Get the instance ID of an opened gamepad. | |
| const char * | SDL::Gamepad::GetName () |
| Get the implementation-dependent name for an opened gamepad. | |
| const char * | SDL::Gamepad::GetPath () |
| Get the implementation-dependent path for an opened gamepad. | |
| GamepadType | SDL::Gamepad::GetType () |
| Get the type of an opened gamepad. | |
| GamepadType | SDL::Gamepad::GetRealType () |
| Get the type of an opened gamepad, ignoring any mapping override. | |
| int | SDL::Gamepad::GetPlayerIndex () |
| Get the player index of an opened gamepad. | |
| void | SDL::Gamepad::SetPlayerIndex (int player_index) |
| Set the player index of an opened gamepad. | |
| Uint16 | SDL::Gamepad::GetVendor () |
| Get the USB vendor ID of an opened gamepad, if available. | |
| Uint16 | SDL::Gamepad::GetProduct () |
| Get the USB product ID of an opened gamepad, if available. | |
| Uint16 | SDL::Gamepad::GetProductVersion () |
| Get the product version of an opened gamepad, if available. | |
| Uint16 | SDL::Gamepad::GetFirmwareVersion () |
| Get the firmware version of an opened gamepad, if available. | |
| const char * | SDL::Gamepad::GetSerial () |
| Get the serial number of an opened gamepad, if available. | |
| Uint64 | SDL::Gamepad::GetSteamHandle () |
| Get the Steam Input handle of an opened gamepad, if available. | |
| JoystickConnectionState | SDL::Gamepad::GetConnectionState () |
| Get the connection state of a gamepad. | |
| PowerState | SDL::Gamepad::GetPowerInfo (int *percent) |
| Get the battery state of a gamepad. | |
| bool | SDL::Gamepad::Connected () |
| Check if a gamepad has been opened and is currently connected. | |
| JoystickRef | SDL::Gamepad::GetJoystick () |
| Get the underlying joystick from a gamepad. | |
| OwnArray< GamepadBinding * > | SDL::Gamepad::GetBindings () |
| Get the SDL joystick layer bindings for a gamepad. | |
| bool | SDL::Gamepad::HasAxis (GamepadAxis axis) |
| Query whether a gamepad has a given axis. | |
| Sint16 | SDL::Gamepad::GetAxis (GamepadAxis axis) |
| Get the current state of an axis control on a gamepad. | |
| bool | SDL::Gamepad::HasButton (GamepadButton button) |
| Query whether a gamepad has a given button. | |
| bool | SDL::Gamepad::GetButton (GamepadButton button) |
| Get the current state of a button on a gamepad. | |
| GamepadButtonLabel | SDL::Gamepad::GetButtonLabel (GamepadButton button) |
| Get the label of a button on a gamepad. | |
| int | SDL::Gamepad::GetNumTouchpads () |
| Get the number of touchpads on a gamepad. | |
| int | SDL::Gamepad::GetNumTouchpadFingers (int touchpad) |
| Get the number of supported simultaneous fingers on a touchpad on a game gamepad. | |
| void | SDL::Gamepad::GetTouchpadFinger (int touchpad, int finger, bool *down, float *x, float *y, float *pressure) |
| Get the current state of a finger on a touchpad on a gamepad. | |
| bool | SDL::Gamepad::HasSensor (SensorType type) |
| Return whether a gamepad has a particular sensor. | |
| void | SDL::Gamepad::SetSensorEnabled (SensorType type, bool enabled) |
| Set whether data reporting for a gamepad sensor is enabled. | |
| bool | SDL::Gamepad::SensorEnabled (SensorType type) |
| Query whether sensor data reporting is enabled for a gamepad. | |
| float | SDL::Gamepad::GetSensorDataRate (SensorType type) |
| Get the data rate (number of events per second) of a gamepad sensor. | |
| void | SDL::Gamepad::GetSensorData (SensorType type, float *data, int num_values) |
| Get the current state of a gamepad sensor. | |
| void | SDL::Gamepad::Rumble (Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms) |
| Start a rumble effect on a gamepad. | |
| void | SDL::Gamepad::RumbleTriggers (Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms) |
| Start a rumble effect in the gamepad's triggers. | |
| void | SDL::Gamepad::SetLED (Uint8 red, Uint8 green, Uint8 blue) |
| Update a gamepad's LED color. | |
| void | SDL::Gamepad::SendEffect (const void *data, int size) |
| Send a gamepad specific effect packet. | |
| void | SDL::Gamepad::Close () |
| Close a gamepad previously opened with OpenGamepad(). | |
| const char * | SDL::Gamepad::GetAppleSFSymbolsNameForButton (GamepadButton button) |
| Return the sfSymbolsName for a given button on a gamepad on Apple platforms. | |
| const char * | SDL::Gamepad::GetAppleSFSymbolsNameForAxis (GamepadAxis axis) |
| Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. | |
Variables | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_UNKNOWN |
| GAMEPAD_TYPE_UNKNOWN. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_STANDARD |
| GAMEPAD_TYPE_STANDARD. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_XBOX360 |
| GAMEPAD_TYPE_XBOX360. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_XBOXONE |
| GAMEPAD_TYPE_XBOXONE. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_PS3 |
| GAMEPAD_TYPE_PS3. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_PS4 |
| GAMEPAD_TYPE_PS4. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_PS5 |
| GAMEPAD_TYPE_PS5. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_NINTENDO_SWITCH_PRO |
| GAMEPAD_TYPE_NINTENDO_SWITCH_PRO. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT |
| GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT |
| GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR |
| GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_GAMECUBE |
| GAMEPAD_TYPE_GAMECUBE. | |
| constexpr GamepadType | SDL::GAMEPAD_TYPE_COUNT |
| GAMEPAD_TYPE_COUNT. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_INVALID |
| GAMEPAD_BUTTON_INVALID. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_SOUTH |
| Bottom face button (e.g. Xbox A button). | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_EAST |
| Right face button (e.g. Xbox B button). | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_WEST |
| Left face button (e.g. Xbox X button). | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_NORTH |
| Top face button (e.g. Xbox Y button). | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_BACK |
| GAMEPAD_BUTTON_BACK. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_GUIDE |
| GAMEPAD_BUTTON_GUIDE. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_START |
| GAMEPAD_BUTTON_START. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_LEFT_STICK |
| GAMEPAD_BUTTON_LEFT_STICK. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_RIGHT_STICK |
| GAMEPAD_BUTTON_RIGHT_STICK. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_LEFT_SHOULDER |
| GAMEPAD_BUTTON_LEFT_SHOULDER. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_RIGHT_SHOULDER |
| GAMEPAD_BUTTON_RIGHT_SHOULDER. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_DPAD_UP |
| GAMEPAD_BUTTON_DPAD_UP. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_DPAD_DOWN |
| GAMEPAD_BUTTON_DPAD_DOWN. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_DPAD_LEFT |
| GAMEPAD_BUTTON_DPAD_LEFT. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_DPAD_RIGHT |
| GAMEPAD_BUTTON_DPAD_RIGHT. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_MISC1 = SDL_GAMEPAD_BUTTON_MISC1 |
| Additional button (e.g. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_RIGHT_PADDLE1 |
| Upper or primary paddle, under your right hand (e.g. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_LEFT_PADDLE1 |
| Upper or primary paddle, under your left hand (e.g. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_RIGHT_PADDLE2 |
| Lower or secondary paddle, under your right hand (e.g. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_LEFT_PADDLE2 |
| Lower or secondary paddle, under your left hand (e.g. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_TOUCHPAD |
| PS4/PS5 touchpad button. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_MISC2 |
| Additional button. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_MISC3 = SDL_GAMEPAD_BUTTON_MISC3 |
| Additional button (e.g. Nintendo GameCube left trigger click). | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_MISC4 = SDL_GAMEPAD_BUTTON_MISC4 |
| Additional button (e.g. Nintendo GameCube right trigger click). | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_MISC5 |
| Additional button. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_MISC6 |
| Additional button. | |
| constexpr GamepadButton | SDL::GAMEPAD_BUTTON_COUNT |
| GAMEPAD_BUTTON_COUNT. | |
| constexpr GamepadButtonLabel | SDL::GAMEPAD_BUTTON_LABEL_UNKNOWN |
| GAMEPAD_BUTTON_LABEL_UNKNOWN. | |
| constexpr GamepadButtonLabel | SDL::GAMEPAD_BUTTON_LABEL_A |
| GAMEPAD_BUTTON_LABEL_A. | |
| constexpr GamepadButtonLabel | SDL::GAMEPAD_BUTTON_LABEL_B |
| GAMEPAD_BUTTON_LABEL_B. | |
| constexpr GamepadButtonLabel | SDL::GAMEPAD_BUTTON_LABEL_X |
| GAMEPAD_BUTTON_LABEL_X. | |
| constexpr GamepadButtonLabel | SDL::GAMEPAD_BUTTON_LABEL_Y |
| GAMEPAD_BUTTON_LABEL_Y. | |
| constexpr GamepadButtonLabel | SDL::GAMEPAD_BUTTON_LABEL_CROSS |
| GAMEPAD_BUTTON_LABEL_CROSS. | |
| constexpr GamepadButtonLabel | SDL::GAMEPAD_BUTTON_LABEL_CIRCLE |
| GAMEPAD_BUTTON_LABEL_CIRCLE. | |
| constexpr GamepadButtonLabel | SDL::GAMEPAD_BUTTON_LABEL_SQUARE |
| GAMEPAD_BUTTON_LABEL_SQUARE. | |
| constexpr GamepadButtonLabel | SDL::GAMEPAD_BUTTON_LABEL_TRIANGLE |
| GAMEPAD_BUTTON_LABEL_TRIANGLE. | |
| constexpr GamepadAxis | SDL::GAMEPAD_AXIS_INVALID |
| GAMEPAD_AXIS_INVALID. | |
| constexpr GamepadAxis | SDL::GAMEPAD_AXIS_LEFTX |
| GAMEPAD_AXIS_LEFTX. | |
| constexpr GamepadAxis | SDL::GAMEPAD_AXIS_LEFTY |
| GAMEPAD_AXIS_LEFTY. | |
| constexpr GamepadAxis | SDL::GAMEPAD_AXIS_RIGHTX |
| GAMEPAD_AXIS_RIGHTX. | |
| constexpr GamepadAxis | SDL::GAMEPAD_AXIS_RIGHTY |
| GAMEPAD_AXIS_RIGHTY. | |
| constexpr GamepadAxis | SDL::GAMEPAD_AXIS_LEFT_TRIGGER |
| GAMEPAD_AXIS_LEFT_TRIGGER. | |
| constexpr GamepadAxis | SDL::GAMEPAD_AXIS_RIGHT_TRIGGER |
| GAMEPAD_AXIS_RIGHT_TRIGGER. | |
| constexpr GamepadAxis | SDL::GAMEPAD_AXIS_COUNT |
| GAMEPAD_AXIS_COUNT. | |
| constexpr GamepadBindingType | SDL::GAMEPAD_BINDTYPE_NONE |
| GAMEPAD_BINDTYPE_NONE. | |
| constexpr GamepadBindingType | SDL::GAMEPAD_BINDTYPE_BUTTON |
| GAMEPAD_BINDTYPE_BUTTON. | |
| constexpr GamepadBindingType | SDL::GAMEPAD_BINDTYPE_AXIS |
| GAMEPAD_BINDTYPE_AXIS. | |
| constexpr GamepadBindingType | SDL::GAMEPAD_BINDTYPE_HAT |
| GAMEPAD_BINDTYPE_HAT. | |
SDL provides a low-level joystick API, which just treats joysticks as an arbitrary pile of buttons, axes, and hat switches.
If you're planning to write your own control configuration screen, this can give you a lot of flexibility, but that's a lot of work, and most things that we consider "joysticks" now are actually console-style gamepads. So SDL provides the gamepad API on top of the lower-level joystick functionality.
The difference between a joystick and a gamepad is that a gamepad tells you where a button or axis is on the device. You don't speak to gamepads in terms of arbitrary numbers like "button 3" or "axis 2" but in standard locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or X/O/Square/Triangle, if you will).
One turns a joystick into a gamepad by providing a magic configuration string, which tells SDL the details of a specific device: when you see this specific hardware, if button 2 gets pressed, this is actually D-Pad Up, etc.
SDL has many popular controllers configured out of the box, and users can add their own controller details through an environment variable if it's otherwise unknown to SDL.
In order to use these functions, Init() must have been called with the INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and load appropriate drivers.
If you're using SDL gamepad support in a Steam game, you must call SteamAPI_InitEx() before calling Init().
If you would like to receive gamepad updates while the application is in the background, you should set the following hint before calling Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
Gamepads support various optional features such as rumble, color LEDs, touchpad, gyro, etc. The support for these features varies depending on the controller and OS support available. You can check for LED and rumble capabilities at runtime by calling Gamepad.GetProperties() and checking the various capability properties. You can check for touchpad by calling Gamepad.GetNumTouchpads() and check for gyro and accelerometer by calling Gamepad.HasSensor().
By default SDL will try to use the most capable driver available, but you can tune which OS drivers to use with the various joystick hints in SDL_hints.h.
Your application should always support gamepad hotplugging. On some platforms like Xbox, Steam Deck, etc., this is a requirement for certification. On other platforms, like macOS and Windows when using Windows.Gaming.Input, controllers may not be available at startup and will come in at some point after you've started processing events.
| using SDL::GamepadAxis = SDL_GamepadAxis |
The list of axes available on a gamepad.
Thumbstick axis values range from JOYSTICK_AXIS_MIN to JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though advanced UI will allow users to set or autodetect the dead zone, which varies between gamepads.
Trigger axis values range from 0 (released) to JOYSTICK_AXIS_MAX (fully pressed) when reported by Gamepad.GetAxis(). Note that this is not the same range that will be reported by the lower-level Joystick.GetAxis().
| using SDL::GamepadBinding = SDL_GamepadBinding |
A mapping between one joystick input to a gamepad control.
A gamepad has a collection of several bindings, to say, for example, when joystick button number 5 is pressed, that should be treated like the gamepad's "start" button.
SDL has these bindings built-in for many popular controllers, and can add more with a simple text string. Those strings are parsed into a collection of these structs to make it easier to operate on the data.
| using SDL::GamepadBindingType = SDL_GamepadBindingType |
Types of gamepad control bindings.
A gamepad is a collection of bindings that map arbitrary joystick buttons, axes and hat switches to specific positions on a generic console-style gamepad. This enum is used as part of GamepadBinding to specify those mappings.
| using SDL::GamepadButton = SDL_GamepadButton |
The list of buttons available on a gamepad.
For controllers that use a diamond pattern for the face buttons, the south/east/west/north buttons below correspond to the locations in the diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo Switch controllers, this would be B/A/Y/X, for GameCube controllers this would be A/X/B/Y, for PlayStation controllers this would be Cross/Circle/Square/Triangle.
For controllers that don't use a diamond pattern for the face buttons, the south/east/west/north buttons indicate the buttons labeled A, B, C, D, or 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, secondary, etc. buttons.
The activate action is often the south button and the cancel action is often the east button, but in some regions this is reversed, so your game should allow remapping actions based on user preferences.
You can query the labels for the face buttons using Gamepad.GetButtonLabel()
| using SDL::GamepadButtonLabel = SDL_GamepadButtonLabel |
The set of gamepad button labels.
This isn't a complete set, just the face buttons to make it easy to show button prompts.
For a complete set, you should look at the button and gamepad type and have a set of symbols that work well with your art style.
| using SDL::GamepadRef = ResourceRef<Gamepad> |
Reference for Gamepad.
This does not take ownership!
| using SDL::GamepadType = SDL_GamepadType |
Standard gamepad types.
This type does not necessarily map to first-party controllers from Microsoft/Sony/Nintendo; in many cases, third-party controllers can report as these, either because they were designed for a specific console, or they simply most closely match that console's controllers (does it have A/B/X/Y buttons or X/O/Square/Triangle? Does it have a touchpad? etc).
|
inline |
Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.
The mapping string has the format "GUID,name,mapping", where GUID is the string value from GUID.ToString(), name is the human readable string for the device and mappings are gamepad mappings to joystick ones. Under Windows there is a reserved GUID of "xinput" that covers all XInput devices. The mapping format for joystick is:
Buttons can be used as a gamepad axes and vice versa.
If a device with this GUID is already plugged in, SDL will generate an EVENT_GAMEPAD_ADDED event.
This string shows an example of a valid mapping for a gamepad:
| mapping | the mapping string. |
|
inline |
Load a set of gamepad mappings from a file.
You can call this function several times, if needed, to load different database files.
If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
Any new mappings for already plugged in controllers will generate EVENT_GAMEPAD_ADDED events.
Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).
| file | the mappings file to load. |
|
inline |
Load a set of gamepad mappings from an IOStream.
You can call this function several times, if needed, to load different database files.
If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
Any new mappings for already plugged in controllers will generate EVENT_GAMEPAD_ADDED events.
Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).
This function will load the text database entirely in memory before processing it, so take this into consideration if you are in a memory constrained environment.
| src | the data stream for the mappings to be added. |
| closeio | if true, calls IOStream.Close() on src before returning, even in the case of an error. |
|
inline |
Close a gamepad previously opened with OpenGamepad().
|
inline |
Close a gamepad previously opened with OpenGamepad().
| gamepad | a gamepad identifier previously returned by OpenGamepad(). |
|
inline |
Check if a gamepad has been opened and is currently connected.
|
inline |
Open a gamepad for use.
| instance_id | the joystick instance ID. |
|
inline |
Check if a gamepad has been opened and is currently connected.
| gamepad | a gamepad identifier previously returned by OpenGamepad(). |
|
inline |
Query the state of gamepad event processing.
If gamepad events are disabled, you must call UpdateGamepads() yourself and check the state of the gamepad when you want gamepad information.
|
inline |
Query whether a gamepad has a given axis.
This merely reports whether the gamepad's mapping defined this axis, as that is all the information SDL has about the physical device.
| gamepad | a gamepad. |
| axis | an axis enum value (an GamepadAxis value). |
|
inline |
Query whether a gamepad has a given button.
This merely reports whether the gamepad's mapping defined this button, as that is all the information SDL has about the physical device.
| gamepad | a gamepad. |
| button | a button enum value (an GamepadButton value). |
|
inline |
Return whether a gamepad has a particular sensor.
| gamepad | the gamepad to query. |
| type | the type of sensor to query. |
|
inline |
Query whether sensor data reporting is enabled for a gamepad.
| gamepad | the gamepad to query. |
| type | the type of sensor to query. |
|
inline |
Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
| axis | an axis on the gamepad. |
|
inline |
Return the sfSymbolsName for a given button on a gamepad on Apple platforms.
| button | a button on the gamepad. |
|
inline |
Get the current state of an axis control on a gamepad.
The axis indices start at index 0.
For thumbsticks, the state is a value ranging from -32768 (up/left) to 32767 (down/right).
Triggers range from 0 when released to 32767 when fully pressed, and never return a negative value. Note that this differs from the value reported by the lower-level Joystick.GetAxis(), which normally uses the full range.
Note that for invalid gamepads or axes, this will return 0. Zero is also a valid value in normal operation; usually it means a centered axis.
| axis | an axis index (one of the GamepadAxis values). |
|
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Get the SDL joystick layer bindings for a gamepad.
| count | a pointer filled in with the number of bindings returned. |
|
inline |
Get the current state of a button on a gamepad.
| button | a button index (one of the GamepadButton values). |
|
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Get the label of a button on a gamepad.
| button | a button index (one of the GamepadButton values). |
|
inline |
|
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Get the firmware version of an opened gamepad, if available.
If the firmware version isn't available this function returns 0.
|
inline |
Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
| gamepad | the gamepad to query. |
| axis | an axis on the gamepad. |
|
inline |
Return the sfSymbolsName for a given button on a gamepad on Apple platforms.
| gamepad | the gamepad to query. |
| button | a button on the gamepad. |
|
inline |
Get the current state of an axis control on a gamepad.
The axis indices start at index 0.
For thumbsticks, the state is a value ranging from -32768 (up/left) to 32767 (down/right).
Triggers range from 0 when released to 32767 when fully pressed, and never return a negative value. Note that this differs from the value reported by the lower-level Joystick.GetAxis(), which normally uses the full range.
Note that for invalid gamepads or axes, this will return 0. Zero is also a valid value in normal operation; usually it means a centered axis.
| gamepad | a gamepad. |
| axis | an axis index (one of the GamepadAxis values). |
|
inline |
Convert a string into GamepadAxis enum.
This function is called internally to translate Gamepad mapping strings for the underlying joystick device into the consistent Gamepad mapping. You do not normally need to call this function unless you are parsing Gamepad mappings in your own code.
Note specially that "righttrigger" and "lefttrigger" map to GAMEPAD_AXIS_RIGHT_TRIGGER and GAMEPAD_AXIS_LEFT_TRIGGER, respectively.
| str | string representing a Gamepad axis. |
|
inline |
Get the SDL joystick layer bindings for a gamepad.
| gamepad | a gamepad. |
|
inline |
Get the current state of a button on a gamepad.
| gamepad | a gamepad. |
| button | a button index (one of the GamepadButton values). |
|
inline |
Convert a string into an GamepadButton enum.
This function is called internally to translate Gamepad mapping strings for the underlying joystick device into the consistent Gamepad mapping. You do not normally need to call this function unless you are parsing Gamepad mappings in your own code.
| str | string representing a Gamepad button. |
|
inline |
Get the label of a button on a gamepad.
| gamepad | a gamepad. |
| button | a button index (one of the GamepadButton values). |
|
inline |
Get the label of a button on a gamepad.
| type | the type of gamepad to check. |
| button | a button index (one of the GamepadButton values). |
|
inline |
|
inline |
Get the firmware version of an opened gamepad, if available.
If the firmware version isn't available this function returns 0.
| gamepad | the gamepad object to query. |
|
inline |
Get the Gamepad associated with a joystick instance ID, if it has been opened.
| instance_id | the joystick instance ID of the gamepad. |
| Error | on failure. |
|
inline |
|
inline |
Get the implementation-dependent GUID of a gamepad.
This can be called before any gamepads are opened.
| instance_id | the joystick instance ID. |
|
inline |
Get the instance ID of an opened gamepad.
| gamepad | a gamepad identifier previously returned by OpenGamepad(). |
| Error | on failure. |
|
inline |
Get the underlying joystick from a gamepad.
This function will give you a Joystick object, which allows you to use the Joystick functions with a Gamepad object. This would be useful for getting a joystick's position at any given time, even if it hasn't moved (moving it would produce an event, which would have the axis' value).
The pointer returned is owned by the Gamepad. You should not call Joystick.Close() on it, for example, since doing so will likely cause SDL to crash.
| gamepad | the gamepad object that you want to get a joystick from. |
| Error | on failure. |
|
inline |
Get the current mapping of a gamepad.
Details about mappings are discussed with AddGamepadMapping().
| gamepad | the gamepad you want to get the current mapping for. |
|
inline |
Get the gamepad mapping string for a given GUID.
| guid | a structure containing the GUID for which a mapping is desired. |
|
inline |
Get the mapping of a gamepad.
This can be called before any gamepads are opened.
| instance_id | the joystick instance ID. |
|
inline |
|
inline |
Get the implementation-dependent name for an opened gamepad.
| gamepad | a gamepad identifier previously returned by OpenGamepad(). |
|
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Get the implementation dependent name of a gamepad.
This can be called before any gamepads are opened.
| instance_id | the joystick instance ID. |
|
inline |
Get the implementation-dependent path for an opened gamepad.
| gamepad | a gamepad identifier previously returned by OpenGamepad(). |
|
inline |
Get the implementation dependent path of a gamepad.
This can be called before any gamepads are opened.
| instance_id | the joystick instance ID. |
|
inline |
Get the player index of an opened gamepad.
For XInput gamepads this returns the XInput user index.
| gamepad | the gamepad object to query. |
|
inline |
Get the player index of a gamepad.
This can be called before any gamepads are opened.
| instance_id | the joystick instance ID. |
|
inline |
Get the battery state of a gamepad.
You should never take a battery status as absolute truth. Batteries (especially failing batteries) are delicate hardware, and the values reported here are best estimates based on what that hardware reports. It's not uncommon for older batteries to lose stored power much faster than it reports, or completely drain when reporting it has 20 percent left, etc.
| gamepad | the gamepad object to query. |
| percent | a pointer filled in with the percentage of battery life left, between 0 and 100, or nullptr to ignore. This will be filled in with -1 we can't determine a value or there is no battery. |
|
inline |
Get the USB product ID of an opened gamepad, if available.
If the product ID isn't available this function returns 0.
| gamepad | the gamepad object to query. |
|
inline |
Get the USB product ID of a gamepad, if available.
This can be called before any gamepads are opened. If the product ID isn't available this function returns 0.
| instance_id | the joystick instance ID. |
|
inline |
Get the product version of an opened gamepad, if available.
If the product version isn't available this function returns 0.
| gamepad | the gamepad object to query. |
|
inline |
Get the product version of a gamepad, if available.
This can be called before any gamepads are opened. If the product version isn't available this function returns 0.
| instance_id | the joystick instance ID. |
|
inline |
Get the properties associated with an opened gamepad.
These properties are shared with the underlying joystick object.
The following read-only properties are provided by SDL:
| gamepad | a gamepad identifier previously returned by OpenGamepad(). |
| Error | on failure. |
|
inline |
Get a list of currently connected gamepads.
|
inline |
Get the current state of a gamepad sensor.
The number of values and interpretation of the data is sensor dependent. See the remarks in SensorType for details for each type of sensor.
| gamepad | the gamepad to query. |
| type | the type of sensor to query. |
| data | a pointer filled with the current sensor state. |
| num_values | the number of values to write to data. |
| Error | on failure. |
|
inline |
Get the data rate (number of events per second) of a gamepad sensor.
| gamepad | the gamepad to query. |
| type | the type of sensor to query. |
|
inline |
Get the serial number of an opened gamepad, if available.
Returns the serial number of the gamepad, or nullptr if it is not available.
| gamepad | the gamepad object to query. |
|
inline |
Get the Steam Input handle of an opened gamepad, if available.
Returns an InputHandle_t for the gamepad that can be used with Steam Input API: https://partner.steamgames.com/doc/api/ISteamInput
| gamepad | the gamepad object to query. |
|
inline |
Convert from an GamepadAxis enum to a string.
| axis | an enum value for a given GamepadAxis. |
|
inline |
Convert from an GamepadButton enum to a string.
| button | an enum value for a given GamepadButton. |
|
inline |
Convert from an GamepadType enum to a string.
| type | an enum value for a given GamepadType. |
|
inline |
Get the current state of a finger on a touchpad on a gamepad.
| gamepad | a gamepad. |
| touchpad | a touchpad. |
| finger | a finger. |
| down | a pointer filled with true if the finger is down, false otherwise, may be nullptr. |
| x | a pointer filled with the x position, normalized 0 to 1, with the origin in the upper left, may be nullptr. |
| y | a pointer filled with the y position, normalized 0 to 1, with the origin in the upper left, may be nullptr. |
| pressure | a pointer filled with pressure value, may be nullptr. |
| Error | on failure. |
|
inline |
Get the type of an opened gamepad.
| gamepad | the gamepad object to query. |
|
inline |
Get the type of a gamepad.
This can be called before any gamepads are opened.
| instance_id | the joystick instance ID. |
|
inline |
Convert a string into GamepadType enum.
This function is called internally to translate Gamepad mapping strings for the underlying joystick device into the consistent Gamepad mapping. You do not normally need to call this function unless you are parsing Gamepad mappings in your own code.
| str | string representing a GamepadType type. |
|
inline |
Get the USB vendor ID of an opened gamepad, if available.
If the vendor ID isn't available this function returns 0.
| gamepad | the gamepad object to query. |
|
inline |
Get the USB vendor ID of a gamepad, if available.
This can be called before any gamepads are opened. If the vendor ID isn't available this function returns 0.
| instance_id | the joystick instance ID. |
|
inline |
|
inline |
Get the underlying joystick from a gamepad.
This function will give you a Joystick object, which allows you to use the Joystick functions with a Gamepad object. This would be useful for getting a joystick's position at any given time, even if it hasn't moved (moving it would produce an event, which would have the axis' value).
The pointer returned is owned by the Gamepad. You should not call Joystick.Close() on it, for example, since doing so will likely cause SDL to crash.
| Error | on failure. |
|
inline |
Get the current mapping of a gamepad.
Details about mappings are discussed with AddGamepadMapping().
|
inline |
Get the implementation-dependent name for an opened gamepad.
|
inline |
Get the number of supported simultaneous fingers on a touchpad on a game gamepad.
| gamepad | a gamepad. |
| touchpad | a touchpad. |
|
inline |
Get the number of touchpads on a gamepad.
| gamepad | a gamepad. |
|
inline |
Get the number of supported simultaneous fingers on a touchpad on a game gamepad.
| touchpad | a touchpad. |
|
inline |
Get the number of touchpads on a gamepad.
|
inline |
Get the implementation-dependent path for an opened gamepad.
|
inline |
Get the player index of an opened gamepad.
For XInput gamepads this returns the XInput user index.
|
inline |
Get the battery state of a gamepad.
You should never take a battery status as absolute truth. Batteries (especially failing batteries) are delicate hardware, and the values reported here are best estimates based on what that hardware reports. It's not uncommon for older batteries to lose stored power much faster than it reports, or completely drain when reporting it has 20 percent left, etc.
| percent | a pointer filled in with the percentage of battery life left, between 0 and 100, or nullptr to ignore. This will be filled in with -1 we can't determine a value or there is no battery. |
|
inline |
Get the USB product ID of an opened gamepad, if available.
If the product ID isn't available this function returns 0.
|
inline |
Get the product version of an opened gamepad, if available.
If the product version isn't available this function returns 0.
|
inline |
Get the properties associated with an opened gamepad.
These properties are shared with the underlying joystick object.
The following read-only properties are provided by SDL:
| Error | on failure. |
|
inline |
Get the type of an opened gamepad, ignoring any mapping override.
| gamepad | the gamepad object to query. |
|
inline |
Get the type of a gamepad, ignoring any mapping override.
This can be called before any gamepads are opened.
| instance_id | the joystick instance ID. |
|
inline |
Get the type of an opened gamepad, ignoring any mapping override.
|
inline |
Get the current state of a gamepad sensor.
The number of values and interpretation of the data is sensor dependent. See the remarks in SensorType for details for each type of sensor.
| type | the type of sensor to query. |
| data | a pointer filled with the current sensor state. |
| num_values | the number of values to write to data. |
| Error | on failure. |
|
inline |
Get the data rate (number of events per second) of a gamepad sensor.
| type | the type of sensor to query. |
|
inline |
Get the serial number of an opened gamepad, if available.
Returns the serial number of the gamepad, or nullptr if it is not available.
|
inline |
Get the Steam Input handle of an opened gamepad, if available.
Returns an InputHandle_t for the gamepad that can be used with Steam Input API: https://partner.steamgames.com/doc/api/ISteamInput
|
inline |
Get the current state of a finger on a touchpad on a gamepad.
| touchpad | a touchpad. |
| finger | a finger. |
| down | a pointer filled with true if the finger is down, false otherwise, may be nullptr. |
| x | a pointer filled with the x position, normalized 0 to 1, with the origin in the upper left, may be nullptr. |
| y | a pointer filled with the y position, normalized 0 to 1, with the origin in the upper left, may be nullptr. |
| pressure | a pointer filled with pressure value, may be nullptr. |
| Error | on failure. |
|
inline |
Get the type of an opened gamepad.
|
inline |
Get the USB vendor ID of an opened gamepad, if available.
If the vendor ID isn't available this function returns 0.
|
inline |
Query whether a gamepad has a given axis.
This merely reports whether the gamepad's mapping defined this axis, as that is all the information SDL has about the physical device.
| axis | an axis enum value (an GamepadAxis value). |
|
inline |
Query whether a gamepad has a given button.
This merely reports whether the gamepad's mapping defined this button, as that is all the information SDL has about the physical device.
| button | a button enum value (an GamepadButton value). |
|
inline |
Return whether a gamepad is currently connected.
|
inline |
Return whether a gamepad has a particular sensor.
| type | the type of sensor to query. |
|
inline |
Check if the given joystick is supported by the gamepad interface.
| instance_id | the joystick instance ID. |
|
inline |
Open a gamepad for use.
| instance_id | the joystick instance ID. |
|
inline |
|
inline |
Start a rumble effect on a gamepad.
Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
This function requires you to process SDL events or call UpdateJoysticks() to update rumble state.
| low_frequency_rumble | the intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF. |
| high_frequency_rumble | the intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF. |
| duration_ms | the duration of the rumble effect, in milliseconds. |
| Error | on failure. |
|
inline |
Start a rumble effect on a gamepad.
Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
This function requires you to process SDL events or call UpdateJoysticks() to update rumble state.
| gamepad | the gamepad to vibrate. |
| low_frequency_rumble | the intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF. |
| high_frequency_rumble | the intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF. |
| duration_ms | the duration of the rumble effect, in milliseconds. |
| Error | on failure. |
|
inline |
Start a rumble effect in the gamepad's triggers.
Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
Note that this is rumbling of the triggers and not the gamepad as a whole. This is currently only supported on Xbox One gamepads. If you want the (more common) whole-gamepad rumble, use Gamepad.Rumble() instead.
This function requires you to process SDL events or call UpdateJoysticks() to update rumble state.
| gamepad | the gamepad to vibrate. |
| left_rumble | the intensity of the left trigger rumble motor, from 0 to 0xFFFF. |
| right_rumble | the intensity of the right trigger rumble motor, from 0 to 0xFFFF. |
| duration_ms | the duration of the rumble effect, in milliseconds. |
| Error | on failure. |
|
inline |
Start a rumble effect in the gamepad's triggers.
Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
Note that this is rumbling of the triggers and not the gamepad as a whole. This is currently only supported on Xbox One gamepads. If you want the (more common) whole-gamepad rumble, use Gamepad.Rumble() instead.
This function requires you to process SDL events or call UpdateJoysticks() to update rumble state.
| left_rumble | the intensity of the left trigger rumble motor, from 0 to 0xFFFF. |
| right_rumble | the intensity of the right trigger rumble motor, from 0 to 0xFFFF. |
| duration_ms | the duration of the rumble effect, in milliseconds. |
| Error | on failure. |
|
inline |
|
inline |
Send a gamepad specific effect packet.
| gamepad | the gamepad to affect. |
| data | the data to send to the gamepad. |
| size | the size of the data to send to the gamepad. |
| Error | on failure. |
|
inline |
Query whether sensor data reporting is enabled for a gamepad.
| type | the type of sensor to query. |
|
inline |
Set the state of gamepad event processing.
If gamepad events are disabled, you must call UpdateGamepads() yourself and check the state of the gamepad when you want gamepad information.
| enabled | whether to process gamepad events or not. |
|
inline |
Update a gamepad's LED color.
An example of a joystick LED is the light on the back of a PlayStation 4's DualShock 4 controller.
For gamepads with a single color LED, the maximum of the RGB values will be used as the LED brightness.
| gamepad | the gamepad to update. |
| red | the intensity of the red LED. |
| green | the intensity of the green LED. |
| blue | the intensity of the blue LED. |
| Error | on failure. |
|
inline |
Set the current mapping of a joystick or gamepad.
Details about mappings are discussed with AddGamepadMapping().
| instance_id | the joystick instance ID. |
| mapping | the mapping to use for this device, or nullptr to clear the mapping. |
| Error | on failure. |
|
inline |
Set the player index of an opened gamepad.
| gamepad | the gamepad object to adjust. |
| player_index | player index to assign to this gamepad, or -1 to clear the player index and turn off player LEDs. |
| Error | on failure. |
|
inline |
Set whether data reporting for a gamepad sensor is enabled.
| gamepad | the gamepad to update. |
| type | the type of sensor to enable/disable. |
| enabled | whether data reporting should be enabled. |
| Error | on failure. |
Update a gamepad's LED color.
An example of a joystick LED is the light on the back of a PlayStation 4's DualShock 4 controller.
For gamepads with a single color LED, the maximum of the RGB values will be used as the LED brightness.
| red | the intensity of the red LED. |
| green | the intensity of the green LED. |
| blue | the intensity of the blue LED. |
| Error | on failure. |
|
inline |
Set the player index of an opened gamepad.
| player_index | player index to assign to this gamepad, or -1 to clear the player index and turn off player LEDs. |
| Error | on failure. |
|
inline |
Set whether data reporting for a gamepad sensor is enabled.
| type | the type of sensor to enable/disable. |
| enabled | whether data reporting should be enabled. |
| Error | on failure. |
|
inline |
Manually pump gamepad updates if not using the loop.
This function is called automatically by the event loop if events are enabled. Under such circumstances, it will not be necessary to call this function.
|
constexpr |
GAMEPAD_AXIS_COUNT.
|
constexpr |
GAMEPAD_AXIS_INVALID.
|
constexpr |
GAMEPAD_AXIS_LEFT_TRIGGER.
|
constexpr |
GAMEPAD_AXIS_LEFTX.
|
constexpr |
GAMEPAD_AXIS_LEFTY.
|
constexpr |
GAMEPAD_AXIS_RIGHT_TRIGGER.
|
constexpr |
GAMEPAD_AXIS_RIGHTX.
|
constexpr |
GAMEPAD_AXIS_RIGHTY.
|
constexpr |
GAMEPAD_BINDTYPE_AXIS.
|
constexpr |
GAMEPAD_BINDTYPE_BUTTON.
|
constexpr |
GAMEPAD_BINDTYPE_HAT.
|
constexpr |
GAMEPAD_BINDTYPE_NONE.
|
constexpr |
GAMEPAD_BUTTON_BACK.
|
constexpr |
GAMEPAD_BUTTON_COUNT.
|
constexpr |
GAMEPAD_BUTTON_DPAD_DOWN.
|
constexpr |
GAMEPAD_BUTTON_DPAD_LEFT.
|
constexpr |
GAMEPAD_BUTTON_DPAD_RIGHT.
|
constexpr |
GAMEPAD_BUTTON_DPAD_UP.
|
constexpr |
Right face button (e.g. Xbox B button).
|
constexpr |
GAMEPAD_BUTTON_GUIDE.
|
constexpr |
GAMEPAD_BUTTON_INVALID.
|
constexpr |
GAMEPAD_BUTTON_LABEL_A.
|
constexpr |
GAMEPAD_BUTTON_LABEL_B.
|
constexpr |
GAMEPAD_BUTTON_LABEL_CIRCLE.
|
constexpr |
GAMEPAD_BUTTON_LABEL_CROSS.
|
constexpr |
GAMEPAD_BUTTON_LABEL_SQUARE.
|
constexpr |
GAMEPAD_BUTTON_LABEL_TRIANGLE.
|
constexpr |
GAMEPAD_BUTTON_LABEL_UNKNOWN.
|
constexpr |
GAMEPAD_BUTTON_LABEL_X.
|
constexpr |
GAMEPAD_BUTTON_LABEL_Y.
|
constexpr |
Upper or primary paddle, under your left hand (e.g.
Xbox Elite paddle P3, DualSense Edge LB button, Left Joy-Con SL button)
|
constexpr |
Lower or secondary paddle, under your left hand (e.g.
Xbox Elite paddle P4, DualSense Edge left Fn button, Left Joy-Con SR button)
|
constexpr |
GAMEPAD_BUTTON_LEFT_SHOULDER.
|
constexpr |
GAMEPAD_BUTTON_LEFT_STICK.
|
constexpr |
Additional button (e.g.
Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button)
|
constexpr |
Additional button.
|
constexpr |
Additional button.
|
constexpr |
Additional button.
|
constexpr |
Top face button (e.g. Xbox Y button).
|
constexpr |
Upper or primary paddle, under your right hand (e.g.
Xbox Elite paddle P1, DualSense Edge RB button, Right Joy-Con SR button)
|
constexpr |
Lower or secondary paddle, under your right hand (e.g.
Xbox Elite paddle P2, DualSense Edge right Fn button, Right Joy-Con SL button)
|
constexpr |
GAMEPAD_BUTTON_RIGHT_SHOULDER.
|
constexpr |
GAMEPAD_BUTTON_RIGHT_STICK.
|
constexpr |
Bottom face button (e.g. Xbox A button).
|
constexpr |
GAMEPAD_BUTTON_START.
|
constexpr |
PS4/PS5 touchpad button.
|
constexpr |
Left face button (e.g. Xbox X button).
|
constexpr |
GAMEPAD_TYPE_COUNT.
|
constexpr |
GAMEPAD_TYPE_GAMECUBE.
|
constexpr |
GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT.
|
constexpr |
GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR.
|
constexpr |
GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT.
|
constexpr |
GAMEPAD_TYPE_NINTENDO_SWITCH_PRO.
|
constexpr |
GAMEPAD_TYPE_PS3.
|
constexpr |
GAMEPAD_TYPE_PS4.
|
constexpr |
GAMEPAD_TYPE_PS5.
|
constexpr |
GAMEPAD_TYPE_STANDARD.
|
constexpr |
GAMEPAD_TYPE_UNKNOWN.
|
constexpr |
GAMEPAD_TYPE_XBOX360.
|
constexpr |
GAMEPAD_TYPE_XBOXONE.