SDL3pp
A slim C++ wrapper for SDL3
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SDL::GamepadBase Member List

This is the complete list of members for SDL::GamepadBase, including all inherited members.

Close()SDL::GamepadBaseinline
Connected()SDL::GamepadBaseinline
get() const noexceptSDL::ResourceBaseT< GamepadRaw >inline
GetAppleSFSymbolsNameForAxis(GamepadAxis axis)SDL::GamepadBaseinline
GetAppleSFSymbolsNameForButton(GamepadButton button)SDL::GamepadBaseinline
GetAxis(GamepadAxis axis)SDL::GamepadBaseinline
GetBindings()SDL::GamepadBaseinline
GetButton(GamepadButton button)SDL::GamepadBaseinline
GetButtonLabel(GamepadButton button)SDL::GamepadBaseinline
GetConnectionState()SDL::GamepadBaseinline
GetFirmwareVersion()SDL::GamepadBaseinline
GetID()SDL::GamepadBaseinline
GetJoystick()SDL::GamepadBaseinline
GetMapping()SDL::GamepadBaseinline
GetName()SDL::GamepadBaseinline
GetNumTouchpadFingers(int touchpad)SDL::GamepadBaseinline
GetNumTouchpads()SDL::GamepadBaseinline
GetPath()SDL::GamepadBaseinline
GetPlayerIndex()SDL::GamepadBaseinline
GetPowerInfo(int *percent)SDL::GamepadBaseinline
GetProduct()SDL::GamepadBaseinline
GetProductVersion()SDL::GamepadBaseinline
GetProperties()SDL::GamepadBaseinline
GetRealType()SDL::GamepadBaseinline
GetSensorData(SensorType type, float *data, int num_values)SDL::GamepadBaseinline
GetSensorDataRate(SensorType type)SDL::GamepadBaseinline
GetSerial()SDL::GamepadBaseinline
GetSteamHandle()SDL::GamepadBaseinline
GetTouchpadFinger(int touchpad, int finger, bool *down, float *x, float *y, float *pressure)SDL::GamepadBaseinline
GetType()SDL::GamepadBaseinline
GetVendor()SDL::GamepadBaseinline
HasAxis(GamepadAxis axis)SDL::GamepadBaseinline
HasButton(GamepadButton button)SDL::GamepadBaseinline
HasSensor(SensorType type)SDL::GamepadBaseinline
operator bool() constSDL::ResourceBaseT< GamepadRaw >inlineexplicit
operator->() const noexceptSDL::ResourceBaseT< GamepadRaw >inline
operator<=>(const ResourceBaseT &other) const=defaultSDL::ResourceBaseT< GamepadRaw >
operator=(const ResourceBaseT &)=defaultSDL::ResourceBaseT< GamepadRaw >protected
RawConstPointer typedefSDL::ResourceBaseT< GamepadRaw >
RawPointer typedefSDL::ResourceBaseT< GamepadRaw >
release() noexceptSDL::ResourceBaseT< GamepadRaw >inline
ResourceBaseT()=defaultSDL::GamepadBase
ResourceBaseT(RawPointer resource)SDL::GamepadBaseinline
ResourceBaseT(std::nullptr_t)SDL::GamepadBaseinline
ResourceBaseT(const ResourceBaseT &)=defaultSDL::GamepadBase
ResourceBaseT(ResourceBaseT &&) noexcept=defaultSDL::GamepadBase
Rumble(Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)SDL::GamepadBaseinline
RumbleTriggers(Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms)SDL::GamepadBaseinline
SendEffect(const void *data, int size)SDL::GamepadBaseinline
SensorEnabled(SensorType type)SDL::GamepadBaseinline
SetLED(Uint8 red, Uint8 green, Uint8 blue)SDL::GamepadBaseinline
SetPlayerIndex(int player_index)SDL::GamepadBaseinline
SetSensorEnabled(SensorType type, bool enabled)SDL::GamepadBaseinline
~ResourceBaseT()=defaultSDL::ResourceBaseT< GamepadRaw >protected