221#define SDL_AddGamepadMappingsFromFile(file) SDL_AddGamepadMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
SDL_Gamepad * SDL_OpenGamepad(SDL_JoystickID instance_id)
SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
int SDL_GetNumGamepadMappings(void)
const char * SDL_GetGamepadInstancePath(SDL_JoystickID instance_id)
int SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad)
@ SDL_GAMEPAD_AXIS_RIGHTX
@ SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
@ SDL_GAMEPAD_AXIS_INVALID
@ SDL_GAMEPAD_AXIS_LEFT_TRIGGER
@ SDL_GAMEPAD_AXIS_RIGHTY
int SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure)
Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
SDL_GamepadType SDL_GetGamepadType(SDL_Gamepad *gamepad)
int SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values)
SDL_GamepadBinding SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
SDL_GamepadAxis SDL_GetGamepadAxisFromString(const char *str)
void SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index)
SDL_GamepadButton SDL_GetGamepadButtonFromString(const char *str)
struct SDL_Gamepad SDL_Gamepad
SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
@ SDL_GAMEPAD_BINDTYPE_HAT
@ SDL_GAMEPAD_BINDTYPE_BUTTON
@ SDL_GAMEPAD_BINDTYPE_NONE
@ SDL_GAMEPAD_BINDTYPE_AXIS
Uint16 SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad)
@ SDL_GAMEPAD_BUTTON_PADDLE4
@ SDL_GAMEPAD_BUTTON_PADDLE2
@ SDL_GAMEPAD_BUTTON_GUIDE
@ SDL_GAMEPAD_BUTTON_LEFT_STICK
@ SDL_GAMEPAD_BUTTON_TOUCHPAD
@ SDL_GAMEPAD_BUTTON_PADDLE1
@ SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
@ SDL_GAMEPAD_BUTTON_DPAD_DOWN
@ SDL_GAMEPAD_BUTTON_INVALID
@ SDL_GAMEPAD_BUTTON_MISC1
@ SDL_GAMEPAD_BUTTON_PADDLE3
@ SDL_GAMEPAD_BUTTON_BACK
@ SDL_GAMEPAD_BUTTON_DPAD_UP
@ SDL_GAMEPAD_BUTTON_RIGHT_STICK
@ SDL_GAMEPAD_BUTTON_START
@ SDL_GAMEPAD_BUTTON_DPAD_RIGHT
@ SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
@ SDL_GAMEPAD_BUTTON_DPAD_LEFT
SDL_bool SDL_GamepadHasRumbleTriggers(SDL_Gamepad *gamepad)
SDL_Gamepad * SDL_GetGamepadFromInstanceID(SDL_JoystickID instance_id)
int SDL_AddGamepadMapping(const char *mappingString)
char * SDL_GetGamepadMapping(SDL_Gamepad *gamepad)
Uint16 SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad)
char * SDL_GetGamepadInstanceMapping(SDL_JoystickID instance_id)
SDL_bool SDL_GamepadHasLED(SDL_Gamepad *gamepad)
Uint16 SDL_GetGamepadProduct(SDL_Gamepad *gamepad)
int SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size)
char * SDL_GetGamepadMappingForGUID(SDL_JoystickGUID guid)
int SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, SDL_bool enabled)
int SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad)
const char * SDL_GetGamepadName(SDL_Gamepad *gamepad)
const char * SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
char * SDL_GetGamepadMappingForIndex(int mapping_index)
int SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms)
SDL_bool SDL_GamepadConnected(SDL_Gamepad *gamepad)
int SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
const char * SDL_GetGamepadSerial(SDL_Gamepad *gamepad)
const char * SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis)
int SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue)
const char * SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
const char * SDL_GetGamepadStringForButton(SDL_GamepadButton button)
Uint16 SDL_GetGamepadInstanceProduct(SDL_JoystickID instance_id)
int SDL_AddGamepadMappingsFromRW(SDL_RWops *rw, int freerw)
void SDL_SetGamepadEventsEnabled(SDL_bool enabled)
SDL_Joystick * SDL_GetGamepadJoystick(SDL_Gamepad *gamepad)
Uint16 SDL_GetGamepadInstanceProductVersion(SDL_JoystickID instance_id)
SDL_bool SDL_IsGamepad(SDL_JoystickID instance_id)
SDL_Gamepad * SDL_GetGamepadFromPlayerIndex(int player_index)
SDL_GamepadBinding SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
SDL_bool SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type)
const char * SDL_GetGamepadInstanceName(SDL_JoystickID instance_id)
Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
void SDL_UpdateGamepads(void)
void SDL_CloseGamepad(SDL_Gamepad *gamepad)
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT
@ SDL_GAMEPAD_TYPE_VIRTUAL
@ SDL_GAMEPAD_TYPE_UNKNOWN
@ SDL_GAMEPAD_TYPE_XBOX360
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT
@ SDL_GAMEPAD_TYPE_NVIDIA_SHIELD
@ SDL_GAMEPAD_TYPE_XBOXONE
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO
@ SDL_GAMEPAD_TYPE_AMAZON_LUNA
@ SDL_GAMEPAD_TYPE_GOOGLE_STADIA
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
SDL_JoystickGUID SDL_GetGamepadInstanceGUID(SDL_JoystickID instance_id)
Uint16 SDL_GetGamepadInstanceVendor(SDL_JoystickID instance_id)
SDL_bool SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type)
int SDL_GetGamepadInstancePlayerIndex(SDL_JoystickID instance_id)
SDL_GamepadType SDL_GetGamepadInstanceType(SDL_JoystickID instance_id)
SDL_bool SDL_GamepadEventsEnabled(void)
SDL_bool SDL_GamepadHasRumble(SDL_Gamepad *gamepad)
Uint16 SDL_GetGamepadVendor(SDL_Gamepad *gamepad)
int SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad)
const char * SDL_GetGamepadPath(SDL_Gamepad *gamepad)
float SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type)
SDL_JoystickID * SDL_GetGamepads(int *count)
struct SDL_Joystick SDL_Joystick
GLint GLint GLint GLint GLint GLint y
GLuint GLuint GLsizei count
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
GLint GLint GLint GLint GLint x
GLuint GLuint GLsizei GLenum type
GLenum GLenum GLsizei const GLuint GLboolean enabled
union SDL_GamepadBinding::@0 value
SDL_GamepadBindingType bindType