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/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_events.h
*
* Include file for SDL event handling.
*/
#ifndef SDL_events_h_
#define SDL_events_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* General keyboard/mouse state definitions */
#define SDL_RELEASED 0
#define SDL_PRESSED 1
/**
* \brief The types of events that can be delivered.
*/
typedef enum
{
SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
/* Application events */
SDL_QUIT = 0x100, /**< User-requested quit */
/* These application events have special meaning on iOS, see README-ios.md for details */
SDL_APP_TERMINATING, /**< The application is being terminated by the OS
Called on iOS in applicationWillTerminate()
Called on Android in onDestroy()
*/
SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
Called on iOS in applicationDidReceiveMemoryWarning()
Called on Android in onLowMemory()
*/
SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
Called on iOS in applicationWillResignActive()
Called on Android in onPause()
*/
SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
Called on iOS in applicationDidEnterBackground()
Called on Android in onPause()
*/
SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
Called on iOS in applicationWillEnterForeground()
Called on Android in onResume()
*/
SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
Called on iOS in applicationDidBecomeActive()
Called on Android in onResume()
*/
/* Display events */
SDL_DISPLAYEVENT = 0x150, /**< Display state change */
/* Window events */
SDL_WINDOWEVENT = 0x200, /**< Window state change */
SDL_SYSWMEVENT, /**< System specific event */
/* Keyboard events */
SDL_KEYDOWN = 0x300, /**< Key pressed */
SDL_KEYUP, /**< Key released */
SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
SDL_TEXTINPUT, /**< Keyboard text input */
SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
input language or keyboard layout change.
*/
/* Mouse events */
SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
SDL_MOUSEBUTTONUP, /**< Mouse button released */
SDL_MOUSEWHEEL, /**< Mouse wheel motion */
/* Joystick events */
SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
SDL_JOYBALLMOTION, /**< Joystick trackball motion */
SDL_JOYHATMOTION, /**< Joystick hat position change */
SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
SDL_JOYBUTTONUP, /**< Joystick button released */
SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
/* Game controller events */
SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
/* Touch events */
SDL_FINGERDOWN = 0x700,
SDL_FINGERUP,
SDL_FINGERMOTION,
/* Gesture events */
SDL_DOLLARGESTURE = 0x800,
SDL_DOLLARRECORD,
SDL_MULTIGESTURE,
/* Clipboard events */
SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
/* Drag and drop events */
SDL_DROPFILE = 0x1000, /**< The system requests a file open */
SDL_DROPTEXT, /**< text/plain drag-and-drop event */
SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
/* Audio hotplug events */
SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
/* Sensor events */
SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
/* Render events */
SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
* and should be allocated with SDL_RegisterEvents()
*/
SDL_USEREVENT = 0x8000,
/**
* This last event is only for bounding internal arrays
*/
SDL_LASTEVENT = 0xFFFF
} SDL_EventType;
/**
* \brief Fields shared by every event
*/
typedef struct SDL_CommonEvent
{
Uint32 type;
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_CommonEvent;
/**
* \brief Display state change event data (event.display.*)
*/
typedef struct SDL_DisplayEvent
{
Uint32 type; /**< ::SDL_DISPLAYEVENT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 display; /**< The associated display index */
Uint8 event; /**< ::SDL_DisplayEventID */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint32 data1; /**< event dependent data */
} SDL_DisplayEvent;
/**
* \brief Window state change event data (event.window.*)
*/
typedef struct SDL_WindowEvent
{
Uint32 type; /**< ::SDL_WINDOWEVENT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The associated window */
Uint8 event; /**< ::SDL_WindowEventID */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint32 data1; /**< event dependent data */
Sint32 data2; /**< event dependent data */
} SDL_WindowEvent;
/**
* \brief Keyboard button event structure (event.key.*)
*/
typedef struct SDL_KeyboardEvent
{
Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with keyboard focus, if any */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 repeat; /**< Non-zero if this is a key repeat */
Uint8 padding2;
Uint8 padding3;
SDL_Keysym keysym; /**< The key that was pressed or released */
} SDL_KeyboardEvent;
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text editing event structure (event.edit.*)
*/
typedef struct SDL_TextEditingEvent
{
Uint32 type; /**< ::SDL_TEXTEDITING */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with keyboard focus, if any */
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
Sint32 start; /**< The start cursor of selected editing text */
Sint32 length; /**< The length of selected editing text */
} SDL_TextEditingEvent;
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text input event structure (event.text.*)
*/
typedef struct SDL_TextInputEvent
{
Uint32 type; /**< ::SDL_TEXTINPUT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with keyboard focus, if any */
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
} SDL_TextInputEvent;
/**
* \brief Mouse motion event structure (event.motion.*)
*/
typedef struct SDL_MouseMotionEvent
{
Uint32 type; /**< ::SDL_MOUSEMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint32 state; /**< The current button state */
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
Sint32 xrel; /**< The relative motion in the X direction */
Sint32 yrel; /**< The relative motion in the Y direction */
} SDL_MouseMotionEvent;
/**
* \brief Mouse button event structure (event.button.*)
*/
typedef struct SDL_MouseButtonEvent
{
Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint8 button; /**< The mouse button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
Uint8 padding1;
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;
/**
* \brief Mouse wheel event structure (event.wheel.*)
*/
typedef struct SDL_MouseWheelEvent
{
Uint32 type; /**< ::SDL_MOUSEWHEEL */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
} SDL_MouseWheelEvent;
/**
* \brief Joystick axis motion event structure (event.jaxis.*)
*/
typedef struct SDL_JoyAxisEvent
{
Uint32 type; /**< ::SDL_JOYAXISMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The joystick axis index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_JoyAxisEvent;
/**
* \brief Joystick trackball motion event structure (event.jball.*)
*/
typedef struct SDL_JoyBallEvent
{
Uint32 type; /**< ::SDL_JOYBALLMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 ball; /**< The joystick trackball index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 xrel; /**< The relative motion in the X direction */
Sint16 yrel; /**< The relative motion in the Y direction */
} SDL_JoyBallEvent;
/**
* \brief Joystick hat position change event structure (event.jhat.*)
*/
typedef struct SDL_JoyHatEvent
{
Uint32 type; /**< ::SDL_JOYHATMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 hat; /**< The joystick hat index */
Uint8 value; /**< The hat position value.
* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
* \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
* \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
*
* Note that zero means the POV is centered.
*/
Uint8 padding1;
Uint8 padding2;
} SDL_JoyHatEvent;
/**
* \brief Joystick button event structure (event.jbutton.*)
*/
typedef struct SDL_JoyButtonEvent
{
Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The joystick button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 padding1;
Uint8 padding2;
} SDL_JoyButtonEvent;
/**
* \brief Joystick device event structure (event.jdevice.*)
*/
typedef struct SDL_JoyDeviceEvent
{
Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
} SDL_JoyDeviceEvent;
/**
* \brief Game controller axis motion event structure (event.caxis.*)
*/
typedef struct SDL_ControllerAxisEvent
{
Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_ControllerAxisEvent;
/**
* \brief Game controller button event structure (event.cbutton.*)
*/
typedef struct SDL_ControllerButtonEvent
{
Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The controller button (SDL_GameControllerButton) */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 padding1;
Uint8 padding2;
} SDL_ControllerButtonEvent;
/**
* \brief Controller device event structure (event.cdevice.*)
*/
typedef struct SDL_ControllerDeviceEvent
{
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
} SDL_ControllerDeviceEvent;
/**
* \brief Audio device event structure (event.adevice.*)
*/
typedef struct SDL_AudioDeviceEvent
{
Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_AudioDeviceEvent;
/**
* \brief Touch finger event structure (event.tfinger.*)
*/
typedef struct SDL_TouchFingerEvent
{
Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_TouchID touchId; /**< The touch device id */
SDL_FingerID fingerId;
float x; /**< Normalized in the range 0...1 */
float y; /**< Normalized in the range 0...1 */
float dx; /**< Normalized in the range -1...1 */
float dy; /**< Normalized in the range -1...1 */
float pressure; /**< Normalized in the range 0...1 */
} SDL_TouchFingerEvent;
/**
* \brief Multiple Finger Gesture Event (event.mgesture.*)
*/
typedef struct SDL_MultiGestureEvent
{
Uint32 type; /**< ::SDL_MULTIGESTURE */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_TouchID touchId; /**< The touch device id */
float dTheta;
float dDist;
float x;
float y;
Uint16 numFingers;
Uint16 padding;
} SDL_MultiGestureEvent;
/**
* \brief Dollar Gesture Event (event.dgesture.*)
*/
typedef struct SDL_DollarGestureEvent
{
Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_TouchID touchId; /**< The touch device id */
SDL_GestureID gestureId;
Uint32 numFingers;
float error;
float x; /**< Normalized center of gesture */
float y; /**< Normalized center of gesture */
} SDL_DollarGestureEvent;
/**
* \brief An event used to request a file open by the system (event.drop.*)
* This event is enabled by default, you can disable it with SDL_EventState().
* \note If this event is enabled, you must free the filename in the event.
*/
typedef struct SDL_DropEvent
{
Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
Uint32 windowID; /**< The window that was dropped on, if any */
} SDL_DropEvent;
/**
* \brief Sensor event structure (event.sensor.*)
*/
typedef struct SDL_SensorEvent
{
Uint32 type; /**< ::SDL_SENSORUPDATE */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Sint32 which; /**< The instance ID of the sensor */
float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
} SDL_SensorEvent;
/**
* \brief The "quit requested" event
*/
typedef struct SDL_QuitEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_QuitEvent;
/**
* \brief OS Specific event
*/
typedef struct SDL_OSEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_OSEvent;
/**
* \brief A user-defined event type (event.user.*)
*/
typedef struct SDL_UserEvent
{
Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The associated window if any */
Sint32 code; /**< User defined event code */
void *data1; /**< User defined data pointer */
void *data2; /**< User defined data pointer */
} SDL_UserEvent;
struct SDL_SysWMmsg;
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
/**
* \brief A video driver dependent system event (event.syswm.*)
* This event is disabled by default, you can enable it with SDL_EventState()
*
* \note If you want to use this event, you should include SDL_syswm.h.
*/
typedef struct SDL_SysWMEvent
{
Uint32 type; /**< ::SDL_SYSWMEVENT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
} SDL_SysWMEvent;
/**
* \brief General event structure
*/
typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events */
SDL_CommonEvent common; /**< Common event data */
SDL_DisplayEvent display; /**< Window event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
SDL_JoyBallEvent jball; /**< Joystick ball event data */
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
SDL_SensorEvent sensor; /**< Sensor event data */
SDL_QuitEvent quit; /**< Quit request event data */
SDL_UserEvent user; /**< Custom event data */
SDL_SysWMEvent syswm; /**< System dependent window event data */
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
SDL_MultiGestureEvent mgesture; /**< Gesture event data */
SDL_DollarGestureEvent dgesture; /**< Gesture event data */
SDL_DropEvent drop; /**< Drag and drop event data */
/* This is necessary for ABI compatibility between Visual C++ and GCC
Visual C++ will respect the push pack pragma and use 52 bytes for
this structure, and GCC will use the alignment of the largest datatype
within the union, which is 8 bytes.
So... we'll add padding to force the size to be 56 bytes for both.
*/
Uint8 padding[56];
} SDL_Event;
/* Function prototypes */
/**
* Pumps the event loop, gathering events from the input devices.
*
* This function updates the event queue and internal input device state.
*
* This should only be run in the thread that sets the video mode.
*/
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
/* @{ */
typedef enum
{
SDL_ADDEVENT,
SDL_PEEKEVENT,
SDL_GETEVENT
} SDL_eventaction;
/**
* Checks the event queue for messages and optionally returns them.
*
* If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
* the back of the event queue.
*
* If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
* of the event queue, within the specified minimum and maximum type,
* will be returned and will not be removed from the queue.
*
* If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
* of the event queue, within the specified minimum and maximum type,
* will be returned and will be removed from the queue.
*
* \return The number of events actually stored, or -1 if there was an error.
*
* This function is thread-safe.
*/
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
SDL_eventaction action,
Uint32 minType, Uint32 maxType);
/* @} */
/**
* Checks to see if certain event types are in the event queue.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
/**
* This function clears events from the event queue
* This function only affects currently queued events. If you want to make
* sure that all pending OS events are flushed, you can call SDL_PumpEvents()
* on the main thread immediately before the flush call.
*/
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
/**
* \brief Polls for currently pending events.
*
* \return 1 if there are any pending events, or 0 if there are none available.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
/**
* \brief Waits indefinitely for the next available event.
*
* \return 1, or 0 if there was an error while waiting for events.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
/**
* \brief Waits until the specified timeout (in milliseconds) for the next
* available event.
*
* \return 1, or 0 if there was an error while waiting for events.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
* \param timeout The timeout (in milliseconds) to wait for next event.
*/
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
int timeout);
/**
* \brief Add an event to the event queue.
*
* \return 1 on success, 0 if the event was filtered, or -1 if the event queue
* was full or there was some other error.
*/
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
/**
* Sets up a filter to process all events before they change internal state and
* are posted to the internal event queue.
*
* The filter is prototyped as:
* \code
* int SDL_EventFilter(void *userdata, SDL_Event * event);
* \endcode
*
* If the filter returns 1, then the event will be added to the internal queue.
* If it returns 0, then the event will be dropped from the queue, but the
* internal state will still be updated. This allows selective filtering of
* dynamically arriving events.
*
* \warning Be very careful of what you do in the event filter function, as
* it may run in a different thread!
*
* There is one caveat when dealing with the ::SDL_QuitEvent event type. The
* event filter is only called when the window manager desires to close the
* application window. If the event filter returns 1, then the window will
* be closed, otherwise the window will remain open if possible.
*
* If the quit event is generated by an interrupt signal, it will bypass the
* internal queue and be delivered to the application at the next event poll.
*/
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
void *userdata);
/**
* Return the current event filter - can be used to "chain" filters.
* If there is no event filter set, this function returns SDL_FALSE.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
void **userdata);
/**
* Add a function which is called when an event is added to the queue.
*/
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
void *userdata);
/**
* Remove an event watch function added with SDL_AddEventWatch()
*/
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
void *userdata);
/**
* Run the filter function on the current event queue, removing any
* events for which the filter returns 0.
*/
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
void *userdata);
/* @{ */
#define SDL_QUERY -1
#define SDL_IGNORE 0
#define SDL_DISABLE 0
#define SDL_ENABLE 1
/**
* This function allows you to set the state of processing certain events.
* - If \c state is set to ::SDL_IGNORE, that event will be automatically
* dropped from the event queue and will not be filtered.
* - If \c state is set to ::SDL_ENABLE, that event will be processed
* normally.
* - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
* current processing state of the specified event.
*/
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
/* @} */
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
/**
* This function allocates a set of user-defined events, and returns
* the beginning event number for that set of events.
*
* If there aren't enough user-defined events left, this function
* returns (Uint32)-1
*/
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_events_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_filesystem.h
*
* \brief Include file for filesystem SDL API functions
*/
#ifndef SDL_filesystem_h_
#define SDL_filesystem_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Get the path where the application resides.
*
* Get the "base path". This is the directory where the application was run
* from, which is probably the installation directory, and may or may not
* be the process's current working directory.
*
* This returns an absolute path in UTF-8 encoding, and is guaranteed to
* end with a path separator ('\\' on Windows, '/' most other places).
*
* The pointer returned by this function is owned by you. Please call
* SDL_free() on the pointer when you are done with it, or it will be a
* memory leak. This is not necessarily a fast call, though, so you should
* call this once near startup and save the string if you need it.
*
* Some platforms can't determine the application's path, and on other
* platforms, this might be meaningless. In such cases, this function will
* return NULL.
*
* \return String of base dir in UTF-8 encoding, or NULL on error.
*
* \sa SDL_GetPrefPath
*/
extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
/**
* \brief Get the user-and-app-specific path where files can be written.
*
* Get the "pref dir". This is meant to be where users can write personal
* files (preferences and save games, etc) that are specific to your
* application. This directory is unique per user, per application.
*
* This function will decide the appropriate location in the native filesystem,
* create the directory if necessary, and return a string of the absolute
* path to the directory in UTF-8 encoding.
*
* On Windows, the string might look like:
* "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
*
* On Linux, the string might look like:
* "/home/bob/.local/share/My Program Name/"
*
* On Mac OS X, the string might look like:
* "/Users/bob/Library/Application Support/My Program Name/"
*
* (etc.)
*
* You specify the name of your organization (if it's not a real organization,
* your name or an Internet domain you own might do) and the name of your
* application. These should be untranslated proper names.
*
* Both the org and app strings may become part of a directory name, so
* please follow these rules:
*
* - Try to use the same org string (including case-sensitivity) for
* all your applications that use this function.
* - Always use a unique app string for each one, and make sure it never
* changes for an app once you've decided on it.
* - Unicode characters are legal, as long as it's UTF-8 encoded, but...
* - ...only use letters, numbers, and spaces. Avoid punctuation like
* "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
*
* This returns an absolute path in UTF-8 encoding, and is guaranteed to
* end with a path separator ('\\' on Windows, '/' most other places).
*
* The pointer returned by this function is owned by you. Please call
* SDL_free() on the pointer when you are done with it, or it will be a
* memory leak. This is not necessarily a fast call, though, so you should
* call this once near startup and save the string if you need it.
*
* You should assume the path returned by this function is the only safe
* place to write files (and that SDL_GetBasePath(), while it might be
* writable, or even the parent of the returned path, aren't where you
* should be writing things).
*
* Some platforms can't determine the pref path, and on other
* platforms, this might be meaningless. In such cases, this function will
* return NULL.
*
* \param org The name of your organization.
* \param app The name of your application.
* \return UTF-8 string of user dir in platform-dependent notation. NULL
* if there's a problem (creating directory failed, etc).
*
* \sa SDL_GetBasePath
*/
extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_filesystem_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_gamecontroller.h
*
* Include file for SDL game controller event handling
*/
#ifndef SDL_gamecontroller_h_
#define SDL_gamecontroller_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_joystick.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_gamecontroller.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
* for game controllers, and load appropriate drivers.
*
* If you would like to receive controller updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/**
* The gamecontroller structure used to identify an SDL game controller
*/
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
typedef enum
{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;
/**
* Get the SDL joystick layer binding for this controller button/axis mapping
*/
typedef struct SDL_GameControllerButtonBind
{
SDL_GameControllerBindType bindType;
union
{
int button;
int axis;
struct {
int hat;
int hat_mask;
} hat;
} value;
} SDL_GameControllerButtonBind;
/**
* To count the number of game controllers in the system for the following:
* int nJoysticks = SDL_NumJoysticks();
* int nGameControllers = 0;
* for (int i = 0; i < nJoysticks; i++) {
* if (SDL_IsGameController(i)) {
* nGameControllers++;
* }
* }
*
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* guid,name,mappings
*
* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
* The mapping format for joystick is:
* bX - a joystick button, index X
* hX.Y - hat X with value Y
* aX - axis X of the joystick
* Buttons can be used as a controller axis and vice versa.
*
* This string shows an example of a valid mapping for a controller
* "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
*
*/
/**
* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
*
* If \c freerw is non-zero, the stream will be closed after being read.
*
* \return number of mappings added, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
/**
* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
*
* Convenience macro.
*/
#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
/**
* Add or update an existing mapping configuration
*
* \return 1 if mapping is added, 0 if updated, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
/**
* Get the number of mappings installed
*
* \return the number of mappings
*/
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
/**
* Get the mapping at a particular index.
*
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
/**
* Get a mapping string for a GUID
*
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
/**
* Get a mapping string for an open GameController
*
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
/**
* Is the joystick on this index supported by the game controller interface?
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
/**
* Get the implementation dependent name of a game controller.
* This can be called before any controllers are opened.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Get the mapping of a game controller.
* This can be called before any controllers are opened.
*
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
*/
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
/**
* Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system.
* This index is not the value which will identify this controller in future
* controller events. The joystick's instance id (::SDL_JoystickID) will be
* used there instead.
*
* \return A controller identifier, or NULL if an error occurred.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
/**
* Return the SDL_GameController associated with an instance id.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
/**
* Return the name for this currently opened controller
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Get the player index of an opened game controller, or -1 if it's not available
*
* For XInput controllers this returns the XInput user index.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
/**
* Get the USB vendor ID of an opened controller, if available.
* If the vendor ID isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
/**
* Get the USB product ID of an opened controller, if available.
* If the product ID isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
/**
* Get the product version of an opened controller, if available.
* If the product version isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
/**
* Returns SDL_TRUE if the controller has been opened and currently connected,
* or SDL_FALSE if it has not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
/**
* Get the underlying joystick object used by a controller
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
/**
* Enable/disable controller event polling.
*
* If controller events are disabled, you must call SDL_GameControllerUpdate()
* yourself and check the state of the controller when you want controller
* information.
*
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
/**
* Update the current state of the open game controllers.
*
* This is called automatically by the event loop if any game controller
* events are enabled.
*/
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
/**
* The list of axes available from a controller
*
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_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 controllers.
*
* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
*/
typedef enum
{
SDL_CONTROLLER_AXIS_INVALID = -1,
SDL_CONTROLLER_AXIS_LEFTX,
SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_RIGHTX,
SDL_CONTROLLER_AXIS_RIGHTY,
SDL_CONTROLLER_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_AXIS_MAX
} SDL_GameControllerAxis;
/**
* turn this string into a axis mapping
*/
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
/**
* turn this axis enum into a string mapping
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* Get the current state of an axis control on a game controller.
*
* The state is a value ranging from -32768 to 32767 (except for the triggers,
* which range from 0 to 32767).
*
* The axis indices start at index 0.
*/
extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* The list of buttons available from a controller
*/
typedef enum
{
SDL_CONTROLLER_BUTTON_INVALID = -1,
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_GUIDE,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;
/**
* turn this string into a button mapping
*/
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
/**
* turn this button enum into a string mapping
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Get the current state of a button on a game controller.
*
* The button indices start at index 0.
*/
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Trigger a rumble effect
* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
*
* \param gamecontroller The controller to vibrate
* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
*
* \return 0, or -1 if rumble isn't supported on this joystick
*/
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/**
* Close a controller previously opened with SDL_GameControllerOpen().
*/
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_gamecontroller_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_gesture.h
*
* Include file for SDL gesture event handling.
*/
#ifndef SDL_gesture_h_
#define SDL_gesture_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_touch.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef Sint64 SDL_GestureID;
/* Function prototypes */
/**
* \brief Begin Recording a gesture on the specified touch, or all touches (-1)
*
*
*/
extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
/**
* \brief Save all currently loaded Dollar Gesture templates
*
*
*/
extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
/**
* \brief Save a currently loaded Dollar Gesture template
*
*
*/
extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
/**
* \brief Load Dollar Gesture templates from a file
*
*
*/
extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_gesture_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_haptic.h
*
* \brief The SDL haptic subsystem allows you to control haptic (force feedback)
* devices.
*
* The basic usage is as follows:
* - Initialize the subsystem (::SDL_INIT_HAPTIC).
* - Open a haptic device.
* - SDL_HapticOpen() to open from index.
* - SDL_HapticOpenFromJoystick() to open from an existing joystick.
* - Create an effect (::SDL_HapticEffect).
* - Upload the effect with SDL_HapticNewEffect().
* - Run the effect with SDL_HapticRunEffect().
* - (optional) Free the effect with SDL_HapticDestroyEffect().
* - Close the haptic device with SDL_HapticClose().
*
* \par Simple rumble example:
* \code
* SDL_Haptic *haptic;
*
* // Open the device
* haptic = SDL_HapticOpen( 0 );
* if (haptic == NULL)
* return -1;
*
* // Initialize simple rumble
* if (SDL_HapticRumbleInit( haptic ) != 0)
* return -1;
*
* // Play effect at 50% strength for 2 seconds
* if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
* return -1;
* SDL_Delay( 2000 );
*
* // Clean up
* SDL_HapticClose( haptic );
* \endcode
*
* \par Complete example:
* \code
* int test_haptic( SDL_Joystick * joystick ) {
* SDL_Haptic *haptic;
* SDL_HapticEffect effect;
* int effect_id;
*
* // Open the device
* haptic = SDL_HapticOpenFromJoystick( joystick );
* if (haptic == NULL) return -1; // Most likely joystick isn't haptic
*
* // See if it can do sine waves
* if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) {
* SDL_HapticClose(haptic); // No sine effect
* return -1;
* }
*
* // Create the effect
* memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
* effect.type = SDL_HAPTIC_SINE;
* effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
* effect.periodic.direction.dir[0] = 18000; // Force comes from south
* effect.periodic.period = 1000; // 1000 ms
* effect.periodic.magnitude = 20000; // 20000/32767 strength
* effect.periodic.length = 5000; // 5 seconds long
* effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
* effect.periodic.fade_length = 1000; // Takes 1 second to fade away
*
* // Upload the effect
* effect_id = SDL_HapticNewEffect( haptic, &effect );
*
* // Test the effect
* SDL_HapticRunEffect( haptic, effect_id, 1 );
* SDL_Delay( 5000); // Wait for the effect to finish
*
* // We destroy the effect, although closing the device also does this
* SDL_HapticDestroyEffect( haptic, effect_id );
*
* // Close the device
* SDL_HapticClose(haptic);
*
* return 0; // Success
* }
* \endcode
*/
#ifndef SDL_haptic_h_
#define SDL_haptic_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_joystick.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
*
* At the moment the magnitude variables are mixed between signed/unsigned, and
* it is also not made clear that ALL of those variables expect a max of 0x7FFF.
*
* Some platforms may have higher precision than that (Linux FF, Windows XInput)
* so we should fix the inconsistency in favor of higher possible precision,
* adjusting for platforms that use different scales.
* -flibit
*/
/**
* \typedef SDL_Haptic
*
* \brief The haptic structure used to identify an SDL haptic.
*
* \sa SDL_HapticOpen
* \sa SDL_HapticOpenFromJoystick
* \sa SDL_HapticClose
*/
struct _SDL_Haptic;
typedef struct _SDL_Haptic SDL_Haptic;
/**
* \name Haptic features
*
* Different haptic features a device can have.
*/
/* @{ */
/**
* \name Haptic effects
*/
/* @{ */
/**
* \brief Constant effect supported.
*
* Constant haptic effect.
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_CONSTANT (1u<<0)
/**
* \brief Sine wave effect supported.
*
* Periodic haptic effect that simulates sine waves.
*
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_SINE (1u<<1)
/**
* \brief Left/Right effect supported.
*
* Haptic effect for direct control over high/low frequency motors.
*
* \sa SDL_HapticLeftRight
* \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
* we ran out of bits, and this is important for XInput devices.
*/
#define SDL_HAPTIC_LEFTRIGHT (1u<<2)
/* !!! FIXME: put this back when we have more bits in 2.1 */
/* #define SDL_HAPTIC_SQUARE (1<<2) */
/**
* \brief Triangle wave effect supported.
*
* Periodic haptic effect that simulates triangular waves.
*
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_TRIANGLE (1u<<3)
/**
* \brief Sawtoothup wave effect supported.
*
* Periodic haptic effect that simulates saw tooth up waves.
*
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_SAWTOOTHUP (1u<<4)
/**
* \brief Sawtoothdown wave effect supported.
*
* Periodic haptic effect that simulates saw tooth down waves.
*
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)
/**
* \brief Ramp effect supported.
*
* Ramp haptic effect.
*
* \sa SDL_HapticRamp
*/
#define SDL_HAPTIC_RAMP (1u<<6)
/**
* \brief Spring effect supported - uses axes position.
*
* Condition haptic effect that simulates a spring. Effect is based on the
* axes position.
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_SPRING (1u<<7)
/**
* \brief Damper effect supported - uses axes velocity.
*
* Condition haptic effect that simulates dampening. Effect is based on the
* axes velocity.
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_DAMPER (1u<<8)
/**
* \brief Inertia effect supported - uses axes acceleration.
*
* Condition haptic effect that simulates inertia. Effect is based on the axes
* acceleration.
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_INERTIA (1u<<9)
/**
* \brief Friction effect supported - uses axes movement.
*
* Condition haptic effect that simulates friction. Effect is based on the
* axes movement.
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_FRICTION (1u<<10)
/**
* \brief Custom effect is supported.
*
* User defined custom haptic effect.
*/
#define SDL_HAPTIC_CUSTOM (1u<<11)
/* @} *//* Haptic effects */
/* These last few are features the device has, not effects */
/**
* \brief Device can set global gain.
*
* Device supports setting the global gain.
*
* \sa SDL_HapticSetGain
*/
#define SDL_HAPTIC_GAIN (1u<<12)
/**
* \brief Device can set autocenter.
*
* Device supports setting autocenter.
*
* \sa SDL_HapticSetAutocenter
*/
#define SDL_HAPTIC_AUTOCENTER (1u<<13)
/**
* \brief Device can be queried for effect status.
*
* Device supports querying effect status.
*
* \sa SDL_HapticGetEffectStatus
*/
#define SDL_HAPTIC_STATUS (1u<<14)
/**
* \brief Device can be paused.
*
* Devices supports being paused.
*
* \sa SDL_HapticPause
* \sa SDL_HapticUnpause
*/
#define SDL_HAPTIC_PAUSE (1u<<15)
/**
* \name Direction encodings
*/
/* @{ */
/**
* \brief Uses polar coordinates for the direction.
*
* \sa SDL_HapticDirection
*/
#define SDL_HAPTIC_POLAR 0
/**
* \brief Uses cartesian coordinates for the direction.
*
* \sa SDL_HapticDirection
*/
#define SDL_HAPTIC_CARTESIAN 1
/**
* \brief Uses spherical coordinates for the direction.
*
* \sa SDL_HapticDirection
*/
#define SDL_HAPTIC_SPHERICAL 2
/* @} *//* Direction encodings */
/* @} *//* Haptic features */
/*
* Misc defines.
*/
/**
* \brief Used to play a device an infinite number of times.
*
* \sa SDL_HapticRunEffect
*/
#define SDL_HAPTIC_INFINITY 4294967295U
/**
* \brief Structure that represents a haptic direction.
*
* This is the direction where the force comes from,
* instead of the direction in which the force is exerted.
*
* Directions can be specified by:
* - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
* - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
* - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
*
* Cardinal directions of the haptic device are relative to the positioning
* of the device. North is considered to be away from the user.
*
* The following diagram represents the cardinal directions:
* \verbatim
.--.
|__| .-------.
|=.| |.-----.|
|--| || ||
| | |'-----'|
|__|~')_____('
[ COMPUTER ]
North (0,-1)
^
|
|
(-1,0) West <----[ HAPTIC ]----> East (1,0)
|
|
v
South (0,1)
[ USER ]
\|||/
(o o)
---ooO-(_)-Ooo---
\endverbatim
*
* If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
* degree starting north and turning clockwise. ::SDL_HAPTIC_POLAR only uses
* the first \c dir parameter. The cardinal directions would be:
* - North: 0 (0 degrees)
* - East: 9000 (90 degrees)
* - South: 18000 (180 degrees)
* - West: 27000 (270 degrees)
*
* If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
* (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses
* the first three \c dir parameters. The cardinal directions would be:
* - North: 0,-1, 0
* - East: 1, 0, 0
* - South: 0, 1, 0
* - West: -1, 0, 0
*
* The Z axis represents the height of the effect if supported, otherwise
* it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you
* can use any multiple you want, only the direction matters.
*
* If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
* The first two \c dir parameters are used. The \c dir parameters are as
* follows (all values are in hundredths of degrees):
* - Degrees from (1, 0) rotated towards (0, 1).
* - Degrees towards (0, 0, 1) (device needs at least 3 axes).
*
*
* Example of force coming from the south with all encodings (force coming
* from the south means the user will have to pull the stick to counteract):
* \code
* SDL_HapticDirection direction;
*
* // Cartesian directions
* direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
* direction.dir[0] = 0; // X position
* direction.dir[1] = 1; // Y position
* // Assuming the device has 2 axes, we don't need to specify third parameter.
*
* // Polar directions
* direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
* direction.dir[0] = 18000; // Polar only uses first parameter
*
* // Spherical coordinates
* direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
* direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
* \endcode
*
* \sa SDL_HAPTIC_POLAR
* \sa SDL_HAPTIC_CARTESIAN
* \sa SDL_HAPTIC_SPHERICAL
* \sa SDL_HapticEffect
* \sa SDL_HapticNumAxes
*/
typedef struct SDL_HapticDirection
{
Uint8 type; /**< The type of encoding. */
Sint32 dir[3]; /**< The encoded direction. */
} SDL_HapticDirection;
/**
* \brief A structure containing a template for a Constant effect.
*
* This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect.
*
* A constant effect applies a constant force in the specified direction
* to the joystick.
*
* \sa SDL_HAPTIC_CONSTANT
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticConstant
{
/* Header */
Uint16 type; /**< ::SDL_HAPTIC_CONSTANT */
SDL_HapticDirection direction; /**< Direction of the effect. */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint16 delay; /**< Delay before starting the effect. */
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Constant */
Sint16 level; /**< Strength of the constant effect. */
/* Envelope */
Uint16 attack_length; /**< Duration of the attack. */
Uint16 attack_level; /**< Level at the start of the attack. */
Uint16 fade_length; /**< Duration of the fade. */
Uint16 fade_level; /**< Level at the end of the fade. */
} SDL_HapticConstant;
/**
* \brief A structure containing a template for a Periodic effect.
*
* The struct handles the following effects:
* - ::SDL_HAPTIC_SINE
* - ::SDL_HAPTIC_LEFTRIGHT
* - ::SDL_HAPTIC_TRIANGLE
* - ::SDL_HAPTIC_SAWTOOTHUP
* - ::SDL_HAPTIC_SAWTOOTHDOWN
*
* A periodic effect consists in a wave-shaped effect that repeats itself
* over time. The type determines the shape of the wave and the parameters
* determine the dimensions of the wave.
*
* Phase is given by hundredth of a degree meaning that giving the phase a value
* of 9000 will displace it 25% of its period. Here are sample values:
* - 0: No phase displacement.
* - 9000: Displaced 25% of its period.
* - 18000: Displaced 50% of its period.
* - 27000: Displaced 75% of its period.
* - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
*
* Examples:
* \verbatim
SDL_HAPTIC_SINE
__ __ __ __
/ \ / \ / \ /
/ \__/ \__/ \__/
SDL_HAPTIC_SQUARE
__ __ __ __ __
| | | | | | | | | |
| |__| |__| |__| |__| |
SDL_HAPTIC_TRIANGLE
/\ /\ /\ /\ /\
/ \ / \ / \ / \ /
/ \/ \/ \/ \/
SDL_HAPTIC_SAWTOOTHUP
/| /| /| /| /| /| /|
/ | / | / | / | / | / | / |
/ |/ |/ |/ |/ |/ |/ |
SDL_HAPTIC_SAWTOOTHDOWN
\ |\ |\ |\ |\ |\ |\ |
\ | \ | \ | \ | \ | \ | \ |
\| \| \| \| \| \| \|
\endverbatim
*
* \sa SDL_HAPTIC_SINE
* \sa SDL_HAPTIC_LEFTRIGHT
* \sa SDL_HAPTIC_TRIANGLE
* \sa SDL_HAPTIC_SAWTOOTHUP
* \sa SDL_HAPTIC_SAWTOOTHDOWN
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticPeriodic
{
/* Header */
Uint16 type; /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT,
::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
::SDL_HAPTIC_SAWTOOTHDOWN */
SDL_HapticDirection direction; /**< Direction of the effect. */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint16 delay; /**< Delay before starting the effect. */
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Periodic */
Uint16 period; /**< Period of the wave. */
Sint16 magnitude; /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */
Sint16 offset; /**< Mean value of the wave. */
Uint16 phase; /**< Positive phase shift given by hundredth of a degree. */
/* Envelope */
Uint16 attack_length; /**< Duration of the attack. */
Uint16 attack_level; /**< Level at the start of the attack. */
Uint16 fade_length; /**< Duration of the fade. */
Uint16 fade_level; /**< Level at the end of the fade. */
} SDL_HapticPeriodic;
/**
* \brief A structure containing a template for a Condition effect.
*
* The struct handles the following effects:
* - ::SDL_HAPTIC_SPRING: Effect based on axes position.
* - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
* - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
* - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
*
* Direction is handled by condition internals instead of a direction member.
* The condition effect specific members have three parameters. The first
* refers to the X axis, the second refers to the Y axis and the third
* refers to the Z axis. The right terms refer to the positive side of the
* axis and the left terms refer to the negative side of the axis. Please
* refer to the ::SDL_HapticDirection diagram for which side is positive and
* which is negative.
*
* \sa SDL_HapticDirection
* \sa SDL_HAPTIC_SPRING
* \sa SDL_HAPTIC_DAMPER
* \sa SDL_HAPTIC_INERTIA
* \sa SDL_HAPTIC_FRICTION
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticCondition
{
/* Header */
Uint16 type; /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
SDL_HapticDirection direction; /**< Direction of the effect - Not used ATM. */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint16 delay; /**< Delay before starting the effect. */
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Condition */
Uint16 right_sat[3]; /**< Level when joystick is to the positive side; max 0xFFFF. */
Uint16 left_sat[3]; /**< Level when joystick is to the negative side; max 0xFFFF. */
Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */
Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */
Uint16 deadband[3]; /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */
Sint16 center[3]; /**< Position of the dead zone. */
} SDL_HapticCondition;
/**
* \brief A structure containing a template for a Ramp effect.
*
* This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
*
* The ramp effect starts at start strength and ends at end strength.
* It augments in linear fashion. If you use attack and fade with a ramp
* the effects get added to the ramp effect making the effect become
* quadratic instead of linear.
*
* \sa SDL_HAPTIC_RAMP
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticRamp
{
/* Header */
Uint16 type; /**< ::SDL_HAPTIC_RAMP */
SDL_HapticDirection direction; /**< Direction of the effect. */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint16 delay; /**< Delay before starting the effect. */
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Ramp */
Sint16 start; /**< Beginning strength level. */
Sint16 end; /**< Ending strength level. */
/* Envelope */
Uint16 attack_length; /**< Duration of the attack. */
Uint16 attack_level; /**< Level at the start of the attack. */
Uint16 fade_length; /**< Duration of the fade. */
Uint16 fade_level; /**< Level at the end of the fade. */
} SDL_HapticRamp;
/**
* \brief A structure containing a template for a Left/Right effect.
*
* This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
*
* The Left/Right effect is used to explicitly control the large and small
* motors, commonly found in modern game controllers. The small (right) motor
* is high frequency, and the large (left) motor is low frequency.
*
* \sa SDL_HAPTIC_LEFTRIGHT
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticLeftRight
{
/* Header */
Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */
/* Replay */
Uint32 length; /**< Duration of the effect in milliseconds. */
/* Rumble */
Uint16 large_magnitude; /**< Control of the large controller motor. */
Uint16 small_magnitude; /**< Control of the small controller motor. */
} SDL_HapticLeftRight;
/**
* \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
*
* This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect.
*
* A custom force feedback effect is much like a periodic effect, where the
* application can define its exact shape. You will have to allocate the
* data yourself. Data should consist of channels * samples Uint16 samples.
*
* If channels is one, the effect is rotated using the defined direction.
* Otherwise it uses the samples in data for the different axes.
*
* \sa SDL_HAPTIC_CUSTOM
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticCustom
{
/* Header */
Uint16 type; /**< ::SDL_HAPTIC_CUSTOM */
SDL_HapticDirection direction; /**< Direction of the effect. */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint16 delay; /**< Delay before starting the effect. */
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Custom */
Uint8 channels; /**< Axes to use, minimum of one. */
Uint16 period; /**< Sample periods. */
Uint16 samples; /**< Amount of samples. */
Uint16 *data; /**< Should contain channels*samples items. */
/* Envelope */
Uint16 attack_length; /**< Duration of the attack. */
Uint16 attack_level; /**< Level at the start of the attack. */
Uint16 fade_length; /**< Duration of the fade. */
Uint16 fade_level; /**< Level at the end of the fade. */
} SDL_HapticCustom;
/**
* \brief The generic template for any haptic effect.
*
* All values max at 32767 (0x7FFF). Signed values also can be negative.
* Time values unless specified otherwise are in milliseconds.
*
* You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
* value. Neither delay, interval, attack_length nor fade_length support
* ::SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends.
*
* Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
* ::SDL_HAPTIC_INFINITY.
*
* Button triggers may not be supported on all devices, it is advised to not
* use them if possible. Buttons start at index 1 instead of index 0 like
* the joystick.
*
* If both attack_length and fade_level are 0, the envelope is not used,
* otherwise both values are used.
*
* Common parts:
* \code
* // Replay - All effects have this
* Uint32 length; // Duration of effect (ms).
* Uint16 delay; // Delay before starting effect.
*
* // Trigger - All effects have this
* Uint16 button; // Button that triggers effect.
* Uint16 interval; // How soon before effect can be triggered again.
*
* // Envelope - All effects except condition effects have this
* Uint16 attack_length; // Duration of the attack (ms).
* Uint16 attack_level; // Level at the start of the attack.
* Uint16 fade_length; // Duration of the fade out (ms).
* Uint16 fade_level; // Level at the end of the fade.
* \endcode
*
*
* Here we have an example of a constant effect evolution in time:
* \verbatim
Strength
^
|
| effect level --> _________________
| / \
| / \
| / \
| / \
| attack_level --> | \
| | | <--- fade_level
|
+--------------------------------------------------> Time
[--] [---]
attack_length fade_length
[------------------][-----------------------]
delay length
\endverbatim
*
* Note either the attack_level or the fade_level may be above the actual
* effect level.
*
* \sa SDL_HapticConstant
* \sa SDL_HapticPeriodic
* \sa SDL_HapticCondition
* \sa SDL_HapticRamp
* \sa SDL_HapticLeftRight
* \sa SDL_HapticCustom
*/
typedef union SDL_HapticEffect
{
/* Common for all force feedback effects */
Uint16 type; /**< Effect type. */
SDL_HapticConstant constant; /**< Constant effect. */
SDL_HapticPeriodic periodic; /**< Periodic effect. */
SDL_HapticCondition condition; /**< Condition effect. */
SDL_HapticRamp ramp; /**< Ramp effect. */
SDL_HapticLeftRight leftright; /**< Left/Right effect. */
SDL_HapticCustom custom; /**< Custom effect. */
} SDL_HapticEffect;
/* Function prototypes */
/**
* \brief Count the number of haptic devices attached to the system.
*
* \return Number of haptic devices detected on the system.
*/
extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
/**
* \brief Get the implementation dependent name of a haptic device.
*
* This can be called before any joysticks are opened.
* If no name can be found, this function returns NULL.
*
* \param device_index Index of the device to get its name.
* \return Name of the device or NULL on error.
*
* \sa SDL_NumHaptics
*/
extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
/**
* \brief Opens a haptic device for use.
*
* The index passed as an argument refers to the N'th haptic device on this
* system.
*
* When opening a haptic device, its gain will be set to maximum and
* autocenter will be disabled. To modify these values use
* SDL_HapticSetGain() and SDL_HapticSetAutocenter().
*
* \param device_index Index of the device to open.
* \return Device identifier or NULL on error.
*
* \sa SDL_HapticIndex
* \sa SDL_HapticOpenFromMouse
* \sa SDL_HapticOpenFromJoystick
* \sa SDL_HapticClose
* \sa SDL_HapticSetGain
* \sa SDL_HapticSetAutocenter
* \sa SDL_HapticPause
* \sa SDL_HapticStopAll
*/
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
/**
* \brief Checks if the haptic device at index has been opened.
*
* \param device_index Index to check to see if it has been opened.
* \return 1 if it has been opened or 0 if it hasn't.
*
* \sa SDL_HapticOpen
* \sa SDL_HapticIndex
*/
extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
/**
* \brief Gets the index of a haptic device.
*
* \param haptic Haptic device to get the index of.
* \return The index of the haptic device or -1 on error.
*
* \sa SDL_HapticOpen
* \sa SDL_HapticOpened
*/
extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
/**
* \brief Gets whether or not the current mouse has haptic capabilities.
*
* \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
*
* \sa SDL_HapticOpenFromMouse
*/
extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
/**
* \brief Tries to open a haptic device from the current mouse.
*
* \return The haptic device identifier or NULL on error.
*
* \sa SDL_MouseIsHaptic
* \sa SDL_HapticOpen
*/
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
/**
* \brief Checks to see if a joystick has haptic features.
*
* \param joystick Joystick to test for haptic capabilities.
* \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't
* or -1 if an error occurred.
*
* \sa SDL_HapticOpenFromJoystick
*/
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
/**
* \brief Opens a haptic device for use from a joystick device.
*
* You must still close the haptic device separately. It will not be closed
* with the joystick.
*
* When opening from a joystick you should first close the haptic device before
* closing the joystick device. If not, on some implementations the haptic
* device will also get unallocated and you'll be unable to use force feedback
* on that device.
*
* \param joystick Joystick to create a haptic device from.
* \return A valid haptic device identifier on success or NULL on error.
*
* \sa SDL_HapticOpen
* \sa SDL_HapticClose
*/
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
joystick);
/**
* \brief Closes a haptic device previously opened with SDL_HapticOpen().
*
* \param haptic Haptic device to close.
*/
extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
/**
* \brief Returns the number of effects a haptic device can store.
*
* On some platforms this isn't fully supported, and therefore is an
* approximation. Always check to see if your created effect was actually
* created and do not rely solely on SDL_HapticNumEffects().
*
* \param haptic The haptic device to query effect max.
* \return The number of effects the haptic device can store or
* -1 on error.
*
* \sa SDL_HapticNumEffectsPlaying
* \sa SDL_HapticQuery
*/
extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
/**
* \brief Returns the number of effects a haptic device can play at the same
* time.
*
* This is not supported on all platforms, but will always return a value.
* Added here for the sake of completeness.
*
* \param haptic The haptic device to query maximum playing effects.
* \return The number of effects the haptic device can play at the same time
* or -1 on error.
*
* \sa SDL_HapticNumEffects
* \sa SDL_HapticQuery
*/
extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
/**
* \brief Gets the haptic device's supported features in bitwise manner.
*
* Example:
* \code
* if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
* printf("We have constant haptic effect!\n");
* }
* \endcode
*
* \param haptic The haptic device to query.
* \return Haptic features in bitwise manner (OR'd).
*
* \sa SDL_HapticNumEffects
* \sa SDL_HapticEffectSupported
*/
extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
/**
* \brief Gets the number of haptic axes the device has.
*
* \sa SDL_HapticDirection
*/
extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
/**
* \brief Checks to see if effect is supported by haptic.
*
* \param haptic Haptic device to check on.
* \param effect Effect to check to see if it is supported.
* \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
*
* \sa SDL_HapticQuery
* \sa SDL_HapticNewEffect
*/
extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
SDL_HapticEffect *
effect);
/**
* \brief Creates a new haptic effect on the device.
*
* \param haptic Haptic device to create the effect on.
* \param effect Properties of the effect to create.
* \return The identifier of the effect on success or -1 on error.
*
* \sa SDL_HapticUpdateEffect
* \sa SDL_HapticRunEffect
* \sa SDL_HapticDestroyEffect
*/
extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
SDL_HapticEffect * effect);
/**
* \brief Updates the properties of an effect.
*
* Can be used dynamically, although behavior when dynamically changing
* direction may be strange. Specifically the effect may reupload itself
* and start playing from the start. You cannot change the type either when
* running SDL_HapticUpdateEffect().
*
* \param haptic Haptic device that has the effect.
* \param effect Identifier of the effect to update.
* \param data New effect properties to use.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticNewEffect
* \sa SDL_HapticRunEffect
* \sa SDL_HapticDestroyEffect
*/
extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
int effect,
SDL_HapticEffect * data);
/**
* \brief Runs the haptic effect on its associated haptic device.
*
* If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over
* repeating the envelope (attack and fade) every time. If you only want the
* effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length
* parameter.
*
* \param haptic Haptic device to run the effect on.
* \param effect Identifier of the haptic effect to run.
* \param iterations Number of iterations to run the effect. Use
* ::SDL_HAPTIC_INFINITY for infinity.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticStopEffect
* \sa SDL_HapticDestroyEffect
* \sa SDL_HapticGetEffectStatus
*/
extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
int effect,
Uint32 iterations);
/**
* \brief Stops the haptic effect on its associated haptic device.
*
* \param haptic Haptic device to stop the effect on.
* \param effect Identifier of the effect to stop.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticRunEffect
* \sa SDL_HapticDestroyEffect
*/
extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
int effect);
/**
* \brief Destroys a haptic effect on the device.
*
* This will stop the effect if it's running. Effects are automatically
* destroyed when the device is closed.
*
* \param haptic Device to destroy the effect on.
* \param effect Identifier of the effect to destroy.
*
* \sa SDL_HapticNewEffect
*/
extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
int effect);
/**
* \brief Gets the status of the current effect on the haptic device.
*
* Device must support the ::SDL_HAPTIC_STATUS feature.
*
* \param haptic Haptic device to query the effect status on.
* \param effect Identifier of the effect to query its status.
* \return 0 if it isn't playing, 1 if it is playing or -1 on error.
*
* \sa SDL_HapticRunEffect
* \sa SDL_HapticStopEffect
*/
extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
int effect);
/**
* \brief Sets the global gain of the device.
*
* Device must support the ::SDL_HAPTIC_GAIN feature.
*
* The user may specify the maximum gain by setting the environment variable
* SDL_HAPTIC_GAIN_MAX which should be between 0 and 100. All calls to
* SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the
* maximum.
*
* \param haptic Haptic device to set the gain on.
* \param gain Value to set the gain to, should be between 0 and 100.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticQuery
*/
extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
/**
* \brief Sets the global autocenter of the device.
*
* Autocenter should be between 0 and 100. Setting it to 0 will disable
* autocentering.
*
* Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
*
* \param haptic Haptic device to set autocentering on.
* \param autocenter Value to set autocenter to, 0 disables autocentering.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticQuery
*/
extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
int autocenter);
/**
* \brief Pauses a haptic device.
*
* Device must support the ::SDL_HAPTIC_PAUSE feature. Call
* SDL_HapticUnpause() to resume playback.
*
* Do not modify the effects nor add new ones while the device is paused.
* That can cause all sorts of weird errors.
*
* \param haptic Haptic device to pause.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticUnpause
*/
extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
/**
* \brief Unpauses a haptic device.
*
* Call to unpause after SDL_HapticPause().
*
* \param haptic Haptic device to unpause.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticPause
*/
extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
/**
* \brief Stops all the currently playing effects on a haptic device.
*
* \param haptic Haptic device to stop.
* \return 0 on success or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
/**
* \brief Checks to see if rumble is supported on a haptic device.
*
* \param haptic Haptic device to check to see if it supports rumble.
* \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
*
* \sa SDL_HapticRumbleInit
* \sa SDL_HapticRumblePlay
* \sa SDL_HapticRumbleStop
*/
extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
/**
* \brief Initializes the haptic device for simple rumble playback.
*
* \param haptic Haptic device to initialize for simple rumble playback.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticOpen
* \sa SDL_HapticRumbleSupported
* \sa SDL_HapticRumblePlay
* \sa SDL_HapticRumbleStop
*/
extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
/**
* \brief Runs simple rumble on a haptic device
*
* \param haptic Haptic device to play rumble effect on.
* \param strength Strength of the rumble to play as a 0-1 float value.
* \param length Length of the rumble to play in milliseconds.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticRumbleSupported
* \sa SDL_HapticRumbleInit
* \sa SDL_HapticRumbleStop
*/
extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
/**
* \brief Stops the simple rumble on a haptic device.
*
* \param haptic Haptic to stop the rumble on.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticRumbleSupported
* \sa SDL_HapticRumbleInit
* \sa SDL_HapticRumblePlay
*/
extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_haptic_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_hints.h
*
* Official documentation for SDL configuration variables
*
* This file contains functions to set and get configuration hints,
* as well as listing each of them alphabetically.
*
* The convention for naming hints is SDL_HINT_X, where "SDL_X" is
* the environment variable that can be used to override the default.
*
* In general these hints are just that - they may or may not be
* supported or applicable on any given platform, but they provide
* a way for an application or user to give the library a hint as
* to how they would like the library to work.
*/
#ifndef SDL_hints_h_
#define SDL_hints_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
*
* SDL can try to accelerate the SDL screen surface by using streaming
* textures with a 3D rendering engine. This variable controls whether and
* how this is done.
*
* This variable can be set to the following values:
* "0" - Disable 3D acceleration
* "1" - Enable 3D acceleration, using the default renderer.
* "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.)
*
* By default SDL tries to make a best guess for each platform whether
* to use acceleration or not.
*/
#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION"
/**
* \brief A variable specifying which render driver to use.
*
* If the application doesn't pick a specific renderer to use, this variable
* specifies the name of the preferred renderer. If the preferred renderer
* can't be initialized, the normal default renderer is used.
*
* This variable is case insensitive and can be set to the following values:
* "direct3d"
* "opengl"
* "opengles2"
* "opengles"
* "metal"
* "software"
*
* The default varies by platform, but it's the first one in the list that
* is available on the current platform.
*/
#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER"
/**
* \brief A variable controlling whether the OpenGL render driver uses shaders if they are available.
*
* This variable can be set to the following values:
* "0" - Disable shaders
* "1" - Enable shaders
*
* By default shaders are used if OpenGL supports them.
*/
#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS"
/**
* \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations.
*
* This variable can be set to the following values:
* "0" - Thread-safety is not enabled (faster)
* "1" - Thread-safety is enabled
*
* By default the Direct3D device is created with thread-safety disabled.
*/
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
/**
* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
*
* This variable does not have any effect on the Direct3D 9 based renderer.
*
* This variable can be set to the following values:
* "0" - Disable Debug Layer use
* "1" - Enable Debug Layer use
*
* By default, SDL does not use Direct3D Debug Layer.
*/
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
/**
* \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
*
* This variable can be set to the following values:
* "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
* "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
*
* By default letterbox is used
*/
#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE"
/**
* \brief A variable controlling the scaling quality
*
* This variable can be set to the following values:
* "0" or "nearest" - Nearest pixel sampling
* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
* "2" or "best" - Currently this is the same as "linear"
*
* By default nearest pixel sampling is used
*/
#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
/**
* \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
*
* This variable can be set to the following values:
* "0" - Disable vsync
* "1" - Enable vsync
*
* By default SDL does not sync screen surface updates with vertical refresh.
*/
#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
/**
* \brief A variable controlling whether the screensaver is enabled.
*
* This variable can be set to the following values:
* "0" - Disable screensaver
* "1" - Enable screensaver
*
* By default SDL will disable the screensaver.
*/
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
/**
* \brief A variable controlling whether the X11 VidMode extension should be used.
*
* This variable can be set to the following values:
* "0" - Disable XVidMode
* "1" - Enable XVidMode
*
* By default SDL will use XVidMode if it is available.
*/
#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE"
/**
* \brief A variable controlling whether the X11 Xinerama extension should be used.
*
* This variable can be set to the following values:
* "0" - Disable Xinerama
* "1" - Enable Xinerama
*
* By default SDL will use Xinerama if it is available.
*/
#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA"
/**
* \brief A variable controlling whether the X11 XRandR extension should be used.
*
* This variable can be set to the following values:
* "0" - Disable XRandR
* "1" - Enable XRandR
*
* By default SDL will not use XRandR because of window manager issues.
*/
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
/**
* \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
*
* This variable can be set to the following values:
* "0" - Disable _NET_WM_PING
* "1" - Enable _NET_WM_PING
*
* By default SDL will use _NET_WM_PING, but for applications that know they
* will not always be able to respond to ping requests in a timely manner they can
* turn it off to avoid the window manager thinking the app is hung.
* The hint is checked in CreateWindow.
*/
#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
/**
* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
*
* This variable can be set to the following values:
* "0" - Disable _NET_WM_BYPASS_COMPOSITOR
* "1" - Enable _NET_WM_BYPASS_COMPOSITOR
*
* By default SDL will use _NET_WM_BYPASS_COMPOSITOR
*
*/
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
/**
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
*
* This variable can be set to the following values:
* "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
* "1" - The window frame is interactive when the cursor is hidden
*
* By default SDL will allow interaction with the window frame when the cursor is hidden
*/
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
/**
* \brief A variable to specify custom icon resource id from RC file on Windows platform
*/
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON"
#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
/**
* \brief A variable controlling whether the windows message loop is processed by SDL
*
* This variable can be set to the following values:
* "0" - The window message loop is not run
* "1" - The window message loop is processed in SDL_PumpEvents()
*
* By default SDL will process the windows message loop
*/
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
/**
* \brief A variable controlling whether grabbing input grabs the keyboard
*
* This variable can be set to the following values:
* "0" - Grab will affect only the mouse
* "1" - Grab will affect mouse and keyboard
*
* By default SDL will not grab the keyboard so system shortcuts still work.
*/
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
/**
* \brief A variable setting the double click time, in milliseconds.
*/
#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME"
/**
* \brief A variable setting the double click radius, in pixels.
*/
#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
/**
* \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
*/
#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE"
/**
* \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
*/
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
/**
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
*
* This variable can be set to the following values:
* "0" - Relative mouse mode uses raw input
* "1" - Relative mouse mode uses mouse warping
*
* By default SDL will use raw input for relative mouse mode
*/
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
/**
* \brief Allow mouse click events when clicking to focus an SDL window
*
* This variable can be set to the following values:
* "0" - Ignore mouse clicks that activate a window
* "1" - Generate events for mouse clicks that activate a window
*
* By default SDL will ignore mouse clicks that activate a window
*/
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
/**
* \brief A variable controlling whether touch events should generate synthetic mouse events
*
* This variable can be set to the following values:
* "0" - Touch events will not generate mouse events
* "1" - Touch events will generate mouse events
*
* By default SDL will generate mouse events for touch events
*/
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
/**
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
*
*/
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
/**
* \brief A variable controlling whether the idle timer is disabled on iOS.
*
* When an iOS app does not receive touches for some time, the screen is
* dimmed automatically. For games where the accelerometer is the only input
* this is problematic. This functionality can be disabled by setting this
* hint.
*
* As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
* accomplish the same thing on iOS. They should be preferred over this hint.
*
* This variable can be set to the following values:
* "0" - Enable idle timer
* "1" - Disable idle timer
*/
#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
/**
* \brief A variable controlling which orientations are allowed on iOS/Android.
*
* In some circumstances it is necessary to be able to explicitly control
* which UI orientations are allowed.
*
* This variable is a space delimited list of the following values:
* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
*/
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
/**
* \brief A variable controlling whether controllers used with the Apple TV
* generate UI events.
*
* When UI events are generated by controller input, the app will be
* backgrounded when the Apple TV remote's menu button is pressed, and when the
* pause or B buttons on gamepads are pressed.
*
* More information about properly making use of controllers for the Apple TV
* can be found here:
* https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
*
* This variable can be set to the following values:
* "0" - Controller input does not generate UI events (the default).
* "1" - Controller input generates UI events.
*/
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
/**
* \brief A variable controlling whether the Apple TV remote's joystick axes
* will automatically match the rotation of the remote.
*
* This variable can be set to the following values:
* "0" - Remote orientation does not affect joystick axes (the default).
* "1" - Joystick axes are based on the orientation of the remote.
*/
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
/**
* \brief A variable controlling whether the home indicator bar on iPhone X
* should be hidden.
*
* This variable can be set to the following values:
* "0" - The indicator bar is not hidden (default for windowed applications)
* "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
* "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
*/
#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
/**
* \brief A variable controlling whether the Android / iOS built-in
* accelerometer should be listed as a joystick device.
*
* This variable can be set to the following values:
* "0" - The accelerometer is not listed as a joystick
* "1" - The accelerometer is available as a 3 axis joystick (the default).
*/
#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
/**
* \brief A variable controlling whether the Android / tvOS remotes
* should be listed as joystick devices, instead of sending keyboard events.
*
* This variable can be set to the following values:
* "0" - Remotes send enter/escape/arrow key events
* "1" - Remotes are available as 2 axis, 2 button joysticks (the default).
*/
#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
/**
* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
*
* The variable can be set to the following values:
* "0" - Disable XInput detection (only uses direct input)
* "1" - Enable XInput detection (the default)
*/
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
/**
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
*
* This hint is for backwards compatibility only and will be removed in SDL 2.1
*
* The default value is "0". This hint must be set before SDL_Init()
*/
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
/**
* \brief A variable that lets you manually hint extra gamecontroller db entries.
*
* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
*
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
*/
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
/**
* \brief A variable containing a list of devices to skip when scanning for game controllers.
*
* The format of the string is a comma separated list of USB VID/PID pairs
* in hexadecimal form, e.g.
*
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
*
* The variable can also take the form of @file, in which case the named
* file will be loaded and interpreted as the value of the variable.
*/
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
/**
* \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
*
* The format of the string is a comma separated list of USB VID/PID pairs
* in hexadecimal form, e.g.
*
* 0xAAAA/0xBBBB,0xCCCC/0xDDDD
*
* The variable can also take the form of @file, in which case the named
* file will be loaded and interpreted as the value of the variable.
*/
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
/**
* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
*
* The variable can be set to the following values:
* "0" - Disable joystick & gamecontroller input events when the
* application is in the background.
* "1" - Enable joystick & gamecontroller input events when the
* application is in the background.
*
* The default value is "0". This hint may be set at any time.
*/
#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
/**
* \brief A variable controlling whether the HIDAPI joystick drivers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI drivers are not used
* "1" - HIDAPI drivers are used (the default)
*
* This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
*/
#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
/**
* \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
/**
* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
*
* This variable can be set to the following values:
* "0" - extended reports are not enabled (the default)
* "1" - extended reports
*
* Extended input reports allow rumble on Bluetooth PS4 controllers, but
* break DirectInput handling for applications that don't use SDL.
*
* Once extended reports are enabled, they can not be disabled without
* power cycling the controller.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
/**
* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
/**
* \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
/**
* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
*
* The variable can be set to the following values:
* "0" - Do not scan for Steam Controllers
* "1" - Scan for Steam Controllers (the default)
*
* The default value is "1". This hint must be set before initializing the joystick subsystem.
*/
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
/**
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
*
* This variable can be set to the following values:
* "0" - don't allow topmost
* "1" - allow topmost
*/
#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
/**
* \brief A variable that controls the timer resolution, in milliseconds.
*
* The higher resolution the timer, the more frequently the CPU services
* timer interrupts, and the more precise delays are, but this takes up
* power and CPU time. This hint is only used on Windows 7 and earlier.
*
* See this blog post for more information:
* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
*
* If this variable is set to "0", the system timer resolution is not set.
*
* The default value is "1". This hint may be set at any time.
*/
#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
/**
* \brief A variable describing the content orientation on QtWayland-based platforms.
*
* On QtWayland platforms, windows are rotated client-side to allow for custom
* transitions. In order to correctly position overlays (e.g. volume bar) and
* gestures (e.g. events view, close/minimize gestures), the system needs to
* know in which orientation the application is currently drawing its contents.
*
* This does not cause the window to be rotated or resized, the application
* needs to take care of drawing the content in the right orientation (the
* framebuffer is always in portrait mode).
*
* This variable can be one of the following values:
* "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
*/
#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
/**
* \brief Flags to set on QtWayland windows to integrate with the native window manager.
*
* On QtWayland platforms, this hint controls the flags to set on the windows.
* For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
*
* This variable is a space-separated list of the following values (empty = no flags):
* "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
*/
#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
/**
* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
*
* Use this hint in case you need to set SDL's threads stack size to other than the default.
* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
*
* Instead of this hint, in 2.0.9 and later, you can use
* SDL_CreateThreadWithStackSize(). This hint only works with the classic
* SDL_CreateThread().
*/
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
/**
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
*/
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
/**
* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
*
* If present, holding ctrl while left clicking will generate a right click
* event when on Mac.
*/
#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
/**
* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
*
* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
* can use two different sets of binaries, those compiled by the user from source
* or those provided by the Chrome browser. In the later case, these binaries require
* that SDL loads a DLL providing the shader compiler.
*
* This variable can be set to the following values:
* "d3dcompiler_46.dll" - default, best for Vista or later.
* "d3dcompiler_43.dll" - for XP support.
* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
*
*/
#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER"
/**
* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
*
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
* created SDL_Window:
*
* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
* needed for example when sharing an OpenGL context across multiple windows.
*
* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
* OpenGL rendering.
*
* This variable can be set to the following values:
* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
* share a pixel format with.
*/
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
/**
* \brief A URL to a WinRT app's privacy policy
*
* All network-enabled WinRT apps must make a privacy policy available to its
* users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
* be available in the Windows Settings charm, as accessed from within the app.
* SDL provides code to add a URL-based link there, which can point to the app's
* privacy policy.
*
* To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
* before calling any SDL_Init() functions. The contents of the hint should
* be a valid URL. For example, "http://www.example.com".
*
* The default value is "", which will prevent SDL from adding a privacy policy
* link to the Settings charm. This hint should only be set during app init.
*
* The label text of an app's "Privacy Policy" link may be customized via another
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
*
* Please note that on Windows Phone, Microsoft does not provide standard UI
* for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
* will not get used on that platform. Network-enabled phone apps should display
* their privacy policy through some other, in-app means.
*/
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
/** \brief Label text for a WinRT app's privacy policy link
*
* Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
* Microsoft mandates that this policy be available via the Windows Settings charm.
* SDL provides code to add a link there, with its label text being set via the
* optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
*
* Please note that a privacy policy's contents are not set via this hint. A separate
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
* policy.
*
* The contents of this hint should be encoded as a UTF8 string.
*
* The default value is "Privacy Policy". This hint should only be set during app
* initialization, preferably before any calls to SDL_Init().
*
* For additional information on linking to a privacy policy, see the documentation for
* SDL_HINT_WINRT_PRIVACY_POLICY_URL.
*/
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
*
* Windows Phone devices typically feature a Back button. When pressed,
* the OS will emit back-button-press events, which apps are expected to
* handle in an appropriate manner. If apps do not explicitly mark these
* events as 'Handled', then the OS will invoke its default behavior for
* unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
* terminate the app (and attempt to switch to the previous app, or to the
* device's home screen).
*
* Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
* to mark back-button-press events as Handled, if and when one is sent to
* the app.
*
* Internally, Windows Phone sends back button events as parameters to
* special back-button-press callback functions. Apps that need to respond
* to back-button-press events are expected to register one or more
* callback functions for such, shortly after being launched (during the
* app's initialization phase). After the back button is pressed, the OS
* will invoke these callbacks. If the app's callback(s) do not explicitly
* mark the event as handled by the time they return, or if the app never
* registers one of these callback, the OS will consider the event
* un-handled, and it will apply its default back button behavior (terminate
* the app).
*
* SDL registers its own back-button-press callback with the Windows Phone
* OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
* and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
* it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
* If the hint's value is set to "1", the back button event's Handled
* property will get set to 'true'. If the hint's value is set to something
* else, or if it is unset, SDL will leave the event's Handled property
* alone. (By default, the OS sets this property to 'false', to note.)
*
* SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
* back button is pressed, or can set it in direct-response to a back button
* being pressed.
*
* In order to get notified when a back button is pressed, SDL apps should
* register a callback function with SDL_AddEventWatch(), and have it listen
* for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
* (Alternatively, SDL_KEYUP events can be listened-for. Listening for
* either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
* set by such a callback, will be applied to the OS' current
* back-button-press event.
*
* More details on back button behavior in Windows Phone apps can be found
* at the following page, on Microsoft's developer site:
* http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
*/
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
/**
* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
*
* This hint only applies to Mac OS X.
*
* The variable can be set to the following values:
* "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
* SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
* button on their titlebars).
* "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
* button on their titlebars).
*
* The default value is "1". Spaces are disabled regardless of this hint if
* the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
* any windows are created.
*/
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
/**
* \brief When set don't force the SDL app to become a foreground process
*
* This hint only applies to Mac OS X.
*
*/
#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP"
/**
* \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
*
* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
*
* If both hints were set then SDL_RWFromFile() will look into expansion files
* after a given relative path was not found in the internal storage and assets.
*
* By default this hint is not set and the APK expansion files are not searched.
*/
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
/**
* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
*
* Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
*
* If both hints were set then SDL_RWFromFile() will look into expansion files
* after a given relative path was not found in the internal storage and assets.
*
* By default this hint is not set and the APK expansion files are not searched.
*/
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
/**
* \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
*
* The variable can be set to the following values:
* "0" - SDL_TEXTEDITING events are sent, and it is the application's
* responsibility to render the text from these events and
* differentiate it somehow from committed text. (default)
* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
* and text that is being composed will be rendered in its own UI.
*/
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
/**
* \brief A variable to control whether mouse and touch events are to be treated together or separately
*
* The variable can be set to the following values:
* "0" - Mouse events will be handled as touch events, and touch will raise fake mouse
* events. This is the behaviour of SDL <= 2.0.3. (default)
* "1" - Mouse events will be handled separately from pure touch events.
*
* The value of this hint is used at runtime, so it can be changed at any time.
*/
#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
/**
* \brief A variable to control whether we trap the Android back button to handle it manually.
* This is necessary for the right mouse button to work on some Android devices, or
* to be able to trap the back button for use in your code reliably. If set to true,
* the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
* SDL_SCANCODE_AC_BACK.
*
* The variable can be set to the following values:
* "0" - Back button will be handled as usual for system. (default)
* "1" - Back button will be trapped, allowing you to handle the key press
* manually. (This will also let right mouse click work on systems
* where the right mouse button functions as back.)
*
* The value of this hint is used at runtime, so it can be changed at any time.
*/
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
/**
* \brief A variable to control whether the return key on the soft keyboard
* should hide the soft keyboard on Android and iOS.
*
* The variable can be set to the following values:
* "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
* "1" - The return key will hide the keyboard.
*
* The value of this hint is used at runtime, so it can be changed at any time.
*/
#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
/**
* \brief override the binding element for keyboard inputs for Emscripten builds
*
* This hint only applies to the emscripten platform
*
* The variable can be one of
* "#window" - The javascript window object (this is the default)
* "#document" - The javascript document object
* "#screen" - the javascript window.screen object
* "#canvas" - the WebGL canvas element
* any other string without a leading # sign applies to the element on the page with that ID.
*/
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
/**
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
*
* This hint only applies to Unix-like platforms.
*
* The variable can be set to the following values:
* "0" - SDL will install a SIGINT and SIGTERM handler, and when it
* catches a signal, convert it into an SDL_QUIT event.
* "1" - SDL will not install a signal handler at all.
*/
#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS"
/**
* \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
*
* The variable can be set to the following values:
* "0" - SDL will generate a window-close event when it sees Alt+F4.
* "1" - SDL will only do normal key handling for Alt+F4.
*/
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
/**
* \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
*
* The bitmap header version 4 is required for proper alpha channel support and
* SDL will use it when required. Should this not be desired, this hint can
* force the use of the 40 byte header version which is supported everywhere.
*
* The variable can be set to the following values:
* "0" - Surfaces with a colorkey or an alpha channel are saved to a
* 32-bit BMP file with an alpha mask. SDL will use the bitmap
* header version 4 and set the alpha mask accordingly.
* "1" - Surfaces with a colorkey or an alpha channel are saved to a
* 32-bit BMP file without an alpha mask. The alpha channel data
* will be in the file, but applications are going to ignore it.
*
* The default value is "0".
*/
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
/**
* \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
* The 0x406D1388 Exception is a trick used to inform Visual Studio of a
* thread's name, but it tends to cause problems with other debuggers,
* and the .NET runtime. Note that SDL 2.0.6 and later will still use
* the (safer) SetThreadDescription API, introduced in the Windows 10
* Creators Update, if available.
*
* The variable can be set to the following values:
* "0" - SDL will raise the 0x406D1388 Exception to name threads.
* This is the default behavior of SDL <= 2.0.4.
* "1" - SDL will not raise this exception, and threads will be unnamed. (default)
* This is necessary with .NET languages or debuggers that aren't Visual Studio.
*/
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
/**
* \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
*
* Also known as Z-order. The variable can take a negative or positive value.
* The default is 10000.
*/
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
/**
* \brief Tell the video driver that we only want a double buffer.
*
* By default, most lowlevel 2D APIs will use a triple buffer scheme that
* wastes no CPU time on waiting for vsync after issuing a flip, but
* introduces a frame of latency. On the other hand, using a double buffer
* scheme instead is recommended for cases where low latency is an important
* factor because we save a whole frame of latency.
* We do so by waiting for vsync immediately after issuing a flip, usually just
* after eglSwapBuffers call in the backend's *_SwapWindow function.
*
* Since it's driver-specific, it's only supported where possible and
* implemented. Currently supported the following drivers:
* - KMSDRM (kmsdrm)
* - Raspberry Pi (raspberrypi)
*/
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
/**
* \brief A variable controlling what driver to use for OpenGL ES contexts.
*
* On some platforms, currently Windows and X11, OpenGL drivers may support
* creating contexts with an OpenGL ES profile. By default SDL uses these
* profiles, when available, otherwise it attempts to load an OpenGL ES
* library, e.g. that provided by the ANGLE project. This variable controls
* whether SDL follows this default behaviour or will always load an
* OpenGL ES library.
*
* Circumstances where this is useful include
* - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
* or emulator, e.g. those from ARM, Imagination or Qualcomm.
* - Resolving OpenGL ES function addresses at link time by linking with
* the OpenGL ES library instead of querying them at run time with
* SDL_GL_GetProcAddress().
*
* Caution: for an application to work with the default behaviour across
* different OpenGL drivers it must query the OpenGL ES function
* addresses at run time using SDL_GL_GetProcAddress().
*
* This variable is ignored on most platforms because OpenGL ES is native
* or not supported.
*
* This variable can be set to the following values:
* "0" - Use ES profile of OpenGL, if available. (Default when not set.)
* "1" - Load OpenGL ES library using the default library names.
*
*/
#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER"
/**
* \brief A variable controlling speed/quality tradeoff of audio resampling.
*
* If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
* to handle audio resampling. There are different resampling modes available
* that produce different levels of quality, using more CPU.
*
* If this hint isn't specified to a valid setting, or libsamplerate isn't
* available, SDL will use the default, internal resampling algorithm.
*
* Note that this is currently only applicable to resampling audio that is
* being written to a device for playback or audio being read from a device
* for capture. SDL_AudioCVT always uses the default resampler (although this
* might change for SDL 2.1).
*
* This hint is currently only checked at audio subsystem initialization.
*
* This variable can be set to the following values:
*
* "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
* "1" or "fast" - Use fast, slightly higher quality resampling, if available
* "2" or "medium" - Use medium quality resampling, if available
* "3" or "best" - Use high quality resampling, if available
*/
#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE"
/**
* \brief A variable controlling the audio category on iOS and Mac OS X
*
* This variable can be set to the following values:
*
* "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
* "playback" - Use the AVAudioSessionCategoryPlayback category
*
* For more information, see Apple's documentation:
* https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
*/
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
/**
* \brief An enumeration of hint priorities
*/
typedef enum
{
SDL_HINT_DEFAULT,
SDL_HINT_NORMAL,
SDL_HINT_OVERRIDE
} SDL_HintPriority;
/**
* \brief Set a hint with a specific priority
*
* The priority controls the behavior when setting a hint that already
* has a value. Hints will replace existing hints of their priority and
* lower. Environment variables are considered to have override priority.
*
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
const char *value,
SDL_HintPriority priority);
/**
* \brief Set a hint with normal priority
*
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
const char *value);
/**
* \brief Get a hint
*
* \return The string value of a hint variable.
*/
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
/**
* \brief Get a hint
*
* \return The boolean value of a hint variable.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
/**
* \brief type definition of the hint callback function.
*/
typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
/**
* \brief Add a function to watch a particular hint
*
* \param name The hint to watch
* \param callback The function to call when the hint value changes
* \param userdata A pointer to pass to the callback function
*/
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
/**
* \brief Remove a function watching a particular hint
*
* \param name The hint being watched
* \param callback The function being called when the hint value changes
* \param userdata A pointer being passed to the callback function
*/
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
/**
* \brief Clear all hints
*
* This function is called during SDL_Quit() to free stored hints.
*/
extern DECLSPEC void SDLCALL SDL_ClearHints(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_hints_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_joystick.h
*
* Include file for SDL joystick event handling
*
* The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
* behind a device_index changing as joysticks are plugged and unplugged.
*
* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
* then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
*
* The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
* the device (a X360 wired controller for example). This identifier is platform dependent.
*
*
*/
#ifndef SDL_joystick_h_
#define SDL_joystick_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_joystick.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
* for joysticks, and load appropriate drivers.
*
* If you would like to receive joystick updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/**
* The joystick structure used to identify an SDL joystick
*/
struct _SDL_Joystick;
typedef struct _SDL_Joystick SDL_Joystick;
/* A structure that encodes the stable unique id for a joystick device */
typedef struct {
Uint8 data[16];
} SDL_JoystickGUID;
/**
* This is a unique ID for a joystick for the time it is connected to the system,
* and is never reused for the lifetime of the application. If the joystick is
* disconnected and reconnected, it will get a new ID.
*
* The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
*/
typedef Sint32 SDL_JoystickID;
typedef enum
{
SDL_JOYSTICK_TYPE_UNKNOWN,
SDL_JOYSTICK_TYPE_GAMECONTROLLER,
SDL_JOYSTICK_TYPE_WHEEL,
SDL_JOYSTICK_TYPE_ARCADE_STICK,
SDL_JOYSTICK_TYPE_FLIGHT_STICK,
SDL_JOYSTICK_TYPE_DANCE_PAD,
SDL_JOYSTICK_TYPE_GUITAR,
SDL_JOYSTICK_TYPE_DRUM_KIT,
SDL_JOYSTICK_TYPE_ARCADE_PAD,
SDL_JOYSTICK_TYPE_THROTTLE
} SDL_JoystickType;
typedef enum
{
SDL_JOYSTICK_POWER_UNKNOWN = -1,
SDL_JOYSTICK_POWER_EMPTY, /* <= 5% */
SDL_JOYSTICK_POWER_LOW, /* <= 20% */
SDL_JOYSTICK_POWER_MEDIUM, /* <= 70% */
SDL_JOYSTICK_POWER_FULL, /* <= 100% */
SDL_JOYSTICK_POWER_WIRED,
SDL_JOYSTICK_POWER_MAX
} SDL_JoystickPowerLevel;
/* Function prototypes */
/**
* Locking for multi-threaded access to the joystick API
*
* If you are using the joystick API or handling events from multiple threads
* you should use these locking functions to protect access to the joysticks.
*
* In particular, you are guaranteed that the joystick list won't change, so
* the API functions that take a joystick index will be valid, and joystick
* and game controller events will not be delivered.
*/
extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
/**
* Count the number of joysticks attached to the system right now
*/
extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
/**
* Get the implementation dependent name of a joystick.
* This can be called before any joysticks are opened.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
/**
* Get the player index of a joystick, or -1 if it's not available
* This can be called before any joysticks are opened.
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index);
/**
* Return the GUID for the joystick at this index
* This can be called before any joysticks are opened.
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
/**
* Get the USB vendor ID of a joystick, if available.
* This can be called before any joysticks are opened.
* If the vendor ID isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index);
/**
* Get the USB product ID of a joystick, if available.
* This can be called before any joysticks are opened.
* If the product ID isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index);
/**
* Get the product version of a joystick, if available.
* This can be called before any joysticks are opened.
* If the product version isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index);
/**
* Get the type of a joystick, if available.
* This can be called before any joysticks are opened.
*/
extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index);
/**
* Get the instance ID of a joystick.
* This can be called before any joysticks are opened.
* If the index is out of range, this function will return -1.
*/
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index);
/**
* Open a joystick for use.
* The index passed as an argument refers to the N'th joystick on the system.
* This index is not the value which will identify this joystick in future
* joystick events. The joystick's instance id (::SDL_JoystickID) will be used
* there instead.
*
* \return A joystick identifier, or NULL if an error occurred.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
/**
* Return the SDL_Joystick associated with an instance id.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID joyid);
/**
* Return the name for this currently opened joystick.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
/**
* Get the player index of an opened joystick, or -1 if it's not available
*
* For XInput controllers this returns the XInput user index.
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick * joystick);
/**
* Return the GUID for this opened joystick
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick);
/**
* Get the USB vendor ID of an opened joystick, if available.
* If the vendor ID isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick * joystick);
/**
* Get the USB product ID of an opened joystick, if available.
* If the product ID isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick * joystick);
/**
* Get the product version of an opened joystick, if available.
* If the product version isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick * joystick);
/**
* Get the type of an opened joystick.
*/
extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick * joystick);
/**
* Return a string representation for this guid. pszGUID must point to at least 33 bytes
* (32 for the string plus a NULL terminator).
*/
extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
/**
* Convert a string into a joystick guid
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
/**
* Returns SDL_TRUE if the joystick has been opened and currently connected, or SDL_FALSE if it has not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick * joystick);
/**
* Get the instance ID of an opened joystick or -1 if the joystick is invalid.
*/
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick * joystick);
/**
* Get the number of general axis controls on a joystick.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick * joystick);
/**
* Get the number of trackballs on a joystick.
*
* Joystick trackballs have only relative motion events associated
* with them and their state cannot be polled.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick * joystick);
/**
* Get the number of POV hats on a joystick.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick * joystick);
/**
* Get the number of buttons on a joystick.
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick * joystick);
/**
* Update the current state of the open joysticks.
*
* This is called automatically by the event loop if any joystick
* events are enabled.
*/
extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
/**
* Enable/disable joystick event polling.
*
* If joystick events are disabled, you must call SDL_JoystickUpdate()
* yourself and check the state of the joystick when you want joystick
* information.
*
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
*/
extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
#define SDL_JOYSTICK_AXIS_MAX 32767
#define SDL_JOYSTICK_AXIS_MIN -32768
/**
* Get the current state of an axis control on a joystick.
*
* The state is a value ranging from -32768 to 32767.
*
* The axis indices start at index 0.
*/
extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick,
int axis);
/**
* Get the initial state of an axis control on a joystick.
*
* The state is a value ranging from -32768 to 32767.
*
* The axis indices start at index 0.
*
* \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick,
int axis, Sint16 *state);
/**
* \name Hat positions
*/
/* @{ */
#define SDL_HAT_CENTERED 0x00
#define SDL_HAT_UP 0x01
#define SDL_HAT_RIGHT 0x02
#define SDL_HAT_DOWN 0x04
#define SDL_HAT_LEFT 0x08
#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
/* @} */
/**
* Get the current state of a POV hat on a joystick.
*
* The hat indices start at index 0.
*
* \return The return value is one of the following positions:
* - ::SDL_HAT_CENTERED
* - ::SDL_HAT_UP
* - ::SDL_HAT_RIGHT
* - ::SDL_HAT_DOWN
* - ::SDL_HAT_LEFT
* - ::SDL_HAT_RIGHTUP
* - ::SDL_HAT_RIGHTDOWN
* - ::SDL_HAT_LEFTUP
* - ::SDL_HAT_LEFTDOWN
*/
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick,
int hat);
/**
* Get the ball axis change since the last poll.
*
* \return 0, or -1 if you passed it invalid parameters.
*
* The ball indices start at index 0.
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick,
int ball, int *dx, int *dy);
/**
* Get the current state of a button on a joystick.
*
* The button indices start at index 0.
*/
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick,
int button);
/**
* Trigger a rumble effect
* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
*
* \param joystick The joystick to vibrate
* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
*
* \return 0, or -1 if rumble isn't supported on this joystick
*/
extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/**
* Close a joystick previously opened with SDL_JoystickOpen().
*/
extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick * joystick);
/**
* Return the battery level of this joystick
*/
extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick * joystick);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_joystick_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_keyboard.h
*
* Include file for SDL keyboard event handling
*/
#ifndef SDL_keyboard_h_
#define SDL_keyboard_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_keycode.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The SDL keysym structure, used in key events.
*
* \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
*/
typedef struct SDL_Keysym
{
SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
Uint16 mod; /**< current key modifiers */
Uint32 unused;
} SDL_Keysym;
/* Function prototypes */
/**
* \brief Get the window which currently has keyboard focus.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
/**
* \brief Get a snapshot of the current state of the keyboard.
*
* \param numkeys if non-NULL, receives the length of the returned array.
*
* \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values.
*
* \b Example:
* \code
* const Uint8 *state = SDL_GetKeyboardState(NULL);
* if ( state[SDL_SCANCODE_RETURN] ) {
* printf("<RETURN> is pressed.\n");
* }
* \endcode
*/
extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
/**
* \brief Get the current key modifier state for the keyboard.
*/
extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
/**
* \brief Set the current key modifier state for the keyboard.
*
* \note This does not change the keyboard state, only the key modifier flags.
*/
extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
/**
* \brief Get the key code corresponding to the given scancode according
* to the current keyboard layout.
*
* See ::SDL_Keycode for details.
*
* \sa SDL_GetKeyName()
*/
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
/**
* \brief Get the scancode corresponding to the given key code according to the
* current keyboard layout.
*
* See ::SDL_Scancode for details.
*
* \sa SDL_GetScancodeName()
*/
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
/**
* \brief Get a human-readable name for a scancode.
*
* \return A pointer to the name for the scancode.
* If the scancode doesn't have a name, this function returns
* an empty string ("").
*
* \sa SDL_Scancode
*/
extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
/**
* \brief Get a scancode from a human-readable name
*
* \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized
*
* \sa SDL_Scancode
*/
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
/**
* \brief Get a human-readable name for a key.
*
* \return A pointer to a UTF-8 string that stays valid at least until the next
* call to this function. If you need it around any longer, you must
* copy it. If the key doesn't have a name, this function returns an
* empty string ("").
*
* \sa SDL_Keycode
*/
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
/**
* \brief Get a key code from a human-readable name
*
* \return key code, or SDLK_UNKNOWN if the name wasn't recognized
*
* \sa SDL_Keycode
*/
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
/**
* \brief Start accepting Unicode text input events.
* This function will show the on-screen keyboard if supported.
*
* \sa SDL_StopTextInput()
* \sa SDL_SetTextInputRect()
* \sa SDL_HasScreenKeyboardSupport()
*/
extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
/**
* \brief Return whether or not Unicode text input events are enabled.
*
* \sa SDL_StartTextInput()
* \sa SDL_StopTextInput()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
/**
* \brief Stop receiving any text input events.
* This function will hide the on-screen keyboard if supported.
*
* \sa SDL_StartTextInput()
* \sa SDL_HasScreenKeyboardSupport()
*/
extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
/**
* \brief Set the rectangle used to type Unicode text inputs.
* This is used as a hint for IME and on-screen keyboard placement.
*
* \sa SDL_StartTextInput()
*/
extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
/**
* \brief Returns whether the platform has some screen keyboard support.
*
* \return SDL_TRUE if some keyboard support is available else SDL_FALSE.
*
* \note Not all screen keyboard functions are supported on all platforms.
*
* \sa SDL_IsScreenKeyboardShown()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
/**
* \brief Returns whether the screen keyboard is shown for given window.
*
* \param window The window for which screen keyboard should be queried.
*
* \return SDL_TRUE if screen keyboard is shown else SDL_FALSE.
*
* \sa SDL_HasScreenKeyboardSupport()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_keyboard_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_keycode.h
*
* Defines constants which identify keyboard keys and modifiers.
*/
#ifndef SDL_keycode_h_
#define SDL_keycode_h_
#include "SDL_stdinc.h"
#include "SDL_scancode.h"
/**
* \brief The SDL virtual key representation.
*
* Values of this type are used to represent keyboard keys using the current
* layout of the keyboard. These values include Unicode values representing
* the unmodified character that would be generated by pressing the key, or
* an SDLK_* constant for those keys that do not generate characters.
*
* A special exception is the number keys at the top of the keyboard which
* always map to SDLK_0...SDLK_9, regardless of layout.
*/
typedef Sint32 SDL_Keycode;
#define SDLK_SCANCODE_MASK (1<<30)
#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK)
enum
{
SDLK_UNKNOWN = 0,
SDLK_RETURN = '\r',
SDLK_ESCAPE = '\033',
SDLK_BACKSPACE = '\b',
SDLK_TAB = '\t',
SDLK_SPACE = ' ',
SDLK_EXCLAIM = '!',
SDLK_QUOTEDBL = '"',
SDLK_HASH = '#',
SDLK_PERCENT = '%',
SDLK_DOLLAR = '$',
SDLK_AMPERSAND = '&',
SDLK_QUOTE = '\'',
SDLK_LEFTPAREN = '(',
SDLK_RIGHTPAREN = ')',
SDLK_ASTERISK = '*',
SDLK_PLUS = '+',
SDLK_COMMA = ',',
SDLK_MINUS = '-',
SDLK_PERIOD = '.',
SDLK_SLASH = '/',
SDLK_0 = '0',
SDLK_1 = '1',
SDLK_2 = '2',
SDLK_3 = '3',
SDLK_4 = '4',
SDLK_5 = '5',
SDLK_6 = '6',
SDLK_7 = '7',
SDLK_8 = '8',
SDLK_9 = '9',
SDLK_COLON = ':',
SDLK_SEMICOLON = ';',
SDLK_LESS = '<',
SDLK_EQUALS = '=',
SDLK_GREATER = '>',
SDLK_QUESTION = '?',
SDLK_AT = '@',
/*
Skip uppercase letters
*/
SDLK_LEFTBRACKET = '[',
SDLK_BACKSLASH = '\\',
SDLK_RIGHTBRACKET = ']',
SDLK_CARET = '^',
SDLK_UNDERSCORE = '_',
SDLK_BACKQUOTE = '`',
SDLK_a = 'a',
SDLK_b = 'b',
SDLK_c = 'c',
SDLK_d = 'd',
SDLK_e = 'e',
SDLK_f = 'f',
SDLK_g = 'g',
SDLK_h = 'h',
SDLK_i = 'i',
SDLK_j = 'j',
SDLK_k = 'k',
SDLK_l = 'l',
SDLK_m = 'm',
SDLK_n = 'n',
SDLK_o = 'o',
SDLK_p = 'p',
SDLK_q = 'q',
SDLK_r = 'r',
SDLK_s = 's',
SDLK_t = 't',
SDLK_u = 'u',
SDLK_v = 'v',
SDLK_w = 'w',
SDLK_x = 'x',
SDLK_y = 'y',
SDLK_z = 'z',
SDLK_CAPSLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK),
SDLK_F1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1),
SDLK_F2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2),
SDLK_F3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3),
SDLK_F4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4),
SDLK_F5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5),
SDLK_F6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6),
SDLK_F7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7),
SDLK_F8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8),
SDLK_F9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9),
SDLK_F10 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10),
SDLK_F11 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11),
SDLK_F12 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12),
SDLK_PRINTSCREEN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN),
SDLK_SCROLLLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK),
SDLK_PAUSE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE),
SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT),
SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME),
SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP),
SDLK_DELETE = '\177',
SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END),
SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN),
SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT),
SDLK_LEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT),
SDLK_DOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN),
SDLK_UP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP),
SDLK_NUMLOCKCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR),
SDLK_KP_DIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE),
SDLK_KP_MULTIPLY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY),
SDLK_KP_MINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS),
SDLK_KP_PLUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS),
SDLK_KP_ENTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER),
SDLK_KP_1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1),
SDLK_KP_2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2),
SDLK_KP_3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3),
SDLK_KP_4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4),
SDLK_KP_5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5),
SDLK_KP_6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6),
SDLK_KP_7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7),
SDLK_KP_8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8),
SDLK_KP_9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9),
SDLK_KP_0 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0),
SDLK_KP_PERIOD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD),
SDLK_APPLICATION = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION),
SDLK_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER),
SDLK_KP_EQUALS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS),
SDLK_F13 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13),
SDLK_F14 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14),
SDLK_F15 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15),
SDLK_F16 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16),
SDLK_F17 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17),
SDLK_F18 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18),
SDLK_F19 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19),
SDLK_F20 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20),
SDLK_F21 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21),
SDLK_F22 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22),
SDLK_F23 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23),
SDLK_F24 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24),
SDLK_EXECUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE),
SDLK_HELP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP),
SDLK_MENU = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU),
SDLK_SELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT),
SDLK_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP),
SDLK_AGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN),
SDLK_UNDO = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO),
SDLK_CUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT),
SDLK_COPY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY),
SDLK_PASTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE),
SDLK_FIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND),
SDLK_MUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE),
SDLK_VOLUMEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP),
SDLK_VOLUMEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN),
SDLK_KP_COMMA = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA),
SDLK_KP_EQUALSAS400 =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400),
SDLK_ALTERASE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE),
SDLK_SYSREQ = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ),
SDLK_CANCEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL),
SDLK_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR),
SDLK_PRIOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR),
SDLK_RETURN2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2),
SDLK_SEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR),
SDLK_OUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT),
SDLK_OPER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER),
SDLK_CLEARAGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN),
SDLK_CRSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL),
SDLK_EXSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL),
SDLK_KP_00 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00),
SDLK_KP_000 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000),
SDLK_THOUSANDSSEPARATOR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR),
SDLK_DECIMALSEPARATOR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR),
SDLK_CURRENCYUNIT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT),
SDLK_CURRENCYSUBUNIT =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT),
SDLK_KP_LEFTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN),
SDLK_KP_RIGHTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN),
SDLK_KP_LEFTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE),
SDLK_KP_RIGHTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE),
SDLK_KP_TAB = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB),
SDLK_KP_BACKSPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE),
SDLK_KP_A = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A),
SDLK_KP_B = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B),
SDLK_KP_C = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C),
SDLK_KP_D = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D),
SDLK_KP_E = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E),
SDLK_KP_F = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F),
SDLK_KP_XOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR),
SDLK_KP_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER),
SDLK_KP_PERCENT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT),
SDLK_KP_LESS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS),
SDLK_KP_GREATER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER),
SDLK_KP_AMPERSAND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND),
SDLK_KP_DBLAMPERSAND =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND),
SDLK_KP_VERTICALBAR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR),
SDLK_KP_DBLVERTICALBAR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR),
SDLK_KP_COLON = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON),
SDLK_KP_HASH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH),
SDLK_KP_SPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE),
SDLK_KP_AT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT),
SDLK_KP_EXCLAM = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM),
SDLK_KP_MEMSTORE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE),
SDLK_KP_MEMRECALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL),
SDLK_KP_MEMCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR),
SDLK_KP_MEMADD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD),
SDLK_KP_MEMSUBTRACT =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT),
SDLK_KP_MEMMULTIPLY =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY),
SDLK_KP_MEMDIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE),
SDLK_KP_PLUSMINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS),
SDLK_KP_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR),
SDLK_KP_CLEARENTRY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY),
SDLK_KP_BINARY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY),
SDLK_KP_OCTAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL),
SDLK_KP_DECIMAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL),
SDLK_KP_HEXADECIMAL =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL),
SDLK_LCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL),
SDLK_LSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT),
SDLK_LALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT),
SDLK_LGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI),
SDLK_RCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL),
SDLK_RSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT),
SDLK_RALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT),
SDLK_RGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI),
SDLK_MODE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE),
SDLK_AUDIONEXT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIONEXT),
SDLK_AUDIOPREV = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPREV),
SDLK_AUDIOSTOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOSTOP),
SDLK_AUDIOPLAY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPLAY),
SDLK_AUDIOMUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOMUTE),
SDLK_MEDIASELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIASELECT),
SDLK_WWW = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WWW),
SDLK_MAIL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MAIL),
SDLK_CALCULATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALCULATOR),
SDLK_COMPUTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COMPUTER),
SDLK_AC_SEARCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH),
SDLK_AC_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME),
SDLK_AC_BACK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK),
SDLK_AC_FORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD),
SDLK_AC_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP),
SDLK_AC_REFRESH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH),
SDLK_AC_BOOKMARKS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS),
SDLK_BRIGHTNESSDOWN =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSDOWN),
SDLK_BRIGHTNESSUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSUP),
SDLK_DISPLAYSWITCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DISPLAYSWITCH),
SDLK_KBDILLUMTOGGLE =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMTOGGLE),
SDLK_KBDILLUMDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMDOWN),
SDLK_KBDILLUMUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMUP),
SDLK_EJECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EJECT),
SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP),
SDLK_APP1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP1),
SDLK_APP2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP2),
SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND),
SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD)
};
/**
* \brief Enumeration of valid key mods (possibly OR'd together).
*/
typedef enum
{
KMOD_NONE = 0x0000,
KMOD_LSHIFT = 0x0001,
KMOD_RSHIFT = 0x0002,
KMOD_LCTRL = 0x0040,
KMOD_RCTRL = 0x0080,
KMOD_LALT = 0x0100,
KMOD_RALT = 0x0200,
KMOD_LGUI = 0x0400,
KMOD_RGUI = 0x0800,
KMOD_NUM = 0x1000,
KMOD_CAPS = 0x2000,
KMOD_MODE = 0x4000,
KMOD_RESERVED = 0x8000
} SDL_Keymod;
#define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL)
#define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT)
#define KMOD_ALT (KMOD_LALT|KMOD_RALT)
#define KMOD_GUI (KMOD_LGUI|KMOD_RGUI)
#endif /* SDL_keycode_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_loadso.h
*
* System dependent library loading routines
*
* Some things to keep in mind:
* \li These functions only work on C function names. Other languages may
* have name mangling and intrinsic language support that varies from
* compiler to compiler.
* \li Make sure you declare your function pointers with the same calling
* convention as the actual library function. Your code will crash
* mysteriously if you do not do this.
* \li Avoid namespace collisions. If you load a symbol from the library,
* it is not defined whether or not it goes into the global symbol
* namespace for the application. If it does and it conflicts with
* symbols in your code or other shared libraries, you will not get
* the results you expect. :)
*/
#ifndef SDL_loadso_h_
#define SDL_loadso_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* This function dynamically loads a shared object and returns a pointer
* to the object handle (or NULL if there was an error).
* The 'sofile' parameter is a system dependent name of the object file.
*/
extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile);
/**
* Given an object handle, this function looks up the address of the
* named function in the shared object and returns it. This address
* is no longer valid after calling SDL_UnloadObject().
*/
extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle,
const char *name);
/**
* Unload a shared object from memory.
*/
extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_loadso_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_log.h
*
* Simple log messages with categories and priorities.
*
* By default logs are quiet, but if you're debugging SDL you might want:
*
* SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
*
* Here's where the messages go on different platforms:
* Windows: debug output stream
* Android: log output
* Others: standard error output (stderr)
*/
#ifndef SDL_log_h_
#define SDL_log_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The maximum size of a log message
*
* Messages longer than the maximum size will be truncated
*/
#define SDL_MAX_LOG_MESSAGE 4096
/**
* \brief The predefined log categories
*
* By default the application category is enabled at the INFO level,
* the assert category is enabled at the WARN level, test is enabled
* at the VERBOSE level and all other categories are enabled at the
* CRITICAL level.
*/
enum
{
SDL_LOG_CATEGORY_APPLICATION,
SDL_LOG_CATEGORY_ERROR,
SDL_LOG_CATEGORY_ASSERT,
SDL_LOG_CATEGORY_SYSTEM,
SDL_LOG_CATEGORY_AUDIO,
SDL_LOG_CATEGORY_VIDEO,
SDL_LOG_CATEGORY_RENDER,
SDL_LOG_CATEGORY_INPUT,
SDL_LOG_CATEGORY_TEST,
/* Reserved for future SDL library use */
SDL_LOG_CATEGORY_RESERVED1,
SDL_LOG_CATEGORY_RESERVED2,
SDL_LOG_CATEGORY_RESERVED3,
SDL_LOG_CATEGORY_RESERVED4,
SDL_LOG_CATEGORY_RESERVED5,
SDL_LOG_CATEGORY_RESERVED6,
SDL_LOG_CATEGORY_RESERVED7,
SDL_LOG_CATEGORY_RESERVED8,
SDL_LOG_CATEGORY_RESERVED9,
SDL_LOG_CATEGORY_RESERVED10,
/* Beyond this point is reserved for application use, e.g.
enum {
MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
MYAPP_CATEGORY_AWESOME2,
MYAPP_CATEGORY_AWESOME3,
...
};
*/
SDL_LOG_CATEGORY_CUSTOM
};
/**
* \brief The predefined log priorities
*/
typedef enum
{
SDL_LOG_PRIORITY_VERBOSE = 1,
SDL_LOG_PRIORITY_DEBUG,
SDL_LOG_PRIORITY_INFO,
SDL_LOG_PRIORITY_WARN,
SDL_LOG_PRIORITY_ERROR,
SDL_LOG_PRIORITY_CRITICAL,
SDL_NUM_LOG_PRIORITIES
} SDL_LogPriority;
/**
* \brief Set the priority of all log categories
*/
extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority);
/**
* \brief Set the priority of a particular log category
*/
extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category,
SDL_LogPriority priority);
/**
* \brief Get the priority of a particular log category
*/
extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category);
/**
* \brief Reset all priorities to default.
*
* \note This is called in SDL_Quit().
*/
extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
/**
* \brief Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO
*/
extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* \brief Log a message with SDL_LOG_PRIORITY_VERBOSE
*/
extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_DEBUG
*/
extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_INFO
*/
extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_WARN
*/
extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_ERROR
*/
extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_CRITICAL
*/
extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with the specified category and priority.
*/
extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
SDL_LogPriority priority,
SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
/**
* \brief Log a message with the specified category and priority.
*/
extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
SDL_LogPriority priority,
const char *fmt, va_list ap);
/**
* \brief The prototype for the log output function
*/
typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
/**
* \brief Get the current log output function.
*/
extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
/**
* \brief This function allows you to replace the default log output
* function with one of your own.
*/
extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_log_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_main_h_
#define SDL_main_h_
#include "SDL_stdinc.h"
/**
* \file SDL_main.h
*
* Redefine main() on some platforms so that it is called by SDL.
*/
#ifndef SDL_MAIN_HANDLED
#if defined(__WIN32__)
/* On Windows SDL provides WinMain(), which parses the command line and passes
the arguments to your main function.
If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
*/
#define SDL_MAIN_AVAILABLE
#elif defined(__WINRT__)
/* On WinRT, SDL provides a main function that initializes CoreApplication,
creating an instance of IFrameworkView in the process.
Please note that #include'ing SDL_main.h is not enough to get a main()
function working. In non-XAML apps, the file,
src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
called, with a pointer to the Direct3D-hosted XAML control passed in.
*/
#define SDL_MAIN_NEEDED
#elif defined(__IPHONEOS__)
/* On iOS SDL provides a main function that creates an application delegate
and starts the iOS application run loop.
See src/video/uikit/SDL_uikitappdelegate.m for more details.
*/
#define SDL_MAIN_NEEDED
#elif defined(__ANDROID__)
/* On Android SDL provides a Java class in SDLActivity.java that is the
main activity entry point.
See docs/README-android.md for more details on extending that class.
*/
#define SDL_MAIN_NEEDED
/* We need to export SDL_main so it can be launched from Java */
#define SDLMAIN_DECLSPEC DECLSPEC
#elif defined(__NACL__)
/* On NACL we use ppapi_simple to set up the application helper code,
then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
starting the user main function.
All user code is run in a separate thread by ppapi_simple, thus
allowing for blocking io to take place via nacl_io
*/
#define SDL_MAIN_NEEDED
#endif
#endif /* SDL_MAIN_HANDLED */
#ifdef __cplusplus
#define C_LINKAGE "C"
#else
#define C_LINKAGE
#endif /* __cplusplus */
#ifndef SDLMAIN_DECLSPEC
#define SDLMAIN_DECLSPEC
#endif
/**
* \file SDL_main.h
*
* The application's main() function must be called with C linkage,
* and should be declared like this:
* \code
* #ifdef __cplusplus
* extern "C"
* #endif
* int main(int argc, char *argv[])
* {
* }
* \endcode
*/
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
#define main SDL_main
#endif
/**
* The prototype for the application's main() function
*/
extern C_LINKAGE SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
#include "begin_code.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* This is called by the real SDL main function to let the rest of the
* library know that initialization was done properly.
*
* Calling this yourself without knowing what you're doing can cause
* crashes and hard to diagnose problems with your application.
*/
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
#ifdef __WIN32__
/**
* This can be called to set the application class at startup
*/
extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
void *hInst);
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* __WIN32__ */
#ifdef __WINRT__
/**
* \brief Initializes and launches an SDL/WinRT application.
*
* \param mainFunction The SDL app's C-style main().
* \param reserved Reserved for future use; should be NULL
* \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
* information on the failure.
*/
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
#endif /* __WINRT__ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_main_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_messagebox_h_
#define SDL_messagebox_h_
#include "SDL_stdinc.h"
#include "SDL_video.h" /* For SDL_Window */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief SDL_MessageBox flags. If supported will display warning icon, etc.
*/
typedef enum
{
SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */
SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */
SDL_MESSAGEBOX_INFORMATION = 0x00000040 /**< informational dialog */
} SDL_MessageBoxFlags;
/**
* \brief Flags for SDL_MessageBoxButtonData.
*/
typedef enum
{
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, /**< Marks the default button when return is hit */
SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 /**< Marks the default button when escape is hit */
} SDL_MessageBoxButtonFlags;
/**
* \brief Individual button data.
*/
typedef struct
{
Uint32 flags; /**< ::SDL_MessageBoxButtonFlags */
int buttonid; /**< User defined button id (value returned via SDL_ShowMessageBox) */
const char * text; /**< The UTF-8 button text */
} SDL_MessageBoxButtonData;
/**
* \brief RGB value used in a message box color scheme
*/
typedef struct
{
Uint8 r, g, b;
} SDL_MessageBoxColor;
typedef enum
{
SDL_MESSAGEBOX_COLOR_BACKGROUND,
SDL_MESSAGEBOX_COLOR_TEXT,
SDL_MESSAGEBOX_COLOR_BUTTON_BORDER,
SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND,
SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED,
SDL_MESSAGEBOX_COLOR_MAX
} SDL_MessageBoxColorType;
/**
* \brief A set of colors to use for message box dialogs
*/
typedef struct
{
SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX];
} SDL_MessageBoxColorScheme;
/**
* \brief MessageBox structure containing title, text, window, etc.
*/
typedef struct
{
Uint32 flags; /**< ::SDL_MessageBoxFlags */
SDL_Window *window; /**< Parent window, can be NULL */
const char *title; /**< UTF-8 title */
const char *message; /**< UTF-8 message text */
int numbuttons;
const SDL_MessageBoxButtonData *buttons;
const SDL_MessageBoxColorScheme *colorScheme; /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */
} SDL_MessageBoxData;
/**
* \brief Create a modal message box.
*
* \param messageboxdata The SDL_MessageBoxData structure with title, text, etc.
* \param buttonid The pointer to which user id of hit button should be copied.
*
* \return -1 on error, otherwise 0 and buttonid contains user id of button
* hit or -1 if dialog was closed.
*
* \note This function should be called on the thread that created the parent
* window, or on the main thread if the messagebox has no parent. It will
* block execution of that thread until the user clicks a button or
* closes the messagebox.
*/
extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);
/**
* \brief Create a simple modal message box
*
* \param flags ::SDL_MessageBoxFlags
* \param title UTF-8 title text
* \param message UTF-8 message text
* \param window The parent window, or NULL for no parent
*
* \return 0 on success, -1 on error
*
* \sa SDL_ShowMessageBox
*/
extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_messagebox_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_mouse.h
*
* Include file for SDL mouse event handling.
*/
#ifndef SDL_mouse_h_
#define SDL_mouse_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
/**
* \brief Cursor types for SDL_CreateSystemCursor().
*/
typedef enum
{
SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
SDL_SYSTEM_CURSOR_HAND, /**< Hand */
SDL_NUM_SYSTEM_CURSORS
} SDL_SystemCursor;
/**
* \brief Scroll direction types for the Scroll event
*/
typedef enum
{
SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
} SDL_MouseWheelDirection;
/* Function prototypes */
/**
* \brief Get the window which currently has mouse focus.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
/**
* \brief Retrieve the current state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse cursor position relative to the focus window for the currently
* selected mouse. You can pass NULL for either x or y.
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
/**
* \brief Get the current state of the mouse, in relation to the desktop
*
* This works just like SDL_GetMouseState(), but the coordinates will be
* reported relative to the top-left of the desktop. This can be useful if
* you need to track the mouse outside of a specific window and
* SDL_CaptureMouse() doesn't fit your needs. For example, it could be
* useful if you need to track the mouse while dragging a window, where
* coordinates relative to a window might not be in sync at all times.
*
* \note SDL_GetMouseState() returns the mouse position as SDL understands
* it from the last pump of the event queue. This function, however,
* queries the OS for the current mouse position, and as such, might
* be a slightly less efficient function. Unless you know what you're
* doing and have a good reason to use this function, you probably want
* SDL_GetMouseState() instead.
*
* \param x Returns the current X coord, relative to the desktop. Can be NULL.
* \param y Returns the current Y coord, relative to the desktop. Can be NULL.
* \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
*
* \sa SDL_GetMouseState
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
/**
* \brief Retrieve the relative state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState().
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
/**
* \brief Moves the mouse to the given position within the window.
*
* \param window The window to move the mouse into, or NULL for the current mouse focus
* \param x The x coordinate within the window
* \param y The y coordinate within the window
*
* \note This function generates a mouse motion event
*/
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
int x, int y);
/**
* \brief Moves the mouse to the given position in global screen space.
*
* \param x The x coordinate
* \param y The y coordinate
* \return 0 on success, -1 on error (usually: unsupported by a platform).
*
* \note This function generates a mouse motion event
*/
extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
/**
* \brief Set relative mouse mode.
*
* \param enabled Whether or not to enable relative mode
*
* \return 0 on success, or -1 if relative mode is not supported.
*
* While the mouse is in relative mode, the cursor is hidden, and the
* driver will try to report continuous motion in the current window.
* Only relative motion events will be delivered, the mouse position
* will not change.
*
* \note This function will flush any pending mouse motion.
*
* \sa SDL_GetRelativeMouseMode()
*/
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
/**
* \brief Capture the mouse, to track input outside an SDL window.
*
* \param enabled Whether or not to enable capturing
*
* Capturing enables your app to obtain mouse events globally, instead of
* just within your window. Not all video targets support this function.
* When capturing is enabled, the current window will get all mouse events,
* but unlike relative mode, no change is made to the cursor and it is
* not restrained to your window.
*
* This function may also deny mouse input to other windows--both those in
* your application and others on the system--so you should use this
* function sparingly, and in small bursts. For example, you might want to
* track the mouse while the user is dragging something, until the user
* releases a mouse button. It is not recommended that you capture the mouse
* for long periods of time, such as the entire time your app is running.
*
* While captured, mouse events still report coordinates relative to the
* current (foreground) window, but those coordinates may be outside the
* bounds of the window (including negative values). Capturing is only
* allowed for the foreground window. If the window loses focus while
* capturing, the capture will be disabled automatically.
*
* While capturing is enabled, the current window will have the
* SDL_WINDOW_MOUSE_CAPTURE flag set.
*
* \return 0 on success, or -1 if not supported.
*/
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
/**
* \brief Query whether relative mouse mode is enabled.
*
* \sa SDL_SetRelativeMouseMode()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
/**
* \brief Create a cursor, using the specified bitmap data and
* mask (in MSB format).
*
* The cursor width must be a multiple of 8 bits.
*
* The cursor is created in black and white according to the following:
* <table>
* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
* <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
* if not. </td></tr>
* </table>
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
const Uint8 * mask,
int w, int h, int hot_x,
int hot_y);
/**
* \brief Create a color cursor.
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
int hot_x,
int hot_y);
/**
* \brief Create a system cursor.
*
* \sa SDL_FreeCursor()
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
/**
* \brief Set the active cursor.
*/
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
/**
* \brief Return the active cursor.
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
/**
* \brief Return the default cursor.
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
/**
* \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
*
* \sa SDL_CreateCursor()
* \sa SDL_CreateColorCursor()
* \sa SDL_CreateSystemCursor()
*/
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
/**
* \brief Toggle whether or not the cursor is shown.
*
* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
* state.
*
* \return 1 if the cursor is shown, or 0 if the cursor is hidden.
*/
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
/**
* Used as a mask when testing buttons in buttonstate.
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
*/
#define SDL_BUTTON(X) (1 << ((X)-1))
#define SDL_BUTTON_LEFT 1
#define SDL_BUTTON_MIDDLE 2
#define SDL_BUTTON_RIGHT 3
#define SDL_BUTTON_X1 4
#define SDL_BUTTON_X2 5
#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_mouse_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_mutex_h_
#define SDL_mutex_h_
/**
* \file SDL_mutex.h
*
* Functions to provide thread synchronization primitives.
*/
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Synchronization functions which can time out return this value
* if they time out.
*/
#define SDL_MUTEX_TIMEDOUT 1
/**
* This is the timeout value which corresponds to never time out.
*/
#define SDL_MUTEX_MAXWAIT (~(Uint32)0)
/**
* \name Mutex functions
*/
/* @{ */
/* The SDL mutex structure, defined in SDL_sysmutex.c */
struct SDL_mutex;
typedef struct SDL_mutex SDL_mutex;
/**
* Create a mutex, initialized unlocked.
*/
extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
/**
* Lock the mutex.
*
* \return 0, or -1 on error.
*/
#define SDL_mutexP(m) SDL_LockMutex(m)
extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
/**
* Try to lock the mutex
*
* \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
/**
* Unlock the mutex.
*
* \return 0, or -1 on error.
*
* \warning It is an error to unlock a mutex that has not been locked by
* the current thread, and doing so results in undefined behavior.
*/
#define SDL_mutexV(m) SDL_UnlockMutex(m)
extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
/**
* Destroy a mutex.
*/
extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
/* @} *//* Mutex functions */
/**
* \name Semaphore functions
*/
/* @{ */
/* The SDL semaphore structure, defined in SDL_syssem.c */
struct SDL_semaphore;
typedef struct SDL_semaphore SDL_sem;
/**
* Create a semaphore, initialized with value, returns NULL on failure.
*/
extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
/**
* Destroy a semaphore.
*/
extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
/**
* This function suspends the calling thread until the semaphore pointed
* to by \c sem has a positive count. It then atomically decreases the
* semaphore count.
*/
extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
/**
* Non-blocking variant of SDL_SemWait().
*
* \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would
* block, and -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
/**
* Variant of SDL_SemWait() with a timeout in milliseconds.
*
* \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not
* succeed in the allotted time, and -1 on error.
*
* \warning On some platforms this function is implemented by looping with a
* delay of 1 ms, and so should be avoided if possible.
*/
extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
/**
* Atomically increases the semaphore's count (not blocking).
*
* \return 0, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
/**
* Returns the current count of the semaphore.
*/
extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
/* @} *//* Semaphore functions */
/**
* \name Condition variable functions
*/
/* @{ */
/* The SDL condition variable structure, defined in SDL_syscond.c */
struct SDL_cond;
typedef struct SDL_cond SDL_cond;
/**
* Create a condition variable.
*
* Typical use of condition variables:
*
* Thread A:
* SDL_LockMutex(lock);
* while ( ! condition ) {
* SDL_CondWait(cond, lock);
* }
* SDL_UnlockMutex(lock);
*
* Thread B:
* SDL_LockMutex(lock);
* ...
* condition = true;
* ...
* SDL_CondSignal(cond);
* SDL_UnlockMutex(lock);
*
* There is some discussion whether to signal the condition variable
* with the mutex locked or not. There is some potential performance
* benefit to unlocking first on some platforms, but there are some
* potential race conditions depending on how your code is structured.
*
* In general it's safer to signal the condition variable while the
* mutex is locked.
*/
extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
/**
* Destroy a condition variable.
*/
extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
/**
* Restart one of the threads that are waiting on the condition variable.
*
* \return 0 or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
/**
* Restart all threads that are waiting on the condition variable.
*
* \return 0 or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
/**
* Wait on the condition variable, unlocking the provided mutex.
*
* \warning The mutex must be locked before entering this function!
*
* The mutex is re-locked once the condition variable is signaled.
*
* \return 0 when it is signaled, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
/**
* Waits for at most \c ms milliseconds, and returns 0 if the condition
* variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not
* signaled in the allotted time, and -1 on error.
*
* \warning On some platforms this function is implemented by looping with a
* delay of 1 ms, and so should be avoided if possible.
*/
extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
SDL_mutex * mutex, Uint32 ms);
/* @} *//* Condition variable functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_mutex_h_ */
/* vi: set ts=4 sw=4 expandtab: */
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDLname_h_
#define SDLname_h_
#if defined(__STDC__) || defined(__cplusplus)
#define NeedFunctionPrototypes 1
#endif
#define SDL_NAME(X) SDL_##X
#endif /* SDLname_h_ */
/* vi: set ts=4 sw=4 expandtab: */