// This file was generated by Cpp2Beef using System; using System.Interop; using static SDL3.SDL; namespace SDL3; extension SDL { /* Simple DirectMedia Layer Copyright (C) 1997-2026 Sam Lantinga 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. */ /** * # CategoryGamepad * * SDL provides a low-level joystick API, which just treats joysticks as an * arbitrary pile of buttons, axes, and hat switches. If you're planning to * write your own control configuration screen, this can give you a lot of * flexibility, but that's a lot of work, and most things that we consider * "joysticks" now are actually console-style gamepads. So SDL provides the * gamepad API on top of the lower-level joystick functionality. * * The difference between a joystick and a gamepad is that a gamepad tells you * _where_ a button or axis is on the device. You don't speak to gamepads in * terms of arbitrary numbers like "button 3" or "axis 2" but in standard * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or * X/O/Square/Triangle, if you will). * * One turns a joystick into a gamepad by providing a magic configuration * string, which tells SDL the details of a specific device: when you see this * specific hardware, if button 2 gets pressed, this is actually D-Pad Up, * etc. * * SDL has many popular controllers configured out of the box, and users can * add their own controller details through an environment variable if it's * otherwise unknown to SDL. * * In order to use these functions, SDL_Init() must have been called with the * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and * load appropriate drivers. * * If you're using SDL gamepad support in a Steam game, you must call * SteamAPI_InitEx() before calling SDL_Init(). * * If you would like to receive gamepad updates while the application is in * the background, you should set the following hint before calling * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS * * Gamepads support various optional features such as rumble, color LEDs, * touchpad, gyro, etc. The support for these features varies depending on the * controller and OS support available. You can check for LED and rumble * capabilities at runtime by calling SDL_GetGamepadProperties() and checking * the various capability properties. You can check for touchpad by calling * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by * calling SDL_GamepadHasSensor(). * * By default SDL will try to use the most capable driver available, but you * can tune which OS drivers to use with the various joystick hints in * SDL_hints.h. * * Your application should always support gamepad hotplugging. On some * platforms like Xbox, Steam Deck, etc., this is a requirement for * certification. On other platforms, like macOS and Windows when using * Windows.Gaming.Input, controllers may not be available at startup and will * come in at some point after you've started processing events. */ /* Set up for C function definitions, even when using C++ */ /** * The structure used to identify an SDL gamepad * * \since This struct is available since SDL 3.2.0. */ [CRepr] public struct Gamepad; /** * Standard gamepad types. * * This type does not necessarily map to first-party controllers from * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report * as these, either because they were designed for a specific console, or they * simply most closely match that console's controllers (does it have A/B/X/Y * buttons or X/O/Square/Triangle? Does it have a touchpad? etc). */ [AllowDuplicates] public enum GamepadType : c_int { Unknown = 0, Standard, Xbox360, Xboxone, Ps3, Ps4, Ps5, NintendoSwitchPro, NintendoSwitchJoyconLeft, NintendoSwitchJoyconRight, NintendoSwitchJoyconPair, Gamecube, Count, } /** * The list of buttons available on a gamepad * * For controllers that use a diamond pattern for the face buttons, the * south/east/west/north buttons below correspond to the locations in the * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo * Switch controllers, this would be B/A/Y/X, for GameCube controllers this * would be A/X/B/Y, for PlayStation controllers this would be * Cross/Circle/Square/Triangle. * * For controllers that don't use a diamond pattern for the face buttons, the * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, * secondary, etc. buttons. * * The activate action is often the south button and the cancel action is * often the east button, but in some regions this is reversed, so your game * should allow remapping actions based on user preferences. * * You can query the labels for the face buttons using * SDL_GetGamepadButtonLabel() * * \since This enum is available since SDL 3.2.0. */ [AllowDuplicates] public enum GamepadButton : c_int { Invalid = -1, South, /**< Bottom face button (e.g. Xbox A button) */ East, /**< Right face button (e.g. Xbox B button) */ West, /**< Left face button (e.g. Xbox X button) */ North, /**< Top face button (e.g. Xbox Y button) */ Back, Guide, Start, LeftStick, RightStick, LeftShoulder, RightShoulder, DpadUp, DpadDown, DpadLeft, DpadRight, Misc1, /**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */ RightPaddle1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1, DualSense Edge RB button, Right Joy-Con SR button) */ LeftPaddle1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3, DualSense Edge LB button, Left Joy-Con SL button) */ RightPaddle2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2, DualSense Edge right Fn button, Right Joy-Con SL button) */ LeftPaddle2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4, DualSense Edge left Fn button, Left Joy-Con SR button) */ Touchpad, /**< PS4/PS5 touchpad button */ Misc2, /**< Additional button */ Misc3, /**< Additional button (e.g. Nintendo GameCube left trigger click) */ Misc4, /**< Additional button (e.g. Nintendo GameCube right trigger click) */ Misc5, /**< Additional button */ Misc6, /**< Additional button */ Count, } /** * The set of gamepad button labels * * This isn't a complete set, just the face buttons to make it easy to show * button prompts. * * For a complete set, you should look at the button and gamepad type and have * a set of symbols that work well with your art style. * * \since This enum is available since SDL 3.2.0. */ [AllowDuplicates] public enum GamepadButtonLabel : c_int { Unknown, A, B, X, Y, Cross, Circle, Square, Triangle, } /** * The list of axes available on a gamepad * * 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 gamepads. * * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the * same range that will be reported by the lower-level SDL_GetJoystickAxis(). * * \since This enum is available since SDL 3.2.0. */ [AllowDuplicates] public enum GamepadAxis : c_int { Invalid = -1, Leftx, Lefty, Rightx, Righty, LeftTrigger, RightTrigger, Count, } /** * Types of gamepad control bindings. * * A gamepad is a collection of bindings that map arbitrary joystick buttons, * axes and hat switches to specific positions on a generic console-style * gamepad. This enum is used as part of SDL_GamepadBinding to specify those * mappings. * * \since This enum is available since SDL 3.2.0. */ [AllowDuplicates] public enum GamepadBindingType : c_int { None = 0, Button, Axis, Hat, } /** * A mapping between one joystick input to a gamepad control. * * A gamepad has a collection of several bindings, to say, for example, when * joystick button number 5 is pressed, that should be treated like the * gamepad's "start" button. * * SDL has these bindings built-in for many popular controllers, and can add * more with a simple text string. Those strings are parsed into a collection * of these structs to make it easier to operate on the data. * * \since This struct is available since SDL 3.2.0. * * \sa SDL_GetGamepadBindings */ [CRepr] public struct GamepadBinding { public GamepadBindingType input_type; public [CRepr, Union] public struct { public c_int button; public [CRepr] public struct { public c_int axis; public c_int axis_min; public c_int axis_max; } axis; public [CRepr] public struct { public c_int hat; public c_int hat_mask; } hat; } input; public GamepadBindingType output_type; public [CRepr, Union] public struct { public GamepadButton button; public [CRepr] public struct { public GamepadAxis axis; public c_int axis_min; public c_int axis_max; } axis; } output; } /** * Add support for gamepads that SDL is unaware of or change the binding of an * existing gamepad. * * The mapping string has the format "GUID,name,mapping", where GUID is the * string value from SDL_GUIDToString(), name is the human readable string for * the device and mappings are gamepad mappings to joystick ones. Under * Windows there is a reserved GUID of "xinput" that covers all XInput * devices. The mapping format for joystick is: * * - `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 gamepad axes and vice versa. * * If a device with this GUID is already plugged in, SDL will generate an * SDL_EVENT_GAMEPAD_ADDED event. * * This string shows an example of a valid mapping for a gamepad: * * ```c * "341a3608000000000000504944564944,Afterglow 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" * ``` * * \param mapping the mapping string. * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, * -1 on failure; call SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_AddGamepadMappingsFromFile * \sa SDL_AddGamepadMappingsFromIO * \sa SDL_GetGamepadMapping * \sa SDL_GetGamepadMappingForGUID * \sa SDL_HINT_GAMECONTROLLERCONFIG * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE * \sa SDL_EVENT_GAMEPAD_ADDED */ [LinkName("SDL_AddGamepadMapping")] public static extern c_int AddGamepadMapping(c_char* mapping); /** * Load a set of gamepad mappings from an SDL_IOStream. * * You can call this function several times, if needed, to load different * database files. * * If a new mapping is loaded for an already known gamepad GUID, the later * version will overwrite the one currently loaded. * * Any new mappings for already plugged in controllers will generate * SDL_EVENT_GAMEPAD_ADDED events. * * Mappings not belonging to the current platform or with no platform field * specified will be ignored (i.e. mappings for Linux will be ignored in * Windows, etc). * * This function will load the text database entirely in memory before * processing it, so take this into consideration if you are in a memory * constrained environment. * * \param src the data stream for the mappings to be added. * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even * in the case of an error. * \returns the number of mappings added or -1 on failure; call SDL_GetError() * for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_AddGamepadMapping * \sa SDL_AddGamepadMappingsFromFile * \sa SDL_GetGamepadMapping * \sa SDL_GetGamepadMappingForGUID * \sa SDL_HINT_GAMECONTROLLERCONFIG * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE * \sa SDL_EVENT_GAMEPAD_ADDED */ [LinkName("SDL_AddGamepadMappingsFromIO")] public static extern c_int AddGamepadMappingsFromIO(IOStream* src, bool closeio); /** * Load a set of gamepad mappings from a file. * * You can call this function several times, if needed, to load different * database files. * * If a new mapping is loaded for an already known gamepad GUID, the later * version will overwrite the one currently loaded. * * Any new mappings for already plugged in controllers will generate * SDL_EVENT_GAMEPAD_ADDED events. * * Mappings not belonging to the current platform or with no platform field * specified will be ignored (i.e. mappings for Linux will be ignored in * Windows, etc). * * \param file the mappings file to load. * \returns the number of mappings added or -1 on failure; call SDL_GetError() * for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_AddGamepadMapping * \sa SDL_AddGamepadMappingsFromIO * \sa SDL_GetGamepadMapping * \sa SDL_GetGamepadMappingForGUID * \sa SDL_HINT_GAMECONTROLLERCONFIG * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE * \sa SDL_EVENT_GAMEPAD_ADDED */ [LinkName("SDL_AddGamepadMappingsFromFile")] public static extern c_int AddGamepadMappingsFromFile(c_char* file); /** * Reinitialize the SDL mapping database to its initial state. * * This will generate gamepad events as needed if device mappings change. * * \returns true on success or false on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_ReloadGamepadMappings")] public static extern bool ReloadGamepadMappings(); /** * Get the current gamepad mappings. * * \param count a pointer filled in with the number of mappings returned, can * be NULL. * \returns an array of the mapping strings, NULL-terminated, or NULL on * failure; call SDL_GetError() for more information. This is a * single allocation that should be freed with SDL_free() when it is * no longer needed. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadMappings")] public static extern c_char** GetGamepadMappings(out c_int count); /** * Get the gamepad mapping string for a given GUID. * * \param guid a structure containing the GUID for which a mapping is desired. * \returns a mapping string or NULL on failure; call SDL_GetError() for more * information. This should be freed with SDL_free() when it is no * longer needed. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetJoystickGUIDForID * \sa SDL_GetJoystickGUID */ [LinkName("SDL_GetGamepadMappingForGUID")] public static extern c_char* GetGamepadMappingForGUID(GUID guid); /** * Get the current mapping of a gamepad. * * Details about mappings are discussed with SDL_AddGamepadMapping(). * * \param gamepad the gamepad you want to get the current mapping for. * \returns a string that has the gamepad's mapping or NULL if no mapping is * available; call SDL_GetError() for more information. This should * be freed with SDL_free() when it is no longer needed. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_AddGamepadMapping * \sa SDL_GetGamepadMappingForID * \sa SDL_GetGamepadMappingForGUID * \sa SDL_SetGamepadMapping */ [LinkName("SDL_GetGamepadMapping")] public static extern c_char* GetGamepadMapping(Gamepad* gamepad); /** * Set the current mapping of a joystick or gamepad. * * Details about mappings are discussed with SDL_AddGamepadMapping(). * * \param instance_id the joystick instance ID. * \param mapping the mapping to use for this device, or NULL to clear the * mapping. * \returns true on success or false on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_AddGamepadMapping * \sa SDL_GetGamepadMapping */ [LinkName("SDL_SetGamepadMapping")] public static extern bool SetGamepadMapping(JoystickID instance_id, c_char* mapping); /** * Return whether a gamepad is currently connected. * * \returns true if a gamepad is connected, false otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepads */ [LinkName("SDL_HasGamepad")] public static extern bool HasGamepad(); /** * Get a list of currently connected gamepads. * * \param count a pointer filled in with the number of gamepads returned, may * be NULL. * \returns a 0 terminated array of joystick instance IDs or NULL on failure; * call SDL_GetError() for more information. This should be freed * with SDL_free() when it is no longer needed. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_HasGamepad * \sa SDL_OpenGamepad */ [LinkName("SDL_GetGamepads")] public static extern JoystickID* GetGamepads(out c_int count); /** * Check if the given joystick is supported by the gamepad interface. * * \param instance_id the joystick instance ID. * \returns true if the given joystick is supported by the gamepad interface, * false if it isn't or it's an invalid index. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetJoysticks * \sa SDL_OpenGamepad */ [LinkName("SDL_IsGamepad")] public static extern bool IsGamepad(JoystickID instance_id); /** * Get the implementation dependent name of a gamepad. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the name of the selected gamepad. If no name can be found, this * function returns NULL; call SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadName * \sa SDL_GetGamepads */ [LinkName("SDL_GetGamepadNameForID")] public static extern c_char* GetGamepadNameForID(JoystickID instance_id); /** * Get the implementation dependent path of a gamepad. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the path of the selected gamepad. If no path can be found, this * function returns NULL; call SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadPath * \sa SDL_GetGamepads */ [LinkName("SDL_GetGamepadPathForID")] public static extern c_char* GetGamepadPathForID(JoystickID instance_id); /** * Get the player index of a gamepad. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the player index of a gamepad, or -1 if it's not available. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadPlayerIndex * \sa SDL_GetGamepads */ [LinkName("SDL_GetGamepadPlayerIndexForID")] public static extern c_int GetGamepadPlayerIndexForID(JoystickID instance_id); /** * Get the implementation-dependent GUID of a gamepad. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the GUID of the selected gamepad. If called on an invalid index, * this function returns a zero GUID. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GUIDToString * \sa SDL_GetGamepads */ [LinkName("SDL_GetGamepadGUIDForID")] public static extern GUID GetGamepadGUIDForID(JoystickID instance_id); /** * Get the USB vendor ID of a gamepad, if available. * * This can be called before any gamepads are opened. If the vendor ID isn't * available this function returns 0. * * \param instance_id the joystick instance ID. * \returns the USB vendor ID of the selected gamepad. If called on an invalid * index, this function returns zero. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadVendor * \sa SDL_GetGamepads */ [LinkName("SDL_GetGamepadVendorForID")] public static extern Uint16 GetGamepadVendorForID(JoystickID instance_id); /** * Get the USB product ID of a gamepad, if available. * * This can be called before any gamepads are opened. If the product ID isn't * available this function returns 0. * * \param instance_id the joystick instance ID. * \returns the USB product ID of the selected gamepad. If called on an * invalid index, this function returns zero. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadProduct * \sa SDL_GetGamepads */ [LinkName("SDL_GetGamepadProductForID")] public static extern Uint16 GetGamepadProductForID(JoystickID instance_id); /** * Get the product version of a gamepad, if available. * * This can be called before any gamepads are opened. If the product version * isn't available this function returns 0. * * \param instance_id the joystick instance ID. * \returns the product version of the selected gamepad. If called on an * invalid index, this function returns zero. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadProductVersion * \sa SDL_GetGamepads */ [LinkName("SDL_GetGamepadProductVersionForID")] public static extern Uint16 GetGamepadProductVersionForID(JoystickID instance_id); /** * Get the type of a gamepad. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the gamepad type. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadType * \sa SDL_GetGamepads * \sa SDL_GetRealGamepadTypeForID */ [LinkName("SDL_GetGamepadTypeForID")] public static extern GamepadType GetGamepadTypeForID(JoystickID instance_id); /** * Get the type of a gamepad, ignoring any mapping override. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the gamepad type. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadTypeForID * \sa SDL_GetGamepads * \sa SDL_GetRealGamepadType */ [LinkName("SDL_GetRealGamepadTypeForID")] public static extern GamepadType GetRealGamepadTypeForID(JoystickID instance_id); /** * Get the mapping of a gamepad. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the mapping string. Returns NULL if no mapping is available. This * should be freed with SDL_free() when it is no longer needed. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepads * \sa SDL_GetGamepadMapping */ [LinkName("SDL_GetGamepadMappingForID")] public static extern c_char* GetGamepadMappingForID(JoystickID instance_id); /** * Open a gamepad for use. * * \param instance_id the joystick instance ID. * \returns a gamepad identifier or NULL if an error occurred; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_CloseGamepad * \sa SDL_IsGamepad */ [LinkName("SDL_OpenGamepad")] public static extern Gamepad* OpenGamepad(JoystickID instance_id); /** * Get the SDL_Gamepad associated with a joystick instance ID, if it has been * opened. * * \param instance_id the joystick instance ID of the gamepad. * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been * opened yet; call SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadFromID")] public static extern Gamepad* GetGamepadFromID(JoystickID instance_id); /** * Get the SDL_Gamepad associated with a player index. * * \param player_index the player index, which different from the instance ID. * \returns the SDL_Gamepad associated with a player index. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadPlayerIndex * \sa SDL_SetGamepadPlayerIndex */ [LinkName("SDL_GetGamepadFromPlayerIndex")] public static extern Gamepad* GetGamepadFromPlayerIndex(c_int player_index); /** * Get the properties associated with an opened gamepad. * * These properties are shared with the underlying joystick object. * * The following read-only properties are provided by SDL: * * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED * that has adjustable brightness * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED * that has adjustable color * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a * player LED * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has * left/right rumble * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has * simple trigger rumble * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadProperties")] public static extern PropertiesID GetGamepadProperties(Gamepad* gamepad); public const let PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN = PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN; public const let PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN = PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN; public const let PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN = PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN; public const let PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN = PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN; public const let PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN = PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN; /** * Get the instance ID of an opened gamepad. * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * \returns the instance ID of the specified gamepad on success or 0 on * failure; call SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadID")] public static extern JoystickID GetGamepadID(Gamepad* gamepad); /** * Get the implementation-dependent name for an opened gamepad. * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * \returns the implementation dependent name for the gamepad, or NULL if * there is no name or the identifier passed is invalid. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadNameForID */ [LinkName("SDL_GetGamepadName")] public static extern c_char* GetGamepadName(Gamepad* gamepad); /** * Get the implementation-dependent path for an opened gamepad. * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * \returns the implementation dependent path for the gamepad, or NULL if * there is no path or the identifier passed is invalid. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadPathForID */ [LinkName("SDL_GetGamepadPath")] public static extern c_char* GetGamepadPath(Gamepad* gamepad); /** * Get the type of an opened gamepad. * * \param gamepad the gamepad object to query. * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not * available. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadTypeForID */ [LinkName("SDL_GetGamepadType")] public static extern GamepadType GetGamepadType(Gamepad* gamepad); /** * Get the type of an opened gamepad, ignoring any mapping override. * * \param gamepad the gamepad object to query. * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not * available. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetRealGamepadTypeForID */ [LinkName("SDL_GetRealGamepadType")] public static extern GamepadType GetRealGamepadType(Gamepad* gamepad); /** * Get the player index of an opened gamepad. * * For XInput gamepads this returns the XInput user index. * * \param gamepad the gamepad object to query. * \returns the player index for gamepad, or -1 if it's not available. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_SetGamepadPlayerIndex */ [LinkName("SDL_GetGamepadPlayerIndex")] public static extern c_int GetGamepadPlayerIndex(Gamepad* gamepad); /** * Set the player index of an opened gamepad. * * \param gamepad the gamepad object to adjust. * \param player_index player index to assign to this gamepad, or -1 to clear * the player index and turn off player LEDs. * \returns true on success or false on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadPlayerIndex */ [LinkName("SDL_SetGamepadPlayerIndex")] public static extern bool SetGamepadPlayerIndex(Gamepad* gamepad, c_int player_index); /** * Get the USB vendor ID of an opened gamepad, if available. * * If the vendor ID isn't available this function returns 0. * * \param gamepad the gamepad object to query. * \returns the USB vendor ID, or zero if unavailable. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadVendorForID */ [LinkName("SDL_GetGamepadVendor")] public static extern Uint16 GetGamepadVendor(Gamepad* gamepad); /** * Get the USB product ID of an opened gamepad, if available. * * If the product ID isn't available this function returns 0. * * \param gamepad the gamepad object to query. * \returns the USB product ID, or zero if unavailable. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadProductForID */ [LinkName("SDL_GetGamepadProduct")] public static extern Uint16 GetGamepadProduct(Gamepad* gamepad); /** * Get the product version of an opened gamepad, if available. * * If the product version isn't available this function returns 0. * * \param gamepad the gamepad object to query. * \returns the USB product version, or zero if unavailable. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadProductVersionForID */ [LinkName("SDL_GetGamepadProductVersion")] public static extern Uint16 GetGamepadProductVersion(Gamepad* gamepad); /** * Get the firmware version of an opened gamepad, if available. * * If the firmware version isn't available this function returns 0. * * \param gamepad the gamepad object to query. * \returns the gamepad firmware version, or zero if unavailable. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadFirmwareVersion")] public static extern Uint16 GetGamepadFirmwareVersion(Gamepad* gamepad); /** * Get the serial number of an opened gamepad, if available. * * Returns the serial number of the gamepad, or NULL if it is not available. * * \param gamepad the gamepad object to query. * \returns the serial number, or NULL if unavailable. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadSerial")] public static extern c_char* GetGamepadSerial(Gamepad* gamepad); /** * Get the Steam Input handle of an opened gamepad, if available. * * Returns an InputHandle_t for the gamepad that can be used with Steam Input * API: https://partner.steamgames.com/doc/api/ISteamInput * * \param gamepad the gamepad object to query. * \returns the gamepad handle, or 0 if unavailable. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadSteamHandle")] public static extern Uint64 GetGamepadSteamHandle(Gamepad* gamepad); /** * Get the connection state of a gamepad. * * \param gamepad the gamepad object to query. * \returns the connection state on success or * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() * for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadConnectionState")] public static extern JoystickConnectionState GetGamepadConnectionState(Gamepad* gamepad); /** * Get the battery state of a gamepad. * * You should never take a battery status as absolute truth. Batteries * (especially failing batteries) are delicate hardware, and the values * reported here are best estimates based on what that hardware reports. It's * not uncommon for older batteries to lose stored power much faster than it * reports, or completely drain when reporting it has 20 percent left, etc. * * \param gamepad the gamepad object to query. * \param percent a pointer filled in with the percentage of battery life * left, between 0 and 100, or NULL to ignore. This will be * filled in with -1 we can't determine a value or there is no * battery. * \returns the current battery state. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadPowerInfo")] public static extern PowerState GetGamepadPowerInfo(Gamepad* gamepad, out c_int percent); /** * Check if a gamepad has been opened and is currently connected. * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * \returns true if the gamepad has been opened and is currently connected, or * false if not. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GamepadConnected")] public static extern bool GamepadConnected(Gamepad* gamepad); /** * Get the underlying joystick from a gamepad. * * This function will give you a SDL_Joystick object, which allows you to use * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful * for getting a joystick's position at any given time, even if it hasn't * moved (moving it would produce an event, which would have the axis' value). * * The pointer returned is owned by the SDL_Gamepad. You should not call * SDL_CloseJoystick() on it, for example, since doing so will likely cause * SDL to crash. * * \param gamepad the gamepad object that you want to get a joystick from. * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError() * for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadJoystick")] public static extern Joystick* GetGamepadJoystick(Gamepad* gamepad); /** * Set the state of gamepad event processing. * * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself * and check the state of the gamepad when you want gamepad information. * * \param enabled whether to process gamepad events or not. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GamepadEventsEnabled * \sa SDL_UpdateGamepads */ [LinkName("SDL_SetGamepadEventsEnabled")] public static extern void SetGamepadEventsEnabled(bool enabled); /** * Query the state of gamepad event processing. * * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself * and check the state of the gamepad when you want gamepad information. * * \returns true if gamepad events are being processed, false otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_SetGamepadEventsEnabled */ [LinkName("SDL_GamepadEventsEnabled")] public static extern bool GamepadEventsEnabled(); /** * Get the SDL joystick layer bindings for a gamepad. * * \param gamepad a gamepad. * \param count a pointer filled in with the number of bindings returned. * \returns a NULL terminated array of pointers to bindings or NULL on * failure; call SDL_GetError() for more information. This is a * single allocation that should be freed with SDL_free() when it is * no longer needed. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadBindings")] public static extern GamepadBinding** GetGamepadBindings(Gamepad* gamepad, out c_int count); /** * Manually pump gamepad updates if not using the loop. * * This function is called automatically by the event loop if events are * enabled. Under such circumstances, it will not be necessary to call this * function. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_UpdateGamepads")] public static extern void UpdateGamepads(); /** * Convert a string into SDL_GamepadType enum. * * This function is called internally to translate SDL_Gamepad mapping strings * for the underlying joystick device into the consistent SDL_Gamepad mapping. * You do not normally need to call this function unless you are parsing * SDL_Gamepad mappings in your own code. * * \param str string representing a SDL_GamepadType type. * \returns the SDL_GamepadType enum corresponding to the input string, or * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadStringForType */ [LinkName("SDL_GetGamepadTypeFromString")] public static extern GamepadType GetGamepadTypeFromString(c_char* str); /** * Convert from an SDL_GamepadType enum to a string. * * \param type an enum value for a given SDL_GamepadType. * \returns a string for the given type, or NULL if an invalid type is * specified. The string returned is of the format used by * SDL_Gamepad mapping strings. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadTypeFromString */ [LinkName("SDL_GetGamepadStringForType")] public static extern c_char* GetGamepadStringForType(GamepadType type); /** * Convert a string into SDL_GamepadAxis enum. * * This function is called internally to translate SDL_Gamepad mapping strings * for the underlying joystick device into the consistent SDL_Gamepad mapping. * You do not normally need to call this function unless you are parsing * SDL_Gamepad mappings in your own code. * * Note specially that "righttrigger" and "lefttrigger" map to * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`, * respectively. * * \param str string representing a SDL_Gamepad axis. * \returns the SDL_GamepadAxis enum corresponding to the input string, or * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadStringForAxis */ [LinkName("SDL_GetGamepadAxisFromString")] public static extern GamepadAxis GetGamepadAxisFromString(c_char* str); /** * Convert from an SDL_GamepadAxis enum to a string. * * \param axis an enum value for a given SDL_GamepadAxis. * \returns a string for the given axis, or NULL if an invalid axis is * specified. The string returned is of the format used by * SDL_Gamepad mapping strings. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadAxisFromString */ [LinkName("SDL_GetGamepadStringForAxis")] public static extern c_char* GetGamepadStringForAxis(GamepadAxis axis); /** * Query whether a gamepad has a given axis. * * This merely reports whether the gamepad's mapping defined this axis, as * that is all the information SDL has about the physical device. * * \param gamepad a gamepad. * \param axis an axis enum value (an SDL_GamepadAxis value). * \returns true if the gamepad has this axis, false otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GamepadHasButton * \sa SDL_GetGamepadAxis */ [LinkName("SDL_GamepadHasAxis")] public static extern bool GamepadHasAxis(Gamepad* gamepad, GamepadAxis axis); /** * Get the current state of an axis control on a gamepad. * * The axis indices start at index 0. * * For thumbsticks, the state is a value ranging from -32768 (up/left) to * 32767 (down/right). * * Triggers range from 0 when released to 32767 when fully pressed, and never * return a negative value. Note that this differs from the value reported by * the lower-level SDL_GetJoystickAxis(), which normally uses the full range. * * Note that for invalid gamepads or axes, this will return 0. Zero is also a * valid value in normal operation; usually it means a centered axis. * * \param gamepad a gamepad. * \param axis an axis index (one of the SDL_GamepadAxis values). * \returns axis state. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GamepadHasAxis * \sa SDL_GetGamepadButton */ [LinkName("SDL_GetGamepadAxis")] public static extern Sint16 GetGamepadAxis(Gamepad* gamepad, GamepadAxis axis); /** * Convert a string into an SDL_GamepadButton enum. * * This function is called internally to translate SDL_Gamepad mapping strings * for the underlying joystick device into the consistent SDL_Gamepad mapping. * You do not normally need to call this function unless you are parsing * SDL_Gamepad mappings in your own code. * * \param str string representing a SDL_Gamepad button. * \returns the SDL_GamepadButton enum corresponding to the input string, or * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadStringForButton */ [LinkName("SDL_GetGamepadButtonFromString")] public static extern GamepadButton GetGamepadButtonFromString(c_char* str); /** * Convert from an SDL_GamepadButton enum to a string. * * \param button an enum value for a given SDL_GamepadButton. * \returns a string for the given button, or NULL if an invalid button is * specified. The string returned is of the format used by * SDL_Gamepad mapping strings. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadButtonFromString */ [LinkName("SDL_GetGamepadStringForButton")] public static extern c_char* GetGamepadStringForButton(GamepadButton button); /** * Query whether a gamepad has a given button. * * This merely reports whether the gamepad's mapping defined this button, as * that is all the information SDL has about the physical device. * * \param gamepad a gamepad. * \param button a button enum value (an SDL_GamepadButton value). * \returns true if the gamepad has this button, false otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GamepadHasAxis */ [LinkName("SDL_GamepadHasButton")] public static extern bool GamepadHasButton(Gamepad* gamepad, GamepadButton button); /** * Get the current state of a button on a gamepad. * * \param gamepad a gamepad. * \param button a button index (one of the SDL_GamepadButton values). * \returns true if the button is pressed, false otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GamepadHasButton * \sa SDL_GetGamepadAxis */ [LinkName("SDL_GetGamepadButton")] public static extern bool GetGamepadButton(Gamepad* gamepad, GamepadButton button); /** * Get the label of a button on a gamepad. * * \param type the type of gamepad to check. * \param button a button index (one of the SDL_GamepadButton values). * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadButtonLabel */ [LinkName("SDL_GetGamepadButtonLabelForType")] public static extern GamepadButtonLabel GetGamepadButtonLabelForType(GamepadType type, GamepadButton button); /** * Get the label of a button on a gamepad. * * \param gamepad a gamepad. * \param button a button index (one of the SDL_GamepadButton values). * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadButtonLabelForType */ [LinkName("SDL_GetGamepadButtonLabel")] public static extern GamepadButtonLabel GetGamepadButtonLabel(Gamepad* gamepad, GamepadButton button); /** * Get the number of touchpads on a gamepad. * * \param gamepad a gamepad. * \returns number of touchpads. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetNumGamepadTouchpadFingers */ [LinkName("SDL_GetNumGamepadTouchpads")] public static extern c_int GetNumGamepadTouchpads(Gamepad* gamepad); /** * Get the number of supported simultaneous fingers on a touchpad on a game * gamepad. * * \param gamepad a gamepad. * \param touchpad a touchpad. * \returns number of supported simultaneous fingers. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadTouchpadFinger * \sa SDL_GetNumGamepadTouchpads */ [LinkName("SDL_GetNumGamepadTouchpadFingers")] public static extern c_int GetNumGamepadTouchpadFingers(Gamepad* gamepad, c_int touchpad); /** * Get the current state of a finger on a touchpad on a gamepad. * * \param gamepad a gamepad. * \param touchpad a touchpad. * \param finger a finger. * \param down a pointer filled with true if the finger is down, false * otherwise, may be NULL. * \param x a pointer filled with the x position, normalized 0 to 1, with the * origin in the upper left, may be NULL. * \param y a pointer filled with the y position, normalized 0 to 1, with the * origin in the upper left, may be NULL. * \param pressure a pointer filled with pressure value, may be NULL. * \returns true on success or false on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetNumGamepadTouchpadFingers */ [LinkName("SDL_GetGamepadTouchpadFinger")] public static extern bool GetGamepadTouchpadFinger(Gamepad* gamepad, c_int touchpad, c_int finger, bool* down, float* x, float* y, float* pressure); /** * Return whether a gamepad has a particular sensor. * * \param gamepad the gamepad to query. * \param type the type of sensor to query. * \returns true if the sensor exists, false otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadSensorData * \sa SDL_GetGamepadSensorDataRate * \sa SDL_SetGamepadSensorEnabled */ [LinkName("SDL_GamepadHasSensor")] public static extern bool GamepadHasSensor(Gamepad* gamepad, SensorType type); /** * Set whether data reporting for a gamepad sensor is enabled. * * \param gamepad the gamepad to update. * \param type the type of sensor to enable/disable. * \param enabled whether data reporting should be enabled. * \returns true on success or false on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GamepadHasSensor * \sa SDL_GamepadSensorEnabled */ [LinkName("SDL_SetGamepadSensorEnabled")] public static extern bool SetGamepadSensorEnabled(Gamepad* gamepad, SensorType type, bool enabled); /** * Query whether sensor data reporting is enabled for a gamepad. * * \param gamepad the gamepad to query. * \param type the type of sensor to query. * \returns true if the sensor is enabled, false otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_SetGamepadSensorEnabled */ [LinkName("SDL_GamepadSensorEnabled")] public static extern bool GamepadSensorEnabled(Gamepad* gamepad, SensorType type); /** * Get the data rate (number of events per second) of a gamepad sensor. * * \param gamepad the gamepad to query. * \param type the type of sensor to query. * \returns the data rate, or 0.0f if the data rate is not available. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadSensorDataRate")] public static extern float GetGamepadSensorDataRate(Gamepad* gamepad, SensorType type); /** * Get the current state of a gamepad sensor. * * The number of values and interpretation of the data is sensor dependent. * See the remarks in SDL_SensorType for details for each type of sensor. * * \param gamepad the gamepad to query. * \param type the type of sensor to query. * \param data a pointer filled with the current sensor state. * \param num_values the number of values to write to data. * \returns true on success or false on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_GetGamepadSensorData")] public static extern bool GetGamepadSensorData(Gamepad* gamepad, SensorType type, float* data, c_int num_values); /** * Start a rumble effect on a gamepad. * * Each call to this function cancels any previous rumble effect, and calling * it with 0 intensity stops any rumbling. * * This function requires you to process SDL events or call * SDL_UpdateJoysticks() to update rumble state. * * \param gamepad the gamepad 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. * \returns true on success or false on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_RumbleGamepad")] public static extern bool RumbleGamepad(Gamepad* gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); /** * Start a rumble effect in the gamepad's triggers. * * Each call to this function cancels any previous trigger rumble effect, and * calling it with 0 intensity stops any rumbling. * * Note that this is rumbling of the _triggers_ and not the gamepad as a * whole. This is currently only supported on Xbox One gamepads. If you want * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead. * * This function requires you to process SDL events or call * SDL_UpdateJoysticks() to update rumble state. * * \param gamepad the gamepad to vibrate. * \param left_rumble the intensity of the left trigger rumble motor, from 0 * to 0xFFFF. * \param right_rumble the intensity of the right trigger rumble motor, from 0 * to 0xFFFF. * \param duration_ms the duration of the rumble effect, in milliseconds. * \returns true on success or false on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_RumbleGamepad */ [LinkName("SDL_RumbleGamepadTriggers")] public static extern bool RumbleGamepadTriggers(Gamepad* gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); /** * Update a gamepad's LED color. * * An example of a joystick LED is the light on the back of a PlayStation 4's * DualShock 4 controller. * * For gamepads with a single color LED, the maximum of the RGB values will be * used as the LED brightness. * * \param gamepad the gamepad to update. * \param red the intensity of the red LED. * \param green the intensity of the green LED. * \param blue the intensity of the blue LED. * \returns true on success or false on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_SetGamepadLED")] public static extern bool SetGamepadLED(Gamepad* gamepad, Uint8 red, Uint8 green, Uint8 blue); /** * Send a gamepad specific effect packet. * * \param gamepad the gamepad to affect. * \param data the data to send to the gamepad. * \param size the size of the data to send to the gamepad. * \returns true on success or false on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. */ [LinkName("SDL_SendGamepadEffect")] public static extern bool SendGamepadEffect(Gamepad* gamepad, void* data, c_int size); /** * Close a gamepad previously opened with SDL_OpenGamepad(). * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_OpenGamepad */ [LinkName("SDL_CloseGamepad")] public static extern void CloseGamepad(Gamepad* gamepad); /** * Return the sfSymbolsName for a given button on a gamepad on Apple * platforms. * * \param gamepad the gamepad to query. * \param button a button on the gamepad. * \returns the sfSymbolsName or NULL if the name can't be found. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis */ [LinkName("SDL_GetGamepadAppleSFSymbolsNameForButton")] public static extern c_char* GetGamepadAppleSFSymbolsNameForButton(Gamepad* gamepad, GamepadButton button); /** * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. * * \param gamepad the gamepad to query. * \param axis an axis on the gamepad. * \returns the sfSymbolsName or NULL if the name can't be found. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.2.0. * * \sa SDL_GetGamepadAppleSFSymbolsNameForButton */ [LinkName("SDL_GetGamepadAppleSFSymbolsNameForAxis")] public static extern c_char* GetGamepadAppleSFSymbolsNameForAxis(Gamepad* gamepad, GamepadAxis axis); } /* Ends C function definitions when using C++ */ /* SDL_gamepad_h_ */