1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/**
23 * # CategoryGamepad
24 *
25 * SDL provides a low-level joystick API, which just treats joysticks as an
26 * arbitrary pile of buttons, axes, and hat switches. If you're planning to
27 * write your own control configuration screen, this can give you a lot of
28 * flexibility, but that's a lot of work, and most things that we consider
29 * "joysticks" now are actually console-style gamepads. So SDL provides the
30 * gamepad API on top of the lower-level joystick functionality.
31 *
32 * The difference between a joystick and a gamepad is that a gamepad tells you
33 * _where_ a button or axis is on the device. You don't speak to gamepads in
34 * terms of arbitrary numbers like "button 3" or "axis 2" but in standard
35 * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or
36 * X/O/Square/Triangle, if you will).
37 *
38 * One turns a joystick into a gamepad by providing a magic configuration
39 * string, which tells SDL the details of a specific device: when you see this
40 * specific hardware, if button 2 gets pressed, this is actually D-Pad Up,
41 * etc.
42 *
43 * SDL has many popular controllers configured out of the box, and users can
44 * add their own controller details through an environment variable if it's
45 * otherwise unknown to SDL.
46 *
47 * In order to use these functions, SDL_Init() must have been called with the
48 * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and
49 * load appropriate drivers.
50 *
51 * If you would like to receive gamepad updates while the application is in
52 * the background, you should set the following hint before calling
53 * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
54 *
55 * Gamepads support various optional features such as rumble, color LEDs,
56 * touchpad, gyro, etc. The support for these features varies depending on the
57 * controller and OS support available. You can check for LED and rumble
58 * capabilities at runtime by calling SDL_GetGamepadProperties() and checking
59 * the various capability properties. You can check for touchpad by calling
60 * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by
61 * calling SDL_GamepadHasSensor().
62 *
63 * By default SDL will try to use the most capable driver available, but you
64 * can tune which OS drivers to use with the various joystick hints in
65 * SDL_hints.h.
66 *
67 * Your application should always support gamepad hotplugging. On some
68 * platforms like Xbox, Steam Deck, etc., this is a requirement for
69 * certification. On other platforms, like macOS and Windows when using
70 * Windows.Gaming.Input, controllers may not be available at startup and will
71 * come in at some point after you've started processing events.
72 */
73
74#ifndef SDL_gamepad_h_
75#define SDL_gamepad_h_
76
77#include <SDL3/SDL_stdinc.h>
78#include <SDL3/SDL_error.h>
79#include <SDL3/SDL_guid.h>
80#include <SDL3/SDL_iostream.h>
81#include <SDL3/SDL_joystick.h>
82#include <SDL3/SDL_power.h>
83#include <SDL3/SDL_properties.h>
84#include <SDL3/SDL_sensor.h>
85
86#include <SDL3/SDL_begin_code.h>
87/* Set up for C function definitions, even when using C++ */
88#ifdef __cplusplus
89extern "C" {
90#endif
91
92/**
93 * The structure used to identify an SDL gamepad
94 *
95 * \since This struct is available since SDL 3.2.0.
96 */
97typedef struct SDL_Gamepad SDL_Gamepad;
98
99/**
100 * Standard gamepad types.
101 *
102 * This type does not necessarily map to first-party controllers from
103 * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report
104 * as these, either because they were designed for a specific console, or they
105 * simply most closely match that console's controllers (does it have A/B/X/Y
106 * buttons or X/O/Square/Triangle? Does it have a touchpad? etc).
107 */
108typedef enum SDL_GamepadType
109{
110 SDL_GAMEPAD_TYPE_UNKNOWN = 0,
111 SDL_GAMEPAD_TYPE_STANDARD,
112 SDL_GAMEPAD_TYPE_XBOX360,
113 SDL_GAMEPAD_TYPE_XBOXONE,
114 SDL_GAMEPAD_TYPE_PS3,
115 SDL_GAMEPAD_TYPE_PS4,
116 SDL_GAMEPAD_TYPE_PS5,
117 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO,
118 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
119 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
120 SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
121 SDL_GAMEPAD_TYPE_COUNT
122} SDL_GamepadType;
123
124/**
125 * The list of buttons available on a gamepad
126 *
127 * For controllers that use a diamond pattern for the face buttons, the
128 * south/east/west/north buttons below correspond to the locations in the
129 * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo
130 * Switch controllers, this would be B/A/Y/X, for PlayStation controllers this
131 * would be Cross/Circle/Square/Triangle.
132 *
133 * For controllers that don't use a diamond pattern for the face buttons, the
134 * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or
135 * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary,
136 * secondary, etc. buttons.
137 *
138 * The activate action is often the south button and the cancel action is
139 * often the east button, but in some regions this is reversed, so your game
140 * should allow remapping actions based on user preferences.
141 *
142 * You can query the labels for the face buttons using
143 * SDL_GetGamepadButtonLabel()
144 *
145 * \since This enum is available since SDL 3.2.0.
146 */
147typedef enum SDL_GamepadButton
148{
149 SDL_GAMEPAD_BUTTON_INVALID = -1,
150 SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */
151 SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */
152 SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */
153 SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */
154 SDL_GAMEPAD_BUTTON_BACK,
155 SDL_GAMEPAD_BUTTON_GUIDE,
156 SDL_GAMEPAD_BUTTON_START,
157 SDL_GAMEPAD_BUTTON_LEFT_STICK,
158 SDL_GAMEPAD_BUTTON_RIGHT_STICK,
159 SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
160 SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
161 SDL_GAMEPAD_BUTTON_DPAD_UP,
162 SDL_GAMEPAD_BUTTON_DPAD_DOWN,
163 SDL_GAMEPAD_BUTTON_DPAD_LEFT,
164 SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
165 SDL_GAMEPAD_BUTTON_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) */
166 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */
167 SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */
168 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */
169 SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */
170 SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */
171 SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */
172 SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button */
173 SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button */
174 SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */
175 SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */
176 SDL_GAMEPAD_BUTTON_COUNT
177} SDL_GamepadButton;
178
179/**
180 * The set of gamepad button labels
181 *
182 * This isn't a complete set, just the face buttons to make it easy to show
183 * button prompts.
184 *
185 * For a complete set, you should look at the button and gamepad type and have
186 * a set of symbols that work well with your art style.
187 *
188 * \since This enum is available since SDL 3.2.0.
189 */
190typedef enum SDL_GamepadButtonLabel
191{
192 SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN,
193 SDL_GAMEPAD_BUTTON_LABEL_A,
194 SDL_GAMEPAD_BUTTON_LABEL_B,
195 SDL_GAMEPAD_BUTTON_LABEL_X,
196 SDL_GAMEPAD_BUTTON_LABEL_Y,
197 SDL_GAMEPAD_BUTTON_LABEL_CROSS,
198 SDL_GAMEPAD_BUTTON_LABEL_CIRCLE,
199 SDL_GAMEPAD_BUTTON_LABEL_SQUARE,
200 SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE
201} SDL_GamepadButtonLabel;
202
203/**
204 * The list of axes available on a gamepad
205 *
206 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to
207 * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though
208 * advanced UI will allow users to set or autodetect the dead zone, which
209 * varies between gamepads.
210 *
211 * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
212 * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
213 * same range that will be reported by the lower-level SDL_GetJoystickAxis().
214 *
215 * \since This enum is available since SDL 3.2.0.
216 */
217typedef enum SDL_GamepadAxis
218{
219 SDL_GAMEPAD_AXIS_INVALID = -1,
220 SDL_GAMEPAD_AXIS_LEFTX,
221 SDL_GAMEPAD_AXIS_LEFTY,
222 SDL_GAMEPAD_AXIS_RIGHTX,
223 SDL_GAMEPAD_AXIS_RIGHTY,
224 SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
225 SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
226 SDL_GAMEPAD_AXIS_COUNT
227} SDL_GamepadAxis;
228
229/**
230 * Types of gamepad control bindings.
231 *
232 * A gamepad is a collection of bindings that map arbitrary joystick buttons,
233 * axes and hat switches to specific positions on a generic console-style
234 * gamepad. This enum is used as part of SDL_GamepadBinding to specify those
235 * mappings.
236 *
237 * \since This enum is available since SDL 3.2.0.
238 */
239typedef enum SDL_GamepadBindingType
240{
241 SDL_GAMEPAD_BINDTYPE_NONE = 0,
242 SDL_GAMEPAD_BINDTYPE_BUTTON,
243 SDL_GAMEPAD_BINDTYPE_AXIS,
244 SDL_GAMEPAD_BINDTYPE_HAT
245} SDL_GamepadBindingType;
246
247/**
248 * A mapping between one joystick input to a gamepad control.
249 *
250 * A gamepad has a collection of several bindings, to say, for example, when
251 * joystick button number 5 is pressed, that should be treated like the
252 * gamepad's "start" button.
253 *
254 * SDL has these bindings built-in for many popular controllers, and can add
255 * more with a simple text string. Those strings are parsed into a collection
256 * of these structs to make it easier to operate on the data.
257 *
258 * \since This struct is available since SDL 3.2.0.
259 *
260 * \sa SDL_GetGamepadBindings
261 */
262typedef struct SDL_GamepadBinding
263{
264 SDL_GamepadBindingType input_type;
265 union
266 {
267 int button;
268
269 struct
270 {
271 int axis;
272 int axis_min;
273 int axis_max;
274 } axis;
275
276 struct
277 {
278 int hat;
279 int hat_mask;
280 } hat;
281
282 } input;
283
284 SDL_GamepadBindingType output_type;
285 union
286 {
287 SDL_GamepadButton button;
288
289 struct
290 {
291 SDL_GamepadAxis axis;
292 int axis_min;
293 int axis_max;
294 } axis;
295
296 } output;
297} SDL_GamepadBinding;
298
299
300/**
301 * Add support for gamepads that SDL is unaware of or change the binding of an
302 * existing gamepad.
303 *
304 * The mapping string has the format "GUID,name,mapping", where GUID is the
305 * string value from SDL_GUIDToString(), name is the human readable string for
306 * the device and mappings are gamepad mappings to joystick ones. Under
307 * Windows there is a reserved GUID of "xinput" that covers all XInput
308 * devices. The mapping format for joystick is:
309 *
310 * - `bX`: a joystick button, index X
311 * - `hX.Y`: hat X with value Y
312 * - `aX`: axis X of the joystick
313 *
314 * Buttons can be used as a gamepad axes and vice versa.
315 *
316 * If a device with this GUID is already plugged in, SDL will generate an
317 * SDL_EVENT_GAMEPAD_ADDED event.
318 *
319 * This string shows an example of a valid mapping for a gamepad:
320 *
321 * ```c
322 * "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"
323 * ```
324 *
325 * \param mapping the mapping string.
326 * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
327 * -1 on failure; call SDL_GetError() for more information.
328 *
329 * \threadsafety It is safe to call this function from any thread.
330 *
331 * \since This function is available since SDL 3.2.0.
332 *
333 * \sa SDL_AddGamepadMappingsFromFile
334 * \sa SDL_AddGamepadMappingsFromIO
335 * \sa SDL_GetGamepadMapping
336 * \sa SDL_GetGamepadMappingForGUID
337 * \sa SDL_HINT_GAMECONTROLLERCONFIG
338 * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
339 * \sa SDL_EVENT_GAMEPAD_ADDED
340 */
341extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
342
343/**
344 * Load a set of gamepad mappings from an SDL_IOStream.
345 *
346 * You can call this function several times, if needed, to load different
347 * database files.
348 *
349 * If a new mapping is loaded for an already known gamepad GUID, the later
350 * version will overwrite the one currently loaded.
351 *
352 * Any new mappings for already plugged in controllers will generate
353 * SDL_EVENT_GAMEPAD_ADDED events.
354 *
355 * Mappings not belonging to the current platform or with no platform field
356 * specified will be ignored (i.e. mappings for Linux will be ignored in
357 * Windows, etc).
358 *
359 * This function will load the text database entirely in memory before
360 * processing it, so take this into consideration if you are in a memory
361 * constrained environment.
362 *
363 * \param src the data stream for the mappings to be added.
364 * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even
365 * in the case of an error.
366 * \returns the number of mappings added or -1 on failure; call SDL_GetError()
367 * for more information.
368 *
369 * \threadsafety It is safe to call this function from any thread.
370 *
371 * \since This function is available since SDL 3.2.0.
372 *
373 * \sa SDL_AddGamepadMapping
374 * \sa SDL_AddGamepadMappingsFromFile
375 * \sa SDL_GetGamepadMapping
376 * \sa SDL_GetGamepadMappingForGUID
377 * \sa SDL_HINT_GAMECONTROLLERCONFIG
378 * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
379 * \sa SDL_EVENT_GAMEPAD_ADDED
380 */
381extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio);
382
383/**
384 * Load a set of gamepad mappings from a file.
385 *
386 * You can call this function several times, if needed, to load different
387 * database files.
388 *
389 * If a new mapping is loaded for an already known gamepad GUID, the later
390 * version will overwrite the one currently loaded.
391 *
392 * Any new mappings for already plugged in controllers will generate
393 * SDL_EVENT_GAMEPAD_ADDED events.
394 *
395 * Mappings not belonging to the current platform or with no platform field
396 * specified will be ignored (i.e. mappings for Linux will be ignored in
397 * Windows, etc).
398 *
399 * \param file the mappings file to load.
400 * \returns the number of mappings added or -1 on failure; call SDL_GetError()
401 * for more information.
402 *
403 * \threadsafety It is safe to call this function from any thread.
404 *
405 * \since This function is available since SDL 3.2.0.
406 *
407 * \sa SDL_AddGamepadMapping
408 * \sa SDL_AddGamepadMappingsFromIO
409 * \sa SDL_GetGamepadMapping
410 * \sa SDL_GetGamepadMappingForGUID
411 * \sa SDL_HINT_GAMECONTROLLERCONFIG
412 * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE
413 * \sa SDL_EVENT_GAMEPAD_ADDED
414 */
415extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
416
417/**
418 * Reinitialize the SDL mapping database to its initial state.
419 *
420 * This will generate gamepad events as needed if device mappings change.
421 *
422 * \returns true on success or false on failure; call SDL_GetError() for more
423 * information.
424 *
425 * \since This function is available since SDL 3.2.0.
426 */
427extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void);
428
429/**
430 * Get the current gamepad mappings.
431 *
432 * \param count a pointer filled in with the number of mappings returned, can
433 * be NULL.
434 * \returns an array of the mapping strings, NULL-terminated, or NULL on
435 * failure; call SDL_GetError() for more information. This is a
436 * single allocation that should be freed with SDL_free() when it is
437 * no longer needed.
438 *
439 * \since This function is available since SDL 3.2.0.
440 */
441extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
442
443/**
444 * Get the gamepad mapping string for a given GUID.
445 *
446 * \param guid a structure containing the GUID for which a mapping is desired.
447 * \returns a mapping string or NULL on failure; call SDL_GetError() for more
448 * information. This should be freed with SDL_free() when it is no
449 * longer needed.
450 *
451 * \since This function is available since SDL 3.2.0.
452 *
453 * \sa SDL_GetJoystickGUIDForID
454 * \sa SDL_GetJoystickGUID
455 */
456extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
457
458/**
459 * Get the current mapping of a gamepad.
460 *
461 * Details about mappings are discussed with SDL_AddGamepadMapping().
462 *
463 * \param gamepad the gamepad you want to get the current mapping for.
464 * \returns a string that has the gamepad's mapping or NULL if no mapping is
465 * available; call SDL_GetError() for more information. This should
466 * be freed with SDL_free() when it is no longer needed.
467 *
468 * \since This function is available since SDL 3.2.0.
469 *
470 * \sa SDL_AddGamepadMapping
471 * \sa SDL_GetGamepadMappingForID
472 * \sa SDL_GetGamepadMappingForGUID
473 * \sa SDL_SetGamepadMapping
474 */
475extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
476
477/**
478 * Set the current mapping of a joystick or gamepad.
479 *
480 * Details about mappings are discussed with SDL_AddGamepadMapping().
481 *
482 * \param instance_id the joystick instance ID.
483 * \param mapping the mapping to use for this device, or NULL to clear the
484 * mapping.
485 * \returns true on success or false on failure; call SDL_GetError() for more
486 * information.
487 *
488 * \since This function is available since SDL 3.2.0.
489 *
490 * \sa SDL_AddGamepadMapping
491 * \sa SDL_GetGamepadMapping
492 */
493extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping);
494
495/**
496 * Return whether a gamepad is currently connected.
497 *
498 * \returns true if a gamepad is connected, false otherwise.
499 *
500 * \since This function is available since SDL 3.2.0.
501 *
502 * \sa SDL_GetGamepads
503 */
504extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void);
505
506/**
507 * Get a list of currently connected gamepads.
508 *
509 * \param count a pointer filled in with the number of gamepads returned, may
510 * be NULL.
511 * \returns a 0 terminated array of joystick instance IDs or NULL on failure;
512 * call SDL_GetError() for more information. This should be freed
513 * with SDL_free() when it is no longer needed.
514 *
515 * \since This function is available since SDL 3.2.0.
516 *
517 * \sa SDL_HasGamepad
518 * \sa SDL_OpenGamepad
519 */
520extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
521
522/**
523 * Check if the given joystick is supported by the gamepad interface.
524 *
525 * \param instance_id the joystick instance ID.
526 * \returns true if the given joystick is supported by the gamepad interface,
527 * false if it isn't or it's an invalid index.
528 *
529 * \since This function is available since SDL 3.2.0.
530 *
531 * \sa SDL_GetJoysticks
532 * \sa SDL_OpenGamepad
533 */
534extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
535
536/**
537 * Get the implementation dependent name of a gamepad.
538 *
539 * This can be called before any gamepads are opened.
540 *
541 * \param instance_id the joystick instance ID.
542 * \returns the name of the selected gamepad. If no name can be found, this
543 * function returns NULL; call SDL_GetError() for more information.
544 *
545 * \since This function is available since SDL 3.2.0.
546 *
547 * \sa SDL_GetGamepadName
548 * \sa SDL_GetGamepads
549 */
550extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id);
551
552/**
553 * Get the implementation dependent path of a gamepad.
554 *
555 * This can be called before any gamepads are opened.
556 *
557 * \param instance_id the joystick instance ID.
558 * \returns the path of the selected gamepad. If no path can be found, this
559 * function returns NULL; call SDL_GetError() for more information.
560 *
561 * \since This function is available since SDL 3.2.0.
562 *
563 * \sa SDL_GetGamepadPath
564 * \sa SDL_GetGamepads
565 */
566extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id);
567
568/**
569 * Get the player index of a gamepad.
570 *
571 * This can be called before any gamepads are opened.
572 *
573 * \param instance_id the joystick instance ID.
574 * \returns the player index of a gamepad, or -1 if it's not available.
575 *
576 * \since This function is available since SDL 3.2.0.
577 *
578 * \sa SDL_GetGamepadPlayerIndex
579 * \sa SDL_GetGamepads
580 */
581extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id);
582
583/**
584 * Get the implementation-dependent GUID of a gamepad.
585 *
586 * This can be called before any gamepads are opened.
587 *
588 * \param instance_id the joystick instance ID.
589 * \returns the GUID of the selected gamepad. If called on an invalid index,
590 * this function returns a zero GUID.
591 *
592 * \since This function is available since SDL 3.2.0.
593 *
594 * \sa SDL_GUIDToString
595 * \sa SDL_GetGamepads
596 */
597extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id);
598
599/**
600 * Get the USB vendor ID of a gamepad, if available.
601 *
602 * This can be called before any gamepads are opened. If the vendor ID isn't
603 * available this function returns 0.
604 *
605 * \param instance_id the joystick instance ID.
606 * \returns the USB vendor ID of the selected gamepad. If called on an invalid
607 * index, this function returns zero.
608 *
609 * \since This function is available since SDL 3.2.0.
610 *
611 * \sa SDL_GetGamepadVendor
612 * \sa SDL_GetGamepads
613 */
614extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID instance_id);
615
616/**
617 * Get the USB product ID of a gamepad, if available.
618 *
619 * This can be called before any gamepads are opened. If the product ID isn't
620 * available this function returns 0.
621 *
622 * \param instance_id the joystick instance ID.
623 * \returns the USB product ID of the selected gamepad. If called on an
624 * invalid index, this function returns zero.
625 *
626 * \since This function is available since SDL 3.2.0.
627 *
628 * \sa SDL_GetGamepadProduct
629 * \sa SDL_GetGamepads
630 */
631extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID instance_id);
632
633/**
634 * Get the product version of a gamepad, if available.
635 *
636 * This can be called before any gamepads are opened. If the product version
637 * isn't available this function returns 0.
638 *
639 * \param instance_id the joystick instance ID.
640 * \returns the product version of the selected gamepad. If called on an
641 * invalid index, this function returns zero.
642 *
643 * \since This function is available since SDL 3.2.0.
644 *
645 * \sa SDL_GetGamepadProductVersion
646 * \sa SDL_GetGamepads
647 */
648extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id);
649
650/**
651 * Get the type of a gamepad.
652 *
653 * This can be called before any gamepads are opened.
654 *
655 * \param instance_id the joystick instance ID.
656 * \returns the gamepad type.
657 *
658 * \since This function is available since SDL 3.2.0.
659 *
660 * \sa SDL_GetGamepadType
661 * \sa SDL_GetGamepads
662 * \sa SDL_GetRealGamepadTypeForID
663 */
664extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_JoystickID instance_id);
665
666/**
667 * Get the type of a gamepad, ignoring any mapping override.
668 *
669 * This can be called before any gamepads are opened.
670 *
671 * \param instance_id the joystick instance ID.
672 * \returns the gamepad type.
673 *
674 * \since This function is available since SDL 3.2.0.
675 *
676 * \sa SDL_GetGamepadTypeForID
677 * \sa SDL_GetGamepads
678 * \sa SDL_GetRealGamepadType
679 */
680extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id);
681
682/**
683 * Get the mapping of a gamepad.
684 *
685 * This can be called before any gamepads are opened.
686 *
687 * \param instance_id the joystick instance ID.
688 * \returns the mapping string. Returns NULL if no mapping is available. This
689 * should be freed with SDL_free() when it is no longer needed.
690 *
691 * \since This function is available since SDL 3.2.0.
692 *
693 * \sa SDL_GetGamepads
694 * \sa SDL_GetGamepadMapping
695 */
696extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id);
697
698/**
699 * Open a gamepad for use.
700 *
701 * \param instance_id the joystick instance ID.
702 * \returns a gamepad identifier or NULL if an error occurred; call
703 * SDL_GetError() for more information.
704 *
705 * \since This function is available since SDL 3.2.0.
706 *
707 * \sa SDL_CloseGamepad
708 * \sa SDL_IsGamepad
709 */
710extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
711
712/**
713 * Get the SDL_Gamepad associated with a joystick instance ID, if it has been
714 * opened.
715 *
716 * \param instance_id the joystick instance ID of the gamepad.
717 * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
718 * opened yet; call SDL_GetError() for more information.
719 *
720 * \since This function is available since SDL 3.2.0.
721 */
722extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id);
723
724/**
725 * Get the SDL_Gamepad associated with a player index.
726 *
727 * \param player_index the player index, which different from the instance ID.
728 * \returns the SDL_Gamepad associated with a player index.
729 *
730 * \since This function is available since SDL 3.2.0.
731 *
732 * \sa SDL_GetGamepadPlayerIndex
733 * \sa SDL_SetGamepadPlayerIndex
734 */
735extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index);
736
737/**
738 * Get the properties associated with an opened gamepad.
739 *
740 * These properties are shared with the underlying joystick object.
741 *
742 * The following read-only properties are provided by SDL:
743 *
744 * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED
745 * that has adjustable brightness
746 * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED
747 * that has adjustable color
748 * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a
749 * player LED
750 * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has
751 * left/right rumble
752 * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has
753 * simple trigger rumble
754 *
755 * \param gamepad a gamepad identifier previously returned by
756 * SDL_OpenGamepad().
757 * \returns a valid property ID on success or 0 on failure; call
758 * SDL_GetError() for more information.
759 *
760 * \since This function is available since SDL 3.2.0.
761 */
762extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad);
763
764#define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN
765#define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN
766#define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN
767#define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN
768#define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN
769
770/**
771 * Get the instance ID of an opened gamepad.
772 *
773 * \param gamepad a gamepad identifier previously returned by
774 * SDL_OpenGamepad().
775 * \returns the instance ID of the specified gamepad on success or 0 on
776 * failure; call SDL_GetError() for more information.
777 *
778 * \since This function is available since SDL 3.2.0.
779 */
780extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad);
781
782/**
783 * Get the implementation-dependent name for an opened gamepad.
784 *
785 * \param gamepad a gamepad identifier previously returned by
786 * SDL_OpenGamepad().
787 * \returns the implementation dependent name for the gamepad, or NULL if
788 * there is no name or the identifier passed is invalid.
789 *
790 * \since This function is available since SDL 3.2.0.
791 *
792 * \sa SDL_GetGamepadNameForID
793 */
794extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
795
796/**
797 * Get the implementation-dependent path for an opened gamepad.
798 *
799 * \param gamepad a gamepad identifier previously returned by
800 * SDL_OpenGamepad().
801 * \returns the implementation dependent path for the gamepad, or NULL if
802 * there is no path or the identifier passed is invalid.
803 *
804 * \since This function is available since SDL 3.2.0.
805 *
806 * \sa SDL_GetGamepadPathForID
807 */
808extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
809
810/**
811 * Get the type of an opened gamepad.
812 *
813 * \param gamepad the gamepad object to query.
814 * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
815 * available.
816 *
817 * \since This function is available since SDL 3.2.0.
818 *
819 * \sa SDL_GetGamepadTypeForID
820 */
821extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad);
822
823/**
824 * Get the type of an opened gamepad, ignoring any mapping override.
825 *
826 * \param gamepad the gamepad object to query.
827 * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
828 * available.
829 *
830 * \since This function is available since SDL 3.2.0.
831 *
832 * \sa SDL_GetRealGamepadTypeForID
833 */
834extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad);
835
836/**
837 * Get the player index of an opened gamepad.
838 *
839 * For XInput gamepads this returns the XInput user index.
840 *
841 * \param gamepad the gamepad object to query.
842 * \returns the player index for gamepad, or -1 if it's not available.
843 *
844 * \since This function is available since SDL 3.2.0.
845 *
846 * \sa SDL_SetGamepadPlayerIndex
847 */
848extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
849
850/**
851 * Set the player index of an opened gamepad.
852 *
853 * \param gamepad the gamepad object to adjust.
854 * \param player_index player index to assign to this gamepad, or -1 to clear
855 * the player index and turn off player LEDs.
856 * \returns true on success or false on failure; call SDL_GetError() for more
857 * information.
858 *
859 * \since This function is available since SDL 3.2.0.
860 *
861 * \sa SDL_GetGamepadPlayerIndex
862 */
863extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index);
864
865/**
866 * Get the USB vendor ID of an opened gamepad, if available.
867 *
868 * If the vendor ID isn't available this function returns 0.
869 *
870 * \param gamepad the gamepad object to query.
871 * \returns the USB vendor ID, or zero if unavailable.
872 *
873 * \since This function is available since SDL 3.2.0.
874 *
875 * \sa SDL_GetGamepadVendorForID
876 */
877extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
878
879/**
880 * Get the USB product ID of an opened gamepad, if available.
881 *
882 * If the product ID isn't available this function returns 0.
883 *
884 * \param gamepad the gamepad object to query.
885 * \returns the USB product ID, or zero if unavailable.
886 *
887 * \since This function is available since SDL 3.2.0.
888 *
889 * \sa SDL_GetGamepadProductForID
890 */
891extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
892
893/**
894 * Get the product version of an opened gamepad, if available.
895 *
896 * If the product version isn't available this function returns 0.
897 *
898 * \param gamepad the gamepad object to query.
899 * \returns the USB product version, or zero if unavailable.
900 *
901 * \since This function is available since SDL 3.2.0.
902 *
903 * \sa SDL_GetGamepadProductVersionForID
904 */
905extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad);
906
907/**
908 * Get the firmware version of an opened gamepad, if available.
909 *
910 * If the firmware version isn't available this function returns 0.
911 *
912 * \param gamepad the gamepad object to query.
913 * \returns the gamepad firmware version, or zero if unavailable.
914 *
915 * \since This function is available since SDL 3.2.0.
916 */
917extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad);
918
919/**
920 * Get the serial number of an opened gamepad, if available.
921 *
922 * Returns the serial number of the gamepad, or NULL if it is not available.
923 *
924 * \param gamepad the gamepad object to query.
925 * \returns the serial number, or NULL if unavailable.
926 *
927 * \since This function is available since SDL 3.2.0.
928 */
929extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
930
931/**
932 * Get the Steam Input handle of an opened gamepad, if available.
933 *
934 * Returns an InputHandle_t for the gamepad that can be used with Steam Input
935 * API: https://partner.steamgames.com/doc/api/ISteamInput
936 *
937 * \param gamepad the gamepad object to query.
938 * \returns the gamepad handle, or 0 if unavailable.
939 *
940 * \since This function is available since SDL 3.2.0.
941 */
942extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad);
943
944/**
945 * Get the connection state of a gamepad.
946 *
947 * \param gamepad the gamepad object to query.
948 * \returns the connection state on success or
949 * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError()
950 * for more information.
951 *
952 * \since This function is available since SDL 3.2.0.
953 */
954extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad);
955
956/**
957 * Get the battery state of a gamepad.
958 *
959 * You should never take a battery status as absolute truth. Batteries
960 * (especially failing batteries) are delicate hardware, and the values
961 * reported here are best estimates based on what that hardware reports. It's
962 * not uncommon for older batteries to lose stored power much faster than it
963 * reports, or completely drain when reporting it has 20 percent left, etc.
964 *
965 * \param gamepad the gamepad object to query.
966 * \param percent a pointer filled in with the percentage of battery life
967 * left, between 0 and 100, or NULL to ignore. This will be
968 * filled in with -1 we can't determine a value or there is no
969 * battery.
970 * \returns the current battery state.
971 *
972 * \since This function is available since SDL 3.2.0.
973 */
974extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent);
975
976/**
977 * Check if a gamepad has been opened and is currently connected.
978 *
979 * \param gamepad a gamepad identifier previously returned by
980 * SDL_OpenGamepad().
981 * \returns true if the gamepad has been opened and is currently connected, or
982 * false if not.
983 *
984 * \since This function is available since SDL 3.2.0.
985 */
986extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
987
988/**
989 * Get the underlying joystick from a gamepad.
990 *
991 * This function will give you a SDL_Joystick object, which allows you to use
992 * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful
993 * for getting a joystick's position at any given time, even if it hasn't
994 * moved (moving it would produce an event, which would have the axis' value).
995 *
996 * The pointer returned is owned by the SDL_Gamepad. You should not call
997 * SDL_CloseJoystick() on it, for example, since doing so will likely cause
998 * SDL to crash.
999 *
1000 * \param gamepad the gamepad object that you want to get a joystick from.
1001 * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError()
1002 * for more information.
1003 *
1004 * \since This function is available since SDL 3.2.0.
1005 */
1006extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad);
1007
1008/**
1009 * Set the state of gamepad event processing.
1010 *
1011 * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
1012 * and check the state of the gamepad when you want gamepad information.
1013 *
1014 * \param enabled whether to process gamepad events or not.
1015 *
1016 * \since This function is available since SDL 3.2.0.
1017 *
1018 * \sa SDL_GamepadEventsEnabled
1019 * \sa SDL_UpdateGamepads
1020 */
1021extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled);
1022
1023/**
1024 * Query the state of gamepad event processing.
1025 *
1026 * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
1027 * and check the state of the gamepad when you want gamepad information.
1028 *
1029 * \returns true if gamepad events are being processed, false otherwise.
1030 *
1031 * \since This function is available since SDL 3.2.0.
1032 *
1033 * \sa SDL_SetGamepadEventsEnabled
1034 */
1035extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void);
1036
1037/**
1038 * Get the SDL joystick layer bindings for a gamepad.
1039 *
1040 * \param gamepad a gamepad.
1041 * \param count a pointer filled in with the number of bindings returned.
1042 * \returns a NULL terminated array of pointers to bindings or NULL on
1043 * failure; call SDL_GetError() for more information. This is a
1044 * single allocation that should be freed with SDL_free() when it is
1045 * no longer needed.
1046 *
1047 * \since This function is available since SDL 3.2.0.
1048 */
1049extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
1050
1051/**
1052 * Manually pump gamepad updates if not using the loop.
1053 *
1054 * This function is called automatically by the event loop if events are
1055 * enabled. Under such circumstances, it will not be necessary to call this
1056 * function.
1057 *
1058 * \since This function is available since SDL 3.2.0.
1059 */
1060extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
1061
1062/**
1063 * Convert a string into SDL_GamepadType enum.
1064 *
1065 * This function is called internally to translate SDL_Gamepad mapping strings
1066 * for the underlying joystick device into the consistent SDL_Gamepad mapping.
1067 * You do not normally need to call this function unless you are parsing
1068 * SDL_Gamepad mappings in your own code.
1069 *
1070 * \param str string representing a SDL_GamepadType type.
1071 * \returns the SDL_GamepadType enum corresponding to the input string, or
1072 * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found.
1073 *
1074 * \since This function is available since SDL 3.2.0.
1075 *
1076 * \sa SDL_GetGamepadStringForType
1077 */
1078extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str);
1079
1080/**
1081 * Convert from an SDL_GamepadType enum to a string.
1082 *
1083 * \param type an enum value for a given SDL_GamepadType.
1084 * \returns a string for the given type, or NULL if an invalid type is
1085 * specified. The string returned is of the format used by
1086 * SDL_Gamepad mapping strings.
1087 *
1088 * \since This function is available since SDL 3.2.0.
1089 *
1090 * \sa SDL_GetGamepadTypeFromString
1091 */
1092extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type);
1093
1094/**
1095 * Convert a string into SDL_GamepadAxis enum.
1096 *
1097 * This function is called internally to translate SDL_Gamepad mapping strings
1098 * for the underlying joystick device into the consistent SDL_Gamepad mapping.
1099 * You do not normally need to call this function unless you are parsing
1100 * SDL_Gamepad mappings in your own code.
1101 *
1102 * Note specially that "righttrigger" and "lefttrigger" map to
1103 * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
1104 * respectively.
1105 *
1106 * \param str string representing a SDL_Gamepad axis.
1107 * \returns the SDL_GamepadAxis enum corresponding to the input string, or
1108 * `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
1109 *
1110 * \since This function is available since SDL 3.2.0.
1111 *
1112 * \sa SDL_GetGamepadStringForAxis
1113 */
1114extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str);
1115
1116/**
1117 * Convert from an SDL_GamepadAxis enum to a string.
1118 *
1119 * \param axis an enum value for a given SDL_GamepadAxis.
1120 * \returns a string for the given axis, or NULL if an invalid axis is
1121 * specified. The string returned is of the format used by
1122 * SDL_Gamepad mapping strings.
1123 *
1124 * \since This function is available since SDL 3.2.0.
1125 *
1126 * \sa SDL_GetGamepadAxisFromString
1127 */
1128extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
1129
1130/**
1131 * Query whether a gamepad has a given axis.
1132 *
1133 * This merely reports whether the gamepad's mapping defined this axis, as
1134 * that is all the information SDL has about the physical device.
1135 *
1136 * \param gamepad a gamepad.
1137 * \param axis an axis enum value (an SDL_GamepadAxis value).
1138 * \returns true if the gamepad has this axis, false otherwise.
1139 *
1140 * \since This function is available since SDL 3.2.0.
1141 *
1142 * \sa SDL_GamepadHasButton
1143 * \sa SDL_GetGamepadAxis
1144 */
1145extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
1146
1147/**
1148 * Get the current state of an axis control on a gamepad.
1149 *
1150 * The axis indices start at index 0.
1151 *
1152 * For thumbsticks, the state is a value ranging from -32768 (up/left) to
1153 * 32767 (down/right).
1154 *
1155 * Triggers range from 0 when released to 32767 when fully pressed, and never
1156 * return a negative value. Note that this differs from the value reported by
1157 * the lower-level SDL_GetJoystickAxis(), which normally uses the full range.
1158 *
1159 * Note that for invalid gamepads or axes, this will return 0. Zero is also a
1160 * valid value in normal operation; usually it means a centered axis.
1161 *
1162 * \param gamepad a gamepad.
1163 * \param axis an axis index (one of the SDL_GamepadAxis values).
1164 * \returns axis state.
1165 *
1166 * \since This function is available since SDL 3.2.0.
1167 *
1168 * \sa SDL_GamepadHasAxis
1169 * \sa SDL_GetGamepadButton
1170 */
1171extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
1172
1173/**
1174 * Convert a string into an SDL_GamepadButton enum.
1175 *
1176 * This function is called internally to translate SDL_Gamepad mapping strings
1177 * for the underlying joystick device into the consistent SDL_Gamepad mapping.
1178 * You do not normally need to call this function unless you are parsing
1179 * SDL_Gamepad mappings in your own code.
1180 *
1181 * \param str string representing a SDL_Gamepad axis.
1182 * \returns the SDL_GamepadButton enum corresponding to the input string, or
1183 * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found.
1184 *
1185 * \since This function is available since SDL 3.2.0.
1186 *
1187 * \sa SDL_GetGamepadStringForButton
1188 */
1189extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str);
1190
1191/**
1192 * Convert from an SDL_GamepadButton enum to a string.
1193 *
1194 * \param button an enum value for a given SDL_GamepadButton.
1195 * \returns a string for the given button, or NULL if an invalid button is
1196 * specified. The string returned is of the format used by
1197 * SDL_Gamepad mapping strings.
1198 *
1199 * \since This function is available since SDL 3.2.0.
1200 *
1201 * \sa SDL_GetGamepadButtonFromString
1202 */
1203extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
1204
1205/**
1206 * Query whether a gamepad has a given button.
1207 *
1208 * This merely reports whether the gamepad's mapping defined this button, as
1209 * that is all the information SDL has about the physical device.
1210 *
1211 * \param gamepad a gamepad.
1212 * \param button a button enum value (an SDL_GamepadButton value).
1213 * \returns true if the gamepad has this button, false otherwise.
1214 *
1215 * \since This function is available since SDL 3.2.0.
1216 *
1217 * \sa SDL_GamepadHasAxis
1218 */
1219extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
1220
1221/**
1222 * Get the current state of a button on a gamepad.
1223 *
1224 * \param gamepad a gamepad.
1225 * \param button a button index (one of the SDL_GamepadButton values).
1226 * \returns true if the button is pressed, false otherwise.
1227 *
1228 * \since This function is available since SDL 3.2.0.
1229 *
1230 * \sa SDL_GamepadHasButton
1231 * \sa SDL_GetGamepadAxis
1232 */
1233extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
1234
1235/**
1236 * Get the label of a button on a gamepad.
1237 *
1238 * \param type the type of gamepad to check.
1239 * \param button a button index (one of the SDL_GamepadButton values).
1240 * \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
1241 *
1242 * \since This function is available since SDL 3.2.0.
1243 *
1244 * \sa SDL_GetGamepadButtonLabel
1245 */
1246extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button);
1247
1248/**
1249 * Get the label of a button on a gamepad.
1250 *
1251 * \param gamepad a gamepad.
1252 * \param button a button index (one of the SDL_GamepadButton values).
1253 * \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
1254 *
1255 * \since This function is available since SDL 3.2.0.
1256 *
1257 * \sa SDL_GetGamepadButtonLabelForType
1258 */
1259extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button);
1260
1261/**
1262 * Get the number of touchpads on a gamepad.
1263 *
1264 * \param gamepad a gamepad.
1265 * \returns number of touchpads.
1266 *
1267 * \since This function is available since SDL 3.2.0.
1268 *
1269 * \sa SDL_GetNumGamepadTouchpadFingers
1270 */
1271extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad);
1272
1273/**
1274 * Get the number of supported simultaneous fingers on a touchpad on a game
1275 * gamepad.
1276 *
1277 * \param gamepad a gamepad.
1278 * \param touchpad a touchpad.
1279 * \returns number of supported simultaneous fingers.
1280 *
1281 * \since This function is available since SDL 3.2.0.
1282 *
1283 * \sa SDL_GetGamepadTouchpadFinger
1284 * \sa SDL_GetNumGamepadTouchpads
1285 */
1286extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad);
1287
1288/**
1289 * Get the current state of a finger on a touchpad on a gamepad.
1290 *
1291 * \param gamepad a gamepad.
1292 * \param touchpad a touchpad.
1293 * \param finger a finger.
1294 * \param down a pointer filled with true if the finger is down, false
1295 * otherwise, may be NULL.
1296 * \param x a pointer filled with the x position, normalized 0 to 1, with the
1297 * origin in the upper left, may be NULL.
1298 * \param y a pointer filled with the y position, normalized 0 to 1, with the
1299 * origin in the upper left, may be NULL.
1300 * \param pressure a pointer filled with pressure value, may be NULL.
1301 * \returns true on success or false on failure; call SDL_GetError() for more
1302 * information.
1303 *
1304 * \since This function is available since SDL 3.2.0.
1305 *
1306 * \sa SDL_GetNumGamepadTouchpadFingers
1307 */
1308extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure);
1309
1310/**
1311 * Return whether a gamepad has a particular sensor.
1312 *
1313 * \param gamepad the gamepad to query.
1314 * \param type the type of sensor to query.
1315 * \returns true if the sensor exists, false otherwise.
1316 *
1317 * \since This function is available since SDL 3.2.0.
1318 *
1319 * \sa SDL_GetGamepadSensorData
1320 * \sa SDL_GetGamepadSensorDataRate
1321 * \sa SDL_SetGamepadSensorEnabled
1322 */
1323extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type);
1324
1325/**
1326 * Set whether data reporting for a gamepad sensor is enabled.
1327 *
1328 * \param gamepad the gamepad to update.
1329 * \param type the type of sensor to enable/disable.
1330 * \param enabled whether data reporting should be enabled.
1331 * \returns true on success or false on failure; call SDL_GetError() for more
1332 * information.
1333 *
1334 * \since This function is available since SDL 3.2.0.
1335 *
1336 * \sa SDL_GamepadHasSensor
1337 * \sa SDL_GamepadSensorEnabled
1338 */
1339extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled);
1340
1341/**
1342 * Query whether sensor data reporting is enabled for a gamepad.
1343 *
1344 * \param gamepad the gamepad to query.
1345 * \param type the type of sensor to query.
1346 * \returns true if the sensor is enabled, false otherwise.
1347 *
1348 * \since This function is available since SDL 3.2.0.
1349 *
1350 * \sa SDL_SetGamepadSensorEnabled
1351 */
1352extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
1353
1354/**
1355 * Get the data rate (number of events per second) of a gamepad sensor.
1356 *
1357 * \param gamepad the gamepad to query.
1358 * \param type the type of sensor to query.
1359 * \returns the data rate, or 0.0f if the data rate is not available.
1360 *
1361 * \since This function is available since SDL 3.2.0.
1362 */
1363extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type);
1364
1365/**
1366 * Get the current state of a gamepad sensor.
1367 *
1368 * The number of values and interpretation of the data is sensor dependent.
1369 * See SDL_sensor.h for the details for each type of sensor.
1370 *
1371 * \param gamepad the gamepad to query.
1372 * \param type the type of sensor to query.
1373 * \param data a pointer filled with the current sensor state.
1374 * \param num_values the number of values to write to data.
1375 * \returns true on success or false on failure; call SDL_GetError() for more
1376 * information.
1377 *
1378 * \since This function is available since SDL 3.2.0.
1379 */
1380extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values);
1381
1382/**
1383 * Start a rumble effect on a gamepad.
1384 *
1385 * Each call to this function cancels any previous rumble effect, and calling
1386 * it with 0 intensity stops any rumbling.
1387 *
1388 * This function requires you to process SDL events or call
1389 * SDL_UpdateJoysticks() to update rumble state.
1390 *
1391 * \param gamepad the gamepad to vibrate.
1392 * \param low_frequency_rumble the intensity of the low frequency (left)
1393 * rumble motor, from 0 to 0xFFFF.
1394 * \param high_frequency_rumble the intensity of the high frequency (right)
1395 * rumble motor, from 0 to 0xFFFF.
1396 * \param duration_ms the duration of the rumble effect, in milliseconds.
1397 * \returns true on success or false on failure; call SDL_GetError() for more
1398 * information.
1399 *
1400 * \since This function is available since SDL 3.2.0.
1401 */
1402extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
1403
1404/**
1405 * Start a rumble effect in the gamepad's triggers.
1406 *
1407 * Each call to this function cancels any previous trigger rumble effect, and
1408 * calling it with 0 intensity stops any rumbling.
1409 *
1410 * Note that this is rumbling of the _triggers_ and not the gamepad as a
1411 * whole. This is currently only supported on Xbox One gamepads. If you want
1412 * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
1413 *
1414 * This function requires you to process SDL events or call
1415 * SDL_UpdateJoysticks() to update rumble state.
1416 *
1417 * \param gamepad the gamepad to vibrate.
1418 * \param left_rumble the intensity of the left trigger rumble motor, from 0
1419 * to 0xFFFF.
1420 * \param right_rumble the intensity of the right trigger rumble motor, from 0
1421 * to 0xFFFF.
1422 * \param duration_ms the duration of the rumble effect, in milliseconds.
1423 * \returns true on success or false on failure; call SDL_GetError() for more
1424 * information.
1425 *
1426 * \since This function is available since SDL 3.2.0.
1427 *
1428 * \sa SDL_RumbleGamepad
1429 */
1430extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
1431
1432/**
1433 * Update a gamepad's LED color.
1434 *
1435 * An example of a joystick LED is the light on the back of a PlayStation 4's
1436 * DualShock 4 controller.
1437 *
1438 * For gamepads with a single color LED, the maximum of the RGB values will be
1439 * used as the LED brightness.
1440 *
1441 * \param gamepad the gamepad to update.
1442 * \param red the intensity of the red LED.
1443 * \param green the intensity of the green LED.
1444 * \param blue the intensity of the blue LED.
1445 * \returns true on success or false on failure; call SDL_GetError() for more
1446 * information.
1447 *
1448 * \since This function is available since SDL 3.2.0.
1449 */
1450extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue);
1451
1452/**
1453 * Send a gamepad specific effect packet.
1454 *
1455 * \param gamepad the gamepad to affect.
1456 * \param data the data to send to the gamepad.
1457 * \param size the size of the data to send to the gamepad.
1458 * \returns true on success or false on failure; call SDL_GetError() for more
1459 * information.
1460 *
1461 * \since This function is available since SDL 3.2.0.
1462 */
1463extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size);
1464
1465/**
1466 * Close a gamepad previously opened with SDL_OpenGamepad().
1467 *
1468 * \param gamepad a gamepad identifier previously returned by
1469 * SDL_OpenGamepad().
1470 *
1471 * \since This function is available since SDL 3.2.0.
1472 *
1473 * \sa SDL_OpenGamepad
1474 */
1475extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
1476
1477/**
1478 * Return the sfSymbolsName for a given button on a gamepad on Apple
1479 * platforms.
1480 *
1481 * \param gamepad the gamepad to query.
1482 * \param button a button on the gamepad.
1483 * \returns the sfSymbolsName or NULL if the name can't be found.
1484 *
1485 * \since This function is available since SDL 3.2.0.
1486 *
1487 * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
1488 */
1489extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
1490
1491/**
1492 * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
1493 *
1494 * \param gamepad the gamepad to query.
1495 * \param axis an axis on the gamepad.
1496 * \returns the sfSymbolsName or NULL if the name can't be found.
1497 *
1498 * \since This function is available since SDL 3.2.0.
1499 *
1500 * \sa SDL_GetGamepadAppleSFSymbolsNameForButton
1501 */
1502extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
1503
1504
1505/* Ends C function definitions when using C++ */
1506#ifdef __cplusplus
1507}
1508#endif
1509#include <SDL3/SDL_close_code.h>
1510
1511#endif /* SDL_gamepad_h_ */
1512