59 Commits

Author SHA1 Message Date
Sam Lantinga
af58ed978e Fixed the documentation for SDL_GetGamepadMappings() 2024-03-01 01:55:56 -08:00
Sam Lantinga
cacac6cc34 Updated structure and field names for consistency
Type names are camel case and field names are snake case except for fields ending in id, which are capitalized.

Fixes https://github.com/libsdl-org/SDL/issues/6955
2024-02-11 08:27:56 -08:00
SDL Wiki Bot
1684032c17 Sync SDL3 wiki -> header 2024-02-08 18:39:20 +00:00
Sam Lantinga
4ce7ae31d4 Document that SDL_UpdateJoysticks() needs to be called to handle rumble processing
Related: https://github.com/libsdl-org/SDL/issues/4300
2024-02-08 10:43:00 -08:00
Sam Lantinga
d04fea8b87 Even more miscellaneous gamepad buttons! 2024-02-01 20:34:05 -08:00
Sam Lantinga
cb70e972e3 Added miscellaneous gamepad buttons for additional macro buttons on some controllers 2024-02-01 20:15:01 -08:00
SDL Wiki Bot
fd14a20a4b Sync SDL3 wiki -> header 2024-01-27 23:26:26 +00:00
Sam Lantinga
17768c51fc Revert "Sync SDL3 wiki -> header"
This reverts commit 5e96e410d6330ebfee63ff55e5332bc2f9f7a34c.
2024-01-27 15:25:29 -08:00
SDL Wiki Bot
5e96e410d6 Sync SDL3 wiki -> header 2024-01-27 23:12:19 +00:00
Sam Lantinga
f66fe7e221 Replaced SDL_GetJoystickCaps() with joystick properties
Fixes https://github.com/libsdl-org/SDL/issues/8927
2024-01-27 15:11:52 -08:00
SDL Wiki Bot
6fb188eb35 Sync SDL3 wiki -> header 2024-01-23 03:24:26 +00:00
Sam Lantinga
cd231a65f6 Added SDL_GetJoystickCaps() and SDL_GetGamepadCaps() to get the capabilities of controllers
Also added SDL_GAMEPAD_CAP_PLAYER_LED to let the application know if the controller has a visible player LED
2024-01-22 19:23:42 -08:00
SDL Wiki Bot
44adab7dfd Sync SDL3 wiki -> header 2024-01-08 17:36:24 +00:00
Simon McVittie
059fb560ba gamepad: Clarify range and direction of axes
It would be easy to assume that all APIs that reference
SDL_JOYSTICK_AXIS_MAX work the same way, but they do not: triggers
generally use the full signed 16-bit range in the lower-level joystick
API, but are normalized to be non-negative by the higher-level gamepad
API.

We also never said explicitly which direction is positive here.
Experimentally, it's right (X), down (Y), and pressed (triggers).

Resolves: https://github.com/libsdl-org/SDL/issues/8793
Signed-off-by: Simon McVittie <smcv@collabora.com>
2024-01-08 09:35:25 -08:00
Sam Lantinga
5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
SDL Wiki Bot
2c4360ce8f Sync SDL3 wiki -> header 2023-12-20 18:41:23 +00:00
Sam Lantinga
c981a597dc Added Steam Input API support for game controllers
Added support for getting the real controller info, as well as the function SDL_GetGamepadSteamHandle() to get the Steam Input API handle, from the virtual gamepads provided by Steam.

Also added an event SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED which is triggered when a controller's API handle changes, e.g. the controllers were reassigned slots in the Steam UI.
2023-12-20 10:40:28 -08:00
SDL Wiki Bot
e4582e6edc Sync SDL3 wiki -> header 2023-11-30 15:22:19 +00:00
Ryan C. Gordon
d1b831e232 include: Clarified documentation for two functions. 2023-11-29 20:50:44 -05:00
Ryan C. Gordon
dd47da8a5c gamepad: Replace GetNumMappings/GetMappingByIndex with a single function.
Now it returns an array and optional count, to match other SDL3 APIs.
2023-11-29 20:50:44 -05:00
Ryan C. Gordon
c47ac5b2df
include: Fixed copy/paste error 2023-11-12 23:41:22 -05:00
Sam Lantinga
312faf9305 Updated documentation for the controller face buttons 2023-11-10 16:39:32 -08:00
Sam Lantinga
2991b9f6ac SDL now represents gamepad buttons as positional elements with a separate label
This gives applications and binding systems a clearer view of what the hardware is so they can make intelligent decisions about how to present things to the user.

Gamepad mappings continue to use abxy for the face buttons for simplicity and compatibility with earlier versions of SDL, however the "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" hint no longer has any effect.

Fixes https://github.com/libsdl-org/SDL/issues/6117
2023-11-10 12:21:43 -08:00
Ryan C. Gordon
c53843a961
docs: Remove Doxygen \brief tags.
Doxygen and the wiki bridge don't need them; they'll both just use the first
line/sentence instead.

Fixes #8446.
2023-11-06 10:26:06 -05:00
Ryan C. Gordon
ac71831350
Sync wiki -> headers 2023-10-12 15:20:53 -04:00
Sam Lantinga
4368f70ff9 Added properties to various SDL objects
The following objects now have properties that can be user modified:
* SDL_AudioStream
* SDL_Gamepad
* SDL_Joystick
* SDL_RWops
* SDL_Renderer
* SDL_Sensor
* SDL_Surface
* SDL_Texture
* SDL_Window
2023-10-11 22:38:00 -07:00
Sam Lantinga
859dc14add Replaced SDL_GetGamepadBindForAxis() and SDL_GetGamepadBindForButton() with SDL_GetGamepadBindings() 2023-09-13 23:01:28 -07:00
Sam Lantinga
9e50048ab6 Revert "Removed SDL_GamepadBinding from the API"
This reverts commit eb0955ef89a1917b93da86d9b4b6fdf67cd61a8c.
2023-09-13 22:42:47 -07:00
Simon McVittie
efe15588d5 Relabel back paddles as left or right
The sequence order of the four paddles is not obvious, with SDL and Xbox
controllers swapping the order of P2 and P3 relative to each other.
If we group them into left and right, then it becomes more obvious.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-08-09 11:03:30 -07:00
Sam Lantinga
b903ccf945 SDL_rwops read/write functions return size_t again
The current status is stored in the SDL_rwops 'status' field to be able to determine whether a 0 return value is caused by end of file, an error, or a non-blocking source not being ready.

The functions to read sized datatypes now return SDL_bool so you can detect read errors.

Fixes https://github.com/libsdl-org/SDL/issues/6729
2023-08-07 20:36:21 -07:00
Sam Lantinga
1fb2419882 Removed reference to renamed function 2023-08-05 19:11:10 -07:00
Sam Lantinga
0dc85f3078 Improved the documentation for the gamepad paddle buttons 2023-07-27 11:27:42 -07:00
Sam Lantinga
9db2cb3513 Added SDL_ReloadGamepadMappings() to reset the SDL gamepad mappings 2023-07-18 12:50:10 -07:00
Sam Lantinga
75e7a6fcfa SDL_AddGamepadMappingsFromFile() has been made into a real function 2023-07-18 12:05:04 -07:00
Sam Lantinga
75d4a91aaa Use SDL_GAMEPAD_TYPE_UNKNOWN, not SDL_GAMEPAD_TYPE_INVALID 2023-07-17 13:54:55 -07:00
SDL Wiki Bot
27556e098e Sync SDL3 wiki -> header 2023-07-17 20:00:18 +00:00
Sam Lantinga
b271e92c6e Added the ability to specify a gamepad type in the mapping
Also renamed most cases of SDL_GAMEPAD_TYPE_UNKNOWN to SDL_GAMEPAD_TYPE_STANDARD, and SDL_GetGamepadType() will return SDL_GAMEPAD_TYPE_UNKNOWN only if the gamepad is invalid.
2023-07-17 12:59:56 -07:00
SDL Wiki Bot
74612701bb Sync SDL3 wiki -> header 2023-07-16 11:33:16 +00:00
Sam Lantinga
57cfd1e106 Removed SDL_GAMEPAD_TYPE_VIRTUAL, SDL_GAMEPAD_TYPE_AMAZON_LUNA, SDL_GAMEPAD_TYPE_GOOGLE_STADIA, and SDL_GAMEPAD_TYPE_NVIDIA_SHIELD
Removing SDL_GAMEPAD_TYPE_VIRTUAL allows a virtual controller to emulate another gamepad type. The other controller types can be treated as generic controllers by applications without special glyph or functionality treatment.
2023-07-16 04:32:12 -07:00
Sam Lantinga
a1615dea85 Added SDL_SetGamepadMapping() to set the mapping for a specific device 2023-07-16 04:32:12 -07:00
Sam Lantinga
eb0955ef89 Removed SDL_GamepadBinding from the API
The text format is more expressive and widely used than the binary structure
2023-07-16 04:32:12 -07:00
Sam Lantinga
2e3404db01 Added SDL_GetGamepadPowerLevel() to get the power level directly from a gamepad 2023-07-11 10:20:08 -07:00
Sam Lantinga
3cbf16b944 Added SDL_GetGamepadInstanceID() 2023-07-10 19:13:42 -07:00
Ryan C. Gordon
9f8425a7a9
include: Fixed wiki formatting that got mangled into the headers. 2023-02-26 21:47:17 -05:00
Anonymous Maarten
549cedfa88 include: add \brief to includes 2023-02-19 10:01:33 -08:00
Sylvain
49e47b523a Update \returns to the generic form 2023-02-12 08:21:02 -08:00
Sylvain
43c08170af Add missing '\param' documentation 2023-02-12 09:42:13 +01:00
Sylvain
ce366facaa Add missing \returns, change "return" to "returns" to have same naming 2023-02-12 09:22:25 +01:00
Linus Probert
3bd737d44c Add error returns to void functions that can fail/set errors.
This takes care of the last set of void functions that could
potentially be shifted to instead return an int indicating success and
setting an error in case of an error.
2023-02-09 07:23:21 -08:00
Ryan C. Gordon
197340ea1c
Sync wiki -> headers. 2023-01-25 13:01:40 -05:00