sdl3/generated/lib_sdl_gamepad
library
Functions
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sdlAddGamepadMapping(String? mapping)
→ int
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Add support for gamepads that SDL is unaware of or change the binding of an
existing gamepad.
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sdlAddGamepadMappingsFromFile(String? file)
→ int
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Load a set of gamepad mappings from a file.
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sdlAddGamepadMappingsFromIo(Pointer<SdlIoStream> src, bool closeio)
→ int
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Load a set of gamepad mappings from an SDL_IOStream.
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sdlCloseGamepad(Pointer<SdlGamepad> gamepad)
→ void
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Close a gamepad previously opened with SDL_OpenGamepad().
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sdlGamepadConnected(Pointer<SdlGamepad> gamepad)
→ bool
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Check if a gamepad has been opened and is currently connected.
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sdlGamepadEventsEnabled()
→ bool
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Query the state of gamepad event processing.
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sdlGamepadHasAxis(Pointer<SdlGamepad> gamepad, int axis)
→ bool
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Query whether a gamepad has a given axis.
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sdlGamepadHasButton(Pointer<SdlGamepad> gamepad, int button)
→ bool
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Query whether a gamepad has a given button.
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sdlGamepadHasSensor(Pointer<SdlGamepad> gamepad, int type)
→ bool
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Return whether a gamepad has a particular sensor.
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sdlGamepadSensorEnabled(Pointer<SdlGamepad> gamepad, int type)
→ bool
-
Query whether sensor data reporting is enabled for a gamepad.
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sdlGetGamepadAppleSfSymbolsNameForAxis(Pointer<SdlGamepad> gamepad, int axis)
→ String?
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Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
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sdlGetGamepadAppleSfSymbolsNameForButton(Pointer<SdlGamepad> gamepad, int button)
→ String?
-
Return the sfSymbolsName for a given button on a gamepad on Apple
platforms.
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sdlGetGamepadAxis(Pointer<SdlGamepad> gamepad, int axis)
→ int
-
Get the current state of an axis control on a gamepad.
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sdlGetGamepadAxisFromString(String? str)
→ int
-
Convert a string into SDL_GamepadAxis enum.
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sdlGetGamepadBindings(Pointer<SdlGamepad> gamepad, Pointer<Int32> count)
→ Pointer<Pointer<SdlGamepadBinding>>
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Get the SDL joystick layer bindings for a gamepad.
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sdlGetGamepadButton(Pointer<SdlGamepad> gamepad, int button)
→ bool
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Get the current state of a button on a gamepad.
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sdlGetGamepadButtonFromString(String? str)
→ int
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Convert a string into an SDL_GamepadButton enum.
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sdlGetGamepadButtonLabel(Pointer<SdlGamepad> gamepad, int button)
→ int
-
Get the label of a button on a gamepad.
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sdlGetGamepadButtonLabelForType(int type, int button)
→ int
-
Get the label of a button on a gamepad.
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sdlGetGamepadConnectionState(Pointer<SdlGamepad> gamepad)
→ int
-
Get the connection state of a gamepad.
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sdlGetGamepadFirmwareVersion(Pointer<SdlGamepad> gamepad)
→ int
-
Get the firmware version of an opened gamepad, if available.
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sdlGetGamepadFromId(int instanceId)
→ Pointer<SdlGamepad>
-
Get the SDL_Gamepad associated with a joystick instance ID, if it has been
opened.
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sdlGetGamepadFromPlayerIndex(int playerIndex)
→ Pointer<SdlGamepad>
-
Get the SDL_Gamepad associated with a player index.
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sdlGetGamepadGuidForId(int instanceId)
→ SdlGuid
-
Get the implementation-dependent GUID of a gamepad.
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sdlGetGamepadId(Pointer<SdlGamepad> gamepad)
→ int
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Get the instance ID of an opened gamepad.
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sdlGetGamepadJoystick(Pointer<SdlGamepad> gamepad)
→ Pointer<SdlJoystick>
-
Get the underlying joystick from a gamepad.
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sdlGetGamepadMapping(Pointer<SdlGamepad> gamepad)
→ Pointer<Int8>
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Get the current mapping of a gamepad.
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sdlGetGamepadMappingForGuid(SdlGuid guid)
→ Pointer<Int8>
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Get the gamepad mapping string for a given GUID.
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sdlGetGamepadMappingForId(int instanceId)
→ Pointer<Int8>
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Get the mapping of a gamepad.
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sdlGetGamepadMappings(Pointer<Int32> count)
→ Pointer<Pointer<Int8>>
-
Get the current gamepad mappings.
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sdlGetGamepadName(Pointer<SdlGamepad> gamepad)
→ String?
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Get the implementation-dependent name for an opened gamepad.
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sdlGetGamepadNameForId(int instanceId)
→ String?
-
Get the implementation dependent name of a gamepad.
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sdlGetGamepadPath(Pointer<SdlGamepad> gamepad)
→ String?
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Get the implementation-dependent path for an opened gamepad.
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sdlGetGamepadPathForId(int instanceId)
→ String?
-
Get the implementation dependent path of a gamepad.
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sdlGetGamepadPlayerIndex(Pointer<SdlGamepad> gamepad)
→ int
-
Get the player index of an opened gamepad.
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sdlGetGamepadPlayerIndexForId(int instanceId)
→ int
-
Get the player index of a gamepad.
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sdlGetGamepadPowerInfo(Pointer<SdlGamepad> gamepad, Pointer<Int32> percent)
→ int
-
Get the battery state of a gamepad.
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sdlGetGamepadProduct(Pointer<SdlGamepad> gamepad)
→ int
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Get the USB product ID of an opened gamepad, if available.
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sdlGetGamepadProductForId(int instanceId)
→ int
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Get the USB product ID of a gamepad, if available.
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sdlGetGamepadProductVersion(Pointer<SdlGamepad> gamepad)
→ int
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Get the product version of an opened gamepad, if available.
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sdlGetGamepadProductVersionForId(int instanceId)
→ int
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Get the product version of a gamepad, if available.
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sdlGetGamepadProperties(Pointer<SdlGamepad> gamepad)
→ int
-
Get the properties associated with an opened gamepad.
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sdlGetGamepads(Pointer<Int32> count)
→ Pointer<Uint32>
-
Get a list of currently connected gamepads.
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sdlGetGamepadSensorData(Pointer<SdlGamepad> gamepad, int type, Pointer<Float> data, int numValues)
→ bool
-
Get the current state of a gamepad sensor.
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sdlGetGamepadSensorDataRate(Pointer<SdlGamepad> gamepad, int type)
→ double
-
Get the data rate (number of events per second) of a gamepad sensor.
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sdlGetGamepadSerial(Pointer<SdlGamepad> gamepad)
→ String?
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Get the serial number of an opened gamepad, if available.
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sdlGetGamepadSteamHandle(Pointer<SdlGamepad> gamepad)
→ int
-
Get the Steam Input handle of an opened gamepad, if available.
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sdlGetGamepadStringForAxis(int axis)
→ String?
-
Convert from an SDL_GamepadAxis enum to a string.
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sdlGetGamepadStringForButton(int button)
→ String?
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Convert from an SDL_GamepadButton enum to a string.
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sdlGetGamepadStringForType(int type)
→ String?
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Convert from an SDL_GamepadType enum to a string.
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sdlGetGamepadTouchpadFinger(Pointer<SdlGamepad> gamepad, int touchpad, int finger, Pointer<Uint8> down, Pointer<Float> x, Pointer<Float> y, Pointer<Float> pressure)
→ bool
-
Get the current state of a finger on a touchpad on a gamepad.
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sdlGetGamepadType(Pointer<SdlGamepad> gamepad)
→ int
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Get the type of an opened gamepad.
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sdlGetGamepadTypeForId(int instanceId)
→ int
-
Get the type of a gamepad.
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sdlGetGamepadTypeFromString(String? str)
→ int
-
Convert a string into SDL_GamepadType enum.
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sdlGetGamepadVendor(Pointer<SdlGamepad> gamepad)
→ int
-
Get the USB vendor ID of an opened gamepad, if available.
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sdlGetGamepadVendorForId(int instanceId)
→ int
-
Get the USB vendor ID of a gamepad, if available.
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sdlGetNumGamepadTouchpadFingers(Pointer<SdlGamepad> gamepad, int touchpad)
→ int
-
Get the number of supported simultaneous fingers on a touchpad on a game
gamepad.
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sdlGetNumGamepadTouchpads(Pointer<SdlGamepad> gamepad)
→ int
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Get the number of touchpads on a gamepad.
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sdlGetRealGamepadType(Pointer<SdlGamepad> gamepad)
→ int
-
Get the type of an opened gamepad, ignoring any mapping override.
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sdlGetRealGamepadTypeForId(int instanceId)
→ int
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Get the type of a gamepad, ignoring any mapping override.
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sdlHasGamepad()
→ bool
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Return whether a gamepad is currently connected.
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sdlIsGamepad(int instanceId)
→ bool
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Check if the given joystick is supported by the gamepad interface.
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sdlOpenGamepad(int instanceId)
→ Pointer<SdlGamepad>
-
Open a gamepad for use.
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sdlReloadGamepadMappings()
→ bool
-
Reinitialize the SDL mapping database to its initial state.
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sdlRumbleGamepad(Pointer<SdlGamepad> gamepad, int lowFrequencyRumble, int highFrequencyRumble, int durationMs)
→ bool
-
Start a rumble effect on a gamepad.
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sdlRumbleGamepadTriggers(Pointer<SdlGamepad> gamepad, int leftRumble, int rightRumble, int durationMs)
→ bool
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Start a rumble effect in the gamepad's triggers.
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sdlSendGamepadEffect(Pointer<SdlGamepad> gamepad, Pointer<NativeType> data, int size)
→ bool
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Send a gamepad specific effect packet.
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sdlSetGamepadEventsEnabled(bool enabled)
→ void
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Set the state of gamepad event processing.
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sdlSetGamepadLed(Pointer<SdlGamepad> gamepad, int red, int green, int blue)
→ bool
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Update a gamepad's LED color.
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sdlSetGamepadMapping(int instanceId, String? mapping)
→ bool
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Set the current mapping of a joystick or gamepad.
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sdlSetGamepadPlayerIndex(Pointer<SdlGamepad> gamepad, int playerIndex)
→ bool
-
Set the player index of an opened gamepad.
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sdlSetGamepadSensorEnabled(Pointer<SdlGamepad> gamepad, int type, bool enabled)
→ bool
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Set whether data reporting for a gamepad sensor is enabled.
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sdlUpdateGamepads()
→ void
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Manually pump gamepad updates if not using the loop.