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// TODO: Flesh me out
// The SDL_GameController structure used to identify an SDL game controller.
// (Opaque)
export type SDL_GameController = opaque;
// The list of axes available from a controller
//
// Thumbstick axis values range from [[SDL_JOYSTICK_AXIS_MIN]] to
// [[SDL_JOYSTICK_AXIS_MAX]], and are centered within ~8000 of zero, though advanced
// UI will allow users to set or autodetect the dead zone, which varies between
// controllers.
//
// Trigger axis values range from 0 to [[SDL_JOYSTICK_AXIS_MAX]].
export type SDL_GameControllerAxis = enum u8 {
LEFTX,
LEFTY,
RIGHTX,
RIGHTY,
TRIGGERLEFT,
TRIGGERRIGHT,
INVALID = 255,
};
// The list of buttons available from a controller
export type SDL_GameControllerButton = enum u8 {
INVALID = 255,
A = 0,
B,
X,
Y,
BACK,
GUIDE,
START,
LEFTSTICK,
RIGHTSTICK,
LEFTSHOULDER,
RIGHTSHOULDER,
DPAD_UP,
DPAD_DOWN,
DPAD_LEFT,
DPAD_RIGHT,
MISC1,
PADDLE1,
PADDLE2,
PADDLE3,
PADDLE4,
TOUCHPAD,
};
// Check if the given joystick is supported by the game controller interface.
//
// 'joystick_index' is the same as the 'device_index' passed to
// [[joystick_open]].
//
// Returns true if the given joystick is supported by the game controller
// interface, false if it isn't or it's an invalid index.
export @symbol("SDL_IsGameController") fn SDL_IsGameController(
joystick_index: int) bool;
@symbol("SDL_GameControllerOpen") fn _game_controller_open(
joystick_index: int) nullable *SDL_GameController;
// Get the SDL_GameController associated with an instance id.
export fn SDL_GameControllerOpen(
joystick_index: int,
) (*SDL_GameController | error) = {
return wrapptr(_game_controller_open(joystick_index))?: *SDL_GameController;
};
// Close a game controller previously opened with [[game_controller_open]].
export @symbol("SDL_GameControllerClose") fn SDL_GameControllerClose(
gamecontroller: *SDL_GameController) void;
@symbol("SDL_GameControllerRumble") fn _SDL_GameControllerRumble(
gamecontroller: *SDL_GameController,
low_frequency_rumble: u16,
high_frequency_rumble: u16,
duration_ms: u32) int;
// Start a rumble effect on a game controller.
//
// Each call to this function cancels any previous rumble effect, and calling
// it with 0 intensity stops any rumbling.
//
// The low-frequency motor is generally on the left, and the high-frequency
// motor is generally on the right.
export fn SDL_GameControllerRumble(
gamecontroller: *SDL_GameController,
low_frequency_rumble: u16,
high_frequency_rumble: u16,
duration_ms: u32,
) (void | error) = {
return wrapvoid(_SDL_GameControllerRumble(
gamecontroller,
low_frequency_rumble,
high_frequency_rumble,
duration_ms));
};
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