code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>

  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.
*/

/**
 *  \file SDL_gamecontroller.h
 *
 *  Include file for SDL game controller event handling
 */

#ifndef SDL_gamecontroller_h_
#define SDL_gamecontroller_h_

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_joystick.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/**
 *  \file SDL_gamecontroller.h
 *
 *  In order to use these functions, SDL_Init() must have been called
 *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
 *  for game controllers, and load appropriate drivers.
 *
 *  If you would like to receive controller updates while the application
 *  is in the background, you should set the following hint before calling
 *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
 */

/**
 * The gamecontroller structure used to identify an SDL game controller
 */
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;

typedef enum
{
    SDL_CONTROLLER_TYPE_UNKNOWN = 0,
    SDL_CONTROLLER_TYPE_XBOX360,
    SDL_CONTROLLER_TYPE_XBOXONE,
    SDL_CONTROLLER_TYPE_PS3,
    SDL_CONTROLLER_TYPE_PS4,
    SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
    SDL_CONTROLLER_TYPE_VIRTUAL,
    SDL_CONTROLLER_TYPE_PS5,
    SDL_CONTROLLER_TYPE_AMAZON_LUNA,
    SDL_CONTROLLER_TYPE_GOOGLE_STADIA
} SDL_GameControllerType;

typedef enum
{
    SDL_CONTROLLER_BINDTYPE_NONE = 0,
    SDL_CONTROLLER_BINDTYPE_BUTTON,
    SDL_CONTROLLER_BINDTYPE_AXIS,
    SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;

/**
 *  Get the SDL joystick layer binding for this controller button/axis mapping
 */
typedef struct SDL_GameControllerButtonBind
{
    SDL_GameControllerBindType bindType;
    union
    {
        int button;
        int axis;
        struct {
            int hat;
            int hat_mask;
        } hat;
    } value;

} SDL_GameControllerButtonBind;

/**
 *  To count the number of game controllers in the system for the following:
 *
 *  ```c
 *  int nJoysticks = SDL_NumJoysticks();
 *  int nGameControllers = 0;
 *  for (int i = 0; i < nJoysticks; i++) {
 *      if (SDL_IsGameController(i)) {
 *          nGameControllers++;
 *      }
 *  }
 *  ```
 *
 *  Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
 *  guid,name,mappings
 *
 *  Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
 *  Under Windows there is a reserved GUID of "xinput" that covers any 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 controller axis and vice versa.
 *
 *  This string shows an example of a valid mapping for a controller
 *
 * ```c
 * "03000000341a00003608000000000000,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",
 * ```
 */

/**
 * Load a set of Game Controller mappings from a seekable SDL data stream.
 *
 * You can call this function several times, if needed, to load different
 * database files.
 *
 * If a new mapping is loaded for an already known controller GUID, the later
 * version will overwrite the one currently loaded.
 *
 * 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 rw the data stream for the mappings to be added
 * \param freerw non-zero to close the stream after being read
 * \returns the number of mappings added or -1 on error; call SDL_GetError()
 *          for more information.
 *
 * \since This function is available since SDL 2.0.2.
 *
 * \sa SDL_GameControllerAddMapping
 * \sa SDL_GameControllerAddMappingsFromFile
 * \sa SDL_GameControllerMappingForGUID
 */
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);

/**
 *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
 *
 *  Convenience macro.
 */
#define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)

/**
 * Add support for controllers that SDL is unaware of or to cause an existing
 * controller to have a different binding.
 *
 * The mapping string has the format "GUID,name,mapping", where GUID is the
 * string value from SDL_JoystickGetGUIDString(), name is the human readable
 * string for the device and mappings are controller 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 controller axes and vice versa.
 *
 * This string shows an example of a valid mapping for a controller:
 *
 * ```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 mappingString the mapping string
 * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
 *          -1 on error; call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerMapping
 * \sa SDL_GameControllerMappingForGUID
 */
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);

/**
 * Get the number of mappings installed.
 *
 * \returns the number of mappings.
 *
 * \since This function is available since SDL 2.0.6.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);

/**
 * Get the mapping at a particular index.
 *
 * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
 *          the index is out of range.
 *
 * \since This function is available since SDL 2.0.6.
 */
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);

/**
 * Get the game controller mapping string for a given GUID.
 *
 * The returned string must be freed with SDL_free().
 *
 * \param guid a structure containing the GUID for which a mapping is desired
 * \returns a mapping string or NULL on error; call SDL_GetError() for more
 *          information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_JoystickGetDeviceGUID
 * \sa SDL_JoystickGetGUID
 */
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);

/**
 * Get the current mapping of a Game Controller.
 *
 * The returned string must be freed with SDL_free().
 *
 * Details about mappings are discussed with SDL_GameControllerAddMapping().
 *
 * \param gamecontroller the game controller you want to get the current
 *                       mapping for
 * \returns a string that has the controller's mapping or NULL if no mapping
 *          is available; call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerAddMapping
 * \sa SDL_GameControllerMappingForGUID
 */
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);

/**
 * Check if the given joystick is supported by the game controller interface.
 *
 * `joystick_index` is the same as the `device_index` passed to
 * SDL_JoystickOpen().
 *
 * \param joystick_index the device_index of a device, up to
 *                       SDL_NumJoysticks()
 * \returns SDL_TRUE if the given joystick is supported by the game controller
 *          interface, SDL_FALSE if it isn't or it's an invalid index.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerNameForIndex
 * \sa SDL_GameControllerOpen
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);

/**
 * Get the implementation dependent name for the game controller.
 *
 * This function can be called before any controllers are opened.
 *
 * `joystick_index` is the same as the `device_index` passed to
 * SDL_JoystickOpen().
 *
 * \param joystick_index the device_index of a device, from zero to
 *                       SDL_NumJoysticks()-1
 * \returns the implementation-dependent name for the game controller, or NULL
 *          if there is no name or the index is invalid.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerName
 * \sa SDL_GameControllerOpen
 * \sa SDL_IsGameController
 */
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);

/**
 * Get the type of a game controller.
 *
 * This can be called before any controllers are opened.
 *
 * \param joystick_index the device_index of a device, from zero to
 *                       SDL_NumJoysticks()-1
 * \returns the controller type.
 *
 * \since This function is available since SDL 2.0.12.
 */
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);

/**
 * Get the mapping of a game controller.
 *
 * This can be called before any controllers are opened.
 *
 * \param joystick_index the device_index of a device, from zero to
 *                       SDL_NumJoysticks()-1
 * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
 *          no mapping is available.
 *
 * \since This function is available since SDL 2.0.9.
 */
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);

/**
 * Open a game controller for use.
 *
 * `joystick_index` is the same as the `device_index` passed to
 * SDL_JoystickOpen().
 *
 * The index passed as an argument refers to the N'th game controller on the
 * system. This index is not the value which will identify this controller in
 * future controller events. The joystick's instance id (SDL_JoystickID) will
 * be used there instead.
 *
 * \param joystick_index the device_index of a device, up to
 *                       SDL_NumJoysticks()
 * \returns a gamecontroller identifier or NULL if an error occurred; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerClose
 * \sa SDL_GameControllerNameForIndex
 * \sa SDL_IsGameController
 */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);

/**
 * Get the SDL_GameController associated with an instance id.
 *
 * \param joyid the instance id to get the SDL_GameController for
 * \returns an SDL_GameController on success or NULL on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.4.
 */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);

/**
 * Get the SDL_GameController associated with a player index.
 *
 * Please note that the player index is _not_ the device index, nor is it the
 * instance id!
 *
 * \param player_index the player index, which is not the device index or the
 *                     instance id!
 * \returns the SDL_GameController associated with a player index.
 *
 * \since This function is available since SDL 2.0.12.
 *
 * \sa SDL_GameControllerGetPlayerIndex
 * \sa SDL_GameControllerSetPlayerIndex
 */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);

/**
 * Get the implementation-dependent name for an opened game controller.
 *
 * This is the same name as returned by SDL_GameControllerNameForIndex(), but
 * it takes a controller identifier instead of the (unstable) device index.
 *
 * \param gamecontroller a game controller identifier previously returned by
 *                       SDL_GameControllerOpen()
 * \returns the implementation dependent name for the game controller, or NULL
 *          if there is no name or the identifier passed is invalid.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerNameForIndex
 * \sa SDL_GameControllerOpen
 */
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);

/**
 * Get the type of this currently opened controller
 *
 * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
 * it takes a controller identifier instead of the (unstable) device index.
 *
 * \param gamecontroller the game controller object to query.
 * \returns the controller type.
 *
 * \since This function is available since SDL 2.0.12.
 */
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);

/**
 * Get the player index of an opened game controller.
 *
 * For XInput controllers this returns the XInput user index.
 *
 * \param gamecontroller the game controller object to query.
 * \returns the player index for controller, or -1 if it's not available.
 *
 * \since This function is available since SDL 2.0.9.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);

/**
 * Set the player index of an opened game controller.
 *
 * \param gamecontroller the game controller object to adjust.
 * \param player_index Player index to assign to this controller.
 *
 * \since This function is available since SDL 2.0.12.
 */
extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);

/**
 * Get the USB vendor ID of an opened controller, if available.
 *
 * If the vendor ID isn't available this function returns 0.
 *
 * \param gamecontroller the game controller object to query.
 * \return the USB vendor ID, or zero if unavailable.
 *
 * \since This function is available since SDL 2.0.6.
 */
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);

/**
 * Get the USB product ID of an opened controller, if available.
 *
 * If the product ID isn't available this function returns 0.
 *
 * \param gamecontroller the game controller object to query.
 * \return the USB product ID, or zero if unavailable.
 *
 * \since This function is available since SDL 2.0.6.
 */
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);

/**
 * Get the product version of an opened controller, if available.
 *
 * If the product version isn't available this function returns 0.
 *
 * \param gamecontroller the game controller object to query.
 * \return the USB product version, or zero if unavailable.
 *
 * \since This function is available since SDL 2.0.6.
 */
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);

/**
 * Get the serial number of an opened controller, if available.
 *
 * Returns the serial number of the controller, or NULL if it is not
 * available.
 *
 * \param gamecontroller the game controller object to query.
 * \return the serial number, or NULL if unavailable.
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);

/**
 * Check if a controller has been opened and is currently connected.
 *
 * \param gamecontroller a game controller identifier previously returned by
 *                       SDL_GameControllerOpen()
 * \returns SDL_TRUE if the controller has been opened and is currently
 *          connected, or SDL_FALSE if not.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerClose
 * \sa SDL_GameControllerOpen
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);

/**
 * Get the Joystick ID from a Game Controller.
 *
 * This function will give you a SDL_Joystick object, which allows you to use
 * the SDL_Joystick functions with a SDL_GameController 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_GameController. You should not
 * call SDL_JoystickClose() on it, for example, since doing so will likely
 * cause SDL to crash.
 *
 * \param gamecontroller the game controller object that you want to get a
 *                       joystick from
 * \returns a SDL_Joystick object; call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 */
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);

/**
 * Query or change current state of Game Controller events.
 *
 * If controller events are disabled, you must call SDL_GameControllerUpdate()
 * yourself and check the state of the controller when you want controller
 * information.
 *
 * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
 * and 1 will have any effect. Other numbers will just be returned.
 *
 * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
 * \returns the same value passed to the function, with exception to -1
 *          (SDL_QUERY), which will return the current state.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_JoystickEventState
 */
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);

/**
 * Manually pump game controller 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.
 *
 * \since This function is available since SDL 2.0.0.
 */
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);

/**
 *  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.
 */
typedef enum
{
    SDL_CONTROLLER_AXIS_INVALID = -1,
    SDL_CONTROLLER_AXIS_LEFTX,
    SDL_CONTROLLER_AXIS_LEFTY,
    SDL_CONTROLLER_AXIS_RIGHTX,
    SDL_CONTROLLER_AXIS_RIGHTY,
    SDL_CONTROLLER_AXIS_TRIGGERLEFT,
    SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
    SDL_CONTROLLER_AXIS_MAX
} SDL_GameControllerAxis;

/**
 * Convert a string into SDL_GameControllerAxis enum.
 *
 * This function is called internally to translate SDL_GameController mapping
 * strings for the underlying joystick device into the consistent
 * SDL_GameController mapping. You do not normally need to call this function
 * unless you are parsing SDL_GameController mappings in your own code.
 *
 * Note specially that "righttrigger" and "lefttrigger" map to
 * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
 * respectively.
 *
 * \param str string representing a SDL_GameController axis
 * \returns the SDL_GameControllerAxis enum corresponding to the input string,
 *          or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerGetStringForAxis
 */
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);

/**
 * Convert from an SDL_GameControllerAxis enum to a string.
 *
 * The caller should not SDL_free() the returned string.
 *
 * \param axis an enum value for a given SDL_GameControllerAxis
 * \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_GameController mapping strings.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerGetAxisFromString
 */
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);

/**
 * Get the SDL joystick layer binding for a controller axis mapping.
 *
 * \param gamecontroller a game controller
 * \param axis an axis enum value (one of the SDL_GameControllerAxis values)
 * \returns a SDL_GameControllerButtonBind describing the bind. On failure
 *          (like the given Controller axis doesn't exist on the device), its
 *          `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerGetBindForButton
 */
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
                                 SDL_GameControllerAxis axis);

/**
 * Query whether a game controller has a given axis.
 *
 * This merely reports whether the controller's mapping defined this axis, as
 * that is all the information SDL has about the physical device.
 *
 * \param gamecontroller a game controller
 * \param axis an axis enum value (an SDL_GameControllerAxis value)
 * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC SDL_bool SDLCALL
SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);

/**
 * Get the current state of an axis control on a game controller.
 *
 * The axis indices start at index 0.
 *
 * The state is a value ranging from -32768 to 32767. Triggers, however, range
 * from 0 to 32767 (they never return a negative value).
 *
 * \param gamecontroller a game controller
 * \param axis an axis index (one of the SDL_GameControllerAxis values)
 * \returns axis state (including 0) on success or 0 (also) on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerGetButton
 */
extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);

/**
 *  The list of buttons available from a controller
 */
typedef enum
{
    SDL_CONTROLLER_BUTTON_INVALID = -1,
    SDL_CONTROLLER_BUTTON_A,
    SDL_CONTROLLER_BUTTON_B,
    SDL_CONTROLLER_BUTTON_X,
    SDL_CONTROLLER_BUTTON_Y,
    SDL_CONTROLLER_BUTTON_BACK,
    SDL_CONTROLLER_BUTTON_GUIDE,
    SDL_CONTROLLER_BUTTON_START,
    SDL_CONTROLLER_BUTTON_LEFTSTICK,
    SDL_CONTROLLER_BUTTON_RIGHTSTICK,
    SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
    SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
    SDL_CONTROLLER_BUTTON_DPAD_UP,
    SDL_CONTROLLER_BUTTON_DPAD_DOWN,
    SDL_CONTROLLER_BUTTON_DPAD_LEFT,
    SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
    SDL_CONTROLLER_BUTTON_MISC1,    /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
    SDL_CONTROLLER_BUTTON_PADDLE1,  /* Xbox Elite paddle P1 */
    SDL_CONTROLLER_BUTTON_PADDLE2,  /* Xbox Elite paddle P3 */
    SDL_CONTROLLER_BUTTON_PADDLE3,  /* Xbox Elite paddle P2 */
    SDL_CONTROLLER_BUTTON_PADDLE4,  /* Xbox Elite paddle P4 */
    SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
    SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;

/**
 * Convert a string into an SDL_GameControllerButton enum.
 *
 * This function is called internally to translate SDL_GameController mapping
 * strings for the underlying joystick device into the consistent
 * SDL_GameController mapping. You do not normally need to call this function
 * unless you are parsing SDL_GameController mappings in your own code.
 *
 * \param str string representing a SDL_GameController axis
 * \returns the SDL_GameControllerButton enum corresponding to the input
 *          string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
 *
 * \since This function is available since SDL 2.0.0.
 */
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);

/**
 * Convert from an SDL_GameControllerButton enum to a string.
 *
 * The caller should not SDL_free() the returned string.
 *
 * \param button an enum value for a given SDL_GameControllerButton
 * \returns a string for the given button, or NULL if an invalid axis is
 *          specified. The string returned is of the format used by
 *          SDL_GameController mapping strings.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerGetButtonFromString
 */
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);

/**
 * Get the SDL joystick layer binding for a controller button mapping.
 *
 * \param gamecontroller a game controller
 * \param button an button enum value (an SDL_GameControllerButton value)
 * \returns a SDL_GameControllerButtonBind describing the bind. On failure
 *          (like the given Controller button doesn't exist on the device),
 *          its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerGetBindForAxis
 */
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
                                   SDL_GameControllerButton button);

/**
 * Query whether a game controller has a given button.
 *
 * This merely reports whether the controller's mapping defined this button,
 * as that is all the information SDL has about the physical device.
 *
 * \param gamecontroller a game controller
 * \param button a button enum value (an SDL_GameControllerButton value)
 * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
                                                             SDL_GameControllerButton button);

/**
 * Get the current state of a button on a game controller.
 *
 * \param gamecontroller a game controller
 * \param button a button index (one of the SDL_GameControllerButton values)
 * \returns 1 for pressed state or 0 for not pressed state or error; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerGetAxis
 */
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
                                                          SDL_GameControllerButton button);

/**
 * Get the number of touchpads on a game controller.
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);

/**
 * Get the number of supported simultaneous fingers on a touchpad on a game
 * controller.
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);

/**
 * Get the current state of a finger on a touchpad on a game controller.
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);

/**
 * Return whether a game controller has a particular sensor.
 *
 * \param gamecontroller The controller to query
 * \param type The type of sensor to query
 * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);

/**
 * Set whether data reporting for a game controller sensor is enabled.
 *
 * \param gamecontroller The controller to update
 * \param type The type of sensor to enable/disable
 * \param enabled Whether data reporting should be enabled
 * \returns 0 or -1 if an error occurred.
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);

/**
 * Query whether sensor data reporting is enabled for a game controller.
 *
 * \param gamecontroller The controller to query
 * \param type The type of sensor to query
 * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);

/**
 * Get the data rate (number of events per second) of a game controller
 * sensor.
 *
 * \param gamecontroller The controller to query
 * \param type The type of sensor to query
 * \return the data rate, or 0.0f if the data rate is not available.
 *
 * \since This function is available since SDL 2.0.16.
 */
extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);

/**
 * Get the current state of a game controller sensor.
 *
 * The number of values and interpretation of the data is sensor dependent.
 * See SDL_sensor.h for the details for each type of sensor.
 *
 * \param gamecontroller The controller 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
 * \return 0 or -1 if an error occurred.
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);

/**
 * 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.
 *
 * \param gamecontroller The controller 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 0, or -1 if rumble isn't supported on this controller
 *
 * \since This function is available since SDL 2.0.9.
 *
 * \sa SDL_GameControllerHasRumble
 */
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);

/**
 * Start a rumble effect in the game controller'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 game controller as
 * a whole. This is currently only supported on Xbox One controllers. If you
 * want the (more common) whole-controller rumble, use
 * SDL_GameControllerRumble() instead.
 *
 * \param gamecontroller The controller 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 0, or -1 if trigger rumble isn't supported on this controller
 *
 * \since This function is available since SDL 2.0.14.
 *
 * \sa SDL_GameControllerHasRumbleTriggers
 */
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);

/**
 * Query whether a game controller has an LED.
 *
 * \param gamecontroller The controller to query
 * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
 *          modifiable LED
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);

/**
 * Query whether a game controller has rumble support.
 *
 * \param gamecontroller The controller to query
 * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
 *          support
 *
 * \since This function is available since SDL 2.0.18.
 *
 * \sa SDL_GameControllerRumble
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);

/**
 * Query whether a game controller has rumble support on triggers.
 *
 * \param gamecontroller The controller to query
 * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
 *          rumble support
 *
 * \since This function is available since SDL 2.0.18.
 *
 * \sa SDL_GameControllerRumbleTriggers
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);

/**
 * Update a game controller's LED color.
 *
 * \param gamecontroller The controller 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 0, or -1 if this controller does not have a modifiable LED
 *
 * \since This function is available since SDL 2.0.14.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);

/**
 * Send a controller specific effect packet
 *
 * \param gamecontroller The controller to affect
 * \param data The data to send to the controller
 * \param size The size of the data to send to the controller
 * \returns 0, or -1 if this controller or driver doesn't support effect
 *          packets
 *
 * \since This function is available since SDL 2.0.16.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);

/**
 * Close a game controller previously opened with SDL_GameControllerOpen().
 *
 * \param gamecontroller a game controller identifier previously returned by
 *                       SDL_GameControllerOpen()
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GameControllerOpen
 */
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);

/**
 * Return the sfSymbolsName for a given button on a game controller on Apple
 * platforms.
 *
 * \param gamecontroller the controller to query
 * \param button a button on the game controller
 * \returns the sfSymbolsName or NULL if the name can't be found
 *
 * \since This function is available since SDL 2.0.18.
 *
 * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
 */
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);

/**
 * Return the sfSymbolsName for a given axis on a game controller on Apple
 * platforms.
 *
 * \param gamecontroller the controller to query
 * \param axis an axis on the game controller
 * \returns the sfSymbolsName or NULL if the name can't be found
 *
 * \since This function is available since SDL 2.0.18.
 *
 * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
 */
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_gamecontroller_h_ */

/* vi: set ts=4 sw=4 expandtab: */


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>

  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.
*/

/**
 *  \file SDL_gesture.h
 *
 *  Include file for SDL gesture event handling.
 */

#ifndef SDL_gesture_h_
#define SDL_gesture_h_

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"

#include "SDL_touch.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

typedef Sint64 SDL_GestureID;

/* Function prototypes */

/**
 * Begin recording a gesture on a specified touch device or all touch devices.
 *
 * If the parameter `touchId` is -1 (i.e., all devices), this function will
 * always return 1, regardless of whether there actually are any devices.
 *
 * \param touchId the touch device id, or -1 for all touch devices
 * \returns 1 on success or 0 if the specified device could not be found.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_GetTouchDevice
 */
extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);

/**
 * Save all currently loaded Dollar Gesture templates.
 *
 * \param dst a SDL_RWops to save to
 * \returns the number of saved templates on success or 0 on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_LoadDollarTemplates
 * \sa SDL_SaveDollarTemplate
 */
extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);

/**
 * Save a currently loaded Dollar Gesture template.
 *
 * \param gestureId a gesture id
 * \param dst a SDL_RWops to save to
 * \returns 1 on success or 0 on failure; call SDL_GetError() for more
 *          information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_LoadDollarTemplates
 * \sa SDL_SaveAllDollarTemplates
 */
extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);

/**
 * Load Dollar Gesture templates from a file.
 *
 * \param touchId a touch id
 * \param src a SDL_RWops to load from
 * \returns the number of loaded templates on success or a negative error code
 *          (or 0) on failure; call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_SaveAllDollarTemplates
 * \sa SDL_SaveDollarTemplate
 */
extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_gesture_h_ */

/* vi: set ts=4 sw=4 expandtab: */

repo_name: orochi/nblood

license: mit


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>

  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.
*/

/**
 *  \file SDL_haptic.h
 *
 *  \brief The SDL haptic subsystem allows you to control haptic (force feedback)
 *         devices.
 *
 *  The basic usage is as follows:
 *   - Initialize the subsystem (::SDL_INIT_HAPTIC).
 *   - Open a haptic device.
 *    - SDL_HapticOpen() to open from index.
 *    - SDL_HapticOpenFromJoystick() to open from an existing joystick.
 *   - Create an effect (::SDL_HapticEffect).
 *   - Upload the effect with SDL_HapticNewEffect().
 *   - Run the effect with SDL_HapticRunEffect().
 *   - (optional) Free the effect with SDL_HapticDestroyEffect().
 *   - Close the haptic device with SDL_HapticClose().
 *
 * \par Simple rumble example:
 * \code
 *    SDL_Haptic *haptic;
 *
 *    // Open the device
 *    haptic = SDL_HapticOpen( 0 );
 *    if (haptic == NULL)
 *       return -1;
 *
 *    // Initialize simple rumble
 *    if (SDL_HapticRumbleInit( haptic ) != 0)
 *       return -1;
 *
 *    // Play effect at 50% strength for 2 seconds
 *    if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
 *       return -1;
 *    SDL_Delay( 2000 );
 *
 *    // Clean up
 *    SDL_HapticClose( haptic );
 * \endcode
 *
 * \par Complete example:
 * \code
 * int test_haptic( SDL_Joystick * joystick ) {
 *    SDL_Haptic *haptic;
 *    SDL_HapticEffect effect;
 *    int effect_id;
 *
 *    // Open the device
 *    haptic = SDL_HapticOpenFromJoystick( joystick );
 *    if (haptic == NULL) return -1; // Most likely joystick isn't haptic
 *
 *    // See if it can do sine waves
 *    if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) {
 *       SDL_HapticClose(haptic); // No sine effect
 *       return -1;
 *    }
 *
 *    // Create the effect
 *    SDL_memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
 *    effect.type = SDL_HAPTIC_SINE;
 *    effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
 *    effect.periodic.direction.dir[0] = 18000; // Force comes from south
 *    effect.periodic.period = 1000; // 1000 ms
 *    effect.periodic.magnitude = 20000; // 20000/32767 strength
 *    effect.periodic.length = 5000; // 5 seconds long
 *    effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
 *    effect.periodic.fade_length = 1000; // Takes 1 second to fade away
 *
 *    // Upload the effect
 *    effect_id = SDL_HapticNewEffect( haptic, &effect );
 *
 *    // Test the effect
 *    SDL_HapticRunEffect( haptic, effect_id, 1 );
 *    SDL_Delay( 5000); // Wait for the effect to finish
 *
 *    // We destroy the effect, although closing the device also does this
 *    SDL_HapticDestroyEffect( haptic, effect_id );
 *
 *    // Close the device
 *    SDL_HapticClose(haptic);
 *
 *    return 0; // Success
 * }
 * \endcode
 */

#ifndef SDL_haptic_h_
#define SDL_haptic_h_

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_joystick.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */

/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
 *
 * At the moment the magnitude variables are mixed between signed/unsigned, and
 * it is also not made clear that ALL of those variables expect a max of 0x7FFF.
 *
 * Some platforms may have higher precision than that (Linux FF, Windows XInput)
 * so we should fix the inconsistency in favor of higher possible precision,
 * adjusting for platforms that use different scales.
 * -flibit
 */

/**
 *  \typedef SDL_Haptic
 *
 *  \brief The haptic structure used to identify an SDL haptic.
 *
 *  \sa SDL_HapticOpen
 *  \sa SDL_HapticOpenFromJoystick
 *  \sa SDL_HapticClose
 */
struct _SDL_Haptic;
typedef struct _SDL_Haptic SDL_Haptic;

/**
 *  \name Haptic features
 *
 *  Different haptic features a device can have.
 */
/* @{ */

/**
 *  \name Haptic effects
 */
/* @{ */

/**
 *  \brief Constant effect supported.
 *
 *  Constant haptic effect.
 *
 *  \sa SDL_HapticCondition
 */
#define SDL_HAPTIC_CONSTANT   (1u<<0)

/**
 *  \brief Sine wave effect supported.
 *
 *  Periodic haptic effect that simulates sine waves.
 *
 *  \sa SDL_HapticPeriodic
 */
#define SDL_HAPTIC_SINE       (1u<<1)

/**
 *  \brief Left/Right effect supported.
 *
 *  Haptic effect for direct control over high/low frequency motors.
 *
 *  \sa SDL_HapticLeftRight
 * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
 *          we ran out of bits, and this is important for XInput devices.
 */
#define SDL_HAPTIC_LEFTRIGHT     (1u<<2)

/* !!! FIXME: put this back when we have more bits in 2.1 */
/* #define SDL_HAPTIC_SQUARE     (1<<2) */

/**
 *  \brief Triangle wave effect supported.
 *
 *  Periodic haptic effect that simulates triangular waves.
 *
 *  \sa SDL_HapticPeriodic
 */
#define SDL_HAPTIC_TRIANGLE   (1u<<3)

/**
 *  \brief Sawtoothup wave effect supported.
 *
 *  Periodic haptic effect that simulates saw tooth up waves.
 *
 *  \sa SDL_HapticPeriodic
 */
#define SDL_HAPTIC_SAWTOOTHUP (1u<<4)

/**
 *  \brief Sawtoothdown wave effect supported.
 *
 *  Periodic haptic effect that simulates saw tooth down waves.
 *
 *  \sa SDL_HapticPeriodic
 */
#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)

/**
 *  \brief Ramp effect supported.
 *
 *  Ramp haptic effect.
 *
 *  \sa SDL_HapticRamp
 */
#define SDL_HAPTIC_RAMP       (1u<<6)

/**
 *  \brief Spring effect supported - uses axes position.
 *
 *  Condition haptic effect that simulates a spring.  Effect is based on the
 *  axes position.
 *
 *  \sa SDL_HapticCondition
 */
#define SDL_HAPTIC_SPRING     (1u<<7)

/**
 *  \brief Damper effect supported - uses axes velocity.
 *
 *  Condition haptic effect that simulates dampening.  Effect is based on the
 *  axes velocity.
 *
 *  \sa SDL_HapticCondition
 */
#define SDL_HAPTIC_DAMPER     (1u<<8)

/**
 *  \brief Inertia effect supported - uses axes acceleration.
 *
 *  Condition haptic effect that simulates inertia.  Effect is based on the axes
 *  acceleration.
 *
 *  \sa SDL_HapticCondition
 */
#define SDL_HAPTIC_INERTIA    (1u<<9)

/**
 *  \brief Friction effect supported - uses axes movement.
 *
 *  Condition haptic effect that simulates friction.  Effect is based on the
 *  axes movement.
 *
 *  \sa SDL_HapticCondition
 */
#define SDL_HAPTIC_FRICTION   (1u<<10)

/**
 *  \brief Custom effect is supported.
 *
 *  User defined custom haptic effect.
 */
#define SDL_HAPTIC_CUSTOM     (1u<<11)

/* @} *//* Haptic effects */

/* These last few are features the device has, not effects */

/**
 *  \brief Device can set global gain.
 *
 *  Device supports setting the global gain.
 *
 *  \sa SDL_HapticSetGain
 */
#define SDL_HAPTIC_GAIN       (1u<<12)

/**
 *  \brief Device can set autocenter.
 *
 *  Device supports setting autocenter.
 *
 *  \sa SDL_HapticSetAutocenter
 */
#define SDL_HAPTIC_AUTOCENTER (1u<<13)

/**
 *  \brief Device can be queried for effect status.
 *
 *  Device supports querying effect status.
 *
 *  \sa SDL_HapticGetEffectStatus
 */
#define SDL_HAPTIC_STATUS     (1u<<14)

/**
 *  \brief Device can be paused.
 *
 *  Devices supports being paused.
 *
 *  \sa SDL_HapticPause
 *  \sa SDL_HapticUnpause
 */
#define SDL_HAPTIC_PAUSE      (1u<<15)

/**
 * \name Direction encodings
 */
/* @{ */

/**
 *  \brief Uses polar coordinates for the direction.
 *
 *  \sa SDL_HapticDirection
 */
#define SDL_HAPTIC_POLAR      0

/**
 *  \brief Uses cartesian coordinates for the direction.
 *
 *  \sa SDL_HapticDirection
 */
#define SDL_HAPTIC_CARTESIAN  1

/**
 *  \brief Uses spherical coordinates for the direction.
 *
 *  \sa SDL_HapticDirection
 */
#define SDL_HAPTIC_SPHERICAL  2

/**
 *  \brief Use this value to play an effect on the steering wheel axis. This
 *  provides better compatibility across platforms and devices as SDL will guess
 *  the correct axis.
 *  \sa SDL_HapticDirection
 */
#define SDL_HAPTIC_STEERING_AXIS 3

/* @} *//* Direction encodings */

/* @} *//* Haptic features */

/*
 * Misc defines.
 */

/**
 * \brief Used to play a device an infinite number of times.
 *
 * \sa SDL_HapticRunEffect
 */
#define SDL_HAPTIC_INFINITY   4294967295U

/**
 *  \brief Structure that represents a haptic direction.
 *
 *  This is the direction where the force comes from,
 *  instead of the direction in which the force is exerted.
 *
 *  Directions can be specified by:
 *   - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
 *   - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
 *   - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
 *
 *  Cardinal directions of the haptic device are relative to the positioning
 *  of the device.  North is considered to be away from the user.
 *
 *  The following diagram represents the cardinal directions:
 *  \verbatim
                 .--.
                 |__| .-------.
                 |=.| |.-----.|
                 |--| ||     ||
                 |  | |'-----'|
                 |__|~')_____('
                   [ COMPUTER ]

                     North (0,-1)
                         ^
                         |
                         |
   (-1,0)  West <----[ HAPTIC ]----> East (1,0)
                         |
                         |
                         v
                      South (0,1)

                      [ USER ]
                        \|||/
                        (o o)
                  ---ooO-(_)-Ooo---
    \endverbatim
 *
 *  If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
 *  degree starting north and turning clockwise.  ::SDL_HAPTIC_POLAR only uses
 *  the first \c dir parameter.  The cardinal directions would be:
 *   - North: 0 (0 degrees)
 *   - East: 9000 (90 degrees)
 *   - South: 18000 (180 degrees)
 *   - West: 27000 (270 degrees)
 *
 *  If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
 *  (X axis, Y axis and Z axis (with 3 axes)).  ::SDL_HAPTIC_CARTESIAN uses
 *  the first three \c dir parameters.  The cardinal directions would be:
 *   - North:  0,-1, 0
 *   - East:   1, 0, 0
 *   - South:  0, 1, 0
 *   - West:  -1, 0, 0
 *
 *  The Z axis represents the height of the effect if supported, otherwise
 *  it's unused.  In cartesian encoding (1, 2) would be the same as (2, 4), you
 *  can use any multiple you want, only the direction matters.
 *
 *  If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
 *  The first two \c dir parameters are used.  The \c dir parameters are as
 *  follows (all values are in hundredths of degrees):
 *   - Degrees from (1, 0) rotated towards (0, 1).
 *   - Degrees towards (0, 0, 1) (device needs at least 3 axes).
 *
 *
 *  Example of force coming from the south with all encodings (force coming
 *  from the south means the user will have to pull the stick to counteract):
 *  \code
 *  SDL_HapticDirection direction;
 *
 *  // Cartesian directions
 *  direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
 *  direction.dir[0] = 0; // X position
 *  direction.dir[1] = 1; // Y position
 *  // Assuming the device has 2 axes, we don't need to specify third parameter.
 *
 *  // Polar directions
 *  direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
 *  direction.dir[0] = 18000; // Polar only uses first parameter
 *
 *  // Spherical coordinates
 *  direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
 *  direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
 *  \endcode
 *
 *  \sa SDL_HAPTIC_POLAR
 *  \sa SDL_HAPTIC_CARTESIAN
 *  \sa SDL_HAPTIC_SPHERICAL
 *  \sa SDL_HAPTIC_STEERING_AXIS
 *  \sa SDL_HapticEffect
 *  \sa SDL_HapticNumAxes
 */
typedef struct SDL_HapticDirection
{
    Uint8 type;         /**< The type of encoding. */
    Sint32 dir[3];      /**< The encoded direction. */
} SDL_HapticDirection;

/**
 *  \brief A structure containing a template for a Constant effect.
 *
 *  This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect.
 *
 *  A constant effect applies a constant force in the specified direction
 *  to the joystick.
 *
 *  \sa SDL_HAPTIC_CONSTANT
 *  \sa SDL_HapticEffect
 */
typedef struct SDL_HapticConstant
{
    /* Header */
    Uint16 type;            /**< ::SDL_HAPTIC_CONSTANT */
    SDL_HapticDirection direction;  /**< Direction of the effect. */

    /* Replay */
    Uint32 length;          /**< Duration of the effect. */
    Uint16 delay;           /**< Delay before starting the effect. */

    /* Trigger */
    Uint16 button;          /**< Button that triggers the effect. */
    Uint16 interval;        /**< How soon it can be triggered again after button. */

    /* Constant */
    Sint16 level;           /**< Strength of the constant effect. */

    /* Envelope */
    Uint16 attack_length;   /**< Duration of the attack. */
    Uint16 attack_level;    /**< Level at the start of the attack. */
    Uint16 fade_length;     /**< Duration of the fade. */
    Uint16 fade_level;      /**< Level at the end of the fade. */
} SDL_HapticConstant;

/**
 *  \brief A structure containing a template for a Periodic effect.
 *
 *  The struct handles the following effects:
 *   - ::SDL_HAPTIC_SINE
 *   - ::SDL_HAPTIC_LEFTRIGHT
 *   - ::SDL_HAPTIC_TRIANGLE
 *   - ::SDL_HAPTIC_SAWTOOTHUP
 *   - ::SDL_HAPTIC_SAWTOOTHDOWN
 *
 *  A periodic effect consists in a wave-shaped effect that repeats itself
 *  over time.  The type determines the shape of the wave and the parameters
 *  determine the dimensions of the wave.
 *
 *  Phase is given by hundredth of a degree meaning that giving the phase a value
 *  of 9000 will displace it 25% of its period.  Here are sample values:
 *   -     0: No phase displacement.
 *   -  9000: Displaced 25% of its period.
 *   - 18000: Displaced 50% of its period.
 *   - 27000: Displaced 75% of its period.
 *   - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
 *
 *  Examples:
 *  \verbatim
    SDL_HAPTIC_SINE
      __      __      __      __
     /  \    /  \    /  \    /
    /    \__/    \__/    \__/

    SDL_HAPTIC_SQUARE
     __    __    __    __    __
    |  |  |  |  |  |  |  |  |  |
    |  |__|  |__|  |__|  |__|  |

    SDL_HAPTIC_TRIANGLE
      /\    /\    /\    /\    /\
     /  \  /  \  /  \  /  \  /
    /    \/    \/    \/    \/

    SDL_HAPTIC_SAWTOOTHUP
      /|  /|  /|  /|  /|  /|  /|
     / | / | / | / | / | / | / |
    /  |/  |/  |/  |/  |/  |/  |

    SDL_HAPTIC_SAWTOOTHDOWN
    \  |\  |\  |\  |\  |\  |\  |
     \ | \ | \ | \ | \ | \ | \ |
      \|  \|  \|  \|  \|  \|  \|
    \endverbatim
 *
 *  \sa SDL_HAPTIC_SINE
 *  \sa SDL_HAPTIC_LEFTRIGHT
 *  \sa SDL_HAPTIC_TRIANGLE
 *  \sa SDL_HAPTIC_SAWTOOTHUP
 *  \sa SDL_HAPTIC_SAWTOOTHDOWN
 *  \sa SDL_HapticEffect
 */
typedef struct SDL_HapticPeriodic
{
    /* Header */
    Uint16 type;        /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT,
                             ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
                             ::SDL_HAPTIC_SAWTOOTHDOWN */
    SDL_HapticDirection direction;  /**< Direction of the effect. */

    /* Replay */
    Uint32 length;      /**< Duration of the effect. */
    Uint16 delay;       /**< Delay before starting the effect. */

    /* Trigger */
    Uint16 button;      /**< Button that triggers the effect. */
    Uint16 interval;    /**< How soon it can be triggered again after button. */

    /* Periodic */
    Uint16 period;      /**< Period of the wave. */
    Sint16 magnitude;   /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */
    Sint16 offset;      /**< Mean value of the wave. */
    Uint16 phase;       /**< Positive phase shift given by hundredth of a degree. */

    /* Envelope */
    Uint16 attack_length;   /**< Duration of the attack. */
    Uint16 attack_level;    /**< Level at the start of the attack. */
    Uint16 fade_length; /**< Duration of the fade. */
    Uint16 fade_level;  /**< Level at the end of the fade. */
} SDL_HapticPeriodic;

/**
 *  \brief A structure containing a template for a Condition effect.
 *
 *  The struct handles the following effects:
 *   - ::SDL_HAPTIC_SPRING: Effect based on axes position.
 *   - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
 *   - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
 *   - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
 *
 *  Direction is handled by condition internals instead of a direction member.
 *  The condition effect specific members have three parameters.  The first
 *  refers to the X axis, the second refers to the Y axis and the third
 *  refers to the Z axis.  The right terms refer to the positive side of the
 *  axis and the left terms refer to the negative side of the axis.  Please
 *  refer to the ::SDL_HapticDirection diagram for which side is positive and
 *  which is negative.
 *
 *  \sa SDL_HapticDirection
 *  \sa SDL_HAPTIC_SPRING
 *  \sa SDL_HAPTIC_DAMPER
 *  \sa SDL_HAPTIC_INERTIA
 *  \sa SDL_HAPTIC_FRICTION
 *  \sa SDL_HapticEffect
 */
typedef struct SDL_HapticCondition
{
    /* Header */
    Uint16 type;            /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
                                 ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
    SDL_HapticDirection direction;  /**< Direction of the effect - Not used ATM. */

    /* Replay */
    Uint32 length;          /**< Duration of the effect. */
    Uint16 delay;           /**< Delay before starting the effect. */

    /* Trigger */
    Uint16 button;          /**< Button that triggers the effect. */
    Uint16 interval;        /**< How soon it can be triggered again after button. */

    /* Condition */
    Uint16 right_sat[3];    /**< Level when joystick is to the positive side; max 0xFFFF. */
    Uint16 left_sat[3];     /**< Level when joystick is to the negative side; max 0xFFFF. */
    Sint16 right_coeff[3];  /**< How fast to increase the force towards the positive side. */
    Sint16 left_coeff[3];   /**< How fast to increase the force towards the negative side. */
    Uint16 deadband[3];     /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */
    Sint16 center[3];       /**< Position of the dead zone. */
} SDL_HapticCondition;

/**
 *  \brief A structure containing a template for a Ramp effect.
 *
 *  This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
 *
 *  The ramp effect starts at start strength and ends at end strength.
 *  It augments in linear fashion.  If you use attack and fade with a ramp
 *  the effects get added to the ramp effect making the effect become
 *  quadratic instead of linear.
 *
 *  \sa SDL_HAPTIC_RAMP
 *  \sa SDL_HapticEffect
 */
typedef struct SDL_HapticRamp
{
    /* Header */
    Uint16 type;            /**< ::SDL_HAPTIC_RAMP */
    SDL_HapticDirection direction;  /**< Direction of the effect. */

    /* Replay */
    Uint32 length;          /**< Duration of the effect. */
    Uint16 delay;           /**< Delay before starting the effect. */

    /* Trigger */
    Uint16 button;          /**< Button that triggers the effect. */
    Uint16 interval;        /**< How soon it can be triggered again after button. */

    /* Ramp */
    Sint16 start;           /**< Beginning strength level. */
    Sint16 end;             /**< Ending strength level. */

    /* Envelope */
    Uint16 attack_length;   /**< Duration of the attack. */
    Uint16 attack_level;    /**< Level at the start of the attack. */
    Uint16 fade_length;     /**< Duration of the fade. */
    Uint16 fade_level;      /**< Level at the end of the fade. */
} SDL_HapticRamp;

/**
 * \brief A structure containing a template for a Left/Right effect.
 *
 * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
 *
 * The Left/Right effect is used to explicitly control the large and small
 * motors, commonly found in modern game controllers. The small (right) motor
 * is high frequency, and the large (left) motor is low frequency.
 *
 * \sa SDL_HAPTIC_LEFTRIGHT
 * \sa SDL_HapticEffect
 */
typedef struct SDL_HapticLeftRight
{
    /* Header */
    Uint16 type;            /**< ::SDL_HAPTIC_LEFTRIGHT */

    /* Replay */
    Uint32 length;          /**< Duration of the effect in milliseconds. */

    /* Rumble */
    Uint16 large_magnitude; /**< Control of the large controller motor. */
    Uint16 small_magnitude; /**< Control of the small controller motor. */
} SDL_HapticLeftRight;

/**
 *  \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
 *
 *  This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect.
 *
 *  A custom force feedback effect is much like a periodic effect, where the
 *  application can define its exact shape.  You will have to allocate the
 *  data yourself.  Data should consist of channels * samples Uint16 samples.
 *
 *  If channels is one, the effect is rotated using the defined direction.
 *  Otherwise it uses the samples in data for the different axes.
 *
 *  \sa SDL_HAPTIC_CUSTOM
 *  \sa SDL_HapticEffect
 */
typedef struct SDL_HapticCustom
{
    /* Header */
    Uint16 type;            /**< ::SDL_HAPTIC_CUSTOM */
    SDL_HapticDirection direction;  /**< Direction of the effect. */

    /* Replay */
    Uint32 length;          /**< Duration of the effect. */
    Uint16 delay;           /**< Delay before starting the effect. */

    /* Trigger */
    Uint16 button;          /**< Button that triggers the effect. */
    Uint16 interval;        /**< How soon it can be triggered again after button. */

    /* Custom */
    Uint8 channels;         /**< Axes to use, minimum of one. */
    Uint16 period;          /**< Sample periods. */
    Uint16 samples;         /**< Amount of samples. */
    Uint16 *data;           /**< Should contain channels*samples items. */

    /* Envelope */
    Uint16 attack_length;   /**< Duration of the attack. */
    Uint16 attack_level;    /**< Level at the start of the attack. */
    Uint16 fade_length;     /**< Duration of the fade. */
    Uint16 fade_level;      /**< Level at the end of the fade. */
} SDL_HapticCustom;

/**
 *  \brief The generic template for any haptic effect.
 *
 *  All values max at 32767 (0x7FFF).  Signed values also can be negative.
 *  Time values unless specified otherwise are in milliseconds.
 *
 *  You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
 *  value.  Neither delay, interval, attack_length nor fade_length support
 *  ::SDL_HAPTIC_INFINITY.  Fade will also not be used since effect never ends.
 *
 *  Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
 *  ::SDL_HAPTIC_INFINITY.
 *
 *  Button triggers may not be supported on all devices, it is advised to not
 *  use them if possible.  Buttons start at index 1 instead of index 0 like
 *  the joystick.
 *
 *  If both attack_length and fade_level are 0, the envelope is not used,
 *  otherwise both values are used.
 *
 *  Common parts:
 *  \code
 *  // Replay - All effects have this
 *  Uint32 length;        // Duration of effect (ms).
 *  Uint16 delay;         // Delay before starting effect.
 *
 *  // Trigger - All effects have this
 *  Uint16 button;        // Button that triggers effect.
 *  Uint16 interval;      // How soon before effect can be triggered again.
 *
 *  // Envelope - All effects except condition effects have this
 *  Uint16 attack_length; // Duration of the attack (ms).
 *  Uint16 attack_level;  // Level at the start of the attack.
 *  Uint16 fade_length;   // Duration of the fade out (ms).
 *  Uint16 fade_level;    // Level at the end of the fade.
 *  \endcode
 *
 *
 *  Here we have an example of a constant effect evolution in time:
 *  \verbatim
    Strength
    ^
    |
    |    effect level -->  _________________
    |                     /                 \
    |                    /                   \
    |                   /                     \
    |                  /                       \
    | attack_level --> |                        \
    |                  |                        |  <---  fade_level
    |
    +--------------------------------------------------> Time
                       [--]                 [---]
                       attack_length        fade_length

    [------------------][-----------------------]
    delay               length
    \endverbatim
 *
 *  Note either the attack_level or the fade_level may be above the actual
 *  effect level.
 *
 *  \sa SDL_HapticConstant
 *  \sa SDL_HapticPeriodic
 *  \sa SDL_HapticCondition
 *  \sa SDL_HapticRamp
 *  \sa SDL_HapticLeftRight
 *  \sa SDL_HapticCustom
 */
typedef union SDL_HapticEffect
{
    /* Common for all force feedback effects */
    Uint16 type;                    /**< Effect type. */
    SDL_HapticConstant constant;    /**< Constant effect. */
    SDL_HapticPeriodic periodic;    /**< Periodic effect. */
    SDL_HapticCondition condition;  /**< Condition effect. */
    SDL_HapticRamp ramp;            /**< Ramp effect. */
    SDL_HapticLeftRight leftright;  /**< Left/Right effect. */
    SDL_HapticCustom custom;        /**< Custom effect. */
} SDL_HapticEffect;

/* Function prototypes */

/**
 * Count the number of haptic devices attached to the system.
 *
 * \returns the number of haptic devices detected on the system or a negative
 *          error code on failure; call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticName
 */
extern DECLSPEC int SDLCALL SDL_NumHaptics(void);

/**
 * Get the implementation dependent name of a haptic device.
 *
 * This can be called before any joysticks are opened. If no name can be
 * found, this function returns NULL.
 *
 * \param device_index index of the device to query.
 * \returns the name of the device or NULL on failure; call SDL_GetError() for
 *          more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_NumHaptics
 */
extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);

/**
 * Open a haptic device for use.
 *
 * The index passed as an argument refers to the N'th haptic device on this
 * system.
 *
 * When opening a haptic device, its gain will be set to maximum and
 * autocenter will be disabled. To modify these values use SDL_HapticSetGain()
 * and SDL_HapticSetAutocenter().
 *
 * \param device_index index of the device to open
 * \returns the device identifier or NULL on failure; call SDL_GetError() for
 *          more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticClose
 * \sa SDL_HapticIndex
 * \sa SDL_HapticOpenFromJoystick
 * \sa SDL_HapticOpenFromMouse
 * \sa SDL_HapticPause
 * \sa SDL_HapticSetAutocenter
 * \sa SDL_HapticSetGain
 * \sa SDL_HapticStopAll
 */
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);

/**
 * Check if the haptic device at the designated index has been opened.
 *
 * \param device_index the index of the device to query
 * \returns 1 if it has been opened, 0 if it hasn't or on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticIndex
 * \sa SDL_HapticOpen
 */
extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);

/**
 * Get the index of a haptic device.
 *
 * \param haptic the SDL_Haptic device to query
 * \returns the index of the specified haptic device or a negative error code
 *          on failure; call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticOpen
 * \sa SDL_HapticOpened
 */
extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);

/**
 * Query whether or not the current mouse has haptic capabilities.
 *
 * \returns SDL_TRUE if the mouse is haptic or SDL_FALSE if it isn't.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticOpenFromMouse
 */
extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);

/**
 * Try to open a haptic device from the current mouse.
 *
 * \returns the haptic device identifier or NULL on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticOpen
 * \sa SDL_MouseIsHaptic
 */
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);

/**
 * Query if a joystick has haptic features.
 *
 * \param joystick the SDL_Joystick to test for haptic capabilities
 * \returns SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't, or a
 *          negative error code on failure; call SDL_GetError() for more
 *          information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticOpenFromJoystick
 */
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);

/**
 * Open a haptic device for use from a joystick device.
 *
 * You must still close the haptic device separately. It will not be closed
 * with the joystick.
 *
 * When opened from a joystick you should first close the haptic device before
 * closing the joystick device. If not, on some implementations the haptic
 * device will also get unallocated and you'll be unable to use force feedback
 * on that device.
 *
 * \param joystick the SDL_Joystick to create a haptic device from
 * \returns a valid haptic device identifier on success or NULL on failure;
 *          call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticClose
 * \sa SDL_HapticOpen
 * \sa SDL_JoystickIsHaptic
 */
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
                                                               joystick);

/**
 * Close a haptic device previously opened with SDL_HapticOpen().
 *
 * \param haptic the SDL_Haptic device to close
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticOpen
 */
extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);

/**
 * Get the number of effects a haptic device can store.
 *
 * On some platforms this isn't fully supported, and therefore is an
 * approximation. Always check to see if your created effect was actually
 * created and do not rely solely on SDL_HapticNumEffects().
 *
 * \param haptic the SDL_Haptic device to query
 * \returns the number of effects the haptic device can store or a negative
 *          error code on failure; call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticNumEffectsPlaying
 * \sa SDL_HapticQuery
 */
extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);

/**
 * Get the number of effects a haptic device can play at the same time.
 *
 * This is not supported on all platforms, but will always return a value.
 *
 * \param haptic the SDL_Haptic device to query maximum playing effects
 * \returns the number of effects the haptic device can play at the same time
 *          or a negative error code on failure; call SDL_GetError() for more
 *          information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticNumEffects
 * \sa SDL_HapticQuery
 */
extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);

/**
 * Get the haptic device's supported features in bitwise manner.
 *
 * \param haptic the SDL_Haptic device to query
 * \returns a list of supported haptic features in bitwise manner (OR'd), or 0
 *          on failure; call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticEffectSupported
 * \sa SDL_HapticNumEffects
 */
extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);

/**
 * Get the number of haptic axes the device has.
 *
 * The number of haptic axes might be useful if working with the
 * SDL_HapticDirection effect.
 *
 * \param haptic the SDL_Haptic device to query
 * \returns the number of axes on success or a negative error code on failure;
 *          call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 */
extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);

/**
 * Check to see if an effect is supported by a haptic device.
 *
 * \param haptic the SDL_Haptic device to query
 * \param effect the desired effect to query
 * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a
 *          negative error code on failure; call SDL_GetError() for more
 *          information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticNewEffect
 * \sa SDL_HapticQuery
 */
extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
                                                      SDL_HapticEffect *
                                                      effect);

/**
 * Create a new haptic effect on a specified device.
 *
 * \param haptic an SDL_Haptic device to create the effect on
 * \param effect an SDL_HapticEffect structure containing the properties of
 *               the effect to create
 * \returns the ID of the effect on success or a negative error code on
 *          failure; call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticDestroyEffect
 * \sa SDL_HapticRunEffect
 * \sa SDL_HapticUpdateEffect
 */
extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
                                                SDL_HapticEffect * effect);

/**
 * Update the properties of an effect.
 *
 * Can be used dynamically, although behavior when dynamically changing
 * direction may be strange. Specifically the effect may re-upload itself and
 * start playing from the start. You also cannot change the type either when
 * running SDL_HapticUpdateEffect().
 *
 * \param haptic the SDL_Haptic device that has the effect
 * \param effect the identifier of the effect to update
 * \param data an SDL_HapticEffect structure containing the new effect
 *             properties to use
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticDestroyEffect
 * \sa SDL_HapticNewEffect
 * \sa SDL_HapticRunEffect
 */
extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
                                                   int effect,
                                                   SDL_HapticEffect * data);

/**
 * Run the haptic effect on its associated haptic device.
 *
 * To repeat the effect over and over indefinitely, set `iterations` to
 * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make
 * one instance of the effect last indefinitely (so the effect does not fade),
 * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY`
 * instead.
 *
 * \param haptic the SDL_Haptic device to run the effect on
 * \param effect the ID of the haptic effect to run
 * \param iterations the number of iterations to run the effect; use
 *                   `SDL_HAPTIC_INFINITY` to repeat forever
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticDestroyEffect
 * \sa SDL_HapticGetEffectStatus
 * \sa SDL_HapticStopEffect
 */
extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
                                                int effect,
                                                Uint32 iterations);

/**
 * Stop the haptic effect on its associated haptic device.
 *
 * *
 *
 * \param haptic the SDL_Haptic device to stop the effect on
 * \param effect the ID of the haptic effect to stop
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticDestroyEffect
 * \sa SDL_HapticRunEffect
 */
extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
                                                 int effect);

/**
 * Destroy a haptic effect on the device.
 *
 * This will stop the effect if it's running. Effects are automatically
 * destroyed when the device is closed.
 *
 * \param haptic the SDL_Haptic device to destroy the effect on
 * \param effect the ID of the haptic effect to destroy
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticNewEffect
 */
extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
                                                     int effect);

/**
 * Get the status of the current effect on the specified haptic device.
 *
 * Device must support the SDL_HAPTIC_STATUS feature.
 *
 * \param haptic the SDL_Haptic device to query for the effect status on
 * \param effect the ID of the haptic effect to query its status
 * \returns 0 if it isn't playing, 1 if it is playing, or a negative error
 *          code on failure; call SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticRunEffect
 * \sa SDL_HapticStopEffect
 */
extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
                                                      int effect);

/**
 * Set the global gain of the specified haptic device.
 *
 * Device must support the SDL_HAPTIC_GAIN feature.
 *
 * The user may specify the maximum gain by setting the environment variable
 * `SDL_HAPTIC_GAIN_MAX` which should be between 0 and 100. All calls to
 * SDL_HapticSetGain() will scale linearly using `SDL_HAPTIC_GAIN_MAX` as the
 * maximum.
 *
 * \param haptic the SDL_Haptic device to set the gain on
 * \param gain value to set the gain to, should be between 0 and 100 (0 - 100)
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticQuery
 */
extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);

/**
 * Set the global autocenter of the device.
 *
 * Autocenter should be between 0 and 100. Setting it to 0 will disable
 * autocentering.
 *
 * Device must support the SDL_HAPTIC_AUTOCENTER feature.
 *
 * \param haptic the SDL_Haptic device to set autocentering on
 * \param autocenter value to set autocenter to (0-100)
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticQuery
 */
extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
                                                    int autocenter);

/**
 * Pause a haptic device.
 *
 * Device must support the `SDL_HAPTIC_PAUSE` feature. Call
 * SDL_HapticUnpause() to resume playback.
 *
 * Do not modify the effects nor add new ones while the device is paused. That
 * can cause all sorts of weird errors.
 *
 * \param haptic the SDL_Haptic device to pause
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticUnpause
 */
extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);

/**
 * Unpause a haptic device.
 *
 * Call to unpause after SDL_HapticPause().
 *
 * \param haptic the SDL_Haptic device to unpause
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticPause
 */
extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);

/**
 * Stop all the currently playing effects on a haptic device.
 *
 * \param haptic the SDL_Haptic device to stop
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 */
extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);

/**
 * Check whether rumble is supported on a haptic device.
 *
 * \param haptic haptic device to check for rumble support
 * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a
 *          negative error code on failure; call SDL_GetError() for more
 *          information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticRumbleInit
 * \sa SDL_HapticRumblePlay
 * \sa SDL_HapticRumbleStop
 */
extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);

/**
 * Initialize a haptic device for simple rumble playback.
 *
 * \param haptic the haptic device to initialize for simple rumble playback
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticOpen
 * \sa SDL_HapticRumblePlay
 * \sa SDL_HapticRumbleStop
 * \sa SDL_HapticRumbleSupported
 */
extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);

/**
 * Run a simple rumble effect on a haptic device.
 *
 * \param haptic the haptic device to play the rumble effect on
 * \param strength strength of the rumble to play as a 0-1 float value
 * \param length length of the rumble to play in milliseconds
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticRumbleInit
 * \sa SDL_HapticRumbleStop
 * \sa SDL_HapticRumbleSupported
 */
extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );

/**
 * Stop the simple rumble on a haptic device.
 *
 * \param haptic the haptic device to stop the rumble effect on
 * \returns 0 on success or a negative error code on failure; call
 *          SDL_GetError() for more information.
 *
 * \since This function is available since SDL 2.0.0.
 *
 * \sa SDL_HapticRumbleInit
 * \sa SDL_HapticRumblePlay
 * \sa SDL_HapticRumbleSupported
 */
extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_haptic_h_ */

/* vi: set ts=4 sw=4 expandtab: */