- SDL_AddGamepadMapping
int SDL_AddGamepadMapping(const(char)** mapping)
Add support for gamepads that SDL is unaware of or change the binding of an
existing gamepad.
- SDL_AddGamepadMappingsFromFile
int SDL_AddGamepadMappingsFromFile(const(char)** file)
Load a set of gamepad mappings from a file.
- SDL_AddGamepadMappingsFromIO
int SDL_AddGamepadMappingsFromIO(SDL_IOStream* src, bool closeio)
Load a set of gamepad mappings from an SDL_IOStream.
- SDL_CloseGamepad
void SDL_CloseGamepad(SDL_Gamepad* gamepad)
Close a gamepad previously opened with SDL_OpenGamepad().
- SDL_GamepadConnected
bool SDL_GamepadConnected(SDL_Gamepad* gamepad)
Check if a gamepad has been opened and is currently connected.
- SDL_GamepadEventsEnabled
bool SDL_GamepadEventsEnabled()
Query the state of gamepad event processing.
- SDL_GamepadHasAxis
bool SDL_GamepadHasAxis(SDL_Gamepad* gamepad, SDL_GamepadAxis axis)
Query whether a gamepad has a given axis.
- SDL_GamepadHasButton
bool SDL_GamepadHasButton(SDL_Gamepad* gamepad, SDL_GamepadButton button)
Query whether a gamepad has a given button.
- SDL_GamepadHasSensor
bool SDL_GamepadHasSensor(SDL_Gamepad* gamepad, SDL_SensorType type)
Return whether a gamepad has a particular sensor.
- SDL_GamepadSensorEnabled
bool SDL_GamepadSensorEnabled(SDL_Gamepad* gamepad, SDL_SensorType type)
Query whether sensor data reporting is enabled for a gamepad.
- SDL_GetGamepadAppleSFSymbolsNameForAxis
const(char)** SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad* gamepad, SDL_GamepadAxis axis)
Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
- SDL_GetGamepadAppleSFSymbolsNameForButton
const(char)** SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad* gamepad, SDL_GamepadButton button)
Return the sfSymbolsName for a given button on a gamepad on Apple
platforms.
- SDL_GetGamepadAxis
Sint16 SDL_GetGamepadAxis(SDL_Gamepad* gamepad, SDL_GamepadAxis axis)
Get the current state of an axis control on a gamepad.
- SDL_GetGamepadAxisFromString
SDL_GamepadAxis SDL_GetGamepadAxisFromString(const(char)** str)
Convert a string into SDL_GamepadAxis enum.
- SDL_GetGamepadBindings
SDL_GamepadBinding** SDL_GetGamepadBindings(SDL_Gamepad* gamepad, int* count)
Get the SDL joystick layer bindings for a gamepad.
- SDL_GetGamepadButton
bool SDL_GetGamepadButton(SDL_Gamepad* gamepad, SDL_GamepadButton button)
Get the current state of a button on a gamepad.
- SDL_GetGamepadButtonFromString
SDL_GamepadButton SDL_GetGamepadButtonFromString(const(char)** str)
Convert a string into an SDL_GamepadButton enum.
- SDL_GetGamepadButtonLabel
SDL_GamepadButtonLabel SDL_GetGamepadButtonLabel(SDL_Gamepad* gamepad, SDL_GamepadButton button)
Get the label of a button on a gamepad.
- SDL_GetGamepadButtonLabelForType
SDL_GamepadButtonLabel SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button)
Get the label of a button on a gamepad.
- SDL_GetGamepadConnectionState
SDL_JoystickConnectionState SDL_GetGamepadConnectionState(SDL_Gamepad* gamepad)
Get the connection state of a gamepad.
- SDL_GetGamepadFirmwareVersion
Uint16 SDL_GetGamepadFirmwareVersion(SDL_Gamepad* gamepad)
Get the firmware version of an opened gamepad, if available.
- SDL_GetGamepadFromID
SDL_Gamepad* SDL_GetGamepadFromID(SDL_JoystickID instance_id)
Get the SDL_Gamepad associated with a joystick instance ID, if it has been
opened.
- SDL_GetGamepadFromPlayerIndex
SDL_Gamepad* SDL_GetGamepadFromPlayerIndex(int player_index)
Get the SDL_Gamepad associated with a player index.
- SDL_GetGamepadGUIDForID
SDL_GUID SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id)
Get the implementation-dependent GUID of a gamepad.
- SDL_GetGamepadID
SDL_JoystickID SDL_GetGamepadID(SDL_Gamepad* gamepad)
Get the instance ID of an opened gamepad.
- SDL_GetGamepadJoystick
SDL_Joystick* SDL_GetGamepadJoystick(SDL_Gamepad* gamepad)
Get the underlying joystick from a gamepad.
- SDL_GetGamepadMapping
char* SDL_GetGamepadMapping(SDL_Gamepad* gamepad)
Get the current mapping of a gamepad.
- SDL_GetGamepadMappingForGUID
char* SDL_GetGamepadMappingForGUID(SDL_GUID guid)
Get the gamepad mapping string for a given GUID.
- SDL_GetGamepadMappingForID
char* SDL_GetGamepadMappingForID(SDL_JoystickID instance_id)
Get the mapping of a gamepad.
- SDL_GetGamepadMappings
char** SDL_GetGamepadMappings(int* count)
Get the current gamepad mappings.
- SDL_GetGamepadName
const(char)** SDL_GetGamepadName(SDL_Gamepad* gamepad)
Get the implementation-dependent name for an opened gamepad.
- SDL_GetGamepadNameForID
const(char)** SDL_GetGamepadNameForID(SDL_JoystickID instance_id)
Get the implementation dependent name of a gamepad.
- SDL_GetGamepadPath
const(char)** SDL_GetGamepadPath(SDL_Gamepad* gamepad)
Get the implementation-dependent path for an opened gamepad.
- SDL_GetGamepadPathForID
const(char)** SDL_GetGamepadPathForID(SDL_JoystickID instance_id)
Get the implementation dependent path of a gamepad.
- SDL_GetGamepadPlayerIndex
int SDL_GetGamepadPlayerIndex(SDL_Gamepad* gamepad)
Get the player index of an opened gamepad.
- SDL_GetGamepadPlayerIndexForID
int SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id)
Get the player index of a gamepad.
- SDL_GetGamepadPowerInfo
SDL_PowerState SDL_GetGamepadPowerInfo(SDL_Gamepad* gamepad, int* percent)
Get the battery state of a gamepad.
- SDL_GetGamepadProduct
Uint16 SDL_GetGamepadProduct(SDL_Gamepad* gamepad)
Get the USB product ID of an opened gamepad, if available.
- SDL_GetGamepadProductForID
Uint16 SDL_GetGamepadProductForID(SDL_JoystickID instance_id)
Get the USB product ID of a gamepad, if available.
- SDL_GetGamepadProductVersion
Uint16 SDL_GetGamepadProductVersion(SDL_Gamepad* gamepad)
Get the product version of an opened gamepad, if available.
- SDL_GetGamepadProductVersionForID
Uint16 SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id)
Get the product version of a gamepad, if available.
- SDL_GetGamepadProperties
SDL_PropertiesID SDL_GetGamepadProperties(SDL_Gamepad* gamepad)
Get the properties associated with an opened gamepad.
- SDL_GetGamepadSensorData
bool SDL_GetGamepadSensorData(SDL_Gamepad* gamepad, SDL_SensorType type, float* data, int num_values)
Get the current state of a gamepad sensor.
- SDL_GetGamepadSensorDataRate
float SDL_GetGamepadSensorDataRate(SDL_Gamepad* gamepad, SDL_SensorType type)
Get the data rate (number of events per second) of a gamepad sensor.
- SDL_GetGamepadSerial
const(char)** SDL_GetGamepadSerial(SDL_Gamepad* gamepad)
Get the serial number of an opened gamepad, if available.
- SDL_GetGamepadSteamHandle
Uint64 SDL_GetGamepadSteamHandle(SDL_Gamepad* gamepad)
Get the Steam Input handle of an opened gamepad, if available.
- SDL_GetGamepadStringForAxis
const(char)** SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis)
Convert from an SDL_GamepadAxis enum to a string.
- SDL_GetGamepadStringForButton
const(char)** SDL_GetGamepadStringForButton(SDL_GamepadButton button)
Convert from an SDL_GamepadButton enum to a string.
- SDL_GetGamepadStringForType
const(char)** SDL_GetGamepadStringForType(SDL_GamepadType type)
Convert from an SDL_GamepadType enum to a string.
- SDL_GetGamepadTouchpadFinger
bool SDL_GetGamepadTouchpadFinger(SDL_Gamepad* gamepad, int touchpad, int finger, bool* down, float* x, float* y, float* pressure)
Get the current state of a finger on a touchpad on a gamepad.
- SDL_GetGamepadType
SDL_GamepadType SDL_GetGamepadType(SDL_Gamepad* gamepad)
Get the type of an opened gamepad.
- SDL_GetGamepadTypeForID
SDL_GamepadType SDL_GetGamepadTypeForID(SDL_JoystickID instance_id)
Get the type of a gamepad.
- SDL_GetGamepadTypeFromString
SDL_GamepadType SDL_GetGamepadTypeFromString(const(char)** str)
Convert a string into SDL_GamepadType enum.
- SDL_GetGamepadVendor
Uint16 SDL_GetGamepadVendor(SDL_Gamepad* gamepad)
Get the USB vendor ID of an opened gamepad, if available.
- SDL_GetGamepadVendorForID
Uint16 SDL_GetGamepadVendorForID(SDL_JoystickID instance_id)
Get the USB vendor ID of a gamepad, if available.
- SDL_GetGamepads
SDL_JoystickID* SDL_GetGamepads(int* count)
Get a list of currently connected gamepads.
- SDL_GetNumGamepadTouchpadFingers
int SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad* gamepad, int touchpad)
Get the number of supported simultaneous fingers on a touchpad on a game
gamepad.
- SDL_GetNumGamepadTouchpads
int SDL_GetNumGamepadTouchpads(SDL_Gamepad* gamepad)
Get the number of touchpads on a gamepad.
- SDL_GetRealGamepadType
SDL_GamepadType SDL_GetRealGamepadType(SDL_Gamepad* gamepad)
Get the type of an opened gamepad, ignoring any mapping override.
- SDL_GetRealGamepadTypeForID
SDL_GamepadType SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id)
Get the type of a gamepad, ignoring any mapping override.
- SDL_HasGamepad
bool SDL_HasGamepad()
Return whether a gamepad is currently connected.
- SDL_IsGamepad
bool SDL_IsGamepad(SDL_JoystickID instance_id)
Check if the given joystick is supported by the gamepad interface.
- SDL_OpenGamepad
SDL_Gamepad* SDL_OpenGamepad(SDL_JoystickID instance_id)
- SDL_ReloadGamepadMappings
bool SDL_ReloadGamepadMappings()
Reinitialize the SDL mapping database to its initial state.
- SDL_RumbleGamepad
bool SDL_RumbleGamepad(SDL_Gamepad* gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
Start a rumble effect on a gamepad.
- SDL_RumbleGamepadTriggers
bool SDL_RumbleGamepadTriggers(SDL_Gamepad* gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms)
Start a rumble effect in the gamepad's triggers.
- SDL_SendGamepadEffect
bool SDL_SendGamepadEffect(SDL_Gamepad* gamepad, const(void)** data, int size)
Send a gamepad specific effect packet.
- SDL_SetGamepadEventsEnabled
void SDL_SetGamepadEventsEnabled(bool enabled)
Set the state of gamepad event processing.
- SDL_SetGamepadLED
bool SDL_SetGamepadLED(SDL_Gamepad* gamepad, Uint8 red, Uint8 green, Uint8 blue)
Update a gamepad's LED color.
- SDL_SetGamepadMapping
bool SDL_SetGamepadMapping(SDL_JoystickID instance_id, const(char)** mapping)
Set the current mapping of a joystick or gamepad.
- SDL_SetGamepadPlayerIndex
bool SDL_SetGamepadPlayerIndex(SDL_Gamepad* gamepad, int player_index)
Set the player index of an opened gamepad.
- SDL_SetGamepadSensorEnabled
bool SDL_SetGamepadSensorEnabled(SDL_Gamepad* gamepad, SDL_SensorType type, bool enabled)
Set whether data reporting for a gamepad sensor is enabled.
- SDL_UpdateGamepads
void SDL_UpdateGamepads()
Manually pump gamepad updates if not using the loop.
SDL Gamepad