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all: run v fmt -w . to fix enum alignment #578

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2 changes: 1 addition & 1 deletion audio.c.v
Original file line number Diff line number Diff line change
Expand Up @@ -631,7 +631,7 @@ fn C.SDL_OpenAudioDevice(const_device &char, iscapture int, const_desired &C.SDL
pub enum AudioStatus {
audio_stopped = C.SDL_AUDIO_STOPPED // 0
audio_playing = C.SDL_AUDIO_PLAYING
audio_paused = C.SDL_AUDIO_PAUSED
audio_paused = C.SDL_AUDIO_PAUSED
}

fn C.SDL_GetAudioStatus() C.SDL_AudioStatus
Expand Down
30 changes: 15 additions & 15 deletions blendmode.c.v
Original file line number Diff line number Diff line change
Expand Up @@ -10,36 +10,36 @@ module sdl
// BlendMode is the blend mode used in SDL_RenderCopy() and drawing operations.
// BlendMode is SDL_BlendMode
pub enum BlendMode {
@none = C.SDL_BLENDMODE_NONE // 0x00000000, no blending dstRGBA = srcRGBA
blend = C.SDL_BLENDMODE_BLEND // 0x00000001, alpha blending dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA))
add = C.SDL_BLENDMODE_ADD // 0x00000002, additive blending dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA
mod = C.SDL_BLENDMODE_MOD // 0x00000004, color modulate dstRGB = srcRGB * dstRGB dstA = dstA
mul = C.SDL_BLENDMODE_MUL // 0x00000008, color multiply dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) dstA = (srcA * dstA) + (dstA * (1-srcA))
@none = C.SDL_BLENDMODE_NONE // 0x00000000, no blending dstRGBA = srcRGBA
blend = C.SDL_BLENDMODE_BLEND // 0x00000001, alpha blending dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA))
add = C.SDL_BLENDMODE_ADD // 0x00000002, additive blending dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA
mod = C.SDL_BLENDMODE_MOD // 0x00000004, color modulate dstRGB = srcRGB * dstRGB dstA = dstA
mul = C.SDL_BLENDMODE_MUL // 0x00000008, color multiply dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) dstA = (srcA * dstA) + (dstA * (1-srcA))
invalid = C.SDL_BLENDMODE_INVALID // 0x7FFFFFFF
}

// BlendOperation is the blend operation used when combining source and destination pixel components
// BlendOperation is C.SDL_BlendOperation
pub enum BlendOperation {
add = C.SDL_BLENDOPERATION_ADD // 0x1, dst + src: supported by all renderers
subtract = C.SDL_BLENDOPERATION_SUBTRACT // 0x2, dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES
add = C.SDL_BLENDOPERATION_ADD // 0x1, dst + src: supported by all renderers
subtract = C.SDL_BLENDOPERATION_SUBTRACT // 0x2, dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES
rev_subtract = C.SDL_BLENDOPERATION_REV_SUBTRACT // 0x3, src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES
minimum = C.SDL_BLENDOPERATION_MINIMUM // 0x4, min(dst, src) : supported by D3D11
maximum = C.SDL_BLENDOPERATION_MAXIMUM // 0x5 max(dst, src) : supported by D3D11
minimum = C.SDL_BLENDOPERATION_MINIMUM // 0x4, min(dst, src) : supported by D3D11
maximum = C.SDL_BLENDOPERATION_MAXIMUM // 0x5 max(dst, src) : supported by D3D11
}

// BlendFactor is the normalized factor used to multiply pixel components
// BlendFactor is C.SDL_BlendFactor
pub enum BlendFactor {
zero = C.SDL_BLENDFACTOR_ZERO // 0x1, 0, 0, 0, 0
one = C.SDL_BLENDFACTOR_ONE // 0x2, 1, 1, 1, 1
src_color = C.SDL_BLENDFACTOR_SRC_COLOR // 0x3, srcR, srcG, srcB, srcA
zero = C.SDL_BLENDFACTOR_ZERO // 0x1, 0, 0, 0, 0
one = C.SDL_BLENDFACTOR_ONE // 0x2, 1, 1, 1, 1
src_color = C.SDL_BLENDFACTOR_SRC_COLOR // 0x3, srcR, srcG, srcB, srcA
one_minus_src_color = C.SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR // 0x4, 1-srcR, 1-srcG, 1-srcB, 1-srcA
src_alpha = C.SDL_BLENDFACTOR_SRC_ALPHA // 0x5, srcA, srcA, srcA, srcA
src_alpha = C.SDL_BLENDFACTOR_SRC_ALPHA // 0x5, srcA, srcA, srcA, srcA
one_minus_src_alpha = C.SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA // 0x6, 1-srcA, 1-srcA, 1-srcA, 1-srcA
dst_color = C.SDL_BLENDFACTOR_DST_COLOR // 0x7, dstR, dstG, dstB, dstA
dst_color = C.SDL_BLENDFACTOR_DST_COLOR // 0x7, dstR, dstG, dstB, dstA
one_minus_dst_color = C.SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR // 0x8, 1-dstR, 1-dstG, 1-dstB, 1-dstA
dst_alpha = C.SDL_BLENDFACTOR_DST_ALPHA // 0x9, dstA, dstA, dstA, dstA
dst_alpha = C.SDL_BLENDFACTOR_DST_ALPHA // 0x9, dstA, dstA, dstA, dstA
one_minus_dst_alpha = C.SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA // 0xA, 1-dstA, 1-dstA, 1-dstA, 1-dstA
}

Expand Down
10 changes: 5 additions & 5 deletions error.c.v
Original file line number Diff line number Diff line change
Expand Up @@ -83,12 +83,12 @@ pub fn clear_error() {

// ErrorCode is C.SDL_errorcode
pub enum ErrorCode {
enomem = C.SDL_ENOMEM
efread = C.SDL_EFREAD
efwrite = C.SDL_EFWRITE
efseek = C.SDL_EFSEEK
enomem = C.SDL_ENOMEM
efread = C.SDL_EFREAD
efwrite = C.SDL_EFWRITE
efseek = C.SDL_EFSEEK
unsupported = C.SDL_UNSUPPORTED
lasterror = C.SDL_LASTERROR
lasterror = C.SDL_LASTERROR
}

fn C.SDL_Error(code C.SDL_errorcode) int
Expand Down
114 changes: 57 additions & 57 deletions events.c.v
Original file line number Diff line number Diff line change
Expand Up @@ -41,98 +41,98 @@ pub type EventFilter = fn (userdata voidptr, event &Event)

// EventType is C.SDL_EventType
pub enum EventType {
firstevent = C.SDL_FIRSTEVENT // Unused (do not remove)
quit = C.SDL_QUIT // 0x100 User-requested quit
firstevent = C.SDL_FIRSTEVENT // Unused (do not remove)
quit = C.SDL_QUIT // 0x100 User-requested quit
// These application events have special meaning on iOS, see README-ios.md in SDL for details
// The application is being terminated by the OS
// Called on iOS in applicationWillTerminate()
// Called on Android in onDestroy()
app_terminating = C.SDL_APP_TERMINATING
app_terminating = C.SDL_APP_TERMINATING
// The application is low on memory, free memory if possible.
// Called on iOS in applicationDidReceiveMemoryWarning()
// Called on Android in onLowMemory()
app_lowmemory = C.SDL_APP_LOWMEMORY
app_lowmemory = C.SDL_APP_LOWMEMORY
// The application is about to enter the background
// Called on iOS in applicationWillResignActive()
// Called on Android in onPause()
app_willenterbackground = C.SDL_APP_WILLENTERBACKGROUND
app_willenterbackground = C.SDL_APP_WILLENTERBACKGROUND
// The application did enter the background and may not get CPU for some time
// Called on iOS in applicationDidEnterBackground()
// Called on Android in onPause()
app_didenterbackground = C.SDL_APP_DIDENTERBACKGROUND
app_didenterbackground = C.SDL_APP_DIDENTERBACKGROUND
// The application is about to enter the foreground
// Called on iOS in applicationWillEnterForeground()
// Called on Android in onResume()
app_willenterforeground = C.SDL_APP_WILLENTERFOREGROUND
app_willenterforeground = C.SDL_APP_WILLENTERFOREGROUND
// The application is now interactive
// Called on iOS in applicationDidBecomeActive()
// Called on Android in onResume()
app_didenterforeground = C.SDL_APP_DIDENTERFOREGROUND
localechanged = C.SDL_LOCALECHANGED // The user's locale preferences have changed.
app_didenterforeground = C.SDL_APP_DIDENTERFOREGROUND
localechanged = C.SDL_LOCALECHANGED // The user's locale preferences have changed.
// Display events
displayevent = C.SDL_DISPLAYEVENT // 0x150 Display state change
displayevent = C.SDL_DISPLAYEVENT // 0x150 Display state change
// Window events
windowevent = C.SDL_WINDOWEVENT // 0x200 Window state change
syswmevent = C.SDL_SYSWMEVENT
windowevent = C.SDL_WINDOWEVENT // 0x200 Window state change
syswmevent = C.SDL_SYSWMEVENT
// Keyboard events
keydown = C.SDL_KEYDOWN // 0x300, Key pressed
keyup = C.SDL_KEYUP // Key released
textediting = C.SDL_TEXTEDITING // Keyboard text editing (composition)
textinput = C.SDL_TEXTINPUT // Keyboard text input
keymapchanged = C.SDL_KEYMAPCHANGED // Keymap changed due to a system event such as an input language or keyboard layout change.
keydown = C.SDL_KEYDOWN // 0x300, Key pressed
keyup = C.SDL_KEYUP // Key released
textediting = C.SDL_TEXTEDITING // Keyboard text editing (composition)
textinput = C.SDL_TEXTINPUT // Keyboard text input
keymapchanged = C.SDL_KEYMAPCHANGED // Keymap changed due to a system event such as an input language or keyboard layout change.
// Mouse events
mousemotion = C.SDL_MOUSEMOTION // 0x400, Mouse moved
mousebuttondown = C.SDL_MOUSEBUTTONDOWN // Mouse button pressed
mousebuttonup = C.SDL_MOUSEBUTTONUP // Mouse button released
mousewheel = C.SDL_MOUSEWHEEL // Mouse wheel motion
mousemotion = C.SDL_MOUSEMOTION // 0x400, Mouse moved
mousebuttondown = C.SDL_MOUSEBUTTONDOWN // Mouse button pressed
mousebuttonup = C.SDL_MOUSEBUTTONUP // Mouse button released
mousewheel = C.SDL_MOUSEWHEEL // Mouse wheel motion
// Joystick events
joyaxismotion = C.SDL_JOYAXISMOTION // 0x600, Joystick axis motion
joyballmotion = C.SDL_JOYBALLMOTION // Joystick trackball motion
joyhatmotion = C.SDL_JOYHATMOTION // Joystick hat position change
joybuttondown = C.SDL_JOYBUTTONDOWN // Joystick button pressed
joybuttonup = C.SDL_JOYBUTTONUP // Joystick button released
joydeviceadded = C.SDL_JOYDEVICEADDED // A new joystick has been inserted into the system
joydeviceremoved = C.SDL_JOYDEVICEREMOVED // An opened joystick has been removed
joyaxismotion = C.SDL_JOYAXISMOTION // 0x600, Joystick axis motion
joyballmotion = C.SDL_JOYBALLMOTION // Joystick trackball motion
joyhatmotion = C.SDL_JOYHATMOTION // Joystick hat position change
joybuttondown = C.SDL_JOYBUTTONDOWN // Joystick button pressed
joybuttonup = C.SDL_JOYBUTTONUP // Joystick button released
joydeviceadded = C.SDL_JOYDEVICEADDED // A new joystick has been inserted into the system
joydeviceremoved = C.SDL_JOYDEVICEREMOVED // An opened joystick has been removed
// Game controller events
controlleraxismotion = C.SDL_CONTROLLERAXISMOTION // 0x650, Game controller axis motion
controllerbuttondown = C.SDL_CONTROLLERBUTTONDOWN // Game controller button pressed
controllerbuttonup = C.SDL_CONTROLLERBUTTONUP // Game controller button released
controllerdeviceadded = C.SDL_CONTROLLERDEVICEADDED // A new Game controller has been inserted into the system
controllerdeviceremoved = C.SDL_CONTROLLERDEVICEREMOVED // An opened Game controller has been removed
controlleraxismotion = C.SDL_CONTROLLERAXISMOTION // 0x650, Game controller axis motion
controllerbuttondown = C.SDL_CONTROLLERBUTTONDOWN // Game controller button pressed
controllerbuttonup = C.SDL_CONTROLLERBUTTONUP // Game controller button released
controllerdeviceadded = C.SDL_CONTROLLERDEVICEADDED // A new Game controller has been inserted into the system
controllerdeviceremoved = C.SDL_CONTROLLERDEVICEREMOVED // An opened Game controller has been removed
controllerdeviceremapped = C.SDL_CONTROLLERDEVICEREMAPPED // The controller mapping was updated
controllertouchpaddown = C.SDL_CONTROLLERTOUCHPADDOWN // Game controller touchpad was touched
controllertouchpaddown = C.SDL_CONTROLLERTOUCHPADDOWN // Game controller touchpad was touched
controllertouchpadmotion = C.SDL_CONTROLLERTOUCHPADMOTION // Game controller touchpad finger was moved
controllertouchpadup = C.SDL_CONTROLLERTOUCHPADUP // Game controller touchpad finger was lifted
controllersensorupdate = C.SDL_CONTROLLERSENSORUPDATE // Game controller sensor was updated
controllertouchpadup = C.SDL_CONTROLLERTOUCHPADUP // Game controller touchpad finger was lifted
controllersensorupdate = C.SDL_CONTROLLERSENSORUPDATE // Game controller sensor was updated
// Touch events
fingerdown = C.SDL_FINGERDOWN // 0x700
fingerup = C.SDL_FINGERUP
fingermotion = C.SDL_FINGERMOTION
fingerdown = C.SDL_FINGERDOWN // 0x700
fingerup = C.SDL_FINGERUP
fingermotion = C.SDL_FINGERMOTION
// Gesture events
dollargesture = C.SDL_DOLLARGESTURE // 0x800
dollarrecord = C.SDL_DOLLARRECORD
multigesture = C.SDL_MULTIGESTURE
dollargesture = C.SDL_DOLLARGESTURE // 0x800
dollarrecord = C.SDL_DOLLARRECORD
multigesture = C.SDL_MULTIGESTURE
// Clipboard events
clipboardupdate = C.SDL_CLIPBOARDUPDATE // 0x900 The clipboard changed
clipboardupdate = C.SDL_CLIPBOARDUPDATE // 0x900 The clipboard changed
// Drag and drop events
dropfile = C.SDL_DROPFILE // 0x1000 The system requests a file open
droptext = C.SDL_DROPTEXT // text/plain drag-and-drop event
dropbegin = C.SDL_DROPBEGIN // A new set of drops is beginning (NULL filename)
dropcomplete = C.SDL_DROPCOMPLETE // Current set of drops is now complete (NULL filename)
dropfile = C.SDL_DROPFILE // 0x1000 The system requests a file open
droptext = C.SDL_DROPTEXT // text/plain drag-and-drop event
dropbegin = C.SDL_DROPBEGIN // A new set of drops is beginning (NULL filename)
dropcomplete = C.SDL_DROPCOMPLETE // Current set of drops is now complete (NULL filename)
// Audio hotplug events
audiodeviceadded = C.SDL_AUDIODEVICEADDED // 0x1100 A new audio device is available
audiodeviceremoved = C.SDL_AUDIODEVICEREMOVED // An audio device has been removed.
audiodeviceadded = C.SDL_AUDIODEVICEADDED // 0x1100 A new audio device is available
audiodeviceremoved = C.SDL_AUDIODEVICEREMOVED // An audio device has been removed.
// Sensor events
sensorupdate = C.SDL_SENSORUPDATE // 0x1200 A sensor was updated
sensorupdate = C.SDL_SENSORUPDATE // 0x1200 A sensor was updated
// Render events
render_targets_reset = C.SDL_RENDER_TARGETS_RESET // 0x2000 The render targets have been reset and their contents need to be updated
render_device_reset = C.SDL_RENDER_DEVICE_RESET // The device has been reset and all textures need to be recreated
render_targets_reset = C.SDL_RENDER_TARGETS_RESET // 0x2000 The render targets have been reset and their contents need to be updated
render_device_reset = C.SDL_RENDER_DEVICE_RESET // The device has been reset and all textures need to be recreated
// Internal events
pollsentinel = C.SDL_POLLSENTINEL // 0x7F00, Signals the end of an event poll cycle
pollsentinel = C.SDL_POLLSENTINEL // 0x7F00, Signals the end of an event poll cycle
// Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, and should be allocated with SDL_RegisterEvents()
userevent = C.SDL_USEREVENT
userevent = C.SDL_USEREVENT
// This last event is only for bounding internal arrays
lastevent = C.SDL_LASTEVENT // 0xFFFF
lastevent = C.SDL_LASTEVENT // 0xFFFF
}

// CommonEvent is fields shared by every event
Expand Down Expand Up @@ -667,9 +667,9 @@ pub fn pump_events() {

// EventAction is C.SDL_eventaction
pub enum EventAction {
addevent = C.SDL_ADDEVENT
addevent = C.SDL_ADDEVENT
peekevent = C.SDL_PEEKEVENT
getevent = C.SDL_GETEVENT
getevent = C.SDL_GETEVENT
}

fn C.SDL_PeepEvents(events &C.SDL_Event, numevents int, action C.SDL_eventaction, min_type u32, max_type u32) int
Expand Down
82 changes: 41 additions & 41 deletions gamecontroller.c.v
Original file line number Diff line number Diff line change
Expand Up @@ -25,24 +25,24 @@ pub type GameController = C.SDL_GameController

// GameControllerType is C.SDL_GameControllerType
pub enum GameControllerType {
unknown = C.SDL_CONTROLLER_TYPE_UNKNOWN // 0
xbox360 = C.SDL_CONTROLLER_TYPE_XBOX360
xboxone = C.SDL_CONTROLLER_TYPE_XBOXONE
ps3 = C.SDL_CONTROLLER_TYPE_PS3
ps4 = C.SDL_CONTROLLER_TYPE_PS4
unknown = C.SDL_CONTROLLER_TYPE_UNKNOWN // 0
xbox360 = C.SDL_CONTROLLER_TYPE_XBOX360
xboxone = C.SDL_CONTROLLER_TYPE_XBOXONE
ps3 = C.SDL_CONTROLLER_TYPE_PS3
ps4 = C.SDL_CONTROLLER_TYPE_PS4
nintendo_switch_pro = C.SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO
virtual = C.SDL_CONTROLLER_TYPE_VIRTUAL
ps5 = C.SDL_CONTROLLER_TYPE_PS5
amazon_luna = C.SDL_CONTROLLER_TYPE_AMAZON_LUNA
google_stadia = C.SDL_CONTROLLER_TYPE_GOOGLE_STADIA
virtual = C.SDL_CONTROLLER_TYPE_VIRTUAL
ps5 = C.SDL_CONTROLLER_TYPE_PS5
amazon_luna = C.SDL_CONTROLLER_TYPE_AMAZON_LUNA
google_stadia = C.SDL_CONTROLLER_TYPE_GOOGLE_STADIA
}

// GameControllerBindType is C.SDL_GameControllerBindType
pub enum GameControllerBindType {
@none = C.SDL_CONTROLLER_BINDTYPE_NONE // 0
@none = C.SDL_CONTROLLER_BINDTYPE_NONE // 0
button = C.SDL_CONTROLLER_BINDTYPE_BUTTON
axis = C.SDL_CONTROLLER_BINDTYPE_AXIS
hat = C.SDL_CONTROLLER_BINDTYPE_HAT
axis = C.SDL_CONTROLLER_BINDTYPE_AXIS
hat = C.SDL_CONTROLLER_BINDTYPE_HAT
}

pub union Value {
Expand Down Expand Up @@ -570,14 +570,14 @@ pub fn game_controller_update() {
//
// GameControllerAxis is C.SDL_GameControllerAxis
pub enum GameControllerAxis {
invalid = C.SDL_CONTROLLER_AXIS_INVALID // -1
leftx = C.SDL_CONTROLLER_AXIS_LEFTX
lefty = C.SDL_CONTROLLER_AXIS_LEFTY
rightx = C.SDL_CONTROLLER_AXIS_RIGHTX
righty = C.SDL_CONTROLLER_AXIS_RIGHTY
triggerleft = C.SDL_CONTROLLER_AXIS_TRIGGERLEFT
invalid = C.SDL_CONTROLLER_AXIS_INVALID // -1
leftx = C.SDL_CONTROLLER_AXIS_LEFTX
lefty = C.SDL_CONTROLLER_AXIS_LEFTY
rightx = C.SDL_CONTROLLER_AXIS_RIGHTX
righty = C.SDL_CONTROLLER_AXIS_RIGHTY
triggerleft = C.SDL_CONTROLLER_AXIS_TRIGGERLEFT
triggerright = C.SDL_CONTROLLER_AXIS_TRIGGERRIGHT
max = C.SDL_CONTROLLER_AXIS_MAX
max = C.SDL_CONTROLLER_AXIS_MAX
}

fn C.SDL_GameControllerGetAxisFromString(const_str &char) C.SDL_GameControllerAxis
Expand Down Expand Up @@ -679,29 +679,29 @@ pub fn game_controller_get_axis(gamecontroller &GameController, axis GameControl
// GameControllerButton is the list of buttons available from a controller
// GameControllerButton is C.SDL_GameControllerButton
pub enum GameControllerButton {
invalid = C.SDL_CONTROLLER_BUTTON_INVALID // -1
a = C.SDL_CONTROLLER_BUTTON_A
b = C.SDL_CONTROLLER_BUTTON_B
x = C.SDL_CONTROLLER_BUTTON_X
y = C.SDL_CONTROLLER_BUTTON_Y
back = C.SDL_CONTROLLER_BUTTON_BACK
guide = C.SDL_CONTROLLER_BUTTON_GUIDE
start = C.SDL_CONTROLLER_BUTTON_START
leftstick = C.SDL_CONTROLLER_BUTTON_LEFTSTICK
rightstick = C.SDL_CONTROLLER_BUTTON_RIGHTSTICK
leftshoulder = C.SDL_CONTROLLER_BUTTON_LEFTSHOULDER
invalid = C.SDL_CONTROLLER_BUTTON_INVALID // -1
a = C.SDL_CONTROLLER_BUTTON_A
b = C.SDL_CONTROLLER_BUTTON_B
x = C.SDL_CONTROLLER_BUTTON_X
y = C.SDL_CONTROLLER_BUTTON_Y
back = C.SDL_CONTROLLER_BUTTON_BACK
guide = C.SDL_CONTROLLER_BUTTON_GUIDE
start = C.SDL_CONTROLLER_BUTTON_START
leftstick = C.SDL_CONTROLLER_BUTTON_LEFTSTICK
rightstick = C.SDL_CONTROLLER_BUTTON_RIGHTSTICK
leftshoulder = C.SDL_CONTROLLER_BUTTON_LEFTSHOULDER
rightshoulder = C.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
dpad_up = C.SDL_CONTROLLER_BUTTON_DPAD_UP
dpad_down = C.SDL_CONTROLLER_BUTTON_DPAD_DOWN
dpad_left = C.SDL_CONTROLLER_BUTTON_DPAD_LEFT
dpad_right = C.SDL_CONTROLLER_BUTTON_DPAD_RIGHT
misc1 = C.SDL_CONTROLLER_BUTTON_MISC1 // Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button
paddle1 = C.SDL_CONTROLLER_BUTTON_PADDLE1 // Xbox Elite paddle P1
paddle2 = C.SDL_CONTROLLER_BUTTON_PADDLE2 // Xbox Elite paddle P3
paddle3 = C.SDL_CONTROLLER_BUTTON_PADDLE3 // Xbox Elite paddle P2
paddle4 = C.SDL_CONTROLLER_BUTTON_PADDLE4 // Xbox Elite paddle P4
touchpad = C.SDL_CONTROLLER_BUTTON_TOUCHPAD // PS4/PS5 touchpad button
max = C.SDL_CONTROLLER_BUTTON_MAX
dpad_up = C.SDL_CONTROLLER_BUTTON_DPAD_UP
dpad_down = C.SDL_CONTROLLER_BUTTON_DPAD_DOWN
dpad_left = C.SDL_CONTROLLER_BUTTON_DPAD_LEFT
dpad_right = C.SDL_CONTROLLER_BUTTON_DPAD_RIGHT
misc1 = C.SDL_CONTROLLER_BUTTON_MISC1 // Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button
paddle1 = C.SDL_CONTROLLER_BUTTON_PADDLE1 // Xbox Elite paddle P1
paddle2 = C.SDL_CONTROLLER_BUTTON_PADDLE2 // Xbox Elite paddle P3
paddle3 = C.SDL_CONTROLLER_BUTTON_PADDLE3 // Xbox Elite paddle P2
paddle4 = C.SDL_CONTROLLER_BUTTON_PADDLE4 // Xbox Elite paddle P4
touchpad = C.SDL_CONTROLLER_BUTTON_TOUCHPAD // PS4/PS5 touchpad button
max = C.SDL_CONTROLLER_BUTTON_MAX
}

fn C.SDL_GameControllerGetButtonFromString(const_str &char) C.SDL_GameControllerButton
Expand Down
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