Gamepad rumble support with SDL2 (#3819)
* Added gamepad rumble to rcore_desktop.c and rcore_desktop_sdl.c Still need to add to the rest of the platforms. * Add SetGamepadVibration warnings to unimplemented platforms. * Added MAX_GAMEPAD_VIBRATION_TIME The rumble in SDL2 will continue for MAX_GAMEPAD_VIBRATION_TIME unless the user cancels it with a call to SetGamepadVibration(0.0f,0.0f,0.0f) * Cast float duration value to Uint 32 * Changed defines from int to float and fixed typo --------- Co-authored-by: Gideon Serfontein <gse@newspacesystems.com>
This commit is contained in:
parent
bda919033d
commit
371d25c8c9
8 changed files with 54 additions and 10 deletions
21
src/raylib.h
21
src/raylib.h
|
@ -1162,16 +1162,17 @@ RLAPI int GetCharPressed(void); // Get char presse
|
|||
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
|
||||
// Input-related functions: gamepads
|
||||
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
|
||||
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
|
||||
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
|
||||
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
|
||||
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
|
||||
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
|
||||
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
||||
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
|
||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
|
||||
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
|
||||
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
|
||||
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
|
||||
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
|
||||
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
|
||||
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
|
||||
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
|
||||
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
||||
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
|
||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
|
||||
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
|
||||
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors
|
||||
|
||||
// Input-related functions: mouse
|
||||
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue