sdl3-bindgen-sys-0.0.0.1: src/SDL3/Sys/Bindgen/Gamepad/Unsafe.hs
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE NoFieldSelectors #-}
{-# OPTIONS_HADDOCK prune #-}
module SDL3.Sys.Bindgen.Gamepad.Unsafe (
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_AddGamepadMapping,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_AddGamepadMappingsFromIO,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_AddGamepadMappingsFromFile,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_ReloadGamepadMappings,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadMappings,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadMappingForGUID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadMapping,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_SetGamepadMapping,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_HasGamepad,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepads,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_IsGamepad,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadNameForID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadPathForID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadPlayerIndexForID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadGUIDForID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadVendorForID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadProductForID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadProductVersionForID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadTypeForID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetRealGamepadTypeForID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadMappingForID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_OpenGamepad,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadFromID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadFromPlayerIndex,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadProperties,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadID,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadName,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadPath,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadType,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetRealGamepadType,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadPlayerIndex,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_SetGamepadPlayerIndex,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadVendor,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadProduct,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadProductVersion,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadFirmwareVersion,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadSerial,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadSteamHandle,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadConnectionState,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadPowerInfo,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GamepadConnected,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadJoystick,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_SetGamepadEventsEnabled,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GamepadEventsEnabled,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadBindings,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_UpdateGamepads,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadTypeFromString,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadStringForType,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadAxisFromString,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadStringForAxis,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GamepadHasAxis,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadAxis,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadButtonFromString,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadStringForButton,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GamepadHasButton,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadButton,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadButtonLabelForType,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadButtonLabel,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetNumGamepadTouchpads,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetNumGamepadTouchpadFingers,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadTouchpadFinger,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GamepadHasSensor,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_SetGamepadSensorEnabled,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GamepadSensorEnabled,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadSensorDataRate,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadSensorData,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_RumbleGamepad,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_RumbleGamepadTriggers,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_SetGamepadLED,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_SendGamepadEffect,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_CloseGamepad,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadAppleSFSymbolsNameForButton,
SDL3.Sys.Bindgen.Gamepad.Unsafe.sDL_GetGamepadAppleSFSymbolsNameForAxis,
)
where
import HsBindgen.Runtime.PtrConst qualified as PtrConst
import HsBindgen.Runtime.Support qualified as BG
import HsBindgen.Runtime.Support.CAPI qualified
import SDL3.Sys.Bindgen.Gamepad
import SDL3.Sys.Bindgen.Guid qualified
import SDL3.Sys.Bindgen.Iostream qualified
import SDL3.Sys.Bindgen.Joystick qualified
import SDL3.Sys.Bindgen.Power qualified
import SDL3.Sys.Bindgen.Properties qualified
import SDL3.Sys.Bindgen.Sensor qualified
import SDL3.Sys.Bindgen.Stdinc qualified
$( HsBindgen.Runtime.Support.CAPI.addCSource
( HsBindgen.Runtime.Support.CAPI.unlines
[ "#include <SDL3/SDL_gamepad.h>"
, "signed int hs_bindgen_36135983181db04c ("
, " char const *arg1"
, ")"
, "{"
, " return (SDL_AddGamepadMapping)(arg1);"
, "}"
, "signed int hs_bindgen_7bcfa7483bb6c304 ("
, " SDL_IOStream *arg1,"
, " _Bool arg2"
, ")"
, "{"
, " return (SDL_AddGamepadMappingsFromIO)(arg1, arg2);"
, "}"
, "signed int hs_bindgen_183e11c34dd8b81f ("
, " char const *arg1"
, ")"
, "{"
, " return (SDL_AddGamepadMappingsFromFile)(arg1);"
, "}"
, "_Bool hs_bindgen_779c89fdca5b9a0e (void)"
, "{"
, " return (SDL_ReloadGamepadMappings)();"
, "}"
, "char **hs_bindgen_d561ea70cab1346c ("
, " signed int *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadMappings)(arg1);"
, "}"
, "char *hs_bindgen_a9d84a5aab18bd61 ("
, " SDL_GUID *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadMappingForGUID)(*arg1);"
, "}"
, "char *hs_bindgen_094250e7cd4814e2 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadMapping)(arg1);"
, "}"
, "_Bool hs_bindgen_cf9c12a3e0081cba ("
, " SDL_JoystickID arg1,"
, " char const *arg2"
, ")"
, "{"
, " return (SDL_SetGamepadMapping)(arg1, arg2);"
, "}"
, "_Bool hs_bindgen_5b29afb080773dd8 (void)"
, "{"
, " return (SDL_HasGamepad)();"
, "}"
, "SDL_JoystickID *hs_bindgen_e99c053042181461 ("
, " signed int *arg1"
, ")"
, "{"
, " return (SDL_GetGamepads)(arg1);"
, "}"
, "_Bool hs_bindgen_48b133a0a1a04fee ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_IsGamepad)(arg1);"
, "}"
, "char const *hs_bindgen_51b0ed9ede139ced ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_GetGamepadNameForID)(arg1);"
, "}"
, "char const *hs_bindgen_c1fe082501f756ae ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_GetGamepadPathForID)(arg1);"
, "}"
, "signed int hs_bindgen_9dac07bb4aa4a0e0 ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_GetGamepadPlayerIndexForID)(arg1);"
, "}"
, "void hs_bindgen_2280985bb32deb1f ("
, " SDL_JoystickID arg1,"
, " SDL_GUID *arg2"
, ")"
, "{"
, " *arg2 = (SDL_GetGamepadGUIDForID)(arg1);"
, "}"
, "Uint16 hs_bindgen_1702db5431a9f4d5 ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_GetGamepadVendorForID)(arg1);"
, "}"
, "Uint16 hs_bindgen_c6d0670cd6f1d312 ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_GetGamepadProductForID)(arg1);"
, "}"
, "Uint16 hs_bindgen_c5762d27fdb0fe20 ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_GetGamepadProductVersionForID)(arg1);"
, "}"
, "SDL_GamepadType hs_bindgen_ab8ba638efb36686 ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_GetGamepadTypeForID)(arg1);"
, "}"
, "SDL_GamepadType hs_bindgen_dbd35ae44acef0c3 ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_GetRealGamepadTypeForID)(arg1);"
, "}"
, "char *hs_bindgen_70db76a3c7fda9bd ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_GetGamepadMappingForID)(arg1);"
, "}"
, "SDL_Gamepad *hs_bindgen_cbd487a8a2440863 ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_OpenGamepad)(arg1);"
, "}"
, "SDL_Gamepad *hs_bindgen_a76618005d317dbe ("
, " SDL_JoystickID arg1"
, ")"
, "{"
, " return (SDL_GetGamepadFromID)(arg1);"
, "}"
, "SDL_Gamepad *hs_bindgen_23e0c7566ddc098f ("
, " signed int arg1"
, ")"
, "{"
, " return (SDL_GetGamepadFromPlayerIndex)(arg1);"
, "}"
, "SDL_PropertiesID hs_bindgen_e986873f08423af3 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadProperties)(arg1);"
, "}"
, "SDL_JoystickID hs_bindgen_e2d0c689bb9fdafb ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadID)(arg1);"
, "}"
, "char const *hs_bindgen_9d53319611fb7b21 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadName)(arg1);"
, "}"
, "char const *hs_bindgen_d7698305b32d2548 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadPath)(arg1);"
, "}"
, "SDL_GamepadType hs_bindgen_e2d440eeb9de4199 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadType)(arg1);"
, "}"
, "SDL_GamepadType hs_bindgen_ee5c3fd3f0de744f ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetRealGamepadType)(arg1);"
, "}"
, "signed int hs_bindgen_8457d3ba6fab74fd ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadPlayerIndex)(arg1);"
, "}"
, "_Bool hs_bindgen_c7a0bcec2cc038f5 ("
, " SDL_Gamepad *arg1,"
, " signed int arg2"
, ")"
, "{"
, " return (SDL_SetGamepadPlayerIndex)(arg1, arg2);"
, "}"
, "Uint16 hs_bindgen_2552182f80b54cf6 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadVendor)(arg1);"
, "}"
, "Uint16 hs_bindgen_5aa969efd1bc8f50 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadProduct)(arg1);"
, "}"
, "Uint16 hs_bindgen_becbadc225729788 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadProductVersion)(arg1);"
, "}"
, "Uint16 hs_bindgen_d97e9cb9945dd63f ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadFirmwareVersion)(arg1);"
, "}"
, "char const *hs_bindgen_c119e40b53da3b69 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadSerial)(arg1);"
, "}"
, "Uint64 hs_bindgen_d965293df8f905d5 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadSteamHandle)(arg1);"
, "}"
, "SDL_JoystickConnectionState hs_bindgen_4d7b7d6dc4affab6 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadConnectionState)(arg1);"
, "}"
, "SDL_PowerState hs_bindgen_440cd7470f43f8b7 ("
, " SDL_Gamepad *arg1,"
, " signed int *arg2"
, ")"
, "{"
, " return (SDL_GetGamepadPowerInfo)(arg1, arg2);"
, "}"
, "_Bool hs_bindgen_73bf6a166bb6fc05 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GamepadConnected)(arg1);"
, "}"
, "SDL_Joystick *hs_bindgen_cfa9e14aa308a355 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadJoystick)(arg1);"
, "}"
, "void hs_bindgen_bfc8618e24183771 ("
, " _Bool arg1"
, ")"
, "{"
, " (SDL_SetGamepadEventsEnabled)(arg1);"
, "}"
, "_Bool hs_bindgen_5871c031639ba44f (void)"
, "{"
, " return (SDL_GamepadEventsEnabled)();"
, "}"
, "SDL_GamepadBinding **hs_bindgen_5bc2e24705268e1e ("
, " SDL_Gamepad *arg1,"
, " signed int *arg2"
, ")"
, "{"
, " return (SDL_GetGamepadBindings)(arg1, arg2);"
, "}"
, "void hs_bindgen_0cb5e97304f01ed4 (void)"
, "{"
, " (SDL_UpdateGamepads)();"
, "}"
, "SDL_GamepadType hs_bindgen_ff738f26b34db99d ("
, " char const *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadTypeFromString)(arg1);"
, "}"
, "char const *hs_bindgen_aeff65b0b5fbbe2f ("
, " SDL_GamepadType arg1"
, ")"
, "{"
, " return (SDL_GetGamepadStringForType)(arg1);"
, "}"
, "SDL_GamepadAxis hs_bindgen_9c4d3cd24f36df1d ("
, " char const *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadAxisFromString)(arg1);"
, "}"
, "char const *hs_bindgen_23a85badb8b28574 ("
, " SDL_GamepadAxis arg1"
, ")"
, "{"
, " return (SDL_GetGamepadStringForAxis)(arg1);"
, "}"
, "_Bool hs_bindgen_25802ce0c34b6a29 ("
, " SDL_Gamepad *arg1,"
, " SDL_GamepadAxis arg2"
, ")"
, "{"
, " return (SDL_GamepadHasAxis)(arg1, arg2);"
, "}"
, "Sint16 hs_bindgen_68503ad7a0b89c08 ("
, " SDL_Gamepad *arg1,"
, " SDL_GamepadAxis arg2"
, ")"
, "{"
, " return (SDL_GetGamepadAxis)(arg1, arg2);"
, "}"
, "SDL_GamepadButton hs_bindgen_cecec50fb2b3f9c0 ("
, " char const *arg1"
, ")"
, "{"
, " return (SDL_GetGamepadButtonFromString)(arg1);"
, "}"
, "char const *hs_bindgen_65d07695662b7e7c ("
, " SDL_GamepadButton arg1"
, ")"
, "{"
, " return (SDL_GetGamepadStringForButton)(arg1);"
, "}"
, "_Bool hs_bindgen_05064f987387bd45 ("
, " SDL_Gamepad *arg1,"
, " SDL_GamepadButton arg2"
, ")"
, "{"
, " return (SDL_GamepadHasButton)(arg1, arg2);"
, "}"
, "_Bool hs_bindgen_a672f55d7740b70a ("
, " SDL_Gamepad *arg1,"
, " SDL_GamepadButton arg2"
, ")"
, "{"
, " return (SDL_GetGamepadButton)(arg1, arg2);"
, "}"
, "SDL_GamepadButtonLabel hs_bindgen_6a6a621cfd450022 ("
, " SDL_GamepadType arg1,"
, " SDL_GamepadButton arg2"
, ")"
, "{"
, " return (SDL_GetGamepadButtonLabelForType)(arg1, arg2);"
, "}"
, "SDL_GamepadButtonLabel hs_bindgen_ea461caaa5e77e3a ("
, " SDL_Gamepad *arg1,"
, " SDL_GamepadButton arg2"
, ")"
, "{"
, " return (SDL_GetGamepadButtonLabel)(arg1, arg2);"
, "}"
, "signed int hs_bindgen_2d66738e85627648 ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " return (SDL_GetNumGamepadTouchpads)(arg1);"
, "}"
, "signed int hs_bindgen_741e82f074f3aae4 ("
, " SDL_Gamepad *arg1,"
, " signed int arg2"
, ")"
, "{"
, " return (SDL_GetNumGamepadTouchpadFingers)(arg1, arg2);"
, "}"
, "_Bool hs_bindgen_1b8db5e7a78bcf2a ("
, " SDL_Gamepad *arg1,"
, " signed int arg2,"
, " signed int arg3,"
, " _Bool *arg4,"
, " float *arg5,"
, " float *arg6,"
, " float *arg7"
, ")"
, "{"
, " return (SDL_GetGamepadTouchpadFinger)(arg1, arg2, arg3, arg4, arg5, arg6, arg7);"
, "}"
, "_Bool hs_bindgen_d58388fe9017bfd7 ("
, " SDL_Gamepad *arg1,"
, " SDL_SensorType arg2"
, ")"
, "{"
, " return (SDL_GamepadHasSensor)(arg1, arg2);"
, "}"
, "_Bool hs_bindgen_5229480da62895d3 ("
, " SDL_Gamepad *arg1,"
, " SDL_SensorType arg2,"
, " _Bool arg3"
, ")"
, "{"
, " return (SDL_SetGamepadSensorEnabled)(arg1, arg2, arg3);"
, "}"
, "_Bool hs_bindgen_cf910522abc1f0a2 ("
, " SDL_Gamepad *arg1,"
, " SDL_SensorType arg2"
, ")"
, "{"
, " return (SDL_GamepadSensorEnabled)(arg1, arg2);"
, "}"
, "float hs_bindgen_523e72497fe70de7 ("
, " SDL_Gamepad *arg1,"
, " SDL_SensorType arg2"
, ")"
, "{"
, " return (SDL_GetGamepadSensorDataRate)(arg1, arg2);"
, "}"
, "_Bool hs_bindgen_772b88104300cbe9 ("
, " SDL_Gamepad *arg1,"
, " SDL_SensorType arg2,"
, " float *arg3,"
, " signed int arg4"
, ")"
, "{"
, " return (SDL_GetGamepadSensorData)(arg1, arg2, arg3, arg4);"
, "}"
, "_Bool hs_bindgen_8a8a058abd787e14 ("
, " SDL_Gamepad *arg1,"
, " Uint16 arg2,"
, " Uint16 arg3,"
, " Uint32 arg4"
, ")"
, "{"
, " return (SDL_RumbleGamepad)(arg1, arg2, arg3, arg4);"
, "}"
, "_Bool hs_bindgen_70ab0a767dbce57a ("
, " SDL_Gamepad *arg1,"
, " Uint16 arg2,"
, " Uint16 arg3,"
, " Uint32 arg4"
, ")"
, "{"
, " return (SDL_RumbleGamepadTriggers)(arg1, arg2, arg3, arg4);"
, "}"
, "_Bool hs_bindgen_2ae54d3de778ff13 ("
, " SDL_Gamepad *arg1,"
, " Uint8 arg2,"
, " Uint8 arg3,"
, " Uint8 arg4"
, ")"
, "{"
, " return (SDL_SetGamepadLED)(arg1, arg2, arg3, arg4);"
, "}"
, "_Bool hs_bindgen_d29e9a9cdc821a93 ("
, " SDL_Gamepad *arg1,"
, " void const *arg2,"
, " signed int arg3"
, ")"
, "{"
, " return (SDL_SendGamepadEffect)(arg1, arg2, arg3);"
, "}"
, "void hs_bindgen_49ebda4983cdcbad ("
, " SDL_Gamepad *arg1"
, ")"
, "{"
, " (SDL_CloseGamepad)(arg1);"
, "}"
, "char const *hs_bindgen_3b3870e2dc35c94a ("
, " SDL_Gamepad *arg1,"
, " SDL_GamepadButton arg2"
, ")"
, "{"
, " return (SDL_GetGamepadAppleSFSymbolsNameForButton)(arg1, arg2);"
, "}"
, "char const *hs_bindgen_d904c8d057a68120 ("
, " SDL_Gamepad *arg1,"
, " SDL_GamepadAxis arg2"
, ")"
, "{"
, " return (SDL_GetGamepadAppleSFSymbolsNameForAxis)(arg1, arg2);"
, "}"
]
)
)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_AddGamepadMapping@
foreign import ccall unsafe "hs_bindgen_36135983181db04c"
hs_bindgen_36135983181db04c_base
:: BG.Ptr BG.Void
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_AddGamepadMapping@
hs_bindgen_36135983181db04c
:: PtrConst.PtrConst BG.CChar
-> IO BG.CInt
hs_bindgen_36135983181db04c =
BG.fromFFIType hs_bindgen_36135983181db04c_base
-- | Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.
--
-- The mapping string has the format \"GUID,name,mapping\", where GUID is the string value from SDL_GUIDToString(), name is the human readable string for the device and mappings are gamepad 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 gamepad axes and vice versa.
--
-- If a device with this GUID is already plugged in, SDL will generate an SDL_EVENT_GAMEPAD_ADDED event.
--
-- This string shows an example of a valid mapping for a gamepad:
--
-- @
-- \"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\"
-- @
--
-- [Returns]: 1 if a new mapping is added, 0 if an existing mapping is updated, -1 on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_AddGamepadMappingsFromFile', 'sDL_AddGamepadMappingsFromIO', 'sDL_GetGamepadMapping', 'sDL_GetGamepadMappingForGUID', SDL_HINT_GAMECONTROLLERCONFIG, SDL_HINT_GAMECONTROLLERCONFIG_FILE, SDL_EVENT_GAMEPAD_ADDED
--
-- [C declaration]: @SDL_AddGamepadMapping@, defined at @SDL3\/SDL_gamepad.h 346:33@
sDL_AddGamepadMapping
:: PtrConst.PtrConst BG.CChar
-- ^
--
-- [@mapping@]: the mapping string.
-> IO BG.CInt
sDL_AddGamepadMapping = hs_bindgen_36135983181db04c
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_AddGamepadMappingsFromIO@
foreign import ccall unsafe "hs_bindgen_7bcfa7483bb6c304"
hs_bindgen_7bcfa7483bb6c304_base
:: BG.Ptr BG.Void
-> BG.Word8
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_AddGamepadMappingsFromIO@
hs_bindgen_7bcfa7483bb6c304
:: BG.Ptr SDL3.Sys.Bindgen.Iostream.SDL_IOStream
-> BG.CBool
-> IO BG.CInt
hs_bindgen_7bcfa7483bb6c304 =
BG.fromFFIType hs_bindgen_7bcfa7483bb6c304_base
-- | Load a set of gamepad mappings from an SDL_IOStream.
--
-- You can call this function several times, if needed, to load different database files.
--
-- If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
--
-- Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.
--
-- 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.
--
-- [Returns]: the number of mappings added or -1 on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_AddGamepadMapping', 'sDL_AddGamepadMappingsFromFile', 'sDL_GetGamepadMapping', 'sDL_GetGamepadMappingForGUID', SDL_HINT_GAMECONTROLLERCONFIG, SDL_HINT_GAMECONTROLLERCONFIG_FILE, SDL_EVENT_GAMEPAD_ADDED
--
-- [C declaration]: @SDL_AddGamepadMappingsFromIO@, defined at @SDL3\/SDL_gamepad.h 386:33@
sDL_AddGamepadMappingsFromIO
:: BG.Ptr SDL3.Sys.Bindgen.Iostream.SDL_IOStream
-- ^
--
-- [@src@]: the data stream for the mappings to be added.
-> BG.CBool
-- ^
--
-- [@closeio@]: if true, calls SDL_CloseIO() on @src@ before returning, even in the case of an error.
-> IO BG.CInt
sDL_AddGamepadMappingsFromIO =
hs_bindgen_7bcfa7483bb6c304
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_AddGamepadMappingsFromFile@
foreign import ccall unsafe "hs_bindgen_183e11c34dd8b81f"
hs_bindgen_183e11c34dd8b81f_base
:: BG.Ptr BG.Void
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_AddGamepadMappingsFromFile@
hs_bindgen_183e11c34dd8b81f
:: PtrConst.PtrConst BG.CChar
-> IO BG.CInt
hs_bindgen_183e11c34dd8b81f =
BG.fromFFIType hs_bindgen_183e11c34dd8b81f_base
-- | Load a set of gamepad mappings from a file.
--
-- You can call this function several times, if needed, to load different database files.
--
-- If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
--
-- Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.
--
-- 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).
--
-- [Returns]: the number of mappings added or -1 on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_AddGamepadMapping', 'sDL_AddGamepadMappingsFromIO', 'sDL_GetGamepadMapping', 'sDL_GetGamepadMappingForGUID', SDL_HINT_GAMECONTROLLERCONFIG, SDL_HINT_GAMECONTROLLERCONFIG_FILE, SDL_EVENT_GAMEPAD_ADDED
--
-- [C declaration]: @SDL_AddGamepadMappingsFromFile@, defined at @SDL3\/SDL_gamepad.h 420:33@
sDL_AddGamepadMappingsFromFile
:: PtrConst.PtrConst BG.CChar
-- ^
--
-- [@file@]: the mappings file to load.
-> IO BG.CInt
sDL_AddGamepadMappingsFromFile =
hs_bindgen_183e11c34dd8b81f
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_ReloadGamepadMappings@
foreign import ccall unsafe "hs_bindgen_779c89fdca5b9a0e"
hs_bindgen_779c89fdca5b9a0e_base
:: IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_ReloadGamepadMappings@
hs_bindgen_779c89fdca5b9a0e :: IO BG.CBool
hs_bindgen_779c89fdca5b9a0e =
BG.fromFFIType hs_bindgen_779c89fdca5b9a0e_base
-- | Reinitialize the SDL mapping database to its initial state.
--
-- This will generate gamepad events as needed if device mappings change.
--
-- [Returns]: true on success or false on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_ReloadGamepadMappings@, defined at @SDL3\/SDL_gamepad.h 434:34@
sDL_ReloadGamepadMappings :: IO BG.CBool
sDL_ReloadGamepadMappings =
hs_bindgen_779c89fdca5b9a0e
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadMappings@
foreign import ccall unsafe "hs_bindgen_d561ea70cab1346c"
hs_bindgen_d561ea70cab1346c_base
:: BG.Ptr BG.Void
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadMappings@
hs_bindgen_d561ea70cab1346c
:: BG.Ptr BG.CInt
-> IO (BG.Ptr (BG.Ptr BG.CChar))
hs_bindgen_d561ea70cab1346c =
BG.fromFFIType hs_bindgen_d561ea70cab1346c_base
-- | Get the current gamepad mappings.
--
-- [Returns]: an array of the mapping strings, NULL-terminated, or NULL on failure; call SDL_GetError() for more information. This is a single allocation that should be freed with SDL_free() when it is no longer needed.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadMappings@, defined at @SDL3\/SDL_gamepad.h 450:37@
sDL_GetGamepadMappings
:: BG.Ptr BG.CInt
-- ^
--
-- [@count@]: a pointer filled in with the number of mappings returned, can be NULL.
-> IO (BG.Ptr (BG.Ptr BG.CChar))
sDL_GetGamepadMappings = hs_bindgen_d561ea70cab1346c
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadMappingForGUID@
foreign import ccall unsafe "hs_bindgen_a9d84a5aab18bd61"
hs_bindgen_a9d84a5aab18bd61_base
:: BG.Ptr BG.Void
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadMappingForGUID@
hs_bindgen_a9d84a5aab18bd61
:: BG.Ptr SDL3.Sys.Bindgen.Guid.SDL_GUID
-> IO (BG.Ptr BG.CChar)
hs_bindgen_a9d84a5aab18bd61 =
BG.fromFFIType hs_bindgen_a9d84a5aab18bd61_base
-- | Get the gamepad mapping string for a given GUID.
--
-- [Returns]: a mapping string or NULL on failure; call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: SDL_GetJoystickGUIDForID, SDL_GetJoystickGUID
--
-- [C declaration]: @SDL_GetGamepadMappingForGUID@, defined at @SDL3\/SDL_gamepad.h 467:36@
sDL_GetGamepadMappingForGUID
:: SDL3.Sys.Bindgen.Guid.SDL_GUID
-- ^
--
-- [@guid@]: a structure containing the GUID for which a mapping is desired.
-> IO (BG.Ptr BG.CChar)
sDL_GetGamepadMappingForGUID =
\guid0 ->
BG.with
guid0
( \guid1 ->
hs_bindgen_a9d84a5aab18bd61 guid1
)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadMapping@
foreign import ccall unsafe "hs_bindgen_094250e7cd4814e2"
hs_bindgen_094250e7cd4814e2_base
:: BG.Ptr BG.Void
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadMapping@
hs_bindgen_094250e7cd4814e2
:: BG.Ptr SDL_Gamepad
-> IO (BG.Ptr BG.CChar)
hs_bindgen_094250e7cd4814e2 =
BG.fromFFIType hs_bindgen_094250e7cd4814e2_base
-- | Get the current mapping of a gamepad.
--
-- Details about mappings are discussed with @SDL_AddGamepadMapping()@.
--
-- [Returns]: a string that has the gamepad\'s mapping or NULL if no mapping is available; call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_AddGamepadMapping', 'sDL_GetGamepadMappingForID', 'sDL_GetGamepadMappingForGUID', 'sDL_SetGamepadMapping'
--
-- [C declaration]: @SDL_GetGamepadMapping@, defined at @SDL3\/SDL_gamepad.h 488:36@
sDL_GetGamepadMapping
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad you want to get the current mapping for.
-> IO (BG.Ptr BG.CChar)
sDL_GetGamepadMapping = hs_bindgen_094250e7cd4814e2
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SetGamepadMapping@
foreign import ccall unsafe "hs_bindgen_cf9c12a3e0081cba"
hs_bindgen_cf9c12a3e0081cba_base
:: BG.Word32
-> BG.Ptr BG.Void
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SetGamepadMapping@
hs_bindgen_cf9c12a3e0081cba
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> PtrConst.PtrConst BG.CChar
-> IO BG.CBool
hs_bindgen_cf9c12a3e0081cba =
BG.fromFFIType hs_bindgen_cf9c12a3e0081cba_base
-- | Set the current mapping of a joystick or gamepad.
--
-- Details about mappings are discussed with @SDL_AddGamepadMapping()@.
--
-- [Returns]: true on success or false on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_AddGamepadMapping', 'sDL_GetGamepadMapping'
--
-- [C declaration]: @SDL_SetGamepadMapping@, defined at @SDL3\/SDL_gamepad.h 508:34@
sDL_SetGamepadMapping
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> PtrConst.PtrConst BG.CChar
-- ^
--
-- [@mapping@]: the mapping to use for this device, or NULL to clear the mapping.
-> IO BG.CBool
sDL_SetGamepadMapping = hs_bindgen_cf9c12a3e0081cba
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_HasGamepad@
foreign import ccall unsafe "hs_bindgen_5b29afb080773dd8"
hs_bindgen_5b29afb080773dd8_base
:: IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_HasGamepad@
hs_bindgen_5b29afb080773dd8 :: IO BG.CBool
hs_bindgen_5b29afb080773dd8 =
BG.fromFFIType hs_bindgen_5b29afb080773dd8_base
-- | Return whether a gamepad is currently connected.
--
-- [Returns]: true if a gamepad is connected, false otherwise.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepads'
--
-- [C declaration]: @SDL_HasGamepad@, defined at @SDL3\/SDL_gamepad.h 521:34@
sDL_HasGamepad :: IO BG.CBool
sDL_HasGamepad = hs_bindgen_5b29afb080773dd8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepads@
foreign import ccall unsafe "hs_bindgen_e99c053042181461"
hs_bindgen_e99c053042181461_base
:: BG.Ptr BG.Void
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepads@
hs_bindgen_e99c053042181461
:: BG.Ptr BG.CInt
-> IO (BG.Ptr SDL3.Sys.Bindgen.Joystick.SDL_JoystickID)
hs_bindgen_e99c053042181461 =
BG.fromFFIType hs_bindgen_e99c053042181461_base
-- | Get a list of currently connected gamepads.
--
-- [Returns]: a 0 terminated array of joystick instance IDs or NULL on failure; call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_HasGamepad', 'sDL_OpenGamepad'
--
-- [C declaration]: @SDL_GetGamepads@, defined at @SDL3\/SDL_gamepad.h 539:46@
sDL_GetGamepads
:: BG.Ptr BG.CInt
-- ^
--
-- [@count@]: a pointer filled in with the number of gamepads returned, may be NULL.
-> IO (BG.Ptr SDL3.Sys.Bindgen.Joystick.SDL_JoystickID)
sDL_GetGamepads = hs_bindgen_e99c053042181461
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_IsGamepad@
foreign import ccall unsafe "hs_bindgen_48b133a0a1a04fee"
hs_bindgen_48b133a0a1a04fee_base
:: BG.Word32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_IsGamepad@
hs_bindgen_48b133a0a1a04fee
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO BG.CBool
hs_bindgen_48b133a0a1a04fee =
BG.fromFFIType hs_bindgen_48b133a0a1a04fee_base
-- | Check if the given joystick is supported by the gamepad interface.
--
-- [Returns]: true if the given joystick is supported by the gamepad interface, false if it isn\'t or it\'s an invalid index.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: SDL_GetJoysticks, 'sDL_OpenGamepad'
--
-- [C declaration]: @SDL_IsGamepad@, defined at @SDL3\/SDL_gamepad.h 555:34@
sDL_IsGamepad
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO BG.CBool
sDL_IsGamepad = hs_bindgen_48b133a0a1a04fee
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadNameForID@
foreign import ccall unsafe "hs_bindgen_51b0ed9ede139ced"
hs_bindgen_51b0ed9ede139ced_base
:: BG.Word32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadNameForID@
hs_bindgen_51b0ed9ede139ced
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO (PtrConst.PtrConst BG.CChar)
hs_bindgen_51b0ed9ede139ced =
BG.fromFFIType hs_bindgen_51b0ed9ede139ced_base
-- | Get the implementation dependent name of a gamepad.
--
-- This can be called before any gamepads are opened.
--
-- [Returns]: the name of the selected gamepad. If no name can be found, this function returns NULL; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadName', 'sDL_GetGamepads'
--
-- [C declaration]: @SDL_GetGamepadNameForID@, defined at @SDL3\/SDL_gamepad.h 573:42@
sDL_GetGamepadNameForID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO (PtrConst.PtrConst BG.CChar)
sDL_GetGamepadNameForID = hs_bindgen_51b0ed9ede139ced
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadPathForID@
foreign import ccall unsafe "hs_bindgen_c1fe082501f756ae"
hs_bindgen_c1fe082501f756ae_base
:: BG.Word32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadPathForID@
hs_bindgen_c1fe082501f756ae
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO (PtrConst.PtrConst BG.CChar)
hs_bindgen_c1fe082501f756ae =
BG.fromFFIType hs_bindgen_c1fe082501f756ae_base
-- | Get the implementation dependent path of a gamepad.
--
-- This can be called before any gamepads are opened.
--
-- [Returns]: the path of the selected gamepad. If no path can be found, this function returns NULL; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadPath', 'sDL_GetGamepads'
--
-- [C declaration]: @SDL_GetGamepadPathForID@, defined at @SDL3\/SDL_gamepad.h 591:42@
sDL_GetGamepadPathForID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO (PtrConst.PtrConst BG.CChar)
sDL_GetGamepadPathForID = hs_bindgen_c1fe082501f756ae
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadPlayerIndexForID@
foreign import ccall unsafe "hs_bindgen_9dac07bb4aa4a0e0"
hs_bindgen_9dac07bb4aa4a0e0_base
:: BG.Word32
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadPlayerIndexForID@
hs_bindgen_9dac07bb4aa4a0e0
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO BG.CInt
hs_bindgen_9dac07bb4aa4a0e0 =
BG.fromFFIType hs_bindgen_9dac07bb4aa4a0e0_base
-- | Get the player index of a gamepad.
--
-- This can be called before any gamepads are opened.
--
-- [Returns]: the player index of a gamepad, or -1 if it\'s not available.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadPlayerIndex', 'sDL_GetGamepads'
--
-- [C declaration]: @SDL_GetGamepadPlayerIndexForID@, defined at @SDL3\/SDL_gamepad.h 608:33@
sDL_GetGamepadPlayerIndexForID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO BG.CInt
sDL_GetGamepadPlayerIndexForID =
hs_bindgen_9dac07bb4aa4a0e0
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadGUIDForID@
foreign import ccall unsafe "hs_bindgen_2280985bb32deb1f"
hs_bindgen_2280985bb32deb1f_base
:: BG.Word32
-> BG.Ptr BG.Void
-> IO ()
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadGUIDForID@
hs_bindgen_2280985bb32deb1f
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> BG.Ptr SDL3.Sys.Bindgen.Guid.SDL_GUID
-> IO ()
hs_bindgen_2280985bb32deb1f =
BG.fromFFIType hs_bindgen_2280985bb32deb1f_base
-- | Get the implementation-dependent GUID of a gamepad.
--
-- This can be called before any gamepads are opened.
--
-- [Returns]: the GUID of the selected gamepad. If called on an invalid index, this function returns a zero GUID.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: SDL_GUIDToString, 'sDL_GetGamepads'
--
-- [C declaration]: @SDL_GetGamepadGUIDForID@, defined at @SDL3\/SDL_gamepad.h 626:38@
sDL_GetGamepadGUIDForID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO SDL3.Sys.Bindgen.Guid.SDL_GUID
sDL_GetGamepadGUIDForID =
\instance_id0 ->
BG.allocaAndPeek
( \res1 ->
hs_bindgen_2280985bb32deb1f instance_id0 res1
)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadVendorForID@
foreign import ccall unsafe "hs_bindgen_1702db5431a9f4d5"
hs_bindgen_1702db5431a9f4d5_base
:: BG.Word32
-> IO BG.Word16
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadVendorForID@
hs_bindgen_1702db5431a9f4d5
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
hs_bindgen_1702db5431a9f4d5 =
BG.fromFFIType hs_bindgen_1702db5431a9f4d5_base
-- | Get the USB vendor ID of a gamepad, if available.
--
-- This can be called before any gamepads are opened. If the vendor ID isn\'t available this function returns 0.
--
-- [Returns]: the USB vendor ID of the selected gamepad. If called on an invalid index, this function returns zero.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadVendor', 'sDL_GetGamepads'
--
-- [C declaration]: @SDL_GetGamepadVendorForID@, defined at @SDL3\/SDL_gamepad.h 645:36@
sDL_GetGamepadVendorForID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
sDL_GetGamepadVendorForID =
hs_bindgen_1702db5431a9f4d5
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadProductForID@
foreign import ccall unsafe "hs_bindgen_c6d0670cd6f1d312"
hs_bindgen_c6d0670cd6f1d312_base
:: BG.Word32
-> IO BG.Word16
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadProductForID@
hs_bindgen_c6d0670cd6f1d312
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
hs_bindgen_c6d0670cd6f1d312 =
BG.fromFFIType hs_bindgen_c6d0670cd6f1d312_base
-- | Get the USB product ID of a gamepad, if available.
--
-- This can be called before any gamepads are opened. If the product ID isn\'t available this function returns 0.
--
-- [Returns]: the USB product ID of the selected gamepad. If called on an invalid index, this function returns zero.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadProduct', 'sDL_GetGamepads'
--
-- [C declaration]: @SDL_GetGamepadProductForID@, defined at @SDL3\/SDL_gamepad.h 664:36@
sDL_GetGamepadProductForID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
sDL_GetGamepadProductForID =
hs_bindgen_c6d0670cd6f1d312
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadProductVersionForID@
foreign import ccall unsafe "hs_bindgen_c5762d27fdb0fe20"
hs_bindgen_c5762d27fdb0fe20_base
:: BG.Word32
-> IO BG.Word16
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadProductVersionForID@
hs_bindgen_c5762d27fdb0fe20
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
hs_bindgen_c5762d27fdb0fe20 =
BG.fromFFIType hs_bindgen_c5762d27fdb0fe20_base
-- | Get the product version of a gamepad, if available.
--
-- This can be called before any gamepads are opened. If the product version isn\'t available this function returns 0.
--
-- [Returns]: the product version of the selected gamepad. If called on an invalid index, this function returns zero.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadProductVersion', 'sDL_GetGamepads'
--
-- [C declaration]: @SDL_GetGamepadProductVersionForID@, defined at @SDL3\/SDL_gamepad.h 683:36@
sDL_GetGamepadProductVersionForID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
sDL_GetGamepadProductVersionForID =
hs_bindgen_c5762d27fdb0fe20
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadTypeForID@
foreign import ccall unsafe "hs_bindgen_ab8ba638efb36686"
hs_bindgen_ab8ba638efb36686_base
:: BG.Word32
-> IO BG.Word32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadTypeForID@
hs_bindgen_ab8ba638efb36686
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO SDL_GamepadType
hs_bindgen_ab8ba638efb36686 =
BG.fromFFIType hs_bindgen_ab8ba638efb36686_base
-- | Get the type of a gamepad.
--
-- This can be called before any gamepads are opened.
--
-- [Returns]: the gamepad type.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadType', 'sDL_GetGamepads', 'sDL_GetRealGamepadTypeForID'
--
-- [C declaration]: @SDL_GetGamepadTypeForID@, defined at @SDL3\/SDL_gamepad.h 701:45@
sDL_GetGamepadTypeForID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO SDL_GamepadType
sDL_GetGamepadTypeForID = hs_bindgen_ab8ba638efb36686
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetRealGamepadTypeForID@
foreign import ccall unsafe "hs_bindgen_dbd35ae44acef0c3"
hs_bindgen_dbd35ae44acef0c3_base
:: BG.Word32
-> IO BG.Word32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetRealGamepadTypeForID@
hs_bindgen_dbd35ae44acef0c3
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO SDL_GamepadType
hs_bindgen_dbd35ae44acef0c3 =
BG.fromFFIType hs_bindgen_dbd35ae44acef0c3_base
-- | Get the type of a gamepad, ignoring any mapping override.
--
-- This can be called before any gamepads are opened.
--
-- [Returns]: the gamepad type.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadTypeForID', 'sDL_GetGamepads', 'sDL_GetRealGamepadType'
--
-- [C declaration]: @SDL_GetRealGamepadTypeForID@, defined at @SDL3\/SDL_gamepad.h 719:45@
sDL_GetRealGamepadTypeForID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO SDL_GamepadType
sDL_GetRealGamepadTypeForID =
hs_bindgen_dbd35ae44acef0c3
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadMappingForID@
foreign import ccall unsafe "hs_bindgen_70db76a3c7fda9bd"
hs_bindgen_70db76a3c7fda9bd_base
:: BG.Word32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadMappingForID@
hs_bindgen_70db76a3c7fda9bd
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO (BG.Ptr BG.CChar)
hs_bindgen_70db76a3c7fda9bd =
BG.fromFFIType hs_bindgen_70db76a3c7fda9bd_base
-- | Get the mapping of a gamepad.
--
-- This can be called before any gamepads are opened.
--
-- [Returns]: the mapping string. Returns NULL if no mapping is available. This should be freed with SDL_free() when it is no longer needed.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepads', 'sDL_GetGamepadMapping'
--
-- [C declaration]: @SDL_GetGamepadMappingForID@, defined at @SDL3\/SDL_gamepad.h 737:36@
sDL_GetGamepadMappingForID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO (BG.Ptr BG.CChar)
sDL_GetGamepadMappingForID =
hs_bindgen_70db76a3c7fda9bd
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_OpenGamepad@
foreign import ccall unsafe "hs_bindgen_cbd487a8a2440863"
hs_bindgen_cbd487a8a2440863_base
:: BG.Word32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_OpenGamepad@
hs_bindgen_cbd487a8a2440863
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO (BG.Ptr SDL_Gamepad)
hs_bindgen_cbd487a8a2440863 =
BG.fromFFIType hs_bindgen_cbd487a8a2440863_base
-- | Open a gamepad for use.
--
-- [Returns]: a gamepad identifier or NULL if an error occurred; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_CloseGamepad', 'sDL_IsGamepad'
--
-- [C declaration]: @SDL_OpenGamepad@, defined at @SDL3\/SDL_gamepad.h 753:43@
sDL_OpenGamepad
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID.
-> IO (BG.Ptr SDL_Gamepad)
sDL_OpenGamepad = hs_bindgen_cbd487a8a2440863
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadFromID@
foreign import ccall unsafe "hs_bindgen_a76618005d317dbe"
hs_bindgen_a76618005d317dbe_base
:: BG.Word32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadFromID@
hs_bindgen_a76618005d317dbe
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-> IO (BG.Ptr SDL_Gamepad)
hs_bindgen_a76618005d317dbe =
BG.fromFFIType hs_bindgen_a76618005d317dbe_base
-- | Get the 'SDL_Gamepad' associated with a joystick instance ID, if it has been opened.
--
-- [Returns]: an 'SDL_Gamepad' on success or NULL on failure or if it hasn\'t been opened yet; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadFromID@, defined at @SDL3\/SDL_gamepad.h 767:43@
sDL_GetGamepadFromID
:: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
-- ^
--
-- [@instance_id@]: the joystick instance ID of the gamepad.
-> IO (BG.Ptr SDL_Gamepad)
sDL_GetGamepadFromID = hs_bindgen_a76618005d317dbe
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadFromPlayerIndex@
foreign import ccall unsafe "hs_bindgen_23e0c7566ddc098f"
hs_bindgen_23e0c7566ddc098f_base
:: BG.Int32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadFromPlayerIndex@
hs_bindgen_23e0c7566ddc098f
:: BG.CInt
-> IO (BG.Ptr SDL_Gamepad)
hs_bindgen_23e0c7566ddc098f =
BG.fromFFIType hs_bindgen_23e0c7566ddc098f_base
-- | Get the 'SDL_Gamepad' associated with a player index.
--
-- [Returns]: the 'SDL_Gamepad' associated with a player index.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadPlayerIndex', 'sDL_SetGamepadPlayerIndex'
--
-- [C declaration]: @SDL_GetGamepadFromPlayerIndex@, defined at @SDL3\/SDL_gamepad.h 782:43@
sDL_GetGamepadFromPlayerIndex
:: BG.CInt
-- ^
--
-- [@player_index@]: the player index, which different from the instance ID.
-> IO (BG.Ptr SDL_Gamepad)
sDL_GetGamepadFromPlayerIndex =
hs_bindgen_23e0c7566ddc098f
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadProperties@
foreign import ccall unsafe "hs_bindgen_e986873f08423af3"
hs_bindgen_e986873f08423af3_base
:: BG.Ptr BG.Void
-> IO BG.Word32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadProperties@
hs_bindgen_e986873f08423af3
:: BG.Ptr SDL_Gamepad
-> IO SDL3.Sys.Bindgen.Properties.SDL_PropertiesID
hs_bindgen_e986873f08423af3 =
BG.fromFFIType hs_bindgen_e986873f08423af3_base
-- | Get the properties associated with an opened gamepad.
--
-- These properties are shared with the underlying joystick object.
--
-- The following read-only properties are provided by SDL:
--
-- * @'sDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN'@: true if this gamepad has an LED that has adjustable brightness
--
-- * @'sDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN'@: true if this gamepad has an LED that has adjustable color
--
-- * @'sDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN'@: true if this gamepad has a player LED
--
-- * @'sDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN'@: true if this gamepad has left\/right rumble
--
-- * @'sDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN'@: true if this gamepad has simple trigger rumble
--
-- [Returns]: a valid property ID on success or 0 on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadProperties@, defined at @SDL3\/SDL_gamepad.h 811:46@
sDL_GetGamepadProperties
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad identifier previously returned by @SDL_OpenGamepad()@.
-> IO SDL3.Sys.Bindgen.Properties.SDL_PropertiesID
sDL_GetGamepadProperties =
hs_bindgen_e986873f08423af3
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadID@
foreign import ccall unsafe "hs_bindgen_e2d0c689bb9fdafb"
hs_bindgen_e2d0c689bb9fdafb_base
:: BG.Ptr BG.Void
-> IO BG.Word32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadID@
hs_bindgen_e2d0c689bb9fdafb
:: BG.Ptr SDL_Gamepad
-> IO SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
hs_bindgen_e2d0c689bb9fdafb =
BG.fromFFIType hs_bindgen_e2d0c689bb9fdafb_base
-- | Get the instance ID of an opened gamepad.
--
-- [Returns]: the instance ID of the specified gamepad on success or 0 on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadID@, defined at @SDL3\/SDL_gamepad.h 831:44@
sDL_GetGamepadID
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad identifier previously returned by @SDL_OpenGamepad()@.
-> IO SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
sDL_GetGamepadID = hs_bindgen_e2d0c689bb9fdafb
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadName@
foreign import ccall unsafe "hs_bindgen_9d53319611fb7b21"
hs_bindgen_9d53319611fb7b21_base
:: BG.Ptr BG.Void
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadName@
hs_bindgen_9d53319611fb7b21
:: BG.Ptr SDL_Gamepad
-> IO (PtrConst.PtrConst BG.CChar)
hs_bindgen_9d53319611fb7b21 =
BG.fromFFIType hs_bindgen_9d53319611fb7b21_base
-- | Get the implementation-dependent name for an opened gamepad.
--
-- [Returns]: the implementation dependent name for the gamepad, or NULL if there is no name or the identifier passed is invalid.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadNameForID'
--
-- [C declaration]: @SDL_GetGamepadName@, defined at @SDL3\/SDL_gamepad.h 847:42@
sDL_GetGamepadName
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad identifier previously returned by @SDL_OpenGamepad()@.
-> IO (PtrConst.PtrConst BG.CChar)
sDL_GetGamepadName = hs_bindgen_9d53319611fb7b21
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadPath@
foreign import ccall unsafe "hs_bindgen_d7698305b32d2548"
hs_bindgen_d7698305b32d2548_base
:: BG.Ptr BG.Void
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadPath@
hs_bindgen_d7698305b32d2548
:: BG.Ptr SDL_Gamepad
-> IO (PtrConst.PtrConst BG.CChar)
hs_bindgen_d7698305b32d2548 =
BG.fromFFIType hs_bindgen_d7698305b32d2548_base
-- | Get the implementation-dependent path for an opened gamepad.
--
-- [Returns]: the implementation dependent path for the gamepad, or NULL if there is no path or the identifier passed is invalid.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadPathForID'
--
-- [C declaration]: @SDL_GetGamepadPath@, defined at @SDL3\/SDL_gamepad.h 863:42@
sDL_GetGamepadPath
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad identifier previously returned by @SDL_OpenGamepad()@.
-> IO (PtrConst.PtrConst BG.CChar)
sDL_GetGamepadPath = hs_bindgen_d7698305b32d2548
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadType@
foreign import ccall unsafe "hs_bindgen_e2d440eeb9de4199"
hs_bindgen_e2d440eeb9de4199_base
:: BG.Ptr BG.Void
-> IO BG.Word32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadType@
hs_bindgen_e2d440eeb9de4199
:: BG.Ptr SDL_Gamepad
-> IO SDL_GamepadType
hs_bindgen_e2d440eeb9de4199 =
BG.fromFFIType hs_bindgen_e2d440eeb9de4199_base
-- | Get the type of an opened gamepad.
--
-- [Returns]: the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it\'s not available.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadTypeForID'
--
-- [C declaration]: @SDL_GetGamepadType@, defined at @SDL3\/SDL_gamepad.h 878:45@
sDL_GetGamepadType
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> IO SDL_GamepadType
sDL_GetGamepadType = hs_bindgen_e2d440eeb9de4199
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetRealGamepadType@
foreign import ccall unsafe "hs_bindgen_ee5c3fd3f0de744f"
hs_bindgen_ee5c3fd3f0de744f_base
:: BG.Ptr BG.Void
-> IO BG.Word32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetRealGamepadType@
hs_bindgen_ee5c3fd3f0de744f
:: BG.Ptr SDL_Gamepad
-> IO SDL_GamepadType
hs_bindgen_ee5c3fd3f0de744f =
BG.fromFFIType hs_bindgen_ee5c3fd3f0de744f_base
-- | Get the type of an opened gamepad, ignoring any mapping override.
--
-- [Returns]: the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it\'s not available.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetRealGamepadTypeForID'
--
-- [C declaration]: @SDL_GetRealGamepadType@, defined at @SDL3\/SDL_gamepad.h 893:45@
sDL_GetRealGamepadType
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> IO SDL_GamepadType
sDL_GetRealGamepadType = hs_bindgen_ee5c3fd3f0de744f
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadPlayerIndex@
foreign import ccall unsafe "hs_bindgen_8457d3ba6fab74fd"
hs_bindgen_8457d3ba6fab74fd_base
:: BG.Ptr BG.Void
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadPlayerIndex@
hs_bindgen_8457d3ba6fab74fd
:: BG.Ptr SDL_Gamepad
-> IO BG.CInt
hs_bindgen_8457d3ba6fab74fd =
BG.fromFFIType hs_bindgen_8457d3ba6fab74fd_base
-- | Get the player index of an opened gamepad.
--
-- For XInput gamepads this returns the XInput user index.
--
-- [Returns]: the player index for gamepad, or -1 if it\'s not available.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_SetGamepadPlayerIndex'
--
-- [C declaration]: @SDL_GetGamepadPlayerIndex@, defined at @SDL3\/SDL_gamepad.h 909:33@
sDL_GetGamepadPlayerIndex
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> IO BG.CInt
sDL_GetGamepadPlayerIndex =
hs_bindgen_8457d3ba6fab74fd
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SetGamepadPlayerIndex@
foreign import ccall unsafe "hs_bindgen_c7a0bcec2cc038f5"
hs_bindgen_c7a0bcec2cc038f5_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SetGamepadPlayerIndex@
hs_bindgen_c7a0bcec2cc038f5
:: BG.Ptr SDL_Gamepad
-> BG.CInt
-> IO BG.CBool
hs_bindgen_c7a0bcec2cc038f5 =
BG.fromFFIType hs_bindgen_c7a0bcec2cc038f5_base
-- | Set the player index of an opened gamepad.
--
-- [Returns]: true on success or false on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadPlayerIndex'
--
-- [C declaration]: @SDL_SetGamepadPlayerIndex@, defined at @SDL3\/SDL_gamepad.h 926:34@
sDL_SetGamepadPlayerIndex
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to adjust.
-> BG.CInt
-- ^
--
-- [@player_index@]: player index to assign to this gamepad, or -1 to clear the player index and turn off player LEDs.
-> IO BG.CBool
sDL_SetGamepadPlayerIndex =
hs_bindgen_c7a0bcec2cc038f5
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadVendor@
foreign import ccall unsafe "hs_bindgen_2552182f80b54cf6"
hs_bindgen_2552182f80b54cf6_base
:: BG.Ptr BG.Void
-> IO BG.Word16
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadVendor@
hs_bindgen_2552182f80b54cf6
:: BG.Ptr SDL_Gamepad
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
hs_bindgen_2552182f80b54cf6 =
BG.fromFFIType hs_bindgen_2552182f80b54cf6_base
-- | Get the USB vendor ID of an opened gamepad, if available.
--
-- If the vendor ID isn\'t available this function returns 0.
--
-- [Returns]: the USB vendor ID, or zero if unavailable.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadVendorForID'
--
-- [C declaration]: @SDL_GetGamepadVendor@, defined at @SDL3\/SDL_gamepad.h 942:36@
sDL_GetGamepadVendor
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
sDL_GetGamepadVendor = hs_bindgen_2552182f80b54cf6
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadProduct@
foreign import ccall unsafe "hs_bindgen_5aa969efd1bc8f50"
hs_bindgen_5aa969efd1bc8f50_base
:: BG.Ptr BG.Void
-> IO BG.Word16
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadProduct@
hs_bindgen_5aa969efd1bc8f50
:: BG.Ptr SDL_Gamepad
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
hs_bindgen_5aa969efd1bc8f50 =
BG.fromFFIType hs_bindgen_5aa969efd1bc8f50_base
-- | Get the USB product ID of an opened gamepad, if available.
--
-- If the product ID isn\'t available this function returns 0.
--
-- [Returns]: the USB product ID, or zero if unavailable.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadProductForID'
--
-- [C declaration]: @SDL_GetGamepadProduct@, defined at @SDL3\/SDL_gamepad.h 958:36@
sDL_GetGamepadProduct
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
sDL_GetGamepadProduct = hs_bindgen_5aa969efd1bc8f50
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadProductVersion@
foreign import ccall unsafe "hs_bindgen_becbadc225729788"
hs_bindgen_becbadc225729788_base
:: BG.Ptr BG.Void
-> IO BG.Word16
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadProductVersion@
hs_bindgen_becbadc225729788
:: BG.Ptr SDL_Gamepad
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
hs_bindgen_becbadc225729788 =
BG.fromFFIType hs_bindgen_becbadc225729788_base
-- | Get the product version of an opened gamepad, if available.
--
-- If the product version isn\'t available this function returns 0.
--
-- [Returns]: the USB product version, or zero if unavailable.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadProductVersionForID'
--
-- [C declaration]: @SDL_GetGamepadProductVersion@, defined at @SDL3\/SDL_gamepad.h 974:36@
sDL_GetGamepadProductVersion
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
sDL_GetGamepadProductVersion =
hs_bindgen_becbadc225729788
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadFirmwareVersion@
foreign import ccall unsafe "hs_bindgen_d97e9cb9945dd63f"
hs_bindgen_d97e9cb9945dd63f_base
:: BG.Ptr BG.Void
-> IO BG.Word16
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadFirmwareVersion@
hs_bindgen_d97e9cb9945dd63f
:: BG.Ptr SDL_Gamepad
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
hs_bindgen_d97e9cb9945dd63f =
BG.fromFFIType hs_bindgen_d97e9cb9945dd63f_base
-- | Get the firmware version of an opened gamepad, if available.
--
-- If the firmware version isn\'t available this function returns 0.
--
-- [Returns]: the gamepad firmware version, or zero if unavailable.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadFirmwareVersion@, defined at @SDL3\/SDL_gamepad.h 988:36@
sDL_GetGamepadFirmwareVersion
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> IO SDL3.Sys.Bindgen.Stdinc.Uint16
sDL_GetGamepadFirmwareVersion =
hs_bindgen_d97e9cb9945dd63f
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadSerial@
foreign import ccall unsafe "hs_bindgen_c119e40b53da3b69"
hs_bindgen_c119e40b53da3b69_base
:: BG.Ptr BG.Void
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadSerial@
hs_bindgen_c119e40b53da3b69
:: BG.Ptr SDL_Gamepad
-> IO (PtrConst.PtrConst BG.CChar)
hs_bindgen_c119e40b53da3b69 =
BG.fromFFIType hs_bindgen_c119e40b53da3b69_base
-- | Get the serial number of an opened gamepad, if available.
--
-- Returns the serial number of the gamepad, or NULL if it is not available.
--
-- [Returns]: the serial number, or NULL if unavailable.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadSerial@, defined at @SDL3\/SDL_gamepad.h 1002:42@
sDL_GetGamepadSerial
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> IO (PtrConst.PtrConst BG.CChar)
sDL_GetGamepadSerial = hs_bindgen_c119e40b53da3b69
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadSteamHandle@
foreign import ccall unsafe "hs_bindgen_d965293df8f905d5"
hs_bindgen_d965293df8f905d5_base
:: BG.Ptr BG.Void
-> IO BG.Word64
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadSteamHandle@
hs_bindgen_d965293df8f905d5
:: BG.Ptr SDL_Gamepad
-> IO SDL3.Sys.Bindgen.Stdinc.Uint64
hs_bindgen_d965293df8f905d5 =
BG.fromFFIType hs_bindgen_d965293df8f905d5_base
-- | Get the Steam Input handle of an opened gamepad, if available.
--
-- Returns an InputHandle_t for the gamepad that can be used with Steam Input API: [https:\/\/partner.steamgames.com\/doc\/api\/ISteamInput](https://partner.steamgames.com/doc/api/ISteamInput)
--
-- [Returns]: the gamepad handle, or 0 if unavailable.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadSteamHandle@, defined at @SDL3\/SDL_gamepad.h 1017:36@
sDL_GetGamepadSteamHandle
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> IO SDL3.Sys.Bindgen.Stdinc.Uint64
sDL_GetGamepadSteamHandle =
hs_bindgen_d965293df8f905d5
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadConnectionState@
foreign import ccall unsafe "hs_bindgen_4d7b7d6dc4affab6"
hs_bindgen_4d7b7d6dc4affab6_base
:: BG.Ptr BG.Void
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadConnectionState@
hs_bindgen_4d7b7d6dc4affab6
:: BG.Ptr SDL_Gamepad
-> IO SDL3.Sys.Bindgen.Joystick.SDL_JoystickConnectionState
hs_bindgen_4d7b7d6dc4affab6 =
BG.fromFFIType hs_bindgen_4d7b7d6dc4affab6_base
-- | Get the connection state of a gamepad.
--
-- [Returns]: the connection state on success or @SDL_JOYSTICK_CONNECTION_INVALID@ on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadConnectionState@, defined at @SDL3\/SDL_gamepad.h 1031:57@
sDL_GetGamepadConnectionState
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> IO SDL3.Sys.Bindgen.Joystick.SDL_JoystickConnectionState
sDL_GetGamepadConnectionState =
hs_bindgen_4d7b7d6dc4affab6
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadPowerInfo@
foreign import ccall unsafe "hs_bindgen_440cd7470f43f8b7"
hs_bindgen_440cd7470f43f8b7_base
:: BG.Ptr BG.Void
-> BG.Ptr BG.Void
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadPowerInfo@
hs_bindgen_440cd7470f43f8b7
:: BG.Ptr SDL_Gamepad
-> BG.Ptr BG.CInt
-> IO SDL3.Sys.Bindgen.Power.SDL_PowerState
hs_bindgen_440cd7470f43f8b7 =
BG.fromFFIType hs_bindgen_440cd7470f43f8b7_base
-- | Get the battery state of a gamepad.
--
-- You should never take a battery status as absolute truth. Batteries (especially failing batteries) are delicate hardware, and the values reported here are best estimates based on what that hardware reports. It\'s not uncommon for older batteries to lose stored power much faster than it reports, or completely drain when reporting it has 20 percent left, etc.
--
-- [Returns]: the current battery state.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadPowerInfo@, defined at @SDL3\/SDL_gamepad.h 1053:44@
sDL_GetGamepadPowerInfo
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object to query.
-> BG.Ptr BG.CInt
-- ^
--
-- [@percent@]: a pointer filled in with the percentage of battery life left, between 0 and 100, or NULL to ignore. This will be filled in with -1 we can\'t determine a value or there is no battery.
-> IO SDL3.Sys.Bindgen.Power.SDL_PowerState
sDL_GetGamepadPowerInfo = hs_bindgen_440cd7470f43f8b7
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadConnected@
foreign import ccall unsafe "hs_bindgen_73bf6a166bb6fc05"
hs_bindgen_73bf6a166bb6fc05_base
:: BG.Ptr BG.Void
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadConnected@
hs_bindgen_73bf6a166bb6fc05
:: BG.Ptr SDL_Gamepad
-> IO BG.CBool
hs_bindgen_73bf6a166bb6fc05 =
BG.fromFFIType hs_bindgen_73bf6a166bb6fc05_base
-- | Check if a gamepad has been opened and is currently connected.
--
-- [Returns]: true if the gamepad has been opened and is currently connected, or false if not.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GamepadConnected@, defined at @SDL3\/SDL_gamepad.h 1067:34@
sDL_GamepadConnected
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad identifier previously returned by @SDL_OpenGamepad()@.
-> IO BG.CBool
sDL_GamepadConnected = hs_bindgen_73bf6a166bb6fc05
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadJoystick@
foreign import ccall unsafe "hs_bindgen_cfa9e14aa308a355"
hs_bindgen_cfa9e14aa308a355_base
:: BG.Ptr BG.Void
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadJoystick@
hs_bindgen_cfa9e14aa308a355
:: BG.Ptr SDL_Gamepad
-> IO (BG.Ptr SDL3.Sys.Bindgen.Joystick.SDL_Joystick)
hs_bindgen_cfa9e14aa308a355 =
BG.fromFFIType hs_bindgen_cfa9e14aa308a355_base
-- | Get the underlying joystick from a gamepad.
--
-- This function will give you a SDL_Joystick object, which allows you to use the SDL_Joystick functions with a 'SDL_Gamepad' 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_Gamepad'. You should not call SDL_CloseJoystick() on it, for example, since doing so will likely cause SDL to crash.
--
-- [Returns]: an SDL_Joystick object, or NULL on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadJoystick@, defined at @SDL3\/SDL_gamepad.h 1089:44@
sDL_GetGamepadJoystick
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad object that you want to get a joystick from.
-> IO (BG.Ptr SDL3.Sys.Bindgen.Joystick.SDL_Joystick)
sDL_GetGamepadJoystick = hs_bindgen_cfa9e14aa308a355
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SetGamepadEventsEnabled@
foreign import ccall unsafe "hs_bindgen_bfc8618e24183771"
hs_bindgen_bfc8618e24183771_base
:: BG.Word8
-> IO ()
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SetGamepadEventsEnabled@
hs_bindgen_bfc8618e24183771
:: BG.CBool
-> IO ()
hs_bindgen_bfc8618e24183771 =
BG.fromFFIType hs_bindgen_bfc8618e24183771_base
-- | Set the state of gamepad event processing.
--
-- If gamepad events are disabled, you must call @SDL_UpdateGamepads()@ yourself and check the state of the gamepad when you want gamepad information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GamepadEventsEnabled', 'sDL_UpdateGamepads'
--
-- [C declaration]: @SDL_SetGamepadEventsEnabled@, defined at @SDL3\/SDL_gamepad.h 1106:34@
sDL_SetGamepadEventsEnabled
:: BG.CBool
-- ^
--
-- [@enabled@]: whether to process gamepad events or not.
-> IO ()
sDL_SetGamepadEventsEnabled =
hs_bindgen_bfc8618e24183771
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadEventsEnabled@
foreign import ccall unsafe "hs_bindgen_5871c031639ba44f"
hs_bindgen_5871c031639ba44f_base
:: IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadEventsEnabled@
hs_bindgen_5871c031639ba44f :: IO BG.CBool
hs_bindgen_5871c031639ba44f =
BG.fromFFIType hs_bindgen_5871c031639ba44f_base
-- | Query the state of gamepad event processing.
--
-- If gamepad events are disabled, you must call @SDL_UpdateGamepads()@ yourself and check the state of the gamepad when you want gamepad information.
--
-- [Returns]: true if gamepad events are being processed, false otherwise.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_SetGamepadEventsEnabled'
--
-- [C declaration]: @SDL_GamepadEventsEnabled@, defined at @SDL3\/SDL_gamepad.h 1122:34@
sDL_GamepadEventsEnabled :: IO BG.CBool
sDL_GamepadEventsEnabled =
hs_bindgen_5871c031639ba44f
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadBindings@
foreign import ccall unsafe "hs_bindgen_5bc2e24705268e1e"
hs_bindgen_5bc2e24705268e1e_base
:: BG.Ptr BG.Void
-> BG.Ptr BG.Void
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadBindings@
hs_bindgen_5bc2e24705268e1e
:: BG.Ptr SDL_Gamepad
-> BG.Ptr BG.CInt
-> IO (BG.Ptr (BG.Ptr SDL_GamepadBinding))
hs_bindgen_5bc2e24705268e1e =
BG.fromFFIType hs_bindgen_5bc2e24705268e1e_base
-- | Get the SDL joystick layer bindings for a gamepad.
--
-- [Returns]: a NULL terminated array of pointers to bindings or NULL on failure; call SDL_GetError() for more information. This is a single allocation that should be freed with SDL_free() when it is no longer needed.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadBindings@, defined at @SDL3\/SDL_gamepad.h 1138:51@
sDL_GetGamepadBindings
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad.
-> BG.Ptr BG.CInt
-- ^
--
-- [@count@]: a pointer filled in with the number of bindings returned.
-> IO (BG.Ptr (BG.Ptr SDL_GamepadBinding))
sDL_GetGamepadBindings = hs_bindgen_5bc2e24705268e1e
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_UpdateGamepads@
foreign import ccall unsafe "hs_bindgen_0cb5e97304f01ed4"
hs_bindgen_0cb5e97304f01ed4_base
:: IO ()
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_UpdateGamepads@
hs_bindgen_0cb5e97304f01ed4 :: IO ()
hs_bindgen_0cb5e97304f01ed4 =
BG.fromFFIType hs_bindgen_0cb5e97304f01ed4_base
-- | Manually pump gamepad 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.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_UpdateGamepads@, defined at @SDL3\/SDL_gamepad.h 1151:34@
sDL_UpdateGamepads :: IO ()
sDL_UpdateGamepads = hs_bindgen_0cb5e97304f01ed4
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadTypeFromString@
foreign import ccall unsafe "hs_bindgen_ff738f26b34db99d"
hs_bindgen_ff738f26b34db99d_base
:: BG.Ptr BG.Void
-> IO BG.Word32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadTypeFromString@
hs_bindgen_ff738f26b34db99d
:: PtrConst.PtrConst BG.CChar
-> IO SDL_GamepadType
hs_bindgen_ff738f26b34db99d =
BG.fromFFIType hs_bindgen_ff738f26b34db99d_base
-- | Convert a string into 'SDL_GamepadType' enum.
--
-- This function is called internally to translate 'SDL_Gamepad' mapping strings for the underlying joystick device into the consistent 'SDL_Gamepad' mapping. You do not normally need to call this function unless you are parsing 'SDL_Gamepad' mappings in your own code.
--
-- [Returns]: the 'SDL_GamepadType' enum corresponding to the input string, or @SDL_GAMEPAD_TYPE_UNKNOWN@ if no match was found.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadStringForType'
--
-- [C declaration]: @SDL_GetGamepadTypeFromString@, defined at @SDL3\/SDL_gamepad.h 1171:45@
sDL_GetGamepadTypeFromString
:: PtrConst.PtrConst BG.CChar
-- ^
--
-- [@str@]: string representing a 'SDL_GamepadType' type.
-> IO SDL_GamepadType
sDL_GetGamepadTypeFromString =
hs_bindgen_ff738f26b34db99d
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadStringForType@
foreign import ccall unsafe "hs_bindgen_aeff65b0b5fbbe2f"
hs_bindgen_aeff65b0b5fbbe2f_base
:: BG.Word32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadStringForType@
hs_bindgen_aeff65b0b5fbbe2f
:: SDL_GamepadType
-> IO (PtrConst.PtrConst BG.CChar)
hs_bindgen_aeff65b0b5fbbe2f =
BG.fromFFIType hs_bindgen_aeff65b0b5fbbe2f_base
-- | Convert from an 'SDL_GamepadType' enum to a string.
--
-- [Returns]: a string for the given type, or NULL if an invalid type is specified. The string returned is of the format used by 'SDL_Gamepad' mapping strings.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadTypeFromString'
--
-- [C declaration]: @SDL_GetGamepadStringForType@, defined at @SDL3\/SDL_gamepad.h 1187:42@
sDL_GetGamepadStringForType
:: SDL_GamepadType
-- ^
--
-- [@type@]: an enum value for a given 'SDL_GamepadType'.
-> IO (PtrConst.PtrConst BG.CChar)
sDL_GetGamepadStringForType =
hs_bindgen_aeff65b0b5fbbe2f
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadAxisFromString@
foreign import ccall unsafe "hs_bindgen_9c4d3cd24f36df1d"
hs_bindgen_9c4d3cd24f36df1d_base
:: BG.Ptr BG.Void
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadAxisFromString@
hs_bindgen_9c4d3cd24f36df1d
:: PtrConst.PtrConst BG.CChar
-> IO SDL_GamepadAxis
hs_bindgen_9c4d3cd24f36df1d =
BG.fromFFIType hs_bindgen_9c4d3cd24f36df1d_base
-- | Convert a string into 'SDL_GamepadAxis' enum.
--
-- This function is called internally to translate 'SDL_Gamepad' mapping strings for the underlying joystick device into the consistent 'SDL_Gamepad' mapping. You do not normally need to call this function unless you are parsing 'SDL_Gamepad' mappings in your own code.
--
-- Note specially that \"righttrigger\" and \"lefttrigger\" map to @SDL_GAMEPAD_AXIS_RIGHT_TRIGGER@ and @SDL_GAMEPAD_AXIS_LEFT_TRIGGER@, respectively.
--
-- [Returns]: the 'SDL_GamepadAxis' enum corresponding to the input string, or @SDL_GAMEPAD_AXIS_INVALID@ if no match was found.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadStringForAxis'
--
-- [C declaration]: @SDL_GetGamepadAxisFromString@, defined at @SDL3\/SDL_gamepad.h 1211:45@
sDL_GetGamepadAxisFromString
:: PtrConst.PtrConst BG.CChar
-- ^
--
-- [@str@]: string representing a 'SDL_Gamepad' axis.
-> IO SDL_GamepadAxis
sDL_GetGamepadAxisFromString =
hs_bindgen_9c4d3cd24f36df1d
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadStringForAxis@
foreign import ccall unsafe "hs_bindgen_23a85badb8b28574"
hs_bindgen_23a85badb8b28574_base
:: BG.Int32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadStringForAxis@
hs_bindgen_23a85badb8b28574
:: SDL_GamepadAxis
-> IO (PtrConst.PtrConst BG.CChar)
hs_bindgen_23a85badb8b28574 =
BG.fromFFIType hs_bindgen_23a85badb8b28574_base
-- | Convert from an 'SDL_GamepadAxis' enum to a string.
--
-- [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_Gamepad' mapping strings.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadAxisFromString'
--
-- [C declaration]: @SDL_GetGamepadStringForAxis@, defined at @SDL3\/SDL_gamepad.h 1227:42@
sDL_GetGamepadStringForAxis
:: SDL_GamepadAxis
-- ^
--
-- [@axis@]: an enum value for a given 'SDL_GamepadAxis'.
-> IO (PtrConst.PtrConst BG.CChar)
sDL_GetGamepadStringForAxis =
hs_bindgen_23a85badb8b28574
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadHasAxis@
foreign import ccall unsafe "hs_bindgen_25802ce0c34b6a29"
hs_bindgen_25802ce0c34b6a29_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadHasAxis@
hs_bindgen_25802ce0c34b6a29
:: BG.Ptr SDL_Gamepad
-> SDL_GamepadAxis
-> IO BG.CBool
hs_bindgen_25802ce0c34b6a29 =
BG.fromFFIType hs_bindgen_25802ce0c34b6a29_base
-- | Query whether a gamepad has a given axis.
--
-- This merely reports whether the gamepad\'s mapping defined this axis, as that is all the information SDL has about the physical device.
--
-- [Returns]: true if the gamepad has this axis, false otherwise.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GamepadHasButton', 'sDL_GetGamepadAxis'
--
-- [C declaration]: @SDL_GamepadHasAxis@, defined at @SDL3\/SDL_gamepad.h 1246:34@
sDL_GamepadHasAxis
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad.
-> SDL_GamepadAxis
-- ^
--
-- [@axis@]: an axis enum value (an 'SDL_GamepadAxis' value).
-> IO BG.CBool
sDL_GamepadHasAxis = hs_bindgen_25802ce0c34b6a29
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadAxis@
foreign import ccall unsafe "hs_bindgen_68503ad7a0b89c08"
hs_bindgen_68503ad7a0b89c08_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Int16
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadAxis@
hs_bindgen_68503ad7a0b89c08
:: BG.Ptr SDL_Gamepad
-> SDL_GamepadAxis
-> IO SDL3.Sys.Bindgen.Stdinc.Sint16
hs_bindgen_68503ad7a0b89c08 =
BG.fromFFIType hs_bindgen_68503ad7a0b89c08_base
-- | Get the current state of an axis control on a gamepad.
--
-- The axis indices start at index 0.
--
-- For thumbsticks, the state is a value ranging from -32768 (up\/left) to 32767 (down\/right).
--
-- Triggers range from 0 when released to 32767 when fully pressed, and never return a negative value. Note that this differs from the value reported by the lower-level SDL_GetJoystickAxis(), which normally uses the full range.
--
-- Note that for invalid gamepads or axes, this will return 0. Zero is also a valid value in normal operation; usually it means a centered axis.
--
-- [Returns]: axis state.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GamepadHasAxis', 'sDL_GetGamepadButton'
--
-- [C declaration]: @SDL_GetGamepadAxis@, defined at @SDL3\/SDL_gamepad.h 1274:36@
sDL_GetGamepadAxis
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad.
-> SDL_GamepadAxis
-- ^
--
-- [@axis@]: an axis index (one of the 'SDL_GamepadAxis' values).
-> IO SDL3.Sys.Bindgen.Stdinc.Sint16
sDL_GetGamepadAxis = hs_bindgen_68503ad7a0b89c08
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadButtonFromString@
foreign import ccall unsafe "hs_bindgen_cecec50fb2b3f9c0"
hs_bindgen_cecec50fb2b3f9c0_base
:: BG.Ptr BG.Void
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadButtonFromString@
hs_bindgen_cecec50fb2b3f9c0
:: PtrConst.PtrConst BG.CChar
-> IO SDL_GamepadButton
hs_bindgen_cecec50fb2b3f9c0 =
BG.fromFFIType hs_bindgen_cecec50fb2b3f9c0_base
-- | Convert a string into an 'SDL_GamepadButton' enum.
--
-- This function is called internally to translate 'SDL_Gamepad' mapping strings for the underlying joystick device into the consistent 'SDL_Gamepad' mapping. You do not normally need to call this function unless you are parsing 'SDL_Gamepad' mappings in your own code.
--
-- [Returns]: the 'SDL_GamepadButton' enum corresponding to the input string, or @SDL_GAMEPAD_BUTTON_INVALID@ if no match was found.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadStringForButton'
--
-- [C declaration]: @SDL_GetGamepadButtonFromString@, defined at @SDL3\/SDL_gamepad.h 1294:47@
sDL_GetGamepadButtonFromString
:: PtrConst.PtrConst BG.CChar
-- ^
--
-- [@str@]: string representing a 'SDL_Gamepad' button.
-> IO SDL_GamepadButton
sDL_GetGamepadButtonFromString =
hs_bindgen_cecec50fb2b3f9c0
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadStringForButton@
foreign import ccall unsafe "hs_bindgen_65d07695662b7e7c"
hs_bindgen_65d07695662b7e7c_base
:: BG.Int32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadStringForButton@
hs_bindgen_65d07695662b7e7c
:: SDL_GamepadButton
-> IO (PtrConst.PtrConst BG.CChar)
hs_bindgen_65d07695662b7e7c =
BG.fromFFIType hs_bindgen_65d07695662b7e7c_base
-- | Convert from an 'SDL_GamepadButton' enum to a string.
--
-- [Returns]: a string for the given button, or NULL if an invalid button is specified. The string returned is of the format used by 'SDL_Gamepad' mapping strings.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadButtonFromString'
--
-- [C declaration]: @SDL_GetGamepadStringForButton@, defined at @SDL3\/SDL_gamepad.h 1310:42@
sDL_GetGamepadStringForButton
:: SDL_GamepadButton
-- ^
--
-- [@button@]: an enum value for a given 'SDL_GamepadButton'.
-> IO (PtrConst.PtrConst BG.CChar)
sDL_GetGamepadStringForButton =
hs_bindgen_65d07695662b7e7c
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadHasButton@
foreign import ccall unsafe "hs_bindgen_05064f987387bd45"
hs_bindgen_05064f987387bd45_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadHasButton@
hs_bindgen_05064f987387bd45
:: BG.Ptr SDL_Gamepad
-> SDL_GamepadButton
-> IO BG.CBool
hs_bindgen_05064f987387bd45 =
BG.fromFFIType hs_bindgen_05064f987387bd45_base
-- | Query whether a gamepad has a given button.
--
-- This merely reports whether the gamepad\'s mapping defined this button, as that is all the information SDL has about the physical device.
--
-- [Returns]: true if the gamepad has this button, false otherwise.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GamepadHasAxis'
--
-- [C declaration]: @SDL_GamepadHasButton@, defined at @SDL3\/SDL_gamepad.h 1328:34@
sDL_GamepadHasButton
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad.
-> SDL_GamepadButton
-- ^
--
-- [@button@]: a button enum value (an 'SDL_GamepadButton' value).
-> IO BG.CBool
sDL_GamepadHasButton = hs_bindgen_05064f987387bd45
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadButton@
foreign import ccall unsafe "hs_bindgen_a672f55d7740b70a"
hs_bindgen_a672f55d7740b70a_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadButton@
hs_bindgen_a672f55d7740b70a
:: BG.Ptr SDL_Gamepad
-> SDL_GamepadButton
-> IO BG.CBool
hs_bindgen_a672f55d7740b70a =
BG.fromFFIType hs_bindgen_a672f55d7740b70a_base
-- | Get the current state of a button on a gamepad.
--
-- [Returns]: true if the button is pressed, false otherwise.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GamepadHasButton', 'sDL_GetGamepadAxis'
--
-- [C declaration]: @SDL_GetGamepadButton@, defined at @SDL3\/SDL_gamepad.h 1344:34@
sDL_GetGamepadButton
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad.
-> SDL_GamepadButton
-- ^
--
-- [@button@]: a button index (one of the 'SDL_GamepadButton' values).
-> IO BG.CBool
sDL_GetGamepadButton = hs_bindgen_a672f55d7740b70a
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadButtonLabelForType@
foreign import ccall unsafe "hs_bindgen_6a6a621cfd450022"
hs_bindgen_6a6a621cfd450022_base
:: BG.Word32
-> BG.Int32
-> IO BG.Word32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadButtonLabelForType@
hs_bindgen_6a6a621cfd450022
:: SDL_GamepadType
-> SDL_GamepadButton
-> IO SDL_GamepadButtonLabel
hs_bindgen_6a6a621cfd450022 =
BG.fromFFIType hs_bindgen_6a6a621cfd450022_base
-- | Get the label of a button on a gamepad.
--
-- [Returns]: the 'SDL_GamepadButtonLabel' enum corresponding to the button label.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadButtonLabel'
--
-- [C declaration]: @SDL_GetGamepadButtonLabelForType@, defined at @SDL3\/SDL_gamepad.h 1359:52@
sDL_GetGamepadButtonLabelForType
:: SDL_GamepadType
-- ^
--
-- [@type@]: the type of gamepad to check.
-> SDL_GamepadButton
-- ^
--
-- [@button@]: a button index (one of the 'SDL_GamepadButton' values).
-> IO SDL_GamepadButtonLabel
sDL_GetGamepadButtonLabelForType =
hs_bindgen_6a6a621cfd450022
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadButtonLabel@
foreign import ccall unsafe "hs_bindgen_ea461caaa5e77e3a"
hs_bindgen_ea461caaa5e77e3a_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Word32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadButtonLabel@
hs_bindgen_ea461caaa5e77e3a
:: BG.Ptr SDL_Gamepad
-> SDL_GamepadButton
-> IO SDL_GamepadButtonLabel
hs_bindgen_ea461caaa5e77e3a =
BG.fromFFIType hs_bindgen_ea461caaa5e77e3a_base
-- | Get the label of a button on a gamepad.
--
-- [Returns]: the 'SDL_GamepadButtonLabel' enum corresponding to the button label.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadButtonLabelForType'
--
-- [C declaration]: @SDL_GetGamepadButtonLabel@, defined at @SDL3\/SDL_gamepad.h 1374:52@
sDL_GetGamepadButtonLabel
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad.
-> SDL_GamepadButton
-- ^
--
-- [@button@]: a button index (one of the 'SDL_GamepadButton' values).
-> IO SDL_GamepadButtonLabel
sDL_GetGamepadButtonLabel =
hs_bindgen_ea461caaa5e77e3a
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetNumGamepadTouchpads@
foreign import ccall unsafe "hs_bindgen_2d66738e85627648"
hs_bindgen_2d66738e85627648_base
:: BG.Ptr BG.Void
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetNumGamepadTouchpads@
hs_bindgen_2d66738e85627648
:: BG.Ptr SDL_Gamepad
-> IO BG.CInt
hs_bindgen_2d66738e85627648 =
BG.fromFFIType hs_bindgen_2d66738e85627648_base
-- | Get the number of touchpads on a gamepad.
--
-- [Returns]: number of touchpads.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetNumGamepadTouchpadFingers'
--
-- [C declaration]: @SDL_GetNumGamepadTouchpads@, defined at @SDL3\/SDL_gamepad.h 1388:33@
sDL_GetNumGamepadTouchpads
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad.
-> IO BG.CInt
sDL_GetNumGamepadTouchpads =
hs_bindgen_2d66738e85627648
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetNumGamepadTouchpadFingers@
foreign import ccall unsafe "hs_bindgen_741e82f074f3aae4"
hs_bindgen_741e82f074f3aae4_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Int32
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetNumGamepadTouchpadFingers@
hs_bindgen_741e82f074f3aae4
:: BG.Ptr SDL_Gamepad
-> BG.CInt
-> IO BG.CInt
hs_bindgen_741e82f074f3aae4 =
BG.fromFFIType hs_bindgen_741e82f074f3aae4_base
-- | Get the number of supported simultaneous fingers on a touchpad on a game gamepad.
--
-- [Returns]: number of supported simultaneous fingers.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadTouchpadFinger', 'sDL_GetNumGamepadTouchpads'
--
-- [C declaration]: @SDL_GetNumGamepadTouchpadFingers@, defined at @SDL3\/SDL_gamepad.h 1405:33@
sDL_GetNumGamepadTouchpadFingers
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad.
-> BG.CInt
-- ^
--
-- [@touchpad@]: a touchpad.
-> IO BG.CInt
sDL_GetNumGamepadTouchpadFingers =
hs_bindgen_741e82f074f3aae4
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadTouchpadFinger@
foreign import ccall unsafe "hs_bindgen_1b8db5e7a78bcf2a"
hs_bindgen_1b8db5e7a78bcf2a_base
:: BG.Ptr BG.Void
-> BG.Int32
-> BG.Int32
-> BG.Ptr BG.Void
-> BG.Ptr BG.Void
-> BG.Ptr BG.Void
-> BG.Ptr BG.Void
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadTouchpadFinger@
hs_bindgen_1b8db5e7a78bcf2a
:: BG.Ptr SDL_Gamepad
-> BG.CInt
-> BG.CInt
-> BG.Ptr BG.CBool
-> BG.Ptr BG.CFloat
-> BG.Ptr BG.CFloat
-> BG.Ptr BG.CFloat
-> IO BG.CBool
hs_bindgen_1b8db5e7a78bcf2a =
BG.fromFFIType hs_bindgen_1b8db5e7a78bcf2a_base
-- | Get the current state of a finger on a touchpad on a gamepad.
--
-- [Returns]: true on success or false on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetNumGamepadTouchpadFingers'
--
-- [C declaration]: @SDL_GetGamepadTouchpadFinger@, defined at @SDL3\/SDL_gamepad.h 1429:34@
sDL_GetGamepadTouchpadFinger
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad.
-> BG.CInt
-- ^
--
-- [@touchpad@]: a touchpad.
-> BG.CInt
-- ^
--
-- [@finger@]: a finger.
-> BG.Ptr BG.CBool
-- ^
--
-- [@down@]: a pointer filled with true if the finger is down, false otherwise, may be NULL.
-> BG.Ptr BG.CFloat
-- ^
--
-- [@x@]: a pointer filled with the x position, normalized 0 to 1, with the origin in the upper left, may be NULL.
-> BG.Ptr BG.CFloat
-- ^
--
-- [@y@]: a pointer filled with the y position, normalized 0 to 1, with the origin in the upper left, may be NULL.
-> BG.Ptr BG.CFloat
-- ^
--
-- [@pressure@]: a pointer filled with pressure value, may be NULL.
-> IO BG.CBool
sDL_GetGamepadTouchpadFinger =
hs_bindgen_1b8db5e7a78bcf2a
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadHasSensor@
foreign import ccall unsafe "hs_bindgen_d58388fe9017bfd7"
hs_bindgen_d58388fe9017bfd7_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadHasSensor@
hs_bindgen_d58388fe9017bfd7
:: BG.Ptr SDL_Gamepad
-> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
-> IO BG.CBool
hs_bindgen_d58388fe9017bfd7 =
BG.fromFFIType hs_bindgen_d58388fe9017bfd7_base
-- | Return whether a gamepad has a particular sensor.
--
-- [Returns]: true if the sensor exists, false otherwise.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadSensorData', 'sDL_GetGamepadSensorDataRate', 'sDL_SetGamepadSensorEnabled'
--
-- [C declaration]: @SDL_GamepadHasSensor@, defined at @SDL3\/SDL_gamepad.h 1446:34@
sDL_GamepadHasSensor
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to query.
-> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
-- ^
--
-- [@type@]: the type of sensor to query.
-> IO BG.CBool
sDL_GamepadHasSensor = hs_bindgen_d58388fe9017bfd7
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SetGamepadSensorEnabled@
foreign import ccall unsafe "hs_bindgen_5229480da62895d3"
hs_bindgen_5229480da62895d3_base
:: BG.Ptr BG.Void
-> BG.Int32
-> BG.Word8
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SetGamepadSensorEnabled@
hs_bindgen_5229480da62895d3
:: BG.Ptr SDL_Gamepad
-> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
-> BG.CBool
-> IO BG.CBool
hs_bindgen_5229480da62895d3 =
BG.fromFFIType hs_bindgen_5229480da62895d3_base
-- | Set whether data reporting for a gamepad sensor is enabled.
--
-- [Returns]: true on success or false on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GamepadHasSensor', 'sDL_GamepadSensorEnabled'
--
-- [C declaration]: @SDL_SetGamepadSensorEnabled@, defined at @SDL3\/SDL_gamepad.h 1464:34@
sDL_SetGamepadSensorEnabled
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to update.
-> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
-- ^
--
-- [@type@]: the type of sensor to enable\/disable.
-> BG.CBool
-- ^
--
-- [@enabled@]: whether data reporting should be enabled.
-> IO BG.CBool
sDL_SetGamepadSensorEnabled =
hs_bindgen_5229480da62895d3
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadSensorEnabled@
foreign import ccall unsafe "hs_bindgen_cf910522abc1f0a2"
hs_bindgen_cf910522abc1f0a2_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GamepadSensorEnabled@
hs_bindgen_cf910522abc1f0a2
:: BG.Ptr SDL_Gamepad
-> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
-> IO BG.CBool
hs_bindgen_cf910522abc1f0a2 =
BG.fromFFIType hs_bindgen_cf910522abc1f0a2_base
-- | Query whether sensor data reporting is enabled for a gamepad.
--
-- [Returns]: true if the sensor is enabled, false otherwise.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_SetGamepadSensorEnabled'
--
-- [C declaration]: @SDL_GamepadSensorEnabled@, defined at @SDL3\/SDL_gamepad.h 1479:34@
sDL_GamepadSensorEnabled
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to query.
-> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
-- ^
--
-- [@type@]: the type of sensor to query.
-> IO BG.CBool
sDL_GamepadSensorEnabled =
hs_bindgen_cf910522abc1f0a2
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadSensorDataRate@
foreign import ccall unsafe "hs_bindgen_523e72497fe70de7"
hs_bindgen_523e72497fe70de7_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO Float
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadSensorDataRate@
hs_bindgen_523e72497fe70de7
:: BG.Ptr SDL_Gamepad
-> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
-> IO BG.CFloat
hs_bindgen_523e72497fe70de7 =
BG.fromFFIType hs_bindgen_523e72497fe70de7_base
-- | Get the data rate (number of events per second) of a gamepad sensor.
--
-- [Returns]: the data rate, or 0.0f if the data rate is not available.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadSensorDataRate@, defined at @SDL3\/SDL_gamepad.h 1492:35@
sDL_GetGamepadSensorDataRate
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to query.
-> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
-- ^
--
-- [@type@]: the type of sensor to query.
-> IO BG.CFloat
sDL_GetGamepadSensorDataRate =
hs_bindgen_523e72497fe70de7
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadSensorData@
foreign import ccall unsafe "hs_bindgen_772b88104300cbe9"
hs_bindgen_772b88104300cbe9_base
:: BG.Ptr BG.Void
-> BG.Int32
-> BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadSensorData@
hs_bindgen_772b88104300cbe9
:: BG.Ptr SDL_Gamepad
-> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
-> BG.Ptr BG.CFloat
-> BG.CInt
-> IO BG.CBool
hs_bindgen_772b88104300cbe9 =
BG.fromFFIType hs_bindgen_772b88104300cbe9_base
-- | Get the current state of a gamepad sensor.
--
-- The number of values and interpretation of the data is sensor dependent. See the remarks in SDL_SensorType for details for each type of sensor.
--
-- [Returns]: true on success or false on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_GetGamepadSensorData@, defined at @SDL3\/SDL_gamepad.h 1511:34@
sDL_GetGamepadSensorData
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to query.
-> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
-- ^
--
-- [@type@]: the type of sensor to query.
-> BG.Ptr BG.CFloat
-- ^
--
-- [@data@]: a pointer filled with the current sensor state.
-> BG.CInt
-- ^
--
-- [@num_values@]: the number of values to write to data.
-> IO BG.CBool
sDL_GetGamepadSensorData =
hs_bindgen_772b88104300cbe9
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_RumbleGamepad@
foreign import ccall unsafe "hs_bindgen_8a8a058abd787e14"
hs_bindgen_8a8a058abd787e14_base
:: BG.Ptr BG.Void
-> BG.Word16
-> BG.Word16
-> BG.Word32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_RumbleGamepad@
hs_bindgen_8a8a058abd787e14
:: BG.Ptr SDL_Gamepad
-> SDL3.Sys.Bindgen.Stdinc.Uint16
-> SDL3.Sys.Bindgen.Stdinc.Uint16
-> SDL3.Sys.Bindgen.Stdinc.Uint32
-> IO BG.CBool
hs_bindgen_8a8a058abd787e14 =
BG.fromFFIType hs_bindgen_8a8a058abd787e14_base
-- | Start a rumble effect on a gamepad.
--
-- Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
--
-- This function requires you to process SDL events or call SDL_UpdateJoysticks() to update rumble state.
--
-- [Returns]: true on success or false on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_RumbleGamepad@, defined at @SDL3\/SDL_gamepad.h 1535:34@
sDL_RumbleGamepad
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to vibrate.
-> SDL3.Sys.Bindgen.Stdinc.Uint16
-- ^
--
-- [@low_frequency_rumble@]: the intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF.
-> SDL3.Sys.Bindgen.Stdinc.Uint16
-- ^
--
-- [@high_frequency_rumble@]: the intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF.
-> SDL3.Sys.Bindgen.Stdinc.Uint32
-- ^
--
-- [@duration_ms@]: the duration of the rumble effect, in milliseconds.
-> IO BG.CBool
sDL_RumbleGamepad = hs_bindgen_8a8a058abd787e14
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_RumbleGamepadTriggers@
foreign import ccall unsafe "hs_bindgen_70ab0a767dbce57a"
hs_bindgen_70ab0a767dbce57a_base
:: BG.Ptr BG.Void
-> BG.Word16
-> BG.Word16
-> BG.Word32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_RumbleGamepadTriggers@
hs_bindgen_70ab0a767dbce57a
:: BG.Ptr SDL_Gamepad
-> SDL3.Sys.Bindgen.Stdinc.Uint16
-> SDL3.Sys.Bindgen.Stdinc.Uint16
-> SDL3.Sys.Bindgen.Stdinc.Uint32
-> IO BG.CBool
hs_bindgen_70ab0a767dbce57a =
BG.fromFFIType hs_bindgen_70ab0a767dbce57a_base
-- | Start a rumble effect in the gamepad\'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 gamepad as a whole. This is currently only supported on Xbox One gamepads. If you want the (more common) whole-gamepad rumble, use @SDL_RumbleGamepad()@ instead.
--
-- This function requires you to process SDL events or call SDL_UpdateJoysticks() to update rumble state.
--
-- [Returns]: true on success or false on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_RumbleGamepad'
--
-- [C declaration]: @SDL_RumbleGamepadTriggers@, defined at @SDL3\/SDL_gamepad.h 1565:34@
sDL_RumbleGamepadTriggers
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to vibrate.
-> SDL3.Sys.Bindgen.Stdinc.Uint16
-- ^
--
-- [@left_rumble@]: the intensity of the left trigger rumble motor, from 0 to 0xFFFF.
-> SDL3.Sys.Bindgen.Stdinc.Uint16
-- ^
--
-- [@right_rumble@]: the intensity of the right trigger rumble motor, from 0 to 0xFFFF.
-> SDL3.Sys.Bindgen.Stdinc.Uint32
-- ^
--
-- [@duration_ms@]: the duration of the rumble effect, in milliseconds.
-> IO BG.CBool
sDL_RumbleGamepadTriggers =
hs_bindgen_70ab0a767dbce57a
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SetGamepadLED@
foreign import ccall unsafe "hs_bindgen_2ae54d3de778ff13"
hs_bindgen_2ae54d3de778ff13_base
:: BG.Ptr BG.Void
-> BG.Word8
-> BG.Word8
-> BG.Word8
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SetGamepadLED@
hs_bindgen_2ae54d3de778ff13
:: BG.Ptr SDL_Gamepad
-> SDL3.Sys.Bindgen.Stdinc.Uint8
-> SDL3.Sys.Bindgen.Stdinc.Uint8
-> SDL3.Sys.Bindgen.Stdinc.Uint8
-> IO BG.CBool
hs_bindgen_2ae54d3de778ff13 =
BG.fromFFIType hs_bindgen_2ae54d3de778ff13_base
-- | Update a gamepad\'s LED color.
--
-- An example of a joystick LED is the light on the back of a PlayStation 4\'s DualShock 4 controller.
--
-- For gamepads with a single color LED, the maximum of the RGB values will be used as the LED brightness.
--
-- [Returns]: true on success or false on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_SetGamepadLED@, defined at @SDL3\/SDL_gamepad.h 1587:34@
sDL_SetGamepadLED
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to update.
-> SDL3.Sys.Bindgen.Stdinc.Uint8
-- ^
--
-- [@red@]: the intensity of the red LED.
-> SDL3.Sys.Bindgen.Stdinc.Uint8
-- ^
--
-- [@green@]: the intensity of the green LED.
-> SDL3.Sys.Bindgen.Stdinc.Uint8
-- ^
--
-- [@blue@]: the intensity of the blue LED.
-> IO BG.CBool
sDL_SetGamepadLED = hs_bindgen_2ae54d3de778ff13
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SendGamepadEffect@
foreign import ccall unsafe "hs_bindgen_d29e9a9cdc821a93"
hs_bindgen_d29e9a9cdc821a93_base
:: BG.Ptr BG.Void
-> BG.Ptr BG.Void
-> BG.Int32
-> IO BG.Word8
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_SendGamepadEffect@
hs_bindgen_d29e9a9cdc821a93
:: BG.Ptr SDL_Gamepad
-> PtrConst.PtrConst BG.Void
-> BG.CInt
-> IO BG.CBool
hs_bindgen_d29e9a9cdc821a93 =
BG.fromFFIType hs_bindgen_d29e9a9cdc821a93_base
-- | Send a gamepad specific effect packet.
--
-- [Returns]: true on success or false on failure; call SDL_GetError() for more information.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [C declaration]: @SDL_SendGamepadEffect@, defined at @SDL3\/SDL_gamepad.h 1602:34@
sDL_SendGamepadEffect
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to affect.
-> PtrConst.PtrConst BG.Void
-- ^
--
-- [@data@]: the data to send to the gamepad.
-> BG.CInt
-- ^
--
-- [@size@]: the size of the data to send to the gamepad.
-> IO BG.CBool
sDL_SendGamepadEffect = hs_bindgen_d29e9a9cdc821a93
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_CloseGamepad@
foreign import ccall unsafe "hs_bindgen_49ebda4983cdcbad"
hs_bindgen_49ebda4983cdcbad_base
:: BG.Ptr BG.Void
-> IO ()
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_CloseGamepad@
hs_bindgen_49ebda4983cdcbad
:: BG.Ptr SDL_Gamepad
-> IO ()
hs_bindgen_49ebda4983cdcbad =
BG.fromFFIType hs_bindgen_49ebda4983cdcbad_base
-- | Close a gamepad previously opened with @SDL_OpenGamepad()@.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_OpenGamepad'
--
-- [C declaration]: @SDL_CloseGamepad@, defined at @SDL3\/SDL_gamepad.h 1616:34@
sDL_CloseGamepad
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: a gamepad identifier previously returned by @SDL_OpenGamepad()@.
-> IO ()
sDL_CloseGamepad = hs_bindgen_49ebda4983cdcbad
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadAppleSFSymbolsNameForButton@
foreign import ccall unsafe "hs_bindgen_3b3870e2dc35c94a"
hs_bindgen_3b3870e2dc35c94a_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadAppleSFSymbolsNameForButton@
hs_bindgen_3b3870e2dc35c94a
:: BG.Ptr SDL_Gamepad
-> SDL_GamepadButton
-> IO (PtrConst.PtrConst BG.CChar)
hs_bindgen_3b3870e2dc35c94a =
BG.fromFFIType hs_bindgen_3b3870e2dc35c94a_base
-- | Return the sfSymbolsName for a given button on a gamepad on Apple platforms.
--
-- [Returns]: the sfSymbolsName or NULL if the name can\'t be found.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadAppleSFSymbolsNameForAxis'
--
-- [C declaration]: @SDL_GetGamepadAppleSFSymbolsNameForButton@, defined at @SDL3\/SDL_gamepad.h 1632:42@
sDL_GetGamepadAppleSFSymbolsNameForButton
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to query.
-> SDL_GamepadButton
-- ^
--
-- [@button@]: a button on the gamepad.
-> IO (PtrConst.PtrConst BG.CChar)
sDL_GetGamepadAppleSFSymbolsNameForButton =
hs_bindgen_3b3870e2dc35c94a
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadAppleSFSymbolsNameForAxis@
foreign import ccall unsafe "hs_bindgen_d904c8d057a68120"
hs_bindgen_d904c8d057a68120_base
:: BG.Ptr BG.Void
-> BG.Int32
-> IO (BG.Ptr BG.Void)
-- __unique:__ @sdl3bindgensys_SDL3.Sys.Bindgen.Gamepad_Unsafe_SDL_GetGamepadAppleSFSymbolsNameForAxis@
hs_bindgen_d904c8d057a68120
:: BG.Ptr SDL_Gamepad
-> SDL_GamepadAxis
-> IO (PtrConst.PtrConst BG.CChar)
hs_bindgen_d904c8d057a68120 =
BG.fromFFIType hs_bindgen_d904c8d057a68120_base
-- | Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
--
-- [Returns]: the sfSymbolsName or NULL if the name can\'t be found.
--
-- [Thread safety]: It is safe to call this function from any thread.
--
-- @since 3.2.0
--
-- [See also]: 'sDL_GetGamepadAppleSFSymbolsNameForButton'
--
-- [C declaration]: @SDL_GetGamepadAppleSFSymbolsNameForAxis@, defined at @SDL3\/SDL_gamepad.h 1647:42@
sDL_GetGamepadAppleSFSymbolsNameForAxis
:: BG.Ptr SDL_Gamepad
-- ^
--
-- [@gamepad@]: the gamepad to query.
-> SDL_GamepadAxis
-- ^
--
-- [@axis@]: an axis on the gamepad.
-> IO (PtrConst.PtrConst BG.CChar)
sDL_GetGamepadAppleSFSymbolsNameForAxis =
hs_bindgen_d904c8d057a68120