Revert "Updated SDL, Bullet and OpenAL soft libs"

This reverts commit 370161cfb1.
This commit is contained in:
AzaezelX 2019-07-08 09:49:44 -05:00
parent 63be684474
commit bc77ff0833
1102 changed files with 62741 additions and 204988 deletions

View file

@ -175,14 +175,6 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Get the mapping of a game controller.
* This can be called before any controllers are opened.
*
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
*/
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
/**
* Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system.
@ -204,13 +196,6 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Get the player index of an opened game controller, or -1 if it's not available
*
* For XInput controllers this returns the XInput user index.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
/**
* Get the USB vendor ID of an opened controller, if available.
* If the vendor ID isn't available this function returns 0.
@ -360,19 +345,6 @@ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Trigger a rumble effect
* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
*
* \param gamecontroller The controller to vibrate
* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
*
* \return 0, or -1 if rumble isn't supported on this joystick
*/
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/**
* Close a controller previously opened with SDL_GameControllerOpen().
*/