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https://github.com/TorqueGameEngines/Torque3D.git
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Updated SDL, Bullet and OpenAL soft libs
Fixed case sensitivity problem Fixed clang compiler problem with having the class namespace used in an inline for the == operator Tweaked some theme stuff to be more consistent. Added initial test of no-pie for linux test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
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1102 changed files with 205083 additions and 62836 deletions
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@ -97,10 +97,10 @@ typedef enum
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typedef enum
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{
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SDL_JOYSTICK_POWER_UNKNOWN = -1,
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SDL_JOYSTICK_POWER_EMPTY,
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SDL_JOYSTICK_POWER_LOW,
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SDL_JOYSTICK_POWER_MEDIUM,
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SDL_JOYSTICK_POWER_FULL,
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SDL_JOYSTICK_POWER_EMPTY, /* <= 5% */
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SDL_JOYSTICK_POWER_LOW, /* <= 20% */
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SDL_JOYSTICK_POWER_MEDIUM, /* <= 70% */
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SDL_JOYSTICK_POWER_FULL, /* <= 100% */
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SDL_JOYSTICK_POWER_WIRED,
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SDL_JOYSTICK_POWER_MAX
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} SDL_JoystickPowerLevel;
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@ -132,6 +132,12 @@ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
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/**
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* Get the player index of a joystick, or -1 if it's not available
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* This can be called before any joysticks are opened.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index);
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/**
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* Return the GUID for the joystick at this index
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* This can be called before any joysticks are opened.
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@ -194,6 +200,13 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
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/**
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* Get the player index of an opened joystick, or -1 if it's not available
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*
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* For XInput controllers this returns the XInput user index.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick * joystick);
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/**
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* Return the GUID for this opened joystick
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*/
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@ -361,6 +374,19 @@ extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick,
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extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick,
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int button);
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/**
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* Trigger a rumble effect
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* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
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*
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* \param joystick The joystick to vibrate
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* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
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* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
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* \param duration_ms The duration of the rumble effect, in milliseconds
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*
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* \return 0, or -1 if rumble isn't supported on this joystick
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
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/**
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* Close a joystick previously opened with SDL_JoystickOpen().
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*/
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