text:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/

#ifndef SDL_thread_h_
#define SDL_thread_h_

/**
 *  \file SDL_thread.h
 *
 *  Header for the SDL thread management routines.
 */

#include "SDL_stdinc.h"
#include "SDL_error.h"

/* Thread synchronization primitives */
#include "SDL_atomic.h"
#include "SDL_mutex.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/* The SDL thread structure, defined in SDL_thread.c */
struct SDL_Thread;
typedef struct SDL_Thread SDL_Thread;

/* The SDL thread ID */
typedef unsigned long SDL_threadID;

/* Thread local storage ID, 0 is the invalid ID */
typedef unsigned int SDL_TLSID;

/**
 *  The SDL thread priority.
 *
 *  SDL will make system changes as necessary in order to apply the thread priority.
 *  Code which attempts to control thread state related to priority should be aware
 *  that calling SDL_SetThreadPriority may alter such state.
 *  SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this behavior.
 *
 *  \note On many systems you require special privileges to set high or time critical priority.
 */
typedef enum {
    SDL_THREAD_PRIORITY_LOW,
    SDL_THREAD_PRIORITY_NORMAL,
    SDL_THREAD_PRIORITY_HIGH,
    SDL_THREAD_PRIORITY_TIME_CRITICAL
} SDL_ThreadPriority;

/**
 *  The function passed to SDL_CreateThread().
 *  It is passed a void* user context parameter and returns an int.
 */
typedef int (SDLCALL * SDL_ThreadFunction) (void *data);

#if defined(__WIN32__)
/**
 *  \file SDL_thread.h
 *
 *  We compile SDL into a DLL. This means, that it's the DLL which
 *  creates a new thread for the calling process with the SDL_CreateThread()
 *  API. There is a problem with this, that only the RTL of the SDL2.DLL will
 *  be initialized for those threads, and not the RTL of the calling
 *  application!
 *
 *  To solve this, we make a little hack here.
 *
 *  We'll always use the caller's _beginthread() and _endthread() APIs to
 *  start a new thread. This way, if it's the SDL2.DLL which uses this API,
 *  then the RTL of SDL2.DLL will be used to create the new thread, and if it's
 *  the application, then the RTL of the application will be used.
 *
 *  So, in short:
 *  Always use the _beginthread() and _endthread() of the calling runtime
 *  library!
 */
#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
#include <process.h> /* _beginthreadex() and _endthreadex() */

typedef uintptr_t (__cdecl * pfnSDL_CurrentBeginThread)
                   (void *, unsigned, unsigned (__stdcall *func)(void *),
                    void * /*arg*/, unsigned, unsigned * /* threadID */);
typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code);

#ifndef SDL_beginthread
#define SDL_beginthread _beginthreadex
#endif
#ifndef SDL_endthread
#define SDL_endthread _endthreadex
#endif

/**
 *  Create a thread.
 */
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
                 pfnSDL_CurrentBeginThread pfnBeginThread,
                 pfnSDL_CurrentEndThread pfnEndThread);

extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *),
                 const char *name, const size_t stacksize, void *data,
                 pfnSDL_CurrentBeginThread pfnBeginThread,
                 pfnSDL_CurrentEndThread pfnEndThread);

/**
 *  Create a thread.
 */
#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
#undef SDL_CreateThread
#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#undef SDL_CreateThreadWithStackSize
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#else
#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)SDL_endthread)
#endif

#elif defined(__OS2__)
/*
 * just like the windows case above:  We compile SDL2
 * into a dll with Watcom's runtime statically linked.
 */
#define SDL_PASSED_BEGINTHREAD_ENDTHREAD

#ifndef __EMX__
#include <process.h>
#else
#include <stdlib.h>
#endif

typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void * /*arg*/);
typedef void (*pfnSDL_CurrentEndThread)(void);

#ifndef SDL_beginthread
#define SDL_beginthread _beginthread
#endif
#ifndef SDL_endthread
#define SDL_endthread _endthread
#endif

extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
                 pfnSDL_CurrentBeginThread pfnBeginThread,
                 pfnSDL_CurrentEndThread pfnEndThread);
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data,
                 pfnSDL_CurrentBeginThread pfnBeginThread,
                 pfnSDL_CurrentEndThread pfnEndThread);

#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
#undef SDL_CreateThread
#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#undef SDL_CreateThreadWithStackSize
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#else
#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#endif

#else

/**
 *  Create a thread with a default stack size.
 *
 *  This is equivalent to calling:
 *  SDL_CreateThreadWithStackSize(fn, name, 0, data);
 */
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data);

/**
 *  Create a thread.
 *
 *   Thread naming is a little complicated: Most systems have very small
 *    limits for the string length (Haiku has 32 bytes, Linux currently has 16,
 *    Visual C++ 6.0 has nine!), and possibly other arbitrary rules. You'll
 *    have to see what happens with your system's debugger. The name should be
 *    UTF-8 (but using the naming limits of C identifiers is a better bet).
 *   There are no requirements for thread naming conventions, so long as the
 *    string is null-terminated UTF-8, but these guidelines are helpful in
 *    choosing a name:
 *
 *    http://stackoverflow.com/questions/149932/naming-conventions-for-threads
 *
 *   If a system imposes requirements, SDL will try to munge the string for
 *    it (truncate, etc), but the original string contents will be available
 *    from SDL_GetThreadName().
 *
 *   The size (in bytes) of the new stack can be specified. Zero means "use
 *    the system default" which might be wildly different between platforms
 *    (x86 Linux generally defaults to eight megabytes, an embedded device
 *    might be a few kilobytes instead).
 *
 *   In SDL 2.1, stacksize will be folded into the original SDL_CreateThread
 *    function.
 */
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data);

#endif

/**
 * Get the thread name, as it was specified in SDL_CreateThread().
 *  This function returns a pointer to a UTF-8 string that names the
 *  specified thread, or NULL if it doesn't have a name. This is internal
 *  memory, not to be free()'d by the caller, and remains valid until the
 *  specified thread is cleaned up by SDL_WaitThread().
 */
extern DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread);

/**
 *  Get the thread identifier for the current thread.
 */
extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void);

/**
 *  Get the thread identifier for the specified thread.
 *
 *  Equivalent to SDL_ThreadID() if the specified thread is NULL.
 */
extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread);

/**
 *  Set the priority for the current thread
 */
extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority);

/**
 *  Wait for a thread to finish. Threads that haven't been detached will
 *  remain (as a "zombie") until this function cleans them up. Not doing so
 *  is a resource leak.
 *
 *  Once a thread has been cleaned up through this function, the SDL_Thread
 *  that references it becomes invalid and should not be referenced again.
 *  As such, only one thread may call SDL_WaitThread() on another.
 *
 *  The return code for the thread function is placed in the area
 *  pointed to by \c status, if \c status is not NULL.
 *
 *  You may not wait on a thread that has been used in a call to
 *  SDL_DetachThread(). Use either that function or this one, but not
 *  both, or behavior is undefined.
 *
 *  It is safe to pass NULL to this function; it is a no-op.
 */
extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status);

/**
 *  A thread may be "detached" to signify that it should not remain until
 *  another thread has called SDL_WaitThread() on it. Detaching a thread
 *  is useful for long-running threads that nothing needs to synchronize
 *  with or further manage. When a detached thread is done, it simply
 *  goes away.
 *
 *  There is no way to recover the return code of a detached thread. If you
 *  need this, don't detach the thread and instead use SDL_WaitThread().
 *
 *  Once a thread is detached, you should usually assume the SDL_Thread isn't
 *  safe to reference again, as it will become invalid immediately upon
 *  the detached thread's exit, instead of remaining until someone has called
 *  SDL_WaitThread() to finally clean it up. As such, don't detach the same
 *  thread more than once.
 *
 *  If a thread has already exited when passed to SDL_DetachThread(), it will
 *  stop waiting for a call to SDL_WaitThread() and clean up immediately.
 *  It is not safe to detach a thread that might be used with SDL_WaitThread().
 *
 *  You may not call SDL_WaitThread() on a thread that has been detached.
 *  Use either that function or this one, but not both, or behavior is
 *  undefined.
 *
 *  It is safe to pass NULL to this function; it is a no-op.
 */
extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread);

/**
 *  \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific.
 *
 *  \return The newly created thread local storage identifier, or 0 on error
 *
 *  \code
 *  static SDL_SpinLock tls_lock;
 *  static SDL_TLSID thread_local_storage;
 *
 *  void SetMyThreadData(void *value)
 *  {
 *      if (!thread_local_storage) {
 *          SDL_AtomicLock(&tls_lock);
 *          if (!thread_local_storage) {
 *              thread_local_storage = SDL_TLSCreate();
 *          }
 *          SDL_AtomicUnlock(&tls_lock);
 *      }
 *      SDL_TLSSet(thread_local_storage, value, 0);
 *  }
 *
 *  void *GetMyThreadData(void)
 *  {
 *      return SDL_TLSGet(thread_local_storage);
 *  }
 *  \endcode
 *
 *  \sa SDL_TLSGet()
 *  \sa SDL_TLSSet()
 */
extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void);

/**
 *  \brief Get the value associated with a thread local storage ID for the current thread.
 *
 *  \param id The thread local storage ID
 *
 *  \return The value associated with the ID for the current thread, or NULL if no value has been set.
 *
 *  \sa SDL_TLSCreate()
 *  \sa SDL_TLSSet()
 */
extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);

/**
 *  \brief Set the value associated with a thread local storage ID for the current thread.
 *
 *  \param id The thread local storage ID
 *  \param value The value to associate with the ID for the current thread
 *  \param destructor A function called when the thread exits, to free the value.
 *
 *  \return 0 on success, -1 on error
 *
 *  \sa SDL_TLSCreate()
 *  \sa SDL_TLSGet()
 */
extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*));

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_thread_h_ */

/* vi: set ts=4 sw=4 expandtab: */


text:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/

/**
 *  \file SDL_keyboard.h
 *
 *  Include file for SDL keyboard event handling
 */

#ifndef SDL_keyboard_h_
#define SDL_keyboard_h_

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_keycode.h"
#include "SDL_video.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/**
 *  \brief The SDL keysym structure, used in key events.
 *
 *  \note  If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
 */
typedef struct SDL_Keysym
{
    SDL_Scancode scancode;      /**< SDL physical key code - see ::SDL_Scancode for details */
    SDL_Keycode sym;            /**< SDL virtual key code - see ::SDL_Keycode for details */
    Uint16 mod;                 /**< current key modifiers */
    Uint32 unused;
} SDL_Keysym;

/* Function prototypes */

/**
 *  \brief Get the window which currently has keyboard focus.
 */
extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);

/**
 *  \brief Get a snapshot of the current state of the keyboard.
 *
 *  \param numkeys if non-NULL, receives the length of the returned array.
 *
 *  \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values.
 *
 *  \b Example:
 *  \code
 *  const Uint8 *state = SDL_GetKeyboardState(NULL);
 *  if ( state[SDL_SCANCODE_RETURN] )   {
 *      printf("<RETURN> is pressed.\n");
 *  }
 *  \endcode
 */
extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);

/**
 *  \brief Get the current key modifier state for the keyboard.
 */
extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);

/**
 *  \brief Set the current key modifier state for the keyboard.
 *
 *  \note This does not change the keyboard state, only the key modifier flags.
 */
extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);

/**
 *  \brief Get the key code corresponding to the given scancode according
 *         to the current keyboard layout.
 *
 *  See ::SDL_Keycode for details.
 *
 *  \sa SDL_GetKeyName()
 */
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);

/**
 *  \brief Get the scancode corresponding to the given key code according to the
 *         current keyboard layout.
 *
 *  See ::SDL_Scancode for details.
 *
 *  \sa SDL_GetScancodeName()
 */
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);

/**
 *  \brief Get a human-readable name for a scancode.
 *
 *  \return A pointer to the name for the scancode.
 *          If the scancode doesn't have a name, this function returns
 *          an empty string ("").
 *
 *  \sa SDL_Scancode
 */
extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);

/**
 *  \brief Get a scancode from a human-readable name
 *
 *  \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized
 *
 *  \sa SDL_Scancode
 */
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);

/**
 *  \brief Get a human-readable name for a key.
 *
 *  \return A pointer to a UTF-8 string that stays valid at least until the next
 *          call to this function. If you need it around any longer, you must
 *          copy it.  If the key doesn't have a name, this function returns an
 *          empty string ("").
 *
 *  \sa SDL_Keycode
 */
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);

/**
 *  \brief Get a key code from a human-readable name
 *
 *  \return key code, or SDLK_UNKNOWN if the name wasn't recognized
 *
 *  \sa SDL_Keycode
 */
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);

/**
 *  \brief Start accepting Unicode text input events.
 *         This function will show the on-screen keyboard if supported.
 *
 *  \sa SDL_StopTextInput()
 *  \sa SDL_SetTextInputRect()
 *  \sa SDL_HasScreenKeyboardSupport()
 */
extern DECLSPEC void SDLCALL SDL_StartTextInput(void);

/**
 *  \brief Return whether or not Unicode text input events are enabled.
 *
 *  \sa SDL_StartTextInput()
 *  \sa SDL_StopTextInput()
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);

/**
 *  \brief Stop receiving any text input events.
 *         This function will hide the on-screen keyboard if supported.
 *
 *  \sa SDL_StartTextInput()
 *  \sa SDL_HasScreenKeyboardSupport()
 */
extern DECLSPEC void SDLCALL SDL_StopTextInput(void);

/**
 *  \brief Set the rectangle used to type Unicode text inputs.
 *         This is used as a hint for IME and on-screen keyboard placement.
 *
 *  \sa SDL_StartTextInput()
 */
extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);

/**
 *  \brief Returns whether the platform has some screen keyboard support.
 *
 *  \return SDL_TRUE if some keyboard support is available else SDL_FALSE.
 *
 *  \note Not all screen keyboard functions are supported on all platforms.
 *
 *  \sa SDL_IsScreenKeyboardShown()
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);

/**
 *  \brief Returns whether the screen keyboard is shown for given window.
 *
 *  \param window The window for which screen keyboard should be queried.
 *
 *  \return SDL_TRUE if screen keyboard is shown else SDL_FALSE.
 *
 *  \sa SDL_HasScreenKeyboardSupport()
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_keyboard_h_ */

/* vi: set ts=4 sw=4 expandtab: */

repo_name: JoshParnell/libphx

repo_language: C

mime_type: text/x-c++


text:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/

#ifndef SDL_config_windows_h_
#define SDL_config_windows_h_
#define SDL_config_h_

#include "SDL_platform.h"

/* This is a set of defines to configure the SDL features */

#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
#define HAVE_STDINT_H   1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef  _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
#endif
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
#endif
#else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __GNUC__ || _MSC_VER */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */

#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif

#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
#define HAVE_SENSORSAPI_H

/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1

/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__STRUPR */
/* #undef HAVE__STRLWR */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
#if defined(_MSC_VER)
#define HAVE_STRTOK_S 1
#endif
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE_ACOS   1
#define HAVE_ACOSF  1
#define HAVE_ASIN   1
#define HAVE_ASINF  1
#define HAVE_ATAN   1
#define HAVE_ATANF  1
#define HAVE_ATAN2  1
#define HAVE_ATAN2F 1
#define HAVE_CEILF  1
#define HAVE__COPYSIGN 1
#define HAVE_COS    1
#define HAVE_COSF   1
#define HAVE_EXP    1
#define HAVE_EXPF   1
#define HAVE_FABS   1
#define HAVE_FABSF  1
#define HAVE_FLOOR  1
#define HAVE_FLOORF 1
#define HAVE_FMOD   1
#define HAVE_FMODF  1
#define HAVE_LOG    1
#define HAVE_LOGF   1
#define HAVE_LOG10  1
#define HAVE_LOG10F 1
#define HAVE_POW    1
#define HAVE_POWF   1
#define HAVE_SIN    1
#define HAVE_SINF   1
#define HAVE_SQRT   1
#define HAVE_SQRTF  1
#define HAVE_TAN    1
#define HAVE_TANF   1
#if defined(_MSC_VER)
/* These functions were added with the VC++ 2013 C runtime library */
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
#define HAVE_VSSCANF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_TRUNC  1
#define HAVE_TRUNCF 1
#endif
/* This function is available with at least the VC++ 2008 C runtime library */
#if _MSC_VER >= 1400
#define HAVE__FSEEKI64 1
#endif
#endif
#if !defined(_MSC_VER) || defined(_USE_MATH_DEFINES)
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H   1
#define HAVE_STDDEF_H   1
#endif

/* Check to see if we have Windows 10 build environment */
#if _MSC_VER >= 1911        /* Visual Studio 15.3 */
#include <sdkddkver.h>
#if _WIN32_WINNT >= 0x0601  /* Windows 7 */
#define SDL_WINDOWS7_SDK
#endif
#if _WIN32_WINNT >= 0x0602  /* Windows 8 */
#define SDL_WINDOWS8_SDK
#endif
#if _WIN32_WINNT >= 0x0A00  /* Windows 10 */
#define SDL_WINDOWS10_SDK
#endif
#endif /* _MSC_VER >= 1911 */

/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_WASAPI 1
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_WINMM  1
#define SDL_AUDIO_DRIVER_DISK   1
#define SDL_AUDIO_DRIVER_DUMMY  1

/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_HIDAPI 1
#ifndef __WINRT__
#define SDL_JOYSTICK_RAWINPUT   1
#endif
#define SDL_JOYSTICK_VIRTUAL    1
#ifdef SDL_WINDOWS10_SDK
#define SDL_JOYSTICK_WGI    1
#endif
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT   1
#define SDL_HAPTIC_XINPUT   1

/* Enable the sensor driver */
#define SDL_SENSOR_WINDOWS  1

/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS  1

/* Enable various threading systems */
#define SDL_THREAD_WINDOWS  1

/* Enable various timer systems */
#define SDL_TIMER_WINDOWS   1

/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY  1
#define SDL_VIDEO_DRIVER_WINDOWS    1

#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D    1
#endif
#ifdef SDL_WINDOWS7_SDK
#define SDL_VIDEO_RENDER_D3D11  1
#endif

/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL    1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL    1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL    1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2    1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2    1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL    1
#endif

/* Enable Vulkan support */
#define SDL_VIDEO_VULKAN 1

/* Enable system power support */
#define SDL_POWER_WINDOWS 1

/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS  1

/* Enable assembly routines (Win64 doesn't have inline asm) */
#ifndef _WIN64
#define SDL_ASSEMBLY_ROUTINES   1
#endif

#endif /* SDL_config_windows_h_ */

/* vi: set ts=4 sw=4 expandtab: */


text:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/

/**
 *  \file SDL_misc.h
 *
 *  \brief Include file for SDL API functions that don't fit elsewhere.
 */

#ifndef SDL_misc_h_
#define SDL_misc_h_

#include "SDL_stdinc.h"

#include "begin_code.h"

/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/**
 * \brief Open an URL / URI in the browser or other
 *
 * Open a URL in a separate, system-provided application. How this works will
 *  vary wildly depending on the platform. This will likely launch what
 *  makes sense to handle a specific URL's protocol (a web browser for http://,
 *  etc), but it might also be able to launch file managers for directories
 *  and other things.
 *
 * What happens when you open a URL varies wildly as well: your game window
 *  may lose focus (and may or may not lose focus if your game was fullscreen
 *  or grabbing input at the time). On mobile devices, your app will likely
 *  move to the background or your process might be paused. Any given platform
 *  may or may not handle a given URL.
 *
 * If this is unimplemented (or simply unavailable) for a platform, this will
 *  fail with an error. A successful result does not mean the URL loaded, just
 *  that we launched something to handle it (or at least believe we did).
 *
 * All this to say: this function can be useful, but you should definitely
 *  test it on every platform you target.
 *
 *   \param url A valid URL to open.
 *  \return 0 on success, or -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_OpenURL(const char *url);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_misc_h_ */

/* vi: set ts=4 sw=4 expandtab: */


text:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/

/**
 *  \file SDL_haptic.h
 *
 *  \brief The SDL haptic subsystem allows you to control haptic (force feedback)
 *         devices.
 *
 *  The basic usage is as follows:
 *   - Initialize the subsystem (::SDL_INIT_HAPTIC).
 *   - Open a haptic device.
 *    - SDL_HapticOpen() to open from index.
 *    - SDL_HapticOpenFromJoystick() to open from an existing joystick.
 *   - Create an effect (::SDL_HapticEffect).
 *   - Upload the effect with SDL_HapticNewEffect().
 *   - Run the effect with SDL_HapticRunEffect().
 *   - (optional) Free the effect with SDL_HapticDestroyEffect().
 *   - Close the haptic device with SDL_HapticClose().
 *
 * \par Simple rumble example:
 * \code
 *    SDL_Haptic *haptic;
 *
 *    // Open the device
 *    haptic = SDL_HapticOpen( 0 );
 *    if (haptic == NULL)
 *       return -1;
 *
 *    // Initialize simple rumble
 *    if (SDL_HapticRumbleInit( haptic ) != 0)
 *       return -1;
 *
 *    // Play effect at 50% strength for 2 seconds
 *    if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
 *       return -1;
 *    SDL_Delay( 2000 );
 *
 *    // Clean up
 *    SDL_HapticClose( haptic );
 * \endcode
 *
 * \par Complete example:
 * \code
 * int test_haptic( SDL_Joystick * joystick ) {
 *    SDL_Haptic *haptic;
 *    SDL_HapticEffect effect;
 *    int effect_id;
 *
 *    // Open the device
 *    haptic = SDL_HapticOpenFromJoystick( joystick );
 *    if (haptic == NULL) return -1; // Most likely joystick isn't haptic
 *
 *    // See if it can do sine waves
 *    if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) {
 *       SDL_HapticClose(haptic); // No sine effect
 *       return -1;
 *    }
 *
 *    // Create the effect
 *    memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
 *    effect.type = SDL_HAPTIC_SINE;
 *    effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
 *    effect.periodic.direction.dir[0] = 18000; // Force comes from south
 *    effect.periodic.period = 1000; // 1000 ms
 *    effect.periodic.magnitude = 20000; // 20000/32767 strength
 *    effect.periodic.length = 5000; // 5 seconds long
 *    effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
 *    effect.periodic.fade_length = 1000; // Takes 1 second to fade away
 *
 *    // Upload the effect
 *    effect_id = SDL_HapticNewEffect( haptic, &effect );
 *
 *    // Test the effect
 *    SDL_HapticRunEffect( haptic, effect_id, 1 );
 *    SDL_Delay( 5000); // Wait for the effect to finish
 *
 *    // We destroy the effect, although closing the device also does this
 *    SDL_HapticDestroyEffect( haptic, effect_id );
 *
 *    // Close the device
 *    SDL_HapticClose(haptic);
 *
 *    return 0; // Success
 * }
 * \endcode
 */

#ifndef SDL_haptic_h_
#define SDL_haptic_h_

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_joystick.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */

/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
 *
 * At the moment the magnitude variables are mixed between signed/unsigned, and
 * it is also not made clear that ALL of those variables expect a max of 0x7FFF.
 *
 * Some platforms may have higher precision than that (Linux FF, Windows XInput)
 * so we should fix the inconsistency in favor of higher possible precision,
 * adjusting for platforms that use different scales.
 * -flibit
 */

/**
 *  \typedef SDL_Haptic
 *
 *  \brief The haptic structure used to identify an SDL haptic.
 *
 *  \sa SDL_HapticOpen
 *  \sa SDL_HapticOpenFromJoystick
 *  \sa SDL_HapticClose
 */
struct _SDL_Haptic;
typedef struct _SDL_Haptic SDL_Haptic;

/**
 *  \name Haptic features
 *
 *  Different haptic features a device can have.
 */
/* @{ */

/**
 *  \name Haptic effects
 */
/* @{ */

/**
 *  \brief Constant effect supported.
 *
 *  Constant haptic effect.
 *
 *  \sa SDL_HapticCondition
 */
#define SDL_HAPTIC_CONSTANT   (1u<<0)

/**
 *  \brief Sine wave effect supported.
 *
 *  Periodic haptic effect that simulates sine waves.
 *
 *  \sa SDL_HapticPeriodic
 */
#define SDL_HAPTIC_SINE       (1u<<1)

/**
 *  \brief Left/Right effect supported.
 *
 *  Haptic effect for direct control over high/low frequency motors.
 *
 *  \sa SDL_HapticLeftRight
 * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
 *          we ran out of bits, and this is important for XInput devices.
 */
#define SDL_HAPTIC_LEFTRIGHT     (1u<<2)

/* !!! FIXME: put this back when we have more bits in 2.1 */
/* #define SDL_HAPTIC_SQUARE     (1<<2) */

/**
 *  \brief Triangle wave effect supported.
 *
 *  Periodic haptic effect that simulates triangular waves.
 *
 *  \sa SDL_HapticPeriodic
 */
#define SDL_HAPTIC_TRIANGLE   (1u<<3)

/**
 *  \brief Sawtoothup wave effect supported.
 *
 *  Periodic haptic effect that simulates saw tooth up waves.
 *
 *  \sa SDL_HapticPeriodic
 */
#define SDL_HAPTIC_SAWTOOTHUP (1u<<4)

/**
 *  \brief Sawtoothdown wave effect supported.
 *
 *  Periodic haptic effect that simulates saw tooth down waves.
 *
 *  \sa SDL_HapticPeriodic
 */
#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)

/**
 *  \brief Ramp effect supported.
 *
 *  Ramp haptic effect.
 *
 *  \sa SDL_HapticRamp
 */
#define SDL_HAPTIC_RAMP       (1u<<6)

/**
 *  \brief Spring effect supported - uses axes position.
 *
 *  Condition haptic effect that simulates a spring.  Effect is based on the
 *  axes position.
 *
 *  \sa SDL_HapticCondition
 */
#define SDL_HAPTIC_SPRING     (1u<<7)

/**
 *  \brief Damper effect supported - uses axes velocity.
 *
 *  Condition haptic effect that simulates dampening.  Effect is based on the
 *  axes velocity.
 *
 *  \sa SDL_HapticCondition
 */
#define SDL_HAPTIC_DAMPER     (1u<<8)

/**
 *  \brief Inertia effect supported - uses axes acceleration.
 *
 *  Condition haptic effect that simulates inertia.  Effect is based on the axes
 *  acceleration.
 *
 *  \sa SDL_HapticCondition
 */
#define SDL_HAPTIC_INERTIA    (1u<<9)

/**
 *  \brief Friction effect supported - uses axes movement.
 *
 *  Condition haptic effect that simulates friction.  Effect is based on the
 *  axes movement.
 *
 *  \sa SDL_HapticCondition
 */
#define SDL_HAPTIC_FRICTION   (1u<<10)

/**
 *  \brief Custom effect is supported.
 *
 *  User defined custom haptic effect.
 */
#define SDL_HAPTIC_CUSTOM     (1u<<11)

/* @} *//* Haptic effects */

/* These last few are features the device has, not effects */

/**
 *  \brief Device can set global gain.
 *
 *  Device supports setting the global gain.
 *
 *  \sa SDL_HapticSetGain
 */
#define SDL_HAPTIC_GAIN       (1u<<12)

/**
 *  \brief Device can set autocenter.
 *
 *  Device supports setting autocenter.
 *
 *  \sa SDL_HapticSetAutocenter
 */
#define SDL_HAPTIC_AUTOCENTER (1u<<13)

/**
 *  \brief Device can be queried for effect status.
 *
 *  Device supports querying effect status.
 *
 *  \sa SDL_HapticGetEffectStatus
 */
#define SDL_HAPTIC_STATUS     (1u<<14)

/**
 *  \brief Device can be paused.
 *
 *  Devices supports being paused.
 *
 *  \sa SDL_HapticPause
 *  \sa SDL_HapticUnpause
 */
#define SDL_HAPTIC_PAUSE      (1u<<15)

/**
 * \name Direction encodings
 */
/* @{ */

/**
 *  \brief Uses polar coordinates for the direction.
 *
 *  \sa SDL_HapticDirection
 */
#define SDL_HAPTIC_POLAR      0

/**
 *  \brief Uses cartesian coordinates for the direction.
 *
 *  \sa SDL_HapticDirection
 */
#define SDL_HAPTIC_CARTESIAN  1

/**
 *  \brief Uses spherical coordinates for the direction.
 *
 *  \sa SDL_HapticDirection
 */
#define SDL_HAPTIC_SPHERICAL  2

/**
 *  \brief Use this value to play an effect on the steering wheel axis. This
 *  provides better compatibility across platforms and devices as SDL will guess
 *  the correct axis.
 *  \sa SDL_HapticDirection
 */
#define SDL_HAPTIC_STEERING_AXIS 3

/* @} *//* Direction encodings */

/* @} *//* Haptic features */

/*
 * Misc defines.
 */

/**
 * \brief Used to play a device an infinite number of times.
 *
 * \sa SDL_HapticRunEffect
 */
#define SDL_HAPTIC_INFINITY   4294967295U

/**
 *  \brief Structure that represents a haptic direction.
 *
 *  This is the direction where the force comes from,
 *  instead of the direction in which the force is exerted.
 *
 *  Directions can be specified by:
 *   - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
 *   - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
 *   - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
 *
 *  Cardinal directions of the haptic device are relative to the positioning
 *  of the device.  North is considered to be away from the user.
 *
 *  The following diagram represents the cardinal directions:
 *  \verbatim
                 .--.
                 |__| .-------.
                 |=.| |.-----.|
                 |--| ||     ||
                 |  | |'-----'|
                 |__|~')_____('
                   [ COMPUTER ]

                     North (0,-1)
                         ^
                         |
                         |
   (-1,0)  West <----[ HAPTIC ]----> East (1,0)
                         |
                         |
                         v
                      South (0,1)

                      [ USER ]
                        \|||/
                        (o o)
                  ---ooO-(_)-Ooo---
    \endverbatim
 *
 *  If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
 *  degree starting north and turning clockwise.  ::SDL_HAPTIC_POLAR only uses
 *  the first \c dir parameter.  The cardinal directions would be:
 *   - North: 0 (0 degrees)
 *   - East: 9000 (90 degrees)
 *   - South: 18000 (180 degrees)
 *   - West: 27000 (270 degrees)
 *
 *  If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
 *  (X axis, Y axis and Z axis (with 3 axes)).  ::SDL_HAPTIC_CARTESIAN uses
 *  the first three \c dir parameters.  The cardinal directions would be:
 *   - North:  0,-1, 0
 *   - East:   1, 0, 0
 *   - South:  0, 1, 0
 *   - West:  -1, 0, 0
 *
 *  The Z axis represents the height of the effect if supported, otherwise
 *  it's unused.  In cartesian encoding (1, 2) would be the same as (2, 4), you
 *  can use any multiple you want, only the direction matters.
 *
 *  If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
 *  The first two \c dir parameters are used.  The \c dir parameters are as
 *  follows (all values are in hundredths of degrees):
 *   - Degrees from (1, 0) rotated towards (0, 1).
 *   - Degrees towards (0, 0, 1) (device needs at least 3 axes).
 *
 *
 *  Example of force coming from the south with all encodings (force coming
 *  from the south means the user will have to pull the stick to counteract):
 *  \code
 *  SDL_HapticDirection direction;
 *
 *  // Cartesian directions
 *  direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
 *  direction.dir[0] = 0; // X position
 *  direction.dir[1] = 1; // Y position
 *  // Assuming the device has 2 axes, we don't need to specify third parameter.
 *
 *  // Polar directions
 *  direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
 *  direction.dir[0] = 18000; // Polar only uses first parameter
 *
 *  // Spherical coordinates
 *  direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
 *  direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
 *  \endcode
 *
 *  \sa SDL_HAPTIC_POLAR
 *  \sa SDL_HAPTIC_CARTESIAN
 *  \sa SDL_HAPTIC_SPHERICAL
 *  \sa SDL_HAPTIC_STEERING_AXIS
 *  \sa SDL_HapticEffect
 *  \sa SDL_HapticNumAxes
 */
typedef struct SDL_HapticDirection
{
    Uint8 type;         /**< The type of encoding. */
    Sint32 dir[3];      /**< The encoded direction. */
} SDL_HapticDirection;

/**
 *  \brief A structure containing a template for a Constant effect.
 *
 *  This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect.
 *
 *  A constant effect applies a constant force in the specified direction
 *  to the joystick.
 *
 *  \sa SDL_HAPTIC_CONSTANT
 *  \sa SDL_HapticEffect
 */
typedef struct SDL_HapticConstant
{
    /* Header */
    Uint16 type;            /**< ::SDL_HAPTIC_CONSTANT */
    SDL_HapticDirection direction;  /**< Direction of the effect. */

    /* Replay */
    Uint32 length;          /**< Duration of the effect. */
    Uint16 delay;           /**< Delay before starting the effect. */

    /* Trigger */
    Uint16 button;          /**< Button that triggers the effect. */
    Uint16 interval;        /**< How soon it can be triggered again after button. */

    /* Constant */
    Sint16 level;           /**< Strength of the constant effect. */

    /* Envelope */
    Uint16 attack_length;   /**< Duration of the attack. */
    Uint16 attack_level;    /**< Level at the start of the attack. */
    Uint16 fade_length;     /**< Duration of the fade. */
    Uint16 fade_level;      /**< Level at the end of the fade. */
} SDL_HapticConstant;

/**
 *  \brief A structure containing a template for a Periodic effect.
 *
 *  The struct handles the following effects:
 *   - ::SDL_HAPTIC_SINE
 *   - ::SDL_HAPTIC_LEFTRIGHT
 *   - ::SDL_HAPTIC_TRIANGLE
 *   - ::SDL_HAPTIC_SAWTOOTHUP
 *   - ::SDL_HAPTIC_SAWTOOTHDOWN
 *
 *  A periodic effect consists in a wave-shaped effect that repeats itself
 *  over time.  The type determines the shape of the wave and the parameters
 *  determine the dimensions of the wave.
 *
 *  Phase is given by hundredth of a degree meaning that giving the phase a value
 *  of 9000 will displace it 25% of its period.  Here are sample values:
 *   -     0: No phase displacement.
 *   -  9000: Displaced 25% of its period.
 *   - 18000: Displaced 50% of its period.
 *   - 27000: Displaced 75% of its period.
 *   - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
 *
 *  Examples:
 *  \verbatim
    SDL_HAPTIC_SINE
      __      __      __      __
     /  \    /  \    /  \    /
    /    \__/    \__/    \__/

    SDL_HAPTIC_SQUARE
     __    __    __    __    __
    |  |  |  |  |  |  |  |  |  |
    |  |__|  |__|  |__|  |__|  |

    SDL_HAPTIC_TRIANGLE
      /\    /\    /\    /\    /\
     /  \  /  \  /  \  /  \  /
    /    \/    \/    \/    \/

    SDL_HAPTIC_SAWTOOTHUP
      /|  /|  /|  /|  /|  /|  /|
     / | / | / | / | / | / | / |
    /  |/  |/  |/  |/  |/  |/  |

    SDL_HAPTIC_SAWTOOTHDOWN
    \  |\  |\  |\  |\  |\  |\  |
     \ | \ | \ | \ | \ | \ | \ |
      \|  \|  \|  \|  \|  \|  \|
    \endverbatim
 *
 *  \sa SDL_HAPTIC_SINE
 *  \sa SDL_HAPTIC_LEFTRIGHT
 *  \sa SDL_HAPTIC_TRIANGLE
 *  \sa SDL_HAPTIC_SAWTOOTHUP
 *  \sa SDL_HAPTIC_SAWTOOTHDOWN
 *  \sa SDL_HapticEffect
 */
typedef struct SDL_HapticPeriodic
{
    /* Header */
    Uint16 type;        /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT,
                             ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
                             ::SDL_HAPTIC_SAWTOOTHDOWN */
    SDL_HapticDirection direction;  /**< Direction of the effect. */

    /* Replay */
    Uint32 length;      /**< Duration of the effect. */
    Uint16 delay;       /**< Delay before starting the effect. */

    /* Trigger */
    Uint16 button;      /**< Button that triggers the effect. */
    Uint16 interval;    /**< How soon it can be triggered again after button. */

    /* Periodic */
    Uint16 period;      /**< Period of the wave. */
    Sint16 magnitude;   /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */
    Sint16 offset;      /**< Mean value of the wave. */
    Uint16 phase;       /**< Positive phase shift given by hundredth of a degree. */

    /* Envelope */
    Uint16 attack_length;   /**< Duration of the attack. */
    Uint16 attack_level;    /**< Level at the start of the attack. */
    Uint16 fade_length; /**< Duration of the fade. */
    Uint16 fade_level;  /**< Level at the end of the fade. */
} SDL_HapticPeriodic;

/**
 *  \brief A structure containing a template for a Condition effect.
 *
 *  The struct handles the following effects:
 *   - ::SDL_HAPTIC_SPRING: Effect based on axes position.
 *   - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
 *   - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
 *   - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
 *
 *  Direction is handled by condition internals instead of a direction member.
 *  The condition effect specific members have three parameters.  The first
 *  refers to the X axis, the second refers to the Y axis and the third
 *  refers to the Z axis.  The right terms refer to the positive side of the
 *  axis and the left terms refer to the negative side of the axis.  Please
 *  refer to the ::SDL_HapticDirection diagram for which side is positive and
 *  which is negative.
 *
 *  \sa SDL_HapticDirection
 *  \sa SDL_HAPTIC_SPRING
 *  \sa SDL_HAPTIC_DAMPER
 *  \sa SDL_HAPTIC_INERTIA
 *  \sa SDL_HAPTIC_FRICTION
 *  \sa SDL_HapticEffect
 */
typedef struct SDL_HapticCondition
{
    /* Header */
    Uint16 type;            /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
                                 ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
    SDL_HapticDirection direction;  /**< Direction of the effect - Not used ATM. */

    /* Replay */
    Uint32 length;          /**< Duration of the effect. */
    Uint16 delay;           /**< Delay before starting the effect. */

    /* Trigger */
    Uint16 button;          /**< Button that triggers the effect. */
    Uint16 interval;        /**< How soon it can be triggered again after button. */

    /* Condition */
    Uint16 right_sat[3];    /**< Level when joystick is to the positive side; max 0xFFFF. */
    Uint16 left_sat[3];     /**< Level when joystick is to the negative side; max 0xFFFF. */
    Sint16 right_coeff[3];  /**< How fast to increase the force towards the positive side. */
    Sint16 left_coeff[3];   /**< How fast to increase the force towards the negative side. */
    Uint16 deadband[3];     /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */
    Sint16 center[3];       /**< Position of the dead zone. */
} SDL_HapticCondition;

/**
 *  \brief A structure containing a template for a Ramp effect.
 *
 *  This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
 *
 *  The ramp effect starts at start strength and ends at end strength.
 *  It augments in linear fashion.  If you use attack and fade with a ramp
 *  the effects get added to the ramp effect making the effect become
 *  quadratic instead of linear.
 *
 *  \sa SDL_HAPTIC_RAMP
 *  \sa SDL_HapticEffect
 */
typedef struct SDL_HapticRamp
{
    /* Header */
    Uint16 type;            /**< ::SDL_HAPTIC_RAMP */
    SDL_HapticDirection direction;  /**< Direction of the effect. */

    /* Replay */
    Uint32 length;          /**< Duration of the effect. */
    Uint16 delay;           /**< Delay before starting the effect. */

    /* Trigger */
    Uint16 button;          /**< Button that triggers the effect. */
    Uint16 interval;        /**< How soon it can be triggered again after button. */

    /* Ramp */
    Sint16 start;           /**< Beginning strength level. */
    Sint16 end;             /**< Ending strength level. */

    /* Envelope */
    Uint16 attack_length;   /**< Duration of the attack. */
    Uint16 attack_level;    /**< Level at the start of the attack. */
    Uint16 fade_length;     /**< Duration of the fade. */
    Uint16 fade_level;      /**< Level at the end of the fade. */
} SDL_HapticRamp;

/**
 * \brief A structure containing a template for a Left/Right effect.
 *
 * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
 *
 * The Left/Right effect is used to explicitly control the large and small
 * motors, commonly found in modern game controllers. The small (right) motor
 * is high frequency, and the large (left) motor is low frequency.
 *
 * \sa SDL_HAPTIC_LEFTRIGHT
 * \sa SDL_HapticEffect
 */
typedef struct SDL_HapticLeftRight
{
    /* Header */
    Uint16 type;            /**< ::SDL_HAPTIC_LEFTRIGHT */

    /* Replay */
    Uint32 length;          /**< Duration of the effect in milliseconds. */

    /* Rumble */
    Uint16 large_magnitude; /**< Control of the large controller motor. */
    Uint16 small_magnitude; /**< Control of the small controller motor. */
} SDL_HapticLeftRight;

/**
 *  \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
 *
 *  This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect.
 *
 *  A custom force feedback effect is much like a periodic effect, where the
 *  application can define its exact shape.  You will have to allocate the
 *  data yourself.  Data should consist of channels * samples Uint16 samples.
 *
 *  If channels is one, the effect is rotated using the defined direction.
 *  Otherwise it uses the samples in data for the different axes.
 *
 *  \sa SDL_HAPTIC_CUSTOM
 *  \sa SDL_HapticEffect
 */
typedef struct SDL_HapticCustom
{
    /* Header */
    Uint16 type;            /**< ::SDL_HAPTIC_CUSTOM */
    SDL_HapticDirection direction;  /**< Direction of the effect. */

    /* Replay */
    Uint32 length;          /**< Duration of the effect. */
    Uint16 delay;           /**< Delay before starting the effect. */

    /* Trigger */
    Uint16 button;          /**< Button that triggers the effect. */
    Uint16 interval;        /**< How soon it can be triggered again after button. */

    /* Custom */
    Uint8 channels;         /**< Axes to use, minimum of one. */
    Uint16 period;          /**< Sample periods. */
    Uint16 samples;         /**< Amount of samples. */
    Uint16 *data;           /**< Should contain channels*samples items. */

    /* Envelope */
    Uint16 attack_length;   /**< Duration of the attack. */
    Uint16 attack_level;    /**< Level at the start of the attack. */
    Uint16 fade_length;     /**< Duration of the fade. */
    Uint16 fade_level;      /**< Level at the end of the fade. */
} SDL_HapticCustom;

/**
 *  \brief The generic template for any haptic effect.
 *
 *  All values max at 32767 (0x7FFF).  Signed values also can be negative.
 *  Time values unless specified otherwise are in milliseconds.
 *
 *  You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
 *  value.  Neither delay, interval, attack_length nor fade_length support
 *  ::SDL_HAPTIC_INFINITY.  Fade will also not be used since effect never ends.
 *
 *  Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
 *  ::SDL_HAPTIC_INFINITY.
 *
 *  Button triggers may not be supported on all devices, it is advised to not
 *  use them if possible.  Buttons start at index 1 instead of index 0 like
 *  the joystick.
 *
 *  If both attack_length and fade_level are 0, the envelope is not used,
 *  otherwise both values are used.
 *
 *  Common parts:
 *  \code
 *  // Replay - All effects have this
 *  Uint32 length;        // Duration of effect (ms).
 *  Uint16 delay;         // Delay before starting effect.
 *
 *  // Trigger - All effects have this
 *  Uint16 button;        // Button that triggers effect.
 *  Uint16 interval;      // How soon before effect can be triggered again.
 *
 *  // Envelope - All effects except condition effects have this
 *  Uint16 attack_length; // Duration of the attack (ms).
 *  Uint16 attack_level;  // Level at the start of the attack.
 *  Uint16 fade_length;   // Duration of the fade out (ms).
 *  Uint16 fade_level;    // Level at the end of the fade.
 *  \endcode
 *
 *
 *  Here we have an example of a constant effect evolution in time:
 *  \verbatim
    Strength
    ^
    |
    |    effect level -->  _________________
    |                     /                 \
    |                    /                   \
    |                   /                     \
    |                  /                       \
    | attack_level --> |                        \
    |                  |                        |  <---  fade_level
    |
    +--------------------------------------------------> Time
                       [--]                 [---]
                       attack_length        fade_length

    [------------------][-----------------------]
    delay               length
    \endverbatim
 *
 *  Note either the attack_level or the fade_level may be above the actual
 *  effect level.
 *
 *  \sa SDL_HapticConstant
 *  \sa SDL_HapticPeriodic
 *  \sa SDL_HapticCondition
 *  \sa SDL_HapticRamp
 *  \sa SDL_HapticLeftRight
 *  \sa SDL_HapticCustom
 */
typedef union SDL_HapticEffect
{
    /* Common for all force feedback effects */
    Uint16 type;                    /**< Effect type. */
    SDL_HapticConstant constant;    /**< Constant effect. */
    SDL_HapticPeriodic periodic;    /**< Periodic effect. */
    SDL_HapticCondition condition;  /**< Condition effect. */
    SDL_HapticRamp ramp;            /**< Ramp effect. */
    SDL_HapticLeftRight leftright;  /**< Left/Right effect. */
    SDL_HapticCustom custom;        /**< Custom effect. */
} SDL_HapticEffect;

/* Function prototypes */
/**
 *  \brief Count the number of haptic devices attached to the system.
 *
 *  \return Number of haptic devices detected on the system.
 */
extern DECLSPEC int SDLCALL SDL_NumHaptics(void);

/**
 *  \brief Get the implementation dependent name of a haptic device.
 *
 *  This can be called before any joysticks are opened.
 *  If no name can be found, this function returns NULL.
 *
 *  \param device_index Index of the device to get its name.
 *  \return Name of the device or NULL on error.
 *
 *  \sa SDL_NumHaptics
 */
extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);

/**
 *  \brief Opens a haptic device for use.
 *
 *  The index passed as an argument refers to the N'th haptic device on this
 *  system.
 *
 *  When opening a haptic device, its gain will be set to maximum and
 *  autocenter will be disabled.  To modify these values use
 *  SDL_HapticSetGain() and SDL_HapticSetAutocenter().
 *
 *  \param device_index Index of the device to open.
 *  \return Device identifier or NULL on error.
 *
 *  \sa SDL_HapticIndex
 *  \sa SDL_HapticOpenFromMouse
 *  \sa SDL_HapticOpenFromJoystick
 *  \sa SDL_HapticClose
 *  \sa SDL_HapticSetGain
 *  \sa SDL_HapticSetAutocenter
 *  \sa SDL_HapticPause
 *  \sa SDL_HapticStopAll
 */
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);

/**
 *  \brief Checks if the haptic device at index has been opened.
 *
 *  \param device_index Index to check to see if it has been opened.
 *  \return 1 if it has been opened or 0 if it hasn't.
 *
 *  \sa SDL_HapticOpen
 *  \sa SDL_HapticIndex
 */
extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);

/**
 *  \brief Gets the index of a haptic device.
 *
 *  \param haptic Haptic device to get the index of.
 *  \return The index of the haptic device or -1 on error.
 *
 *  \sa SDL_HapticOpen
 *  \sa SDL_HapticOpened
 */
extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);

/**
 *  \brief Gets whether or not the current mouse has haptic capabilities.
 *
 *  \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
 *
 *  \sa SDL_HapticOpenFromMouse
 */
extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);

/**
 *  \brief Tries to open a haptic device from the current mouse.
 *
 *  \return The haptic device identifier or NULL on error.
 *
 *  \sa SDL_MouseIsHaptic
 *  \sa SDL_HapticOpen
 */
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);

/**
 *  \brief Checks to see if a joystick has haptic features.
 *
 *  \param joystick Joystick to test for haptic capabilities.
 *  \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't
 *          or -1 if an error occurred.
 *
 *  \sa SDL_HapticOpenFromJoystick
 */
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);

/**
 *  \brief Opens a haptic device for use from a joystick device.
 *
 *  You must still close the haptic device separately.  It will not be closed
 *  with the joystick.
 *
 *  When opening from a joystick you should first close the haptic device before
 *  closing the joystick device.  If not, on some implementations the haptic
 *  device will also get unallocated and you'll be unable to use force feedback
 *  on that device.
 *
 *  \param joystick Joystick to create a haptic device from.
 *  \return A valid haptic device identifier on success or NULL on error.
 *
 *  \sa SDL_HapticOpen
 *  \sa SDL_HapticClose
 */
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
                                                               joystick);

/**
 *  \brief Closes a haptic device previously opened with SDL_HapticOpen().
 *
 *  \param haptic Haptic device to close.
 */
extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);

/**
 *  \brief Returns the number of effects a haptic device can store.
 *
 *  On some platforms this isn't fully supported, and therefore is an
 *  approximation.  Always check to see if your created effect was actually
 *  created and do not rely solely on SDL_HapticNumEffects().
 *
 *  \param haptic The haptic device to query effect max.
 *  \return The number of effects the haptic device can store or
 *          -1 on error.
 *
 *  \sa SDL_HapticNumEffectsPlaying
 *  \sa SDL_HapticQuery
 */
extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);

/**
 *  \brief Returns the number of effects a haptic device can play at the same
 *         time.
 *
 *  This is not supported on all platforms, but will always return a value.
 *  Added here for the sake of completeness.
 *
 *  \param haptic The haptic device to query maximum playing effects.
 *  \return The number of effects the haptic device can play at the same time
 *          or -1 on error.
 *
 *  \sa SDL_HapticNumEffects
 *  \sa SDL_HapticQuery
 */
extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);

/**
 *  \brief Gets the haptic device's supported features in bitwise manner.
 *
 *  Example:
 *  \code
 *  if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
 *      printf("We have constant haptic effect!\n");
 *  }
 *  \endcode
 *
 *  \param haptic The haptic device to query.
 *  \return Haptic features in bitwise manner (OR'd).
 *
 *  \sa SDL_HapticNumEffects
 *  \sa SDL_HapticEffectSupported
 */
extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);

/**
 *  \brief Gets the number of haptic axes the device has.
 *
 *  \sa SDL_HapticDirection
 */
extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);

/**
 *  \brief Checks to see if effect is supported by haptic.
 *
 *  \param haptic Haptic device to check on.
 *  \param effect Effect to check to see if it is supported.
 *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
 *
 *  \sa SDL_HapticQuery
 *  \sa SDL_HapticNewEffect
 */
extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
                                                      SDL_HapticEffect *
                                                      effect);

/**
 *  \brief Creates a new haptic effect on the device.
 *
 *  \param haptic Haptic device to create the effect on.
 *  \param effect Properties of the effect to create.
 *  \return The identifier of the effect on success or -1 on error.
 *
 *  \sa SDL_HapticUpdateEffect
 *  \sa SDL_HapticRunEffect
 *  \sa SDL_HapticDestroyEffect
 */
extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
                                                SDL_HapticEffect * effect);

/**
 *  \brief Updates the properties of an effect.
 *
 *  Can be used dynamically, although behavior when dynamically changing
 *  direction may be strange.  Specifically the effect may reupload itself
 *  and start playing from the start.  You cannot change the type either when
 *  running SDL_HapticUpdateEffect().
 *
 *  \param haptic Haptic device that has the effect.
 *  \param effect Identifier of the effect to update.
 *  \param data New effect properties to use.
 *  \return 0 on success or -1 on error.
 *
 *  \sa SDL_HapticNewEffect
 *  \sa SDL_HapticRunEffect
 *  \sa SDL_HapticDestroyEffect
 */
extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
                                                   int effect,
                                                   SDL_HapticEffect * data);

/**
 *  \brief Runs the haptic effect on its associated haptic device.
 *
 *  If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over
 *  repeating the envelope (attack and fade) every time.  If you only want the
 *  effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length
 *  parameter.
 *
 *  \param haptic Haptic device to run the effect on.
 *  \param effect Identifier of the haptic effect to run.
 *  \param iterations Number of iterations to run the effect. Use
 *         ::SDL_HAPTIC_INFINITY for infinity.
 *  \return 0 on success or -1 on error.
 *
 *  \sa SDL_HapticStopEffect
 *  \sa SDL_HapticDestroyEffect
 *  \sa SDL_HapticGetEffectStatus
 */
extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
                                                int effect,
                                                Uint32 iterations);

/**
 *  \brief Stops the haptic effect on its associated haptic device.
 *
 *  \param haptic Haptic device to stop the effect on.
 *  \param effect Identifier of the effect to stop.
 *  \return 0 on success or -1 on error.
 *
 *  \sa SDL_HapticRunEffect
 *  \sa SDL_HapticDestroyEffect
 */
extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
                                                 int effect);

/**
 *  \brief Destroys a haptic effect on the device.
 *
 *  This will stop the effect if it's running.  Effects are automatically
 *  destroyed when the device is closed.
 *
 *  \param haptic Device to destroy the effect on.
 *  \param effect Identifier of the effect to destroy.
 *
 *  \sa SDL_HapticNewEffect
 */
extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
                                                     int effect);

/**
 *  \brief Gets the status of the current effect on the haptic device.
 *
 *  Device must support the ::SDL_HAPTIC_STATUS feature.
 *
 *  \param haptic Haptic device to query the effect status on.
 *  \param effect Identifier of the effect to query its status.
 *  \return 0 if it isn't playing, 1 if it is playing or -1 on error.
 *
 *  \sa SDL_HapticRunEffect
 *  \sa SDL_HapticStopEffect
 */
extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
                                                      int effect);

/**
 *  \brief Sets the global gain of the device.
 *
 *  Device must support the ::SDL_HAPTIC_GAIN feature.
 *
 *  The user may specify the maximum gain by setting the environment variable
 *  SDL_HAPTIC_GAIN_MAX which should be between 0 and 100.  All calls to
 *  SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the
 *  maximum.
 *
 *  \param haptic Haptic device to set the gain on.
 *  \param gain Value to set the gain to, should be between 0 and 100.
 *  \return 0 on success or -1 on error.
 *
 *  \sa SDL_HapticQuery
 */
extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);

/**
 *  \brief Sets the global autocenter of the device.
 *
 *  Autocenter should be between 0 and 100.  Setting it to 0 will disable
 *  autocentering.
 *
 *  Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
 *
 *  \param haptic Haptic device to set autocentering on.
 *  \param autocenter Value to set autocenter to, 0 disables autocentering.
 *  \return 0 on success or -1 on error.
 *
 *  \sa SDL_HapticQuery
 */
extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
                                                    int autocenter);

/**
 *  \brief Pauses a haptic device.
 *
 *  Device must support the ::SDL_HAPTIC_PAUSE feature.  Call
 *  SDL_HapticUnpause() to resume playback.
 *
 *  Do not modify the effects nor add new ones while the device is paused.
 *  That can cause all sorts of weird errors.
 *
 *  \param haptic Haptic device to pause.
 *  \return 0 on success or -1 on error.
 *
 *  \sa SDL_HapticUnpause
 */
extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);

/**
 *  \brief Unpauses a haptic device.
 *
 *  Call to unpause after SDL_HapticPause().
 *
 *  \param haptic Haptic device to unpause.
 *  \return 0 on success or -1 on error.
 *
 *  \sa SDL_HapticPause
 */
extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);

/**
 *  \brief Stops all the currently playing effects on a haptic device.
 *
 *  \param haptic Haptic device to stop.
 *  \return 0 on success or -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);

/**
 *  \brief Checks to see if rumble is supported on a haptic device.
 *
 *  \param haptic Haptic device to check to see if it supports rumble.
 *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
 *
 *  \sa SDL_HapticRumbleInit
 *  \sa SDL_HapticRumblePlay
 *  \sa SDL_HapticRumbleStop
 */
extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);

/**
 *  \brief Initializes the haptic device for simple rumble playback.
 *
 *  \param haptic Haptic device to initialize for simple rumble playback.
 *  \return 0 on success or -1 on error.
 *
 *  \sa SDL_HapticOpen
 *  \sa SDL_HapticRumbleSupported
 *  \sa SDL_HapticRumblePlay
 *  \sa SDL_HapticRumbleStop
 */
extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);

/**
 *  \brief Runs simple rumble on a haptic device
 *
 *  \param haptic Haptic device to play rumble effect on.
 *  \param strength Strength of the rumble to play as a 0-1 float value.
 *  \param length Length of the rumble to play in milliseconds.
 *  \return 0 on success or -1 on error.
 *
 *  \sa SDL_HapticRumbleSupported
 *  \sa SDL_HapticRumbleInit
 *  \sa SDL_HapticRumbleStop
 */
extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );

/**
 *  \brief Stops the simple rumble on a haptic device.
 *
 *  \param haptic Haptic to stop the rumble on.
 *  \return 0 on success or -1 on error.
 *
 *  \sa SDL_HapticRumbleSupported
 *  \sa SDL_HapticRumbleInit
 *  \sa SDL_HapticRumblePlay
 */
extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_haptic_h_ */

/* vi: set ts=4 sw=4 expandtab: */