code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2016 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_events.h
 *
 *  Include file for SDL event handling.
 */

#ifndef _SDL_events_h
#define _SDL_events_h

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"

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

/* General keyboard/mouse state definitions */
#define SDL_RELEASED    0
#define SDL_PRESSED 1

/**
 * \brief The types of events that can be delivered.
 */
typedef enum
{
    SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */

    /* Application events */
    SDL_QUIT           = 0x100, /**< User-requested quit */

    /* These application events have special meaning on iOS, see README-ios.md for details */
    SDL_APP_TERMINATING,        /**< The application is being terminated by the OS
                                     Called on iOS in applicationWillTerminate()
                                     Called on Android in onDestroy()
                                */
    SDL_APP_LOWMEMORY,          /**< The application is low on memory, free memory if possible.
                                     Called on iOS in applicationDidReceiveMemoryWarning()
                                     Called on Android in onLowMemory()
                                */
    SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
                                     Called on iOS in applicationWillResignActive()
                                     Called on Android in onPause()
                                */
    SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
                                     Called on iOS in applicationDidEnterBackground()
                                     Called on Android in onPause()
                                */
    SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
                                     Called on iOS in applicationWillEnterForeground()
                                     Called on Android in onResume()
                                */
    SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
                                     Called on iOS in applicationDidBecomeActive()
                                     Called on Android in onResume()
                                */

    /* Window events */
    SDL_WINDOWEVENT    = 0x200, /**< Window state change */
    SDL_SYSWMEVENT,             /**< System specific event */

    /* Keyboard events */
    SDL_KEYDOWN        = 0x300, /**< Key pressed */
    SDL_KEYUP,                  /**< Key released */
    SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
    SDL_TEXTINPUT,              /**< Keyboard text input */
    SDL_KEYMAPCHANGED,          /**< Keymap changed due to a system event such as an
                                     input language or keyboard layout change.
                                */

    /* Mouse events */
    SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
    SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
    SDL_MOUSEBUTTONUP,          /**< Mouse button released */
    SDL_MOUSEWHEEL,             /**< Mouse wheel motion */

    /* Joystick events */
    SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
    SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
    SDL_JOYHATMOTION,           /**< Joystick hat position change */
    SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
    SDL_JOYBUTTONUP,            /**< Joystick button released */
    SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
    SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */

    /* Game controller events */
    SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
    SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
    SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
    SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
    SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
    SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */

    /* Touch events */
    SDL_FINGERDOWN      = 0x700,
    SDL_FINGERUP,
    SDL_FINGERMOTION,

    /* Gesture events */
    SDL_DOLLARGESTURE   = 0x800,
    SDL_DOLLARRECORD,
    SDL_MULTIGESTURE,

    /* Clipboard events */
    SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */

    /* Drag and drop events */
    SDL_DROPFILE        = 0x1000, /**< The system requests a file open */

    /* Audio hotplug events */
    SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
    SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */

    /* Render events */
    SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
    SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */

    /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
     *  and should be allocated with SDL_RegisterEvents()
     */
    SDL_USEREVENT    = 0x8000,

    /**
     *  This last event is only for bounding internal arrays
     */
    SDL_LASTEVENT    = 0xFFFF
} SDL_EventType;

/**
 *  \brief Fields shared by every event
 */
typedef struct SDL_CommonEvent
{
    Uint32 type;
    Uint32 timestamp;
} SDL_CommonEvent;

/**
 *  \brief Window state change event data (event.window.*)
 */
typedef struct SDL_WindowEvent
{
    Uint32 type;        /**< ::SDL_WINDOWEVENT */
    Uint32 timestamp;
    Uint32 windowID;    /**< The associated window */
    Uint8 event;        /**< ::SDL_WindowEventID */
    Uint8 padding1;
    Uint8 padding2;
    Uint8 padding3;
    Sint32 data1;       /**< event dependent data */
    Sint32 data2;       /**< event dependent data */
} SDL_WindowEvent;

/**
 *  \brief Keyboard button event structure (event.key.*)
 */
typedef struct SDL_KeyboardEvent
{
    Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
    Uint32 timestamp;
    Uint32 windowID;    /**< The window with keyboard focus, if any */
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    Uint8 repeat;       /**< Non-zero if this is a key repeat */
    Uint8 padding2;
    Uint8 padding3;
    SDL_Keysym keysym;  /**< The key that was pressed or released */
} SDL_KeyboardEvent;

#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
/**
 *  \brief Keyboard text editing event structure (event.edit.*)
 */
typedef struct SDL_TextEditingEvent
{
    Uint32 type;                                /**< ::SDL_TEXTEDITING */
    Uint32 timestamp;
    Uint32 windowID;                            /**< The window with keyboard focus, if any */
    char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
    Sint32 start;                               /**< The start cursor of selected editing text */
    Sint32 length;                              /**< The length of selected editing text */
} SDL_TextEditingEvent;

#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
/**
 *  \brief Keyboard text input event structure (event.text.*)
 */
typedef struct SDL_TextInputEvent
{
    Uint32 type;                              /**< ::SDL_TEXTINPUT */
    Uint32 timestamp;
    Uint32 windowID;                          /**< The window with keyboard focus, if any */
    char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
} SDL_TextInputEvent;

/**
 *  \brief Mouse motion event structure (event.motion.*)
 */
typedef struct SDL_MouseMotionEvent
{
    Uint32 type;        /**< ::SDL_MOUSEMOTION */
    Uint32 timestamp;
    Uint32 windowID;    /**< The window with mouse focus, if any */
    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
    Uint32 state;       /**< The current button state */
    Sint32 x;           /**< X coordinate, relative to window */
    Sint32 y;           /**< Y coordinate, relative to window */
    Sint32 xrel;        /**< The relative motion in the X direction */
    Sint32 yrel;        /**< The relative motion in the Y direction */
} SDL_MouseMotionEvent;

/**
 *  \brief Mouse button event structure (event.button.*)
 */
typedef struct SDL_MouseButtonEvent
{
    Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
    Uint32 timestamp;
    Uint32 windowID;    /**< The window with mouse focus, if any */
    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
    Uint8 button;       /**< The mouse button index */
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
    Uint8 padding1;
    Sint32 x;           /**< X coordinate, relative to window */
    Sint32 y;           /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;

/**
 *  \brief Mouse wheel event structure (event.wheel.*)
 */
typedef struct SDL_MouseWheelEvent
{
    Uint32 type;        /**< ::SDL_MOUSEWHEEL */
    Uint32 timestamp;
    Uint32 windowID;    /**< The window with mouse focus, if any */
    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
    Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
    Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
    Uint32 direction;   /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
} SDL_MouseWheelEvent;

/**
 *  \brief Joystick axis motion event structure (event.jaxis.*)
 */
typedef struct SDL_JoyAxisEvent
{
    Uint32 type;        /**< ::SDL_JOYAXISMOTION */
    Uint32 timestamp;
    SDL_JoystickID which; /**< The joystick instance id */
    Uint8 axis;         /**< The joystick axis index */
    Uint8 padding1;
    Uint8 padding2;
    Uint8 padding3;
    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
    Uint16 padding4;
} SDL_JoyAxisEvent;

/**
 *  \brief Joystick trackball motion event structure (event.jball.*)
 */
typedef struct SDL_JoyBallEvent
{
    Uint32 type;        /**< ::SDL_JOYBALLMOTION */
    Uint32 timestamp;
    SDL_JoystickID which; /**< The joystick instance id */
    Uint8 ball;         /**< The joystick trackball index */
    Uint8 padding1;
    Uint8 padding2;
    Uint8 padding3;
    Sint16 xrel;        /**< The relative motion in the X direction */
    Sint16 yrel;        /**< The relative motion in the Y direction */
} SDL_JoyBallEvent;

/**
 *  \brief Joystick hat position change event structure (event.jhat.*)
 */
typedef struct SDL_JoyHatEvent
{
    Uint32 type;        /**< ::SDL_JOYHATMOTION */
    Uint32 timestamp;
    SDL_JoystickID which; /**< The joystick instance id */
    Uint8 hat;          /**< The joystick hat index */
    Uint8 value;        /**< The hat position value.
                         *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
                         *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
                         *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
                         *
                         *   Note that zero means the POV is centered.
                         */
    Uint8 padding1;
    Uint8 padding2;
} SDL_JoyHatEvent;

/**
 *  \brief Joystick button event structure (event.jbutton.*)
 */
typedef struct SDL_JoyButtonEvent
{
    Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
    Uint32 timestamp;
    SDL_JoystickID which; /**< The joystick instance id */
    Uint8 button;       /**< The joystick button index */
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    Uint8 padding1;
    Uint8 padding2;
} SDL_JoyButtonEvent;

/**
 *  \brief Joystick device event structure (event.jdevice.*)
 */
typedef struct SDL_JoyDeviceEvent
{
    Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
    Uint32 timestamp;
    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
} SDL_JoyDeviceEvent;

/**
 *  \brief Game controller axis motion event structure (event.caxis.*)
 */
typedef struct SDL_ControllerAxisEvent
{
    Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
    Uint32 timestamp;
    SDL_JoystickID which; /**< The joystick instance id */
    Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
    Uint8 padding1;
    Uint8 padding2;
    Uint8 padding3;
    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
    Uint16 padding4;
} SDL_ControllerAxisEvent;

/**
 *  \brief Game controller button event structure (event.cbutton.*)
 */
typedef struct SDL_ControllerButtonEvent
{
    Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
    Uint32 timestamp;
    SDL_JoystickID which; /**< The joystick instance id */
    Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    Uint8 padding1;
    Uint8 padding2;
} SDL_ControllerButtonEvent;

/**
 *  \brief Controller device event structure (event.cdevice.*)
 */
typedef struct SDL_ControllerDeviceEvent
{
    Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
    Uint32 timestamp;
    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
} SDL_ControllerDeviceEvent;

/**
 *  \brief Audio device event structure (event.adevice.*)
 */
typedef struct SDL_AudioDeviceEvent
{
    Uint32 type;        /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
    Uint32 timestamp;
    Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
    Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
    Uint8 padding1;
    Uint8 padding2;
    Uint8 padding3;
} SDL_AudioDeviceEvent;

/**
 *  \brief Touch finger event structure (event.tfinger.*)
 */
typedef struct SDL_TouchFingerEvent
{
    Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
    Uint32 timestamp;
    SDL_TouchID touchId; /**< The touch device id */
    SDL_FingerID fingerId;
    float x;            /**< Normalized in the range 0...1 */
    float y;            /**< Normalized in the range 0...1 */
    float dx;           /**< Normalized in the range -1...1 */
    float dy;           /**< Normalized in the range -1...1 */
    float pressure;     /**< Normalized in the range 0...1 */
} SDL_TouchFingerEvent;

/**
 *  \brief Multiple Finger Gesture Event (event.mgesture.*)
 */
typedef struct SDL_MultiGestureEvent
{
    Uint32 type;        /**< ::SDL_MULTIGESTURE */
    Uint32 timestamp;
    SDL_TouchID touchId; /**< The touch device index */
    float dTheta;
    float dDist;
    float x;
    float y;
    Uint16 numFingers;
    Uint16 padding;
} SDL_MultiGestureEvent;

/**
 * \brief Dollar Gesture Event (event.dgesture.*)
 */
typedef struct SDL_DollarGestureEvent
{
    Uint32 type;        /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
    Uint32 timestamp;
    SDL_TouchID touchId; /**< The touch device id */
    SDL_GestureID gestureId;
    Uint32 numFingers;
    float error;
    float x;            /**< Normalized center of gesture */
    float y;            /**< Normalized center of gesture */
} SDL_DollarGestureEvent;

/**
 *  \brief An event used to request a file open by the system (event.drop.*)
 *         This event is enabled by default, you can disable it with SDL_EventState().
 *  \note If this event is enabled, you must free the filename in the event.
 */
typedef struct SDL_DropEvent
{
    Uint32 type;        /**< ::SDL_DROPFILE */
    Uint32 timestamp;
    char *file;         /**< The file name, which should be freed with SDL_free() */
} SDL_DropEvent;

/**
 *  \brief The "quit requested" event
 */
typedef struct SDL_QuitEvent
{
    Uint32 type;        /**< ::SDL_QUIT */
    Uint32 timestamp;
} SDL_QuitEvent;

/**
 *  \brief OS Specific event
 */
typedef struct SDL_OSEvent
{
    Uint32 type;        /**< ::SDL_QUIT */
    Uint32 timestamp;
} SDL_OSEvent;

/**
 *  \brief A user-defined event type (event.user.*)
 */
typedef struct SDL_UserEvent
{
    Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
    Uint32 timestamp;
    Uint32 windowID;    /**< The associated window if any */
    Sint32 code;        /**< User defined event code */
    void *data1;        /**< User defined data pointer */
    void *data2;        /**< User defined data pointer */
} SDL_UserEvent;

struct SDL_SysWMmsg;
typedef struct SDL_SysWMmsg SDL_SysWMmsg;

/**
 *  \brief A video driver dependent system event (event.syswm.*)
 *         This event is disabled by default, you can enable it with SDL_EventState()
 *
 *  \note If you want to use this event, you should include SDL_syswm.h.
 */
typedef struct SDL_SysWMEvent
{
    Uint32 type;        /**< ::SDL_SYSWMEVENT */
    Uint32 timestamp;
    SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
} SDL_SysWMEvent;

/**
 *  \brief General event structure
 */
typedef union SDL_Event
{
    Uint32 type;                    /**< Event type, shared with all events */
    SDL_CommonEvent common;         /**< Common event data */
    SDL_WindowEvent window;         /**< Window event data */
    SDL_KeyboardEvent key;          /**< Keyboard event data */
    SDL_TextEditingEvent edit;      /**< Text editing event data */
    SDL_TextInputEvent text;        /**< Text input event data */
    SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
    SDL_MouseButtonEvent button;    /**< Mouse button event data */
    SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
    SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
    SDL_JoyBallEvent jball;         /**< Joystick ball event data */
    SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
    SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
    SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
    SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
    SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
    SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
    SDL_AudioDeviceEvent adevice;   /**< Audio device event data */
    SDL_QuitEvent quit;             /**< Quit request event data */
    SDL_UserEvent user;             /**< Custom event data */
    SDL_SysWMEvent syswm;           /**< System dependent window event data */
    SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
    SDL_MultiGestureEvent mgesture; /**< Gesture event data */
    SDL_DollarGestureEvent dgesture; /**< Gesture event data */
    SDL_DropEvent drop;             /**< Drag and drop event data */

    /* This is necessary for ABI compatibility between Visual C++ and GCC
       Visual C++ will respect the push pack pragma and use 52 bytes for
       this structure, and GCC will use the alignment of the largest datatype
       within the union, which is 8 bytes.

       So... we'll add padding to force the size to be 56 bytes for both.
    */
    Uint8 padding[56];
} SDL_Event;

/* Function prototypes */

/**
 *  Pumps the event loop, gathering events from the input devices.
 *
 *  This function updates the event queue and internal input device state.
 *
 *  This should only be run in the thread that sets the video mode.
 */
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);

/* @{ */
typedef enum
{
    SDL_ADDEVENT,
    SDL_PEEKEVENT,
    SDL_GETEVENT
} SDL_eventaction;

/**
 *  Checks the event queue for messages and optionally returns them.
 *
 *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
 *  the back of the event queue.
 *
 *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
 *  of the event queue, within the specified minimum and maximum type,
 *  will be returned and will not be removed from the queue.
 *
 *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
 *  of the event queue, within the specified minimum and maximum type,
 *  will be returned and will be removed from the queue.
 *
 *  \return The number of events actually stored, or -1 if there was an error.
 *
 *  This function is thread-safe.
 */
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
                                           SDL_eventaction action,
                                           Uint32 minType, Uint32 maxType);
/* @} */

/**
 *  Checks to see if certain event types are in the event queue.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);

/**
 *  This function clears events from the event queue
 *  This function only affects currently queued events. If you want to make
 *  sure that all pending OS events are flushed, you can call SDL_PumpEvents()
 *  on the main thread immediately before the flush call.
 */
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);

/**
 *  \brief Polls for currently pending events.
 *
 *  \return 1 if there are any pending events, or 0 if there are none available.
 *
 *  \param event If not NULL, the next event is removed from the queue and
 *               stored in that area.
 */
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);

/**
 *  \brief Waits indefinitely for the next available event.
 *
 *  \return 1, or 0 if there was an error while waiting for events.
 *
 *  \param event If not NULL, the next event is removed from the queue and
 *               stored in that area.
 */
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);

/**
 *  \brief Waits until the specified timeout (in milliseconds) for the next
 *         available event.
 *
 *  \return 1, or 0 if there was an error while waiting for events.
 *
 *  \param event If not NULL, the next event is removed from the queue and
 *               stored in that area.
 *  \param timeout The timeout (in milliseconds) to wait for next event.
 */
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
                                                 int timeout);

/**
 *  \brief Add an event to the event queue.
 *
 *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue
 *          was full or there was some other error.
 */
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);

typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);

/**
 *  Sets up a filter to process all events before they change internal state and
 *  are posted to the internal event queue.
 *
 *  The filter is prototyped as:
 *  \code
 *      int SDL_EventFilter(void *userdata, SDL_Event * event);
 *  \endcode
 *
 *  If the filter returns 1, then the event will be added to the internal queue.
 *  If it returns 0, then the event will be dropped from the queue, but the
 *  internal state will still be updated.  This allows selective filtering of
 *  dynamically arriving events.
 *
 *  \warning  Be very careful of what you do in the event filter function, as
 *            it may run in a different thread!
 *
 *  There is one caveat when dealing with the ::SDL_QuitEvent event type.  The
 *  event filter is only called when the window manager desires to close the
 *  application window.  If the event filter returns 1, then the window will
 *  be closed, otherwise the window will remain open if possible.
 *
 *  If the quit event is generated by an interrupt signal, it will bypass the
 *  internal queue and be delivered to the application at the next event poll.
 */
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
                                                void *userdata);

/**
 *  Return the current event filter - can be used to "chain" filters.
 *  If there is no event filter set, this function returns SDL_FALSE.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
                                                    void **userdata);

/**
 *  Add a function which is called when an event is added to the queue.
 */
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
                                               void *userdata);

/**
 *  Remove an event watch function added with SDL_AddEventWatch()
 */
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
                                               void *userdata);

/**
 *  Run the filter function on the current event queue, removing any
 *  events for which the filter returns 0.
 */
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
                                              void *userdata);

/* @{ */
#define SDL_QUERY   -1
#define SDL_IGNORE   0
#define SDL_DISABLE  0
#define SDL_ENABLE   1

/**
 *  This function allows you to set the state of processing certain events.
 *   - If \c state is set to ::SDL_IGNORE, that event will be automatically
 *     dropped from the event queue and will not event be filtered.
 *   - If \c state is set to ::SDL_ENABLE, that event will be processed
 *     normally.
 *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
 *     current processing state of the specified event.
 */
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
/* @} */
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)

/**
 *  This function allocates a set of user-defined events, and returns
 *  the beginning event number for that set of events.
 *
 *  If there aren't enough user-defined events left, this function
 *  returns (Uint32)-1
 */
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);

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

#endif /* _SDL_events_h */

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


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2016 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_filesystem.h
 *
 *  \brief Include file for filesystem SDL API functions
 */

#ifndef _SDL_filesystem_h
#define _SDL_filesystem_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 Get the path where the application resides.
 *
 * Get the "base path". This is the directory where the application was run
 *  from, which is probably the installation directory, and may or may not
 *  be the process's current working directory.
 *
 * This returns an absolute path in UTF-8 encoding, and is guaranteed to
 *  end with a path separator ('\\' on Windows, '/' most other places).
 *
 * The pointer returned by this function is owned by you. Please call
 *  SDL_free() on the pointer when you are done with it, or it will be a
 *  memory leak. This is not necessarily a fast call, though, so you should
 *  call this once near startup and save the string if you need it.
 *
 * Some platforms can't determine the application's path, and on other
 *  platforms, this might be meaningless. In such cases, this function will
 *  return NULL.
 *
 *  \return String of base dir in UTF-8 encoding, or NULL on error.
 *
 * \sa SDL_GetPrefPath
 */
extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);

/**
 * \brief Get the user-and-app-specific path where files can be written.
 *
 * Get the "pref dir". This is meant to be where users can write personal
 *  files (preferences and save games, etc) that are specific to your
 *  application. This directory is unique per user, per application.
 *
 * This function will decide the appropriate location in the native filesystem,
 *  create the directory if necessary, and return a string of the absolute
 *  path to the directory in UTF-8 encoding.
 *
 * On Windows, the string might look like:
 *  "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
 *
 * On Linux, the string might look like:
 *  "/home/bob/.local/share/My Program Name/"
 *
 * On Mac OS X, the string might look like:
 *  "/Users/bob/Library/Application Support/My Program Name/"
 *
 * (etc.)
 *
 * You specify the name of your organization (if it's not a real organization,
 *  your name or an Internet domain you own might do) and the name of your
 *  application. These should be untranslated proper names.
 *
 * Both the org and app strings may become part of a directory name, so
 *  please follow these rules:
 *
 *    - Try to use the same org string (including case-sensitivity) for
 *      all your applications that use this function.
 *    - Always use a unique app string for each one, and make sure it never
 *      changes for an app once you've decided on it.
 *    - Unicode characters are legal, as long as it's UTF-8 encoded, but...
 *    - ...only use letters, numbers, and spaces. Avoid punctuation like
 *      "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
 *
 * This returns an absolute path in UTF-8 encoding, and is guaranteed to
 *  end with a path separator ('\\' on Windows, '/' most other places).
 *
 * The pointer returned by this function is owned by you. Please call
 *  SDL_free() on the pointer when you are done with it, or it will be a
 *  memory leak. This is not necessarily a fast call, though, so you should
 *  call this once near startup and save the string if you need it.
 *
 * You should assume the path returned by this function is the only safe
 *  place to write files (and that SDL_GetBasePath(), while it might be
 *  writable, or even the parent of the returned path, aren't where you
 *  should be writing things).
 *
 * Some platforms can't determine the pref path, and on other
 *  platforms, this might be meaningless. In such cases, this function will
 *  return NULL.
 *
 *   \param org The name of your organization.
 *   \param app The name of your application.
 *  \return UTF-8 string of user dir in platform-dependent notation. NULL
 *          if there's a problem (creating directory failed, etc).
 *
 * \sa SDL_GetBasePath
 */
extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);

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

#endif /* _SDL_filesystem_h */

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

repo_name: EdgarMagdaleno/Puyo

license: unknown


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2016 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_gamecontroller.h
 *
 *  Include file for SDL game controller event handling
 */

#ifndef _SDL_gamecontroller_h
#define _SDL_gamecontroller_h

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

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

/**
 *  \file SDL_gamecontroller.h
 *
 *  In order to use these functions, SDL_Init() must have been called
 *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
 *  for game controllers, and load appropriate drivers.
 *
 *  If you would like to receive controller updates while the application
 *  is in the background, you should set the following hint before calling
 *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
 */

/* The gamecontroller structure used to identify an SDL game controller */
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;

typedef enum
{
    SDL_CONTROLLER_BINDTYPE_NONE = 0,
    SDL_CONTROLLER_BINDTYPE_BUTTON,
    SDL_CONTROLLER_BINDTYPE_AXIS,
    SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;

/**
 *  Get the SDL joystick layer binding for this controller button/axis mapping
 */
typedef struct SDL_GameControllerButtonBind
{
    SDL_GameControllerBindType bindType;
    union
    {
        int button;
        int axis;
        struct {
            int hat;
            int hat_mask;
        } hat;
    } value;

} SDL_GameControllerButtonBind;

/**
 *  To count the number of game controllers in the system for the following:
 *  int nJoysticks = SDL_NumJoysticks();
 *  int nGameControllers = 0;
 *  for ( int i = 0; i < nJoysticks; i++ ) {
 *      if ( SDL_IsGameController(i) ) {
 *          nGameControllers++;
 *      }
 *  }
 *
 *  Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
 *  guid,name,mappings
 *
 *  Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
 *  Under Windows there is a reserved GUID of "xinput" that covers any 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 controller axis and vice versa.
 *
 *  This string shows an example of a valid mapping for a controller
 *  "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",
 *
 */

/**
 *  Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
 *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
 *
 *  If \c freerw is non-zero, the stream will be closed after being read.
 *
 * \return number of mappings added, -1 on error
 */
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );

/**
 *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
 *
 *  Convenience macro.
 */
#define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)

/**
 *  Add or update an existing mapping configuration
 *
 * \return 1 if mapping is added, 0 if updated, -1 on error
 */
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );

/**
 *  Get a mapping string for a GUID
 *
 *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
 */
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );

/**
 *  Get a mapping string for an open GameController
 *
 *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
 */
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );

/**
 *  Is the joystick on this index supported by the game controller interface?
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);

/**
 *  Get the implementation dependent name of a game controller.
 *  This can be called before any controllers are opened.
 *  If no name can be found, this function returns NULL.
 */
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(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.
 *  This index is not the value which will identify this controller in future
 *  controller events.  The joystick's instance id (::SDL_JoystickID) will be
 *  used there instead.
 *
 *  \return A controller identifier, or NULL if an error occurred.
 */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);

/**
 * Return the SDL_GameController associated with an instance id.
 */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);

/**
 *  Return the name for this currently opened controller
 */
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);

/**
 *  Returns SDL_TRUE if the controller has been opened and currently connected,
 *  or SDL_FALSE if it has not.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);

/**
 *  Get the underlying joystick object used by a controller
 */
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);

/**
 *  Enable/disable controller event polling.
 *
 *  If controller events are disabled, you must call SDL_GameControllerUpdate()
 *  yourself and check the state of the controller when you want controller
 *  information.
 *
 *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);

/**
 *  Update the current state of the open game controllers.
 *
 *  This is called automatically by the event loop if any game controller
 *  events are enabled.
 */
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);

/**
 *  The list of axes available from a controller
 */
typedef enum
{
    SDL_CONTROLLER_AXIS_INVALID = -1,
    SDL_CONTROLLER_AXIS_LEFTX,
    SDL_CONTROLLER_AXIS_LEFTY,
    SDL_CONTROLLER_AXIS_RIGHTX,
    SDL_CONTROLLER_AXIS_RIGHTY,
    SDL_CONTROLLER_AXIS_TRIGGERLEFT,
    SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
    SDL_CONTROLLER_AXIS_MAX
} SDL_GameControllerAxis;

/**
 *  turn this string into a axis mapping
 */
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);

/**
 *  turn this axis enum into a string mapping
 */
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);

/**
 *  Get the SDL joystick layer binding for this controller button mapping
 */
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
                                 SDL_GameControllerAxis axis);

/**
 *  Get the current state of an axis control on a game controller.
 *
 *  The state is a value ranging from -32768 to 32767 (except for the triggers,
 *  which range from 0 to 32767).
 *
 *  The axis indices start at index 0.
 */
extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
                          SDL_GameControllerAxis axis);

/**
 *  The list of buttons available from a controller
 */
typedef enum
{
    SDL_CONTROLLER_BUTTON_INVALID = -1,
    SDL_CONTROLLER_BUTTON_A,
    SDL_CONTROLLER_BUTTON_B,
    SDL_CONTROLLER_BUTTON_X,
    SDL_CONTROLLER_BUTTON_Y,
    SDL_CONTROLLER_BUTTON_BACK,
    SDL_CONTROLLER_BUTTON_GUIDE,
    SDL_CONTROLLER_BUTTON_START,
    SDL_CONTROLLER_BUTTON_LEFTSTICK,
    SDL_CONTROLLER_BUTTON_RIGHTSTICK,
    SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
    SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
    SDL_CONTROLLER_BUTTON_DPAD_UP,
    SDL_CONTROLLER_BUTTON_DPAD_DOWN,
    SDL_CONTROLLER_BUTTON_DPAD_LEFT,
    SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
    SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;

/**
 *  turn this string into a button mapping
 */
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);

/**
 *  turn this button enum into a string mapping
 */
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);

/**
 *  Get the SDL joystick layer binding for this controller button mapping
 */
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
                                   SDL_GameControllerButton button);

/**
 *  Get the current state of a button on a game controller.
 *
 *  The button indices start at index 0.
 */
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
                                                          SDL_GameControllerButton button);

/**
 *  Close a controller previously opened with SDL_GameControllerOpen().
 */
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);

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

#endif /* _SDL_gamecontroller_h */

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


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2016 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_gesture.h
 *
 *  Include file for SDL gesture event handling.
 */

#ifndef _SDL_gesture_h
#define _SDL_gesture_h

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

#include "SDL_touch.h"

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

typedef Sint64 SDL_GestureID;

/* Function prototypes */

/**
 *  \brief Begin Recording a gesture on the specified touch, or all touches (-1)
 *
 *
 */
extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);

/**
 *  \brief Save all currently loaded Dollar Gesture templates
 *
 *
 */
extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);

/**
 *  \brief Save a currently loaded Dollar Gesture template
 *
 *
 */
extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);

/**
 *  \brief Load Dollar Gesture templates from a file
 *
 *
 */
extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);

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

#endif /* _SDL_gesture_h */

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


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2016 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 */

/**
 *  \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   (1<<0)

/**
 *  \brief Sine wave effect supported.
 *
 *  Periodic haptic effect that simulates sine waves.
 *
 *  \sa SDL_HapticPeriodic
 */
#define SDL_HAPTIC_SINE       (1<<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     (1<<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   (1<<3)

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

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

/**
 *  \brief Ramp effect supported.
 *
 *  Ramp haptic effect.
 *
 *  \sa SDL_HapticRamp
 */
#define SDL_HAPTIC_RAMP       (1<<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     (1<<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     (1<<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    (1<<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   (1<<10)

/**
 *  \brief Custom effect is supported.
 *
 *  User defined custom haptic effect.
 */
#define SDL_HAPTIC_CUSTOM     (1<<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       (1<<12)

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

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

/**
 *  \brief Device can be paused.
 *
 *  \sa SDL_HapticPause
 *  \sa SDL_HapticUnpause
 */
#define SDL_HAPTIC_PAUSE      (1<<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

/* @} *//* 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_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.
 *
 *  The struct is exclusive to 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. One motor is high
 * frequency, the other 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. */

    /* 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.
 *
 *  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 usage.
 *
 *  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 1 if the joystick is haptic, 0 if it isn't
 *          or -1 if an error ocurred.
 *
 *  \sa SDL_HapticOpenFromJoystick
 */
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);

/**
 *  \brief Opens a Haptic device for usage 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!");
 *  }
 *  \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 id 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 behaviour 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 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: */