This file is indexed.

/usr/include/SDL2/SDL_gamecontroller.h is in libsdl2-dev 2.0.2+dfsg1-3ubuntu1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2014 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_JOYSTICK 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 the value which will identify this controller in future controller
 *  events.
 *
 *  \return A controller identifier, or NULL if an error occurred.
 */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);

/**
 *  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.
 *
 *  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: */