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//! The SDL "game controller" API lets you view any joystick as being
//! (approximately) an XBox 360 controller.
//!
//! This sounds silly at first, but is actually pretty useful in the common
//! case. It sorts out a lot of the button and axis stuff for you.
//!
//! 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 joystick updates while the application
//! is in the background, you should set the
//! [`SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS`] hint before calling
//! `SDL_Init`.
//!
//! See Also: [`joystick`](crate::joystick)

use crate::{
  c_char, c_float, c_int, c_void, joystick::*, rwops::*, sensor::*, stdinc::*,
};

// makes rustdoc link properly!
#[allow(unused)]
use crate::events::*;
#[allow(unused)]
use crate::hints::*;
#[allow(unused)]
use crate::platform::*;
#[allow(unused)]
use crate::*;

/// An SDL game controller is an opaque structure.
#[repr(transparent)]
pub struct SDL_GameController(c_void);

/// A game controller's type, sorted by console.
///
/// See `SDL_CONTROLLER_TYPE_*`
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(transparent)]
pub struct SDL_GameControllerType(pub i32);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_TYPE_UNKNOWN: SDL_GameControllerType =
  SDL_GameControllerType(0);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_TYPE_XBOX360: SDL_GameControllerType =
  SDL_GameControllerType(1);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_TYPE_XBOXONE: SDL_GameControllerType =
  SDL_GameControllerType(2);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_TYPE_PS3: SDL_GameControllerType =
  SDL_GameControllerType(3);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_TYPE_PS4: SDL_GameControllerType =
  SDL_GameControllerType(4);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO: SDL_GameControllerType =
  SDL_GameControllerType(5);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_TYPE_VIRTUAL: SDL_GameControllerType =
  SDL_GameControllerType(6);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_TYPE_PS5: SDL_GameControllerType =
  SDL_GameControllerType(7);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_TYPE_AMAZON_LUNA: SDL_GameControllerType =
  SDL_GameControllerType(8);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_TYPE_GOOGLE_STADIA: SDL_GameControllerType =
  SDL_GameControllerType(9);

/// The type of a binding between the underlying joystick and its controller
/// abstraction.
///
/// See `SDL_CONTROLLER_BINDTYPE_*`
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(transparent)]
pub struct SDL_GameControllerBindType(pub i32);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_BINDTYPE_NONE: SDL_GameControllerBindType =
  SDL_GameControllerBindType(0);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_BINDTYPE_BUTTON: SDL_GameControllerBindType =
  SDL_GameControllerBindType(1);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_BINDTYPE_AXIS: SDL_GameControllerBindType =
  SDL_GameControllerBindType(2);
#[allow(missing_docs)]
pub const SDL_CONTROLLER_BINDTYPE_HAT: SDL_GameControllerBindType =
  SDL_GameControllerBindType(3);

#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_GameControllerButtonBind_hat_data {
  pub hat: c_int,
  pub hat_mask: c_int,
}

#[derive(Clone, Copy)]
#[repr(C, align(4))] // bindgen had align(4) here, even though i think it's useless.
#[allow(missing_docs)]
pub union SDL_GameControllerButtonBind_value_data {
  pub button: c_int,
  pub axis: c_int,
  pub hat: SDL_GameControllerButtonBind_hat_data,
}

/// The SDL joystick layer binding for this controller button/axis mapping.
#[derive(Clone, Copy)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_GameControllerButtonBind {
  pub bindType: SDL_GameControllerBindType,
  pub value: SDL_GameControllerButtonBind_value_data,
}

/// The list of axes available from a controller
///
/// Thumbstick axis values range from [`SDL_JOYSTICK_AXIS_MIN`] to
/// [`SDL_JOYSTICK_AXIS_MAX`], and are centered within ~8000 of zero, though
/// advanced UI will allow users to set or auto-detect the dead zone, which
/// varies between controllers.
///
/// Trigger axis values range from 0 to [`SDL_JOYSTICK_AXIS_MAX`].
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(transparent)]
pub struct SDL_GameControllerAxis(pub i32);

/// The general "invalid" entry.
///
/// Used as an error result with some functions.
pub const SDL_CONTROLLER_AXIS_INVALID: SDL_GameControllerAxis =
  SDL_GameControllerAxis(-1);
/// Left-stick X
pub const SDL_CONTROLLER_AXIS_LEFTX: SDL_GameControllerAxis =
  SDL_GameControllerAxis(0);
/// Left-stick Y
pub const SDL_CONTROLLER_AXIS_LEFTY: SDL_GameControllerAxis =
  SDL_GameControllerAxis(1);
/// Right-stick X
pub const SDL_CONTROLLER_AXIS_RIGHTX: SDL_GameControllerAxis =
  SDL_GameControllerAxis(2);
/// Right-stick Y
pub const SDL_CONTROLLER_AXIS_RIGHTY: SDL_GameControllerAxis =
  SDL_GameControllerAxis(3);
/// Left trigger
pub const SDL_CONTROLLER_AXIS_TRIGGERLEFT: SDL_GameControllerAxis =
  SDL_GameControllerAxis(4);
/// Right trigger
pub const SDL_CONTROLLER_AXIS_TRIGGERRIGHT: SDL_GameControllerAxis =
  SDL_GameControllerAxis(5);
/// The number of valid axis possibilities.
pub const SDL_CONTROLLER_AXIS_MAX: usize = 6;

/// The list of buttons available from a controller.
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(transparent)]
pub struct SDL_GameControllerButton(pub i32);

/// The general "invalid" entry.
///
/// Used as an error result with some functions.
pub const SDL_CONTROLLER_BUTTON_INVALID: SDL_GameControllerButton =
  SDL_GameControllerButton(-1);
/// Bottom face button.
pub const SDL_CONTROLLER_BUTTON_A: SDL_GameControllerButton =
  SDL_GameControllerButton(0);
/// Right face button.
pub const SDL_CONTROLLER_BUTTON_B: SDL_GameControllerButton =
  SDL_GameControllerButton(1);
/// Left face button.
pub const SDL_CONTROLLER_BUTTON_X: SDL_GameControllerButton =
  SDL_GameControllerButton(2);
/// Top face button.
pub const SDL_CONTROLLER_BUTTON_Y: SDL_GameControllerButton =
  SDL_GameControllerButton(3);
/// Also known as "select" on many controllers.
pub const SDL_CONTROLLER_BUTTON_BACK: SDL_GameControllerButton =
  SDL_GameControllerButton(4);
/// The logo button. Not present on many controllers.
pub const SDL_CONTROLLER_BUTTON_GUIDE: SDL_GameControllerButton =
  SDL_GameControllerButton(5);
/// Start button.
pub const SDL_CONTROLLER_BUTTON_START: SDL_GameControllerButton =
  SDL_GameControllerButton(6);
/// Pressing in the left stick.
pub const SDL_CONTROLLER_BUTTON_LEFTSTICK: SDL_GameControllerButton =
  SDL_GameControllerButton(7);
/// Pressing in the right stick.
pub const SDL_CONTROLLER_BUTTON_RIGHTSTICK: SDL_GameControllerButton =
  SDL_GameControllerButton(8);
/// Upper left shoulder button.
pub const SDL_CONTROLLER_BUTTON_LEFTSHOULDER: SDL_GameControllerButton =
  SDL_GameControllerButton(9);
/// Upper right shoulder button.
pub const SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: SDL_GameControllerButton =
  SDL_GameControllerButton(10);
/// Arrow-pad up.
pub const SDL_CONTROLLER_BUTTON_DPAD_UP: SDL_GameControllerButton =
  SDL_GameControllerButton(11);
/// Arrow-pad down.
pub const SDL_CONTROLLER_BUTTON_DPAD_DOWN: SDL_GameControllerButton =
  SDL_GameControllerButton(12);
/// Arrow-pad left.
pub const SDL_CONTROLLER_BUTTON_DPAD_LEFT: SDL_GameControllerButton =
  SDL_GameControllerButton(13);
/// Arrow-pad right.
pub const SDL_CONTROLLER_BUTTON_DPAD_RIGHT: SDL_GameControllerButton =
  SDL_GameControllerButton(14);
/// Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro
/// capture button.
pub const SDL_CONTROLLER_BUTTON_MISC1: SDL_GameControllerButton =
  SDL_GameControllerButton(15);
/// Xbox Elite paddle P1.
pub const SDL_CONTROLLER_BUTTON_PADDLE1: SDL_GameControllerButton =
  SDL_GameControllerButton(16);
/// Xbox Elite paddle P3.
pub const SDL_CONTROLLER_BUTTON_PADDLE2: SDL_GameControllerButton =
  SDL_GameControllerButton(17);
/// Xbox Elite paddle P2.
pub const SDL_CONTROLLER_BUTTON_PADDLE3: SDL_GameControllerButton =
  SDL_GameControllerButton(18);
/// Xbox Elite paddle P4.
pub const SDL_CONTROLLER_BUTTON_PADDLE4: SDL_GameControllerButton =
  SDL_GameControllerButton(19);
/// PS4/PS5 touchpad button.
pub const SDL_CONTROLLER_BUTTON_TOUCHPAD: SDL_GameControllerButton =
  SDL_GameControllerButton(20);
/// The number of valid controller button possibilities.
pub const SDL_CONTROLLER_BUTTON_MAX: usize = 21;

/// Load a set of mappings from a file.
///
/// Results are filtered by the current [`SDL_GetPlatform`].
///
/// Convenience function that calls [`SDL_GameControllerAddMappingsFromRW`].
pub unsafe fn SDL_GameControllerAddMappingsFromFile(
  file: *const c_char,
) -> c_int {
  SDL_GameControllerAddMappingsFromRW(
    SDL_RWFromFile(file, b"rb\0".as_ptr().cast()),
    1,
  )
}

extern "C" {
  /// Load a set of mappings from a seekable SDL data stream (memory or file).
  ///
  /// This is filtered by the current [`SDL_GetPlatform`].
  ///
  /// A community sourced database of controllers is available [on github](https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt)
  ///
  /// If `freerw` is non-zero, the stream will be closed after being read.
  ///
  /// **Returns:** number of mappings added, -1 on error
  pub fn SDL_GameControllerAddMappingsFromRW(
    rw: *mut SDL_RWops, freerw: c_int,
  ) -> c_int;

  /// Add or update an existing mapping configuration
  ///
  /// **Returns:** 1 if mapping is added, 0 if updated, -1 on error
  pub fn SDL_GameControllerAddMapping(mappingString: *const c_char) -> c_int;

  /// Get the number of mappings installed
  ///
  /// **Return:** the number of mappings
  pub fn SDL_GameControllerNumMappings() -> c_int;

  /// Get the mapping at a particular index.
  ///
  /// **Returns:** the mapping string.
  ///
  /// **Must be freed with [`SDL_free`].**
  ///
  /// Returns NULL if the index is out of range.
  pub fn SDL_GameControllerMappingForIndex(mapping_index: c_int)
    -> *mut c_char;

  /// Get a mapping string for a GUID
  ///
  /// **Returns:** the mapping string.
  ///
  /// **Must be freed with [`SDL_free`].**
  ///
  /// Returns NULL if no mapping is available
  pub fn SDL_GameControllerMappingForGUID(
    guid: SDL_JoystickGUID,
  ) -> *mut c_char;

  /// Get a mapping string for an open GameController
  ///
  /// **Returns:** the mapping string.
  ///
  /// **Must be freed with [`SDL_free`].**
  ///
  /// Returns NULL if no mapping is available.
  pub fn SDL_GameControllerMapping(
    gamecontroller: *mut SDL_GameController,
  ) -> *mut c_char;

  /// Is the joystick on this index supported by the game controller interface?
  pub fn SDL_IsGameController(joystick_index: c_int) -> SDL_bool;

  /// 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.
  pub fn SDL_GameControllerNameForIndex(joystick_index: c_int)
    -> *const c_char;

  /// Get the type of a game controller.
  ///
  /// This can be called before any controllers are opened.
  pub fn SDL_GameControllerTypeForIndex(
    joystick_index: c_int,
  ) -> SDL_GameControllerType;

  /// Get the mapping of a game controller.
  ///
  /// This can be called before any controllers are opened.
  ///
  /// **Returns:** the mapping string.
  ///
  /// **Must be freed with [`SDL_free`].**
  ///
  /// Returns NULL if no mapping is available.
  pub fn SDL_GameControllerMappingForDeviceIndex(
    joystick_index: c_int,
  ) -> *mut c_char;

  /// 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.
  ///
  /// **Returns:** A controller identifier, or NULL if an error occurred.
  pub fn SDL_GameControllerOpen(
    joystick_index: c_int,
  ) -> *mut SDL_GameController;

  /// Return the [`SDL_GameController`] associated with an instance id.
  pub fn SDL_GameControllerFromInstanceID(
    joyid: SDL_JoystickID,
  ) -> *mut SDL_GameController;

  /// Return the [`SDL_GameController`] associated with a player index.
  pub fn SDL_GameControllerFromPlayerIndex(
    player_index: c_int,
  ) -> *mut SDL_GameController;

  /// Return the name for this currently opened controller.
  pub fn SDL_GameControllerName(
    gamecontroller: *mut SDL_GameController,
  ) -> *const c_char;

  /// Return the type of this currently opened controller.
  pub fn SDL_GameControllerGetType(
    gamecontroller: *mut SDL_GameController,
  ) -> SDL_GameControllerType;

  /// Get the player index of an opened game controller, or -1 if it's not
  /// available
  ///
  /// For XInput controllers this returns the XInput user index.
  pub fn SDL_GameControllerGetPlayerIndex(
    gamecontroller: *mut SDL_GameController,
  ) -> c_int;

  /// Set the player index of an opened game controller.
  pub fn SDL_GameControllerSetPlayerIndex(
    gamecontroller: *mut SDL_GameController, player_index: c_int,
  );

  /// Get the USB vendor ID of an opened controller, if available.
  ///
  /// If the vendor ID isn't available this function returns 0.
  pub fn SDL_GameControllerGetVendor(
    gamecontroller: *mut SDL_GameController,
  ) -> Uint16;

  /// Get the USB product ID of an opened controller, if available.
  ///
  /// If the product ID isn't available this function returns 0.
  pub fn SDL_GameControllerGetProduct(
    gamecontroller: *mut SDL_GameController,
  ) -> Uint16;

  /// Get the product version of an opened controller, if available.
  ///
  /// If the product version isn't available this function returns 0.
  pub fn SDL_GameControllerGetProductVersion(
    gamecontroller: *mut SDL_GameController,
  ) -> Uint16;

  /// Get the serial number of an opened controller, if available.
  ///
  /// Returns the serial number of the controller, or `NULL` if it is not
  /// available.
  pub fn SDL_GameControllerGetSerial(
    gamecontroller: *mut SDL_GameController,
  ) -> *const c_char;

  /// Returns `SDL_TRUE` if the controller has been opened and currently
  /// connected, or `SDL_FALSE` if it has not.
  pub fn SDL_GameControllerGetAttached(
    gamecontroller: *mut SDL_GameController,
  ) -> SDL_bool;

  /// Get the underlying joystick object used by a controller.
  pub fn SDL_GameControllerGetJoystick(
    gamecontroller: *mut SDL_GameController,
  ) -> *mut SDL_Joystick;

  /// 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`].
  pub fn SDL_GameControllerEventState(state: c_int) -> c_int;

  /// Update the current state of the open game controllers.
  ///
  /// This is called automatically by the event loop if any game controller
  /// events are enabled.
  pub fn SDL_GameControllerUpdate();

  /// Turn this string into a axis mapping.
  pub fn SDL_GameControllerGetAxisFromString(
    pchString: *const c_char,
  ) -> SDL_GameControllerAxis;

  /// Turn this axis enum into a string mapping.
  pub fn SDL_GameControllerGetStringForAxis(
    axis: SDL_GameControllerAxis,
  ) -> *const c_char;

  /// Get the SDL joystick layer binding for this controller button mapping.
  pub fn SDL_GameControllerGetBindForAxis(
    gamecontroller: *mut SDL_GameController, axis: SDL_GameControllerAxis,
  ) -> SDL_GameControllerButtonBind;

  /// Return whether a game controller has a given axis.
  pub fn SDL_GameControllerHasAxis(
    gamecontroller: *mut SDL_GameController, axis: SDL_GameControllerAxis,
  ) -> SDL_bool;

  /// 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.
  pub fn SDL_GameControllerGetAxis(
    gamecontroller: *mut SDL_GameController, axis: SDL_GameControllerAxis,
  ) -> Sint16;

  /// Turn this string into a button mapping.
  pub fn SDL_GameControllerGetButtonFromString(
    pchString: *const c_char,
  ) -> SDL_GameControllerButton;

  /// Turn this button enum into a string mapping.
  pub fn SDL_GameControllerGetStringForButton(
    button: SDL_GameControllerButton,
  ) -> *const c_char;

  /// Get the SDL joystick layer binding for this controller button mapping.
  pub fn SDL_GameControllerGetBindForButton(
    gamecontroller: *mut SDL_GameController, button: SDL_GameControllerButton,
  ) -> SDL_GameControllerButtonBind;

  /// Return whether a game controller has a given button.
  pub fn SDL_GameControllerHasButton(
    gamecontroller: *mut SDL_GameController, button: SDL_GameControllerButton,
  ) -> SDL_bool;

  /// Get the current state of a button on a game controller.
  ///
  /// The button indices start at index 0.
  pub fn SDL_GameControllerGetButton(
    gamecontroller: *mut SDL_GameController, button: SDL_GameControllerButton,
  ) -> Uint8;

  /// Get the number of touchpads on a game controller.
  pub fn SDL_GameControllerGetNumTouchpads(
    gamecontroller: *mut SDL_GameController,
  ) -> c_int;

  /// Get the number of supported simultaneous fingers on a touchpad on a game
  /// controller.
  pub fn SDL_GameControllerGetNumTouchpadFingers(
    gamecontroller: *mut SDL_GameController, touchpad: c_int,
  ) -> c_int;

  /// Get the current state of a finger on a touchpad on a game controller.
  pub fn SDL_GameControllerGetTouchpadFinger(
    gamecontroller: *mut SDL_GameController, touchpad: c_int, finger: c_int,
    state: *mut Uint8, x: *mut c_float, y: *mut c_float,
    pressure: *mut c_float,
  ) -> c_int;

  /// Return whether a game controller has a particular sensor.
  ///
  /// * `gamecontroller` The controller to query
  /// * `type` The type of sensor to query
  ///
  /// **Returns:** `SDL_TRUE` if the sensor exists, `SDL_FALSE` otherwise.
  pub fn SDL_GameControllerHasSensor(
    gamecontroller: *mut SDL_GameController, type_: SDL_SensorType,
  ) -> SDL_bool;

  /// Set whether data reporting for a game controller sensor is enabled
  ///
  /// * `gamecontroller` The controller to update
  /// * `type` The type of sensor to enable/disable
  /// * `enabled` Whether data reporting should be enabled
  ///
  /// **Returns:** 0 or -1 if an error occurred.
  pub fn SDL_GameControllerSetSensorEnabled(
    gamecontroller: *mut SDL_GameController, type_: SDL_SensorType,
    enabled: SDL_bool,
  ) -> c_int;

  /// Query whether sensor data reporting is enabled for a game controller
  ///
  /// * `gamecontroller` The controller to query
  /// * `type` The type of sensor to query
  ///
  /// **Returns:** `SDL_TRUE` if the sensor is enabled, `SDL_FALSE` otherwise.
  pub fn SDL_GameControllerIsSensorEnabled(
    gamecontroller: *mut SDL_GameController, type_: SDL_SensorType,
  ) -> SDL_bool;

  /// Get the current state of a game controller sensor.
  ///
  /// The number of values and interpretation of the data is sensor dependent.
  /// See [`sensor`](crate::sensor) for the details for each type of sensor.
  ///
  /// * `gamecontroller` The controller to query
  /// * `type` The type of sensor to query
  /// * `data` A pointer filled with the current sensor state
  /// * `num_values` The number of values to write to data
  ///
  /// **Returns:** 0, or -1 if an error occurred.
  pub fn SDL_GameControllerGetSensorData(
    gamecontroller: *mut SDL_GameController, type_: SDL_SensorType,
    data: *mut c_float, num_values: c_int,
  ) -> c_int;

  /// Trigger a rumble effect.
  ///
  /// Each call to this function cancels any previous rumble effect, and calling
  /// it with 0 intensity stops any rumbling.
  ///
  /// * `gamecontroller` The controller to vibrate
  /// * `low_frequency_rumble` The intensity of the low frequency (left) rumble
  ///   motor, from 0 to 0xFFFF
  /// * `high_frequency_rumble` The intensity of the high frequency (right)
  ///   rumble motor, from 0 to 0xFFFF
  /// * `duration_ms` The duration of the rumble effect, in milliseconds
  ///
  /// **Return:** 0, or -1 if rumble isn't supported on this controller
  pub fn SDL_GameControllerRumble(
    gamecontroller: *mut SDL_GameController, low_frequency_rumble: Uint16,
    high_frequency_rumble: Uint16, duration_ms: Uint32,
  ) -> c_int;

  /// Start a rumble effect in the game controller's triggers.
  ///
  /// Each call to this function cancels any previous trigger rumble effect, and
  /// calling it with 0 intensity stops any rumbling.
  ///
  /// * `gamecontroller` The controller to vibrate
  /// * `left_rumble` The intensity of the left trigger rumble motor, from 0 to
  ///   0xFFFF
  /// * `right_rumble` The intensity of the right trigger rumble motor, from 0
  ///   to 0xFFFF
  /// * `duration_ms` The duration of the rumble effect, in milliseconds
  ///
  /// **Return:** 0, or -1 if rumble isn't supported on this controller
  pub fn SDL_GameControllerRumbleTriggers(
    gamecontroller: *mut SDL_GameController, left_rumble: Uint16,
    right_rumble: Uint16, duration_ms: Uint32,
  ) -> c_int;

  /// Return whether a controller has an LED.
  ///
  /// * `gamecontroller` The controller to query
  ///
  /// **Return:** `SDL_TRUE`, or `SDL_FALSE` if this controller does not have a
  /// modifiable LED.
  pub fn SDL_GameControllerHasLED(
    gamecontroller: *mut SDL_GameController,
  ) -> SDL_bool;

  /// Update a controller's LED color.
  ///
  /// * `gamecontroller` The controller to update
  /// * `red` The intensity of the red LED
  /// * `green` The intensity of the green LED
  /// * `blue` The intensity of the blue LED
  ///
  /// **Return:** 0, or -1 if this controller does not have a modifiable LED
  pub fn SDL_GameControllerSetLED(
    gamecontroller: *mut SDL_GameController, red: Uint8, green: Uint8,
    blue: Uint8,
  ) -> c_int;

  /// Close a controller previously opened with [`SDL_GameControllerOpen`].
  pub fn SDL_GameControllerClose(gamecontroller: *mut SDL_GameController);

  /// Send a controller specific effect packet
  ///
  /// * `gamecontroller` The controller to affect
  /// * `data` The data to send to the controller
  /// * `size` The size of the data to send to the controller
  /// * **Returns:** 0, or -1 if this controller or driver doesn't support
  ///   effect packets
  pub fn SDL_GameControllerSendEffect(
    gamecontroller: *mut SDL_GameController, data: *const c_void, size: c_int,
  ) -> c_int;

  /// Get the data rate (number of events per second) of a game controller
  /// sensor.
  ///
  /// * `gamecontroller` The controller to query
  /// * `type` The type of sensor to query
  /// * **Returns:** the data rate, or 0.0f if the data rate is not available.
  pub fn SDL_GameControllerGetSensorDataRate(
    gamecontroller: *mut SDL_GameController, type_: SDL_SensorType,
  ) -> c_float;
}