glfw: add Joystick.getGUID
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
dc608ee6a8
commit
089b70b678
1 changed files with 42 additions and 39 deletions
|
@ -203,44 +203,38 @@ pub inline fn getName(self: Joystick) Error![*c]const u8 {
|
|||
return name;
|
||||
}
|
||||
|
||||
// TODO(joystick)
|
||||
// /// Returns the SDL compatible GUID of the specified joystick.
|
||||
// ///
|
||||
// /// This function returns the SDL compatible GUID, as a UTF-8 encoded
|
||||
// /// hexadecimal string, of the specified joystick. The returned string is
|
||||
// /// allocated and freed by GLFW. You should not free it yourself.
|
||||
// ///
|
||||
// /// The GUID is what connects a joystick to a gamepad mapping. A connected
|
||||
// /// joystick will always have a GUID even if there is no gamepad mapping
|
||||
// /// assigned to it.
|
||||
// ///
|
||||
// /// If the specified joystick is not present this function will return null
|
||||
// /// but will not generate an error. This can be used instead of first calling
|
||||
// /// @ref glfwJoystickPresent.
|
||||
// ///
|
||||
// /// The GUID uses the format introduced in SDL 2.0.5. This GUID tries to
|
||||
// /// uniquely identify the make and model of a joystick but does not identify
|
||||
// /// a specific unit, e.g. all wired Xbox 360 controllers will have the same
|
||||
// /// GUID on that platform. The GUID for a unit may vary between platforms
|
||||
// /// depending on what hardware information the platform specific APIs provide.
|
||||
// ///
|
||||
// /// @param[in] jid The [joystick](@ref joysticks) to query.
|
||||
// /// @return The UTF-8 encoded GUID of the joystick, or null if the joystick
|
||||
// /// is not present or an error occurred.
|
||||
// ///
|
||||
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
|
||||
// ///
|
||||
// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
|
||||
// /// should not free it yourself. It is valid until the specified joystick is
|
||||
// /// disconnected or the library is terminated.
|
||||
// ///
|
||||
// /// @thread_safety This function must only be called from the main thread.
|
||||
// ///
|
||||
// /// see also: gamepad
|
||||
// ///
|
||||
// ///
|
||||
// /// @ingroup input
|
||||
// GLFWAPI const char* glfwGetJoystickGUID(int jid);
|
||||
/// Returns the SDL compatible GUID of the specified joystick.
|
||||
///
|
||||
/// This function returns the SDL compatible GUID, as a UTF-8 encoded hexadecimal string, of the
|
||||
/// specified joystick. The returned string is allocated and freed by GLFW. You should not free it
|
||||
/// yourself.
|
||||
///
|
||||
/// The GUID is what connects a joystick to a gamepad mapping. A connected joystick will always have
|
||||
/// a GUID even if there is no gamepad mapping assigned to it.
|
||||
///
|
||||
/// If the specified joystick is not present this function will return null but will not generate an
|
||||
/// error. This can be used instead of first calling glfw.Joystick.present.
|
||||
///
|
||||
/// The GUID uses the format introduced in SDL 2.0.5. This GUID tries to uniquely identify the make
|
||||
/// and model of a joystick but does not identify a specific unit, e.g. all wired Xbox 360
|
||||
/// controllers will have the same GUID on that platform. The GUID for a unit may vary between
|
||||
/// platforms depending on what hardware information the platform specific APIs provide.
|
||||
///
|
||||
/// @return The UTF-8 encoded GUID of the joystick, or null if the joystick is not present.
|
||||
///
|
||||
/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
|
||||
///
|
||||
/// @pointer_lifetime The returned string is allocated and freed by GLFW. You should not free it
|
||||
/// yourself. It is valid until the specified joystick is disconnected or the library is terminated.
|
||||
///
|
||||
/// @thread_safety This function must only be called from the main thread.
|
||||
///
|
||||
/// see also: gamepad
|
||||
pub inline fn getGUID(self: Joystick) Error![*c]const u8 {
|
||||
const guid = c.glfwGetJoystickGUID(self.jid);
|
||||
try getError();
|
||||
return guid;
|
||||
}
|
||||
|
||||
/// Sets the user pointer of the specified joystick.
|
||||
///
|
||||
|
@ -280,7 +274,6 @@ fn callbackWrapper(jid: c_int, event: c_int) callconv(.C) void {
|
|||
_callback.?(Joystick{ .jid = jid }, @intCast(isize, event));
|
||||
}
|
||||
|
||||
// TODO(joystick)
|
||||
/// Sets the joystick configuration callback.
|
||||
///
|
||||
/// This function sets the joystick configuration callback, or removes the currently set callback.
|
||||
|
@ -472,6 +465,16 @@ test "getName" {
|
|||
_ = joystick.getName() catch |err| std.debug.print("failed to get joystick name, joysticks not supported? error={}\n", .{err});
|
||||
}
|
||||
|
||||
test "getGUID" {
|
||||
const glfw = @import("main.zig");
|
||||
try glfw.init();
|
||||
defer glfw.terminate();
|
||||
|
||||
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
||||
|
||||
_ = joystick.getGUID() catch |err| std.debug.print("failed to get joystick GUID, joysticks not supported? error={}\n", .{err});
|
||||
}
|
||||
|
||||
test "setUserPointer_syntax" {
|
||||
const glfw = @import("main.zig");
|
||||
try glfw.init();
|
||||
|
|
Loading…
Add table
Reference in a new issue