12345678910111213141516171819202122232425262728293031323334353637383940414243 |
- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 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.
- */
- #include "SDL_internal.h"
- #ifndef SDL_gameinput_h_
- #define SDL_gameinput_h_
- #ifdef HAVE_GAMEINPUT_H
- #include <gameinput.h>
- #ifndef GAMEINPUT_API_VERSION
- #define GAMEINPUT_API_VERSION 0
- #endif
- #if GAMEINPUT_API_VERSION == 1
- using namespace GameInput::v1;
- #endif
- extern bool SDL_InitGameInput(IGameInput **ppGameInput);
- extern void SDL_QuitGameInput(void);
- #endif // HAVE_GAMEINPUT_H
- #endif // SDL_gameinput_h_
|