{-# LANGUAGE NoImplicitPrelude #-}

-- | SDL provides a low-level joystick API, which just treats joysticks as an arbitrary pile of buttons, axes, and hat switches. If you\'re planning to write your own control configuration screen, this can give you a lot of flexibility, but that\'s a lot of work, and most things that we consider \"joysticks\" now are actually console-style gamepads. So SDL provides the gamepad API on top of the lower-level joystick functionality.
--
--     The difference between a joystick and a gamepad is that a gamepad tells you /where/ a button or axis is on the device. You don\'t speak to gamepads in terms of arbitrary numbers like \"button 3\" or \"axis 2\" but in standard locations: the d-pad, the shoulder buttons, triggers, A\/B\/X\/Y (or X\/O\/Square\/Triangle, if you will).
--
--     One turns a joystick into a gamepad by providing a magic configuration string, which tells SDL the details of a specific device: when you see this specific hardware, if button 2 gets pressed, this is actually D-Pad Up, etc.
--
--     SDL has many popular controllers configured out of the box, and users can add their own controller details through an environment variable if it\'s otherwise unknown to SDL.
--
--     In order to use these functions, 'SDL3.Sys.Init.init' must have been called with the SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and load appropriate drivers.
--
--     If you\'re using SDL gamepad support in a Steam game, you must call SteamAPI_InitEx() before calling 'SDL3.Sys.Init.init'.
--
--     If you would like to receive gamepad updates while the application is in the background, you should set the following hint before calling 'SDL3.Sys.Init.init': SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
--
--     Gamepads support various optional features such as rumble, color LEDs, touchpad, gyro, etc. The support for these features varies depending on the controller and OS support available. You can check for LED and rumble capabilities at runtime by calling @'getGamepadProperties'@ and checking the various capability properties. You can check for touchpad by calling @'getNumGamepadTouchpads'@ and check for gyro and accelerometer by calling @'gamepadHasSensor'@.
--
--     By default SDL will try to use the most capable driver available, but you can tune which OS drivers to use with the various joystick hints in SDL_hints.h.
--
--     Your application should always support gamepad hotplugging. On some platforms like Xbox, Steam Deck, etc., this is a requirement for certification. On other platforms, like macOS and Windows when using Windows.Gaming.Input, controllers may not be available at startup and will come in at some point after you\'ve started processing events. The structure used to identify an SDL gamepad
--
--     @since 3.2.0
--
--     == FFI conventions
--
--     Unsuffixed aliases are __unsafe__ foreign imports; aliases suffixed @Safe@ are safe. Functions whose callbacks fire during the call export only the Safe alias (the genuine unsafe import stays reachable under @SDL3.Sys.Bindgen.Gamepad.Unsafe@); functions curated unsafe-only export only the unsuffixed one. Each alias\'s documentation records its flavor and rationale.
--
--     Full conventions: "SDL3.Sys".
module SDL3.Sys.Gamepad (
  module SDL3.Sys.Bindgen.Gamepad,

  -- * Function aliases
  SDL3.Sys.Gamepad.addGamepadMapping,
  SDL3.Sys.Gamepad.addGamepadMappingSafe,
  SDL3.Sys.Gamepad.addGamepadMappingsFromIO,
  SDL3.Sys.Gamepad.addGamepadMappingsFromIOSafe,
  SDL3.Sys.Gamepad.addGamepadMappingsFromFile,
  SDL3.Sys.Gamepad.addGamepadMappingsFromFileSafe,
  SDL3.Sys.Gamepad.reloadGamepadMappings,
  SDL3.Sys.Gamepad.reloadGamepadMappingsSafe,
  SDL3.Sys.Gamepad.getGamepadMappings,
  SDL3.Sys.Gamepad.getGamepadMappingsSafe,
  SDL3.Sys.Gamepad.getGamepadMappingForGUID,
  SDL3.Sys.Gamepad.getGamepadMappingForGUIDSafe,
  SDL3.Sys.Gamepad.getGamepadMapping,
  SDL3.Sys.Gamepad.getGamepadMappingSafe,
  SDL3.Sys.Gamepad.setGamepadMapping,
  SDL3.Sys.Gamepad.setGamepadMappingSafe,
  SDL3.Sys.Gamepad.hasGamepad,
  SDL3.Sys.Gamepad.hasGamepadSafe,
  SDL3.Sys.Gamepad.getGamepads,
  SDL3.Sys.Gamepad.getGamepadsSafe,
  SDL3.Sys.Gamepad.isGamepad,
  SDL3.Sys.Gamepad.isGamepadSafe,
  SDL3.Sys.Gamepad.getGamepadNameForID,
  SDL3.Sys.Gamepad.getGamepadNameForIDSafe,
  SDL3.Sys.Gamepad.getGamepadPathForID,
  SDL3.Sys.Gamepad.getGamepadPathForIDSafe,
  SDL3.Sys.Gamepad.getGamepadPlayerIndexForID,
  SDL3.Sys.Gamepad.getGamepadPlayerIndexForIDSafe,
  SDL3.Sys.Gamepad.getGamepadGUIDForID,
  SDL3.Sys.Gamepad.getGamepadGUIDForIDSafe,
  SDL3.Sys.Gamepad.getGamepadVendorForID,
  SDL3.Sys.Gamepad.getGamepadVendorForIDSafe,
  SDL3.Sys.Gamepad.getGamepadProductForID,
  SDL3.Sys.Gamepad.getGamepadProductForIDSafe,
  SDL3.Sys.Gamepad.getGamepadProductVersionForID,
  SDL3.Sys.Gamepad.getGamepadProductVersionForIDSafe,
  SDL3.Sys.Gamepad.getGamepadTypeForID,
  SDL3.Sys.Gamepad.getGamepadTypeForIDSafe,
  SDL3.Sys.Gamepad.getRealGamepadTypeForID,
  SDL3.Sys.Gamepad.getRealGamepadTypeForIDSafe,
  SDL3.Sys.Gamepad.getGamepadMappingForID,
  SDL3.Sys.Gamepad.getGamepadMappingForIDSafe,
  SDL3.Sys.Gamepad.openGamepad,
  SDL3.Sys.Gamepad.openGamepadSafe,
  SDL3.Sys.Gamepad.getGamepadFromID,
  SDL3.Sys.Gamepad.getGamepadFromIDSafe,
  SDL3.Sys.Gamepad.getGamepadFromPlayerIndex,
  SDL3.Sys.Gamepad.getGamepadFromPlayerIndexSafe,
  SDL3.Sys.Gamepad.getGamepadProperties,
  SDL3.Sys.Gamepad.getGamepadPropertiesSafe,
  SDL3.Sys.Gamepad.getGamepadID,
  SDL3.Sys.Gamepad.getGamepadIDSafe,
  SDL3.Sys.Gamepad.getGamepadName,
  SDL3.Sys.Gamepad.getGamepadNameSafe,
  SDL3.Sys.Gamepad.getGamepadPath,
  SDL3.Sys.Gamepad.getGamepadPathSafe,
  SDL3.Sys.Gamepad.getGamepadType,
  SDL3.Sys.Gamepad.getGamepadTypeSafe,
  SDL3.Sys.Gamepad.getRealGamepadType,
  SDL3.Sys.Gamepad.getRealGamepadTypeSafe,
  SDL3.Sys.Gamepad.getGamepadPlayerIndex,
  SDL3.Sys.Gamepad.getGamepadPlayerIndexSafe,
  SDL3.Sys.Gamepad.setGamepadPlayerIndex,
  SDL3.Sys.Gamepad.setGamepadPlayerIndexSafe,
  SDL3.Sys.Gamepad.getGamepadVendor,
  SDL3.Sys.Gamepad.getGamepadVendorSafe,
  SDL3.Sys.Gamepad.getGamepadProduct,
  SDL3.Sys.Gamepad.getGamepadProductSafe,
  SDL3.Sys.Gamepad.getGamepadProductVersion,
  SDL3.Sys.Gamepad.getGamepadProductVersionSafe,
  SDL3.Sys.Gamepad.getGamepadFirmwareVersion,
  SDL3.Sys.Gamepad.getGamepadFirmwareVersionSafe,
  SDL3.Sys.Gamepad.getGamepadSerial,
  SDL3.Sys.Gamepad.getGamepadSerialSafe,
  SDL3.Sys.Gamepad.getGamepadSteamHandle,
  SDL3.Sys.Gamepad.getGamepadSteamHandleSafe,
  SDL3.Sys.Gamepad.getGamepadConnectionState,
  SDL3.Sys.Gamepad.getGamepadConnectionStateSafe,
  SDL3.Sys.Gamepad.getGamepadPowerInfo,
  SDL3.Sys.Gamepad.getGamepadPowerInfoSafe,
  SDL3.Sys.Gamepad.gamepadConnected,
  SDL3.Sys.Gamepad.gamepadConnectedSafe,
  SDL3.Sys.Gamepad.getGamepadJoystick,
  SDL3.Sys.Gamepad.getGamepadJoystickSafe,
  SDL3.Sys.Gamepad.setGamepadEventsEnabled,
  SDL3.Sys.Gamepad.setGamepadEventsEnabledSafe,
  SDL3.Sys.Gamepad.gamepadEventsEnabled,
  SDL3.Sys.Gamepad.gamepadEventsEnabledSafe,
  SDL3.Sys.Gamepad.getGamepadBindings,
  SDL3.Sys.Gamepad.getGamepadBindingsSafe,
  SDL3.Sys.Gamepad.updateGamepads,
  SDL3.Sys.Gamepad.updateGamepadsSafe,
  SDL3.Sys.Gamepad.getGamepadTypeFromString,
  SDL3.Sys.Gamepad.getGamepadTypeFromStringSafe,
  SDL3.Sys.Gamepad.getGamepadStringForType,
  SDL3.Sys.Gamepad.getGamepadStringForTypeSafe,
  SDL3.Sys.Gamepad.getGamepadAxisFromString,
  SDL3.Sys.Gamepad.getGamepadAxisFromStringSafe,
  SDL3.Sys.Gamepad.getGamepadStringForAxis,
  SDL3.Sys.Gamepad.getGamepadStringForAxisSafe,
  SDL3.Sys.Gamepad.gamepadHasAxis,
  SDL3.Sys.Gamepad.gamepadHasAxisSafe,
  SDL3.Sys.Gamepad.getGamepadAxis,
  SDL3.Sys.Gamepad.getGamepadAxisSafe,
  SDL3.Sys.Gamepad.getGamepadButtonFromString,
  SDL3.Sys.Gamepad.getGamepadButtonFromStringSafe,
  SDL3.Sys.Gamepad.getGamepadStringForButton,
  SDL3.Sys.Gamepad.getGamepadStringForButtonSafe,
  SDL3.Sys.Gamepad.gamepadHasButton,
  SDL3.Sys.Gamepad.gamepadHasButtonSafe,
  SDL3.Sys.Gamepad.getGamepadButton,
  SDL3.Sys.Gamepad.getGamepadButtonSafe,
  SDL3.Sys.Gamepad.getGamepadButtonLabelForType,
  SDL3.Sys.Gamepad.getGamepadButtonLabelForTypeSafe,
  SDL3.Sys.Gamepad.getGamepadButtonLabel,
  SDL3.Sys.Gamepad.getGamepadButtonLabelSafe,
  SDL3.Sys.Gamepad.getNumGamepadTouchpads,
  SDL3.Sys.Gamepad.getNumGamepadTouchpadsSafe,
  SDL3.Sys.Gamepad.getNumGamepadTouchpadFingers,
  SDL3.Sys.Gamepad.getNumGamepadTouchpadFingersSafe,
  SDL3.Sys.Gamepad.getGamepadTouchpadFinger,
  SDL3.Sys.Gamepad.getGamepadTouchpadFingerSafe,
  SDL3.Sys.Gamepad.gamepadHasSensor,
  SDL3.Sys.Gamepad.gamepadHasSensorSafe,
  SDL3.Sys.Gamepad.setGamepadSensorEnabled,
  SDL3.Sys.Gamepad.setGamepadSensorEnabledSafe,
  SDL3.Sys.Gamepad.gamepadSensorEnabled,
  SDL3.Sys.Gamepad.gamepadSensorEnabledSafe,
  SDL3.Sys.Gamepad.getGamepadSensorDataRate,
  SDL3.Sys.Gamepad.getGamepadSensorDataRateSafe,
  SDL3.Sys.Gamepad.getGamepadSensorData,
  SDL3.Sys.Gamepad.getGamepadSensorDataSafe,
  SDL3.Sys.Gamepad.rumbleGamepad,
  SDL3.Sys.Gamepad.rumbleGamepadSafe,
  SDL3.Sys.Gamepad.rumbleGamepadTriggers,
  SDL3.Sys.Gamepad.rumbleGamepadTriggersSafe,
  SDL3.Sys.Gamepad.setGamepadLED,
  SDL3.Sys.Gamepad.setGamepadLEDSafe,
  SDL3.Sys.Gamepad.sendGamepadEffect,
  SDL3.Sys.Gamepad.sendGamepadEffectSafe,
  SDL3.Sys.Gamepad.closeGamepad,
  SDL3.Sys.Gamepad.closeGamepadSafe,
  SDL3.Sys.Gamepad.getGamepadAppleSFSymbolsNameForButton,
  SDL3.Sys.Gamepad.getGamepadAppleSFSymbolsNameForButtonSafe,
  SDL3.Sys.Gamepad.getGamepadAppleSFSymbolsNameForAxis,
  SDL3.Sys.Gamepad.getGamepadAppleSFSymbolsNameForAxisSafe,
)
where

import Data.Coerce qualified as Coerce
import Prelude (Bool, Float, IO, fmap)

import HsBindgen.Runtime.CBool qualified as CBool
import HsBindgen.Runtime.LibC qualified
import HsBindgen.Runtime.PtrConst qualified as PtrConst
import HsBindgen.Runtime.Support qualified as BG
import SDL3.Sys.Bindgen.Gamepad
import SDL3.Sys.Bindgen.Gamepad.Safe qualified as Safe
import SDL3.Sys.Bindgen.Gamepad.Unsafe qualified as Unsafe
import SDL3.Sys.Bindgen.Guid qualified
import SDL3.Sys.Bindgen.Iostream qualified
import SDL3.Sys.Bindgen.Joystick qualified
import SDL3.Sys.Bindgen.Power qualified
import SDL3.Sys.Bindgen.Properties qualified
import SDL3.Sys.Bindgen.Sensor qualified
import SDL3.Sys.Bindgen.Stdinc qualified

-- | Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.
--
--     The mapping string has the format \"GUID,name,mapping\", where GUID is the string value from 'SDL3.Sys.Guid.guidToString', name is the human readable string for the device and mappings are gamepad mappings to joystick ones. Under Windows there is a reserved GUID of \"xinput\" that covers all 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 gamepad axes and vice versa.
--
--     If a device with this GUID is already plugged in, SDL will generate an SDL_EVENT_GAMEPAD_ADDED event.
--
--     This string shows an example of a valid mapping for a gamepad:
--
--     @
--     \"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\"
--     @
--
--     [Returns]: 1 if a new mapping is added, 0 if an existing mapping is updated, -1 on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'addGamepadMappingsFromFile', 'addGamepadMappingsFromIO', 'getGamepadMapping', 'getGamepadMappingForGUID', SDL_HINT_GAMECONTROLLERCONFIG, SDL_HINT_GAMECONTROLLERCONFIG_FILE, SDL_EVENT_GAMEPAD_ADDED
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_AddGamepadMapping@.
--                   The safe flavor is 'addGamepadMappingSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_AddGamepadMapping@, defined at @SDL3\/SDL_gamepad.h 347:33@
addGamepadMapping
  :: PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@mapping@]: the mapping string.
  -> IO BG.Int32
addGamepadMapping :: PtrConst CChar -> IO Int32
addGamepadMapping =
  \PtrConst CChar
x00 ->
    (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (PtrConst CChar -> IO CInt
Unsafe.sDL_AddGamepadMapping PtrConst CChar
x00)

-- | Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.
--
--     The mapping string has the format \"GUID,name,mapping\", where GUID is the string value from 'SDL3.Sys.Guid.guidToString', name is the human readable string for the device and mappings are gamepad mappings to joystick ones. Under Windows there is a reserved GUID of \"xinput\" that covers all 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 gamepad axes and vice versa.
--
--     If a device with this GUID is already plugged in, SDL will generate an SDL_EVENT_GAMEPAD_ADDED event.
--
--     This string shows an example of a valid mapping for a gamepad:
--
--     @
--     \"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\"
--     @
--
--     [Returns]: 1 if a new mapping is added, 0 if an existing mapping is updated, -1 on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'addGamepadMappingsFromFile', 'addGamepadMappingsFromIO', 'getGamepadMapping', 'getGamepadMappingForGUID', SDL_HINT_GAMECONTROLLERCONFIG, SDL_HINT_GAMECONTROLLERCONFIG_FILE, SDL_EVENT_GAMEPAD_ADDED
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_AddGamepadMapping@.
--                   The unsafe flavor is 'addGamepadMapping'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_AddGamepadMapping@, defined at @SDL3\/SDL_gamepad.h 347:33@
addGamepadMappingSafe
  :: PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@mapping@]: the mapping string.
  -> IO BG.Int32
addGamepadMappingSafe :: PtrConst CChar -> IO Int32
addGamepadMappingSafe =
  \PtrConst CChar
x00 ->
    (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (PtrConst CChar -> IO CInt
Safe.sDL_AddGamepadMapping PtrConst CChar
x00)

-- | Load a set of gamepad mappings from an SDL_IOStream.
--
--     You can call this function several times, if needed, to load different database files.
--
--     If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
--
--     Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.
--
--     Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).
--
--     This function will load the text database entirely in memory before processing it, so take this into consideration if you are in a memory constrained environment.
--
--     [Returns]: the number of mappings added or -1 on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'addGamepadMapping', 'addGamepadMappingsFromFile', 'getGamepadMapping', 'getGamepadMappingForGUID', SDL_HINT_GAMECONTROLLERCONFIG, SDL_HINT_GAMECONTROLLERCONFIG_FILE, SDL_EVENT_GAMEPAD_ADDED
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_AddGamepadMappingsFromIO@.
--                   The safe flavor is 'addGamepadMappingsFromIOSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_AddGamepadMappingsFromIO@, defined at @SDL3\/SDL_gamepad.h 387:33@
addGamepadMappingsFromIO
  :: BG.Ptr SDL3.Sys.Bindgen.Iostream.SDL_IOStream
  -- ^
  --
  --           [@src@]: the data stream for the mappings to be added.
  -> Bool
  -- ^
  --
  --           [@closeio@]: if true, calls 'SDL3.Sys.Iostream.closeIO' on @src@ before returning, even in the case of an error.
  -> IO BG.Int32
addGamepadMappingsFromIO :: Ptr SDL_IOStream -> Bool -> IO Int32
addGamepadMappingsFromIO =
  \Ptr SDL_IOStream
x00 ->
    \Bool
x11 ->
      (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_IOStream -> CBool -> IO CInt
Unsafe.sDL_AddGamepadMappingsFromIO Ptr SDL_IOStream
x00 (Bool -> CBool
forall b. Num b => Bool -> b
CBool.fromBool Bool
x11))

-- | Load a set of gamepad mappings from an SDL_IOStream.
--
--     You can call this function several times, if needed, to load different database files.
--
--     If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
--
--     Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.
--
--     Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).
--
--     This function will load the text database entirely in memory before processing it, so take this into consideration if you are in a memory constrained environment.
--
--     [Returns]: the number of mappings added or -1 on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'addGamepadMapping', 'addGamepadMappingsFromFile', 'getGamepadMapping', 'getGamepadMappingForGUID', SDL_HINT_GAMECONTROLLERCONFIG, SDL_HINT_GAMECONTROLLERCONFIG_FILE, SDL_EVENT_GAMEPAD_ADDED
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_AddGamepadMappingsFromIO@.
--                   The unsafe flavor is 'addGamepadMappingsFromIO'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_AddGamepadMappingsFromIO@, defined at @SDL3\/SDL_gamepad.h 387:33@
addGamepadMappingsFromIOSafe
  :: BG.Ptr SDL3.Sys.Bindgen.Iostream.SDL_IOStream
  -- ^
  --
  --           [@src@]: the data stream for the mappings to be added.
  -> Bool
  -- ^
  --
  --           [@closeio@]: if true, calls 'SDL3.Sys.Iostream.closeIO' on @src@ before returning, even in the case of an error.
  -> IO BG.Int32
addGamepadMappingsFromIOSafe :: Ptr SDL_IOStream -> Bool -> IO Int32
addGamepadMappingsFromIOSafe =
  \Ptr SDL_IOStream
x00 ->
    \Bool
x11 ->
      (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_IOStream -> CBool -> IO CInt
Safe.sDL_AddGamepadMappingsFromIO Ptr SDL_IOStream
x00 (Bool -> CBool
forall b. Num b => Bool -> b
CBool.fromBool Bool
x11))

-- | Load a set of gamepad mappings from a file.
--
--     You can call this function several times, if needed, to load different database files.
--
--     If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
--
--     Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.
--
--     Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).
--
--     [Returns]: the number of mappings added or -1 on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'addGamepadMapping', 'addGamepadMappingsFromIO', 'getGamepadMapping', 'getGamepadMappingForGUID', SDL_HINT_GAMECONTROLLERCONFIG, SDL_HINT_GAMECONTROLLERCONFIG_FILE, SDL_EVENT_GAMEPAD_ADDED
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_AddGamepadMappingsFromFile@.
--                   The safe flavor is 'addGamepadMappingsFromFileSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_AddGamepadMappingsFromFile@, defined at @SDL3\/SDL_gamepad.h 421:33@
addGamepadMappingsFromFile
  :: PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@file@]: the mappings file to load.
  -> IO BG.Int32
addGamepadMappingsFromFile :: PtrConst CChar -> IO Int32
addGamepadMappingsFromFile =
  \PtrConst CChar
x00 ->
    (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (PtrConst CChar -> IO CInt
Unsafe.sDL_AddGamepadMappingsFromFile PtrConst CChar
x00)

-- | Load a set of gamepad mappings from a file.
--
--     You can call this function several times, if needed, to load different database files.
--
--     If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
--
--     Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.
--
--     Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).
--
--     [Returns]: the number of mappings added or -1 on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'addGamepadMapping', 'addGamepadMappingsFromIO', 'getGamepadMapping', 'getGamepadMappingForGUID', SDL_HINT_GAMECONTROLLERCONFIG, SDL_HINT_GAMECONTROLLERCONFIG_FILE, SDL_EVENT_GAMEPAD_ADDED
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_AddGamepadMappingsFromFile@.
--                   The unsafe flavor is 'addGamepadMappingsFromFile'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_AddGamepadMappingsFromFile@, defined at @SDL3\/SDL_gamepad.h 421:33@
addGamepadMappingsFromFileSafe
  :: PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@file@]: the mappings file to load.
  -> IO BG.Int32
addGamepadMappingsFromFileSafe :: PtrConst CChar -> IO Int32
addGamepadMappingsFromFileSafe =
  \PtrConst CChar
x00 ->
    (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (PtrConst CChar -> IO CInt
Safe.sDL_AddGamepadMappingsFromFile PtrConst CChar
x00)

-- | Reinitialize the SDL mapping database to its initial state.
--
--     This will generate gamepad events as needed if device mappings change.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_ReloadGamepadMappings@.
--                   The safe flavor is 'reloadGamepadMappingsSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_ReloadGamepadMappings@, defined at @SDL3\/SDL_gamepad.h 435:34@
reloadGamepadMappings :: IO Bool
reloadGamepadMappings :: IO Bool
reloadGamepadMappings =
  (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool IO CBool
Unsafe.sDL_ReloadGamepadMappings

-- | Reinitialize the SDL mapping database to its initial state.
--
--     This will generate gamepad events as needed if device mappings change.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_ReloadGamepadMappings@.
--                   The unsafe flavor is 'reloadGamepadMappings'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_ReloadGamepadMappings@, defined at @SDL3\/SDL_gamepad.h 435:34@
reloadGamepadMappingsSafe :: IO Bool
reloadGamepadMappingsSafe :: IO Bool
reloadGamepadMappingsSafe =
  (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool IO CBool
Safe.sDL_ReloadGamepadMappings

-- | Get the current gamepad mappings.
--
--     [Returns]: an array of the mapping strings, NULL-terminated, or NULL on failure; call 'SDL3.Sys.Error.getError' for more information. This is a single allocation that should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadMappings@.
--                   The safe flavor is 'getGamepadMappingsSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadMappings@, defined at @SDL3\/SDL_gamepad.h 451:37@
getGamepadMappings
  :: BG.Ptr BG.CInt
  -- ^
  --
  --           [@count@]: a pointer filled in with the number of mappings returned, can be NULL.
  -> IO (BG.Ptr (BG.Ptr BG.CChar))
getGamepadMappings :: Ptr CInt -> IO (Ptr (Ptr CChar))
getGamepadMappings = Ptr CInt -> IO (Ptr (Ptr CChar))
Unsafe.sDL_GetGamepadMappings

-- | Get the current gamepad mappings.
--
--     [Returns]: an array of the mapping strings, NULL-terminated, or NULL on failure; call 'SDL3.Sys.Error.getError' for more information. This is a single allocation that should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadMappings@.
--                   The unsafe flavor is 'getGamepadMappings'
--                   .
--
--     [C declaration]: @SDL_GetGamepadMappings@, defined at @SDL3\/SDL_gamepad.h 451:37@
getGamepadMappingsSafe
  :: BG.Ptr BG.CInt
  -- ^
  --
  --           [@count@]: a pointer filled in with the number of mappings returned, can be NULL.
  -> IO (BG.Ptr (BG.Ptr BG.CChar))
getGamepadMappingsSafe :: Ptr CInt -> IO (Ptr (Ptr CChar))
getGamepadMappingsSafe = Ptr CInt -> IO (Ptr (Ptr CChar))
Safe.sDL_GetGamepadMappings

-- | Get the gamepad mapping string for a given GUID.
--
--     [Returns]: a mapping string or NULL on failure; call 'SDL3.Sys.Error.getError' for more information. This should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'SDL3.Sys.Joystick.getJoystickGUIDForID', 'SDL3.Sys.Joystick.getJoystickGUID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadMappingForGUID@.
--                   The safe flavor is 'getGamepadMappingForGUIDSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadMappingForGUID@, defined at @SDL3\/SDL_gamepad.h 468:36@
getGamepadMappingForGUID
  :: SDL3.Sys.Bindgen.Guid.SDL_GUID
  -- ^
  --
  --           [@guid@]: a structure containing the GUID for which a mapping is desired.
  -> IO (BG.Ptr BG.CChar)
getGamepadMappingForGUID :: SDL_GUID -> IO (Ptr CChar)
getGamepadMappingForGUID =
  SDL_GUID -> IO (Ptr CChar)
Unsafe.sDL_GetGamepadMappingForGUID

-- | Get the gamepad mapping string for a given GUID.
--
--     [Returns]: a mapping string or NULL on failure; call 'SDL3.Sys.Error.getError' for more information. This should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'SDL3.Sys.Joystick.getJoystickGUIDForID', 'SDL3.Sys.Joystick.getJoystickGUID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadMappingForGUID@.
--                   The unsafe flavor is 'getGamepadMappingForGUID'
--                   .
--
--     [C declaration]: @SDL_GetGamepadMappingForGUID@, defined at @SDL3\/SDL_gamepad.h 468:36@
getGamepadMappingForGUIDSafe
  :: SDL3.Sys.Bindgen.Guid.SDL_GUID
  -- ^
  --
  --           [@guid@]: a structure containing the GUID for which a mapping is desired.
  -> IO (BG.Ptr BG.CChar)
getGamepadMappingForGUIDSafe :: SDL_GUID -> IO (Ptr CChar)
getGamepadMappingForGUIDSafe =
  SDL_GUID -> IO (Ptr CChar)
Safe.sDL_GetGamepadMappingForGUID

-- | Get the current mapping of a gamepad.
--
--     Details about mappings are discussed with @'addGamepadMapping'@.
--
--     [Returns]: a string that has the gamepad\'s mapping or NULL if no mapping is available; call 'SDL3.Sys.Error.getError' for more information. This should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'addGamepadMapping', 'getGamepadMappingForID', 'getGamepadMappingForGUID', 'setGamepadMapping'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadMapping@.
--                   The safe flavor is 'getGamepadMappingSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadMapping@, defined at @SDL3\/SDL_gamepad.h 489:36@
getGamepadMapping
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad you want to get the current mapping for.
  -> IO (BG.Ptr BG.CChar)
getGamepadMapping :: Ptr SDL_Gamepad -> IO (Ptr CChar)
getGamepadMapping = Ptr SDL_Gamepad -> IO (Ptr CChar)
Unsafe.sDL_GetGamepadMapping

-- | Get the current mapping of a gamepad.
--
--     Details about mappings are discussed with @'addGamepadMapping'@.
--
--     [Returns]: a string that has the gamepad\'s mapping or NULL if no mapping is available; call 'SDL3.Sys.Error.getError' for more information. This should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'addGamepadMapping', 'getGamepadMappingForID', 'getGamepadMappingForGUID', 'setGamepadMapping'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadMapping@.
--                   The unsafe flavor is 'getGamepadMapping'
--                   .
--
--     [C declaration]: @SDL_GetGamepadMapping@, defined at @SDL3\/SDL_gamepad.h 489:36@
getGamepadMappingSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad you want to get the current mapping for.
  -> IO (BG.Ptr BG.CChar)
getGamepadMappingSafe :: Ptr SDL_Gamepad -> IO (Ptr CChar)
getGamepadMappingSafe = Ptr SDL_Gamepad -> IO (Ptr CChar)
Safe.sDL_GetGamepadMapping

-- | Set the current mapping of a joystick or gamepad.
--
--     Details about mappings are discussed with @'addGamepadMapping'@.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'addGamepadMapping', 'getGamepadMapping'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_SetGamepadMapping@.
--                   The safe flavor is 'setGamepadMappingSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SetGamepadMapping@, defined at @SDL3\/SDL_gamepad.h 509:34@
setGamepadMapping
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@mapping@]: the mapping to use for this device, or NULL to clear the mapping.
  -> IO Bool
setGamepadMapping :: SDL_JoystickID -> PtrConst CChar -> IO Bool
setGamepadMapping =
  \SDL_JoystickID
x00 ->
    \PtrConst CChar
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (SDL_JoystickID -> PtrConst CChar -> IO CBool
Unsafe.sDL_SetGamepadMapping SDL_JoystickID
x00 PtrConst CChar
x11)

-- | Set the current mapping of a joystick or gamepad.
--
--     Details about mappings are discussed with @'addGamepadMapping'@.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'addGamepadMapping', 'getGamepadMapping'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_SetGamepadMapping@.
--                   The unsafe flavor is 'setGamepadMapping'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SetGamepadMapping@, defined at @SDL3\/SDL_gamepad.h 509:34@
setGamepadMappingSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@mapping@]: the mapping to use for this device, or NULL to clear the mapping.
  -> IO Bool
setGamepadMappingSafe :: SDL_JoystickID -> PtrConst CChar -> IO Bool
setGamepadMappingSafe =
  \SDL_JoystickID
x00 ->
    \PtrConst CChar
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (SDL_JoystickID -> PtrConst CChar -> IO CBool
Safe.sDL_SetGamepadMapping SDL_JoystickID
x00 PtrConst CChar
x11)

-- | Return whether a gamepad is currently connected.
--
--     [Returns]: true if a gamepad is connected, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_HasGamepad@.
--                   The safe flavor is 'hasGamepadSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_HasGamepad@, defined at @SDL3\/SDL_gamepad.h 522:34@
hasGamepad :: IO Bool
hasGamepad :: IO Bool
hasGamepad = (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool IO CBool
Unsafe.sDL_HasGamepad

-- | Return whether a gamepad is currently connected.
--
--     [Returns]: true if a gamepad is connected, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_HasGamepad@.
--                   The unsafe flavor is 'hasGamepad'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_HasGamepad@, defined at @SDL3\/SDL_gamepad.h 522:34@
hasGamepadSafe :: IO Bool
hasGamepadSafe :: IO Bool
hasGamepadSafe =
  (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool IO CBool
Safe.sDL_HasGamepad

-- | Get a list of currently connected gamepads.
--
--     [Returns]: a 0 terminated array of joystick instance IDs or NULL on failure; call 'SDL3.Sys.Error.getError' for more information. This should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'hasGamepad', 'openGamepad'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepads@.
--                   The safe flavor is 'getGamepadsSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepads@, defined at @SDL3\/SDL_gamepad.h 540:46@
getGamepads
  :: BG.Ptr BG.CInt
  -- ^
  --
  --           [@count@]: a pointer filled in with the number of gamepads returned, may be NULL.
  -> IO (BG.Ptr SDL3.Sys.Bindgen.Joystick.SDL_JoystickID)
getGamepads :: Ptr CInt -> IO (Ptr SDL_JoystickID)
getGamepads = Ptr CInt -> IO (Ptr SDL_JoystickID)
Unsafe.sDL_GetGamepads

-- | Get a list of currently connected gamepads.
--
--     [Returns]: a 0 terminated array of joystick instance IDs or NULL on failure; call 'SDL3.Sys.Error.getError' for more information. This should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'hasGamepad', 'openGamepad'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepads@.
--                   The unsafe flavor is 'getGamepads'
--                   .
--
--     [C declaration]: @SDL_GetGamepads@, defined at @SDL3\/SDL_gamepad.h 540:46@
getGamepadsSafe
  :: BG.Ptr BG.CInt
  -- ^
  --
  --           [@count@]: a pointer filled in with the number of gamepads returned, may be NULL.
  -> IO (BG.Ptr SDL3.Sys.Bindgen.Joystick.SDL_JoystickID)
getGamepadsSafe :: Ptr CInt -> IO (Ptr SDL_JoystickID)
getGamepadsSafe = Ptr CInt -> IO (Ptr SDL_JoystickID)
Safe.sDL_GetGamepads

-- | Check if the given joystick is supported by the gamepad interface.
--
--     [Returns]: true if the given joystick is supported by the gamepad interface, false if it isn\'t or it\'s an invalid index.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'SDL3.Sys.Joystick.getJoysticks', 'openGamepad'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_IsGamepad@.
--                   The safe flavor is 'isGamepadSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_IsGamepad@, defined at @SDL3\/SDL_gamepad.h 556:34@
isGamepad
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO Bool
isGamepad :: SDL_JoystickID -> IO Bool
isGamepad =
  \SDL_JoystickID
x00 -> (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (SDL_JoystickID -> IO CBool
Unsafe.sDL_IsGamepad SDL_JoystickID
x00)

-- | Check if the given joystick is supported by the gamepad interface.
--
--     [Returns]: true if the given joystick is supported by the gamepad interface, false if it isn\'t or it\'s an invalid index.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'SDL3.Sys.Joystick.getJoysticks', 'openGamepad'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_IsGamepad@.
--                   The unsafe flavor is 'isGamepad'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_IsGamepad@, defined at @SDL3\/SDL_gamepad.h 556:34@
isGamepadSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO Bool
isGamepadSafe :: SDL_JoystickID -> IO Bool
isGamepadSafe =
  \SDL_JoystickID
x00 -> (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (SDL_JoystickID -> IO CBool
Safe.sDL_IsGamepad SDL_JoystickID
x00)

-- | Get the implementation dependent name of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the name of the selected gamepad. If no name can be found, this function returns NULL; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadName', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadNameForID@.
--                   The safe flavor is 'getGamepadNameForIDSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadNameForID@, defined at @SDL3\/SDL_gamepad.h 574:42@
getGamepadNameForID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadNameForID :: SDL_JoystickID -> IO (PtrConst CChar)
getGamepadNameForID = SDL_JoystickID -> IO (PtrConst CChar)
Unsafe.sDL_GetGamepadNameForID

-- | Get the implementation dependent name of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the name of the selected gamepad. If no name can be found, this function returns NULL; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadName', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadNameForID@.
--                   The unsafe flavor is 'getGamepadNameForID'
--                   .
--
--     [C declaration]: @SDL_GetGamepadNameForID@, defined at @SDL3\/SDL_gamepad.h 574:42@
getGamepadNameForIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadNameForIDSafe :: SDL_JoystickID -> IO (PtrConst CChar)
getGamepadNameForIDSafe =
  SDL_JoystickID -> IO (PtrConst CChar)
Safe.sDL_GetGamepadNameForID

-- | Get the implementation dependent path of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the path of the selected gamepad. If no path can be found, this function returns NULL; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadPath', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadPathForID@.
--                   The safe flavor is 'getGamepadPathForIDSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadPathForID@, defined at @SDL3\/SDL_gamepad.h 592:42@
getGamepadPathForID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadPathForID :: SDL_JoystickID -> IO (PtrConst CChar)
getGamepadPathForID = SDL_JoystickID -> IO (PtrConst CChar)
Unsafe.sDL_GetGamepadPathForID

-- | Get the implementation dependent path of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the path of the selected gamepad. If no path can be found, this function returns NULL; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadPath', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadPathForID@.
--                   The unsafe flavor is 'getGamepadPathForID'
--                   .
--
--     [C declaration]: @SDL_GetGamepadPathForID@, defined at @SDL3\/SDL_gamepad.h 592:42@
getGamepadPathForIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadPathForIDSafe :: SDL_JoystickID -> IO (PtrConst CChar)
getGamepadPathForIDSafe =
  SDL_JoystickID -> IO (PtrConst CChar)
Safe.sDL_GetGamepadPathForID

-- | Get the player index of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the player index of a gamepad, or -1 if it\'s not available.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadPlayerIndex', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadPlayerIndexForID@.
--                   The safe flavor is 'getGamepadPlayerIndexForIDSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadPlayerIndexForID@, defined at @SDL3\/SDL_gamepad.h 609:33@
getGamepadPlayerIndexForID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO BG.Int32
getGamepadPlayerIndexForID :: SDL_JoystickID -> IO Int32
getGamepadPlayerIndexForID =
  \SDL_JoystickID
x00 ->
    (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (SDL_JoystickID -> IO CInt
Unsafe.sDL_GetGamepadPlayerIndexForID SDL_JoystickID
x00)

-- | Get the player index of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the player index of a gamepad, or -1 if it\'s not available.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadPlayerIndex', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadPlayerIndexForID@.
--                   The unsafe flavor is 'getGamepadPlayerIndexForID'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadPlayerIndexForID@, defined at @SDL3\/SDL_gamepad.h 609:33@
getGamepadPlayerIndexForIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO BG.Int32
getGamepadPlayerIndexForIDSafe :: SDL_JoystickID -> IO Int32
getGamepadPlayerIndexForIDSafe =
  \SDL_JoystickID
x00 ->
    (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (SDL_JoystickID -> IO CInt
Safe.sDL_GetGamepadPlayerIndexForID SDL_JoystickID
x00)

-- | Get the implementation-dependent GUID of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the GUID of the selected gamepad. If called on an invalid index, this function returns a zero GUID.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'SDL3.Sys.Guid.guidToString', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadGUIDForID@.
--                   The safe flavor is 'getGamepadGUIDForIDSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadGUIDForID@, defined at @SDL3\/SDL_gamepad.h 627:38@
getGamepadGUIDForID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO SDL3.Sys.Bindgen.Guid.SDL_GUID
getGamepadGUIDForID :: SDL_JoystickID -> IO SDL_GUID
getGamepadGUIDForID = SDL_JoystickID -> IO SDL_GUID
Unsafe.sDL_GetGamepadGUIDForID

-- | Get the implementation-dependent GUID of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the GUID of the selected gamepad. If called on an invalid index, this function returns a zero GUID.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'SDL3.Sys.Guid.guidToString', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadGUIDForID@.
--                   The unsafe flavor is 'getGamepadGUIDForID'
--                   .
--
--     [C declaration]: @SDL_GetGamepadGUIDForID@, defined at @SDL3\/SDL_gamepad.h 627:38@
getGamepadGUIDForIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO SDL3.Sys.Bindgen.Guid.SDL_GUID
getGamepadGUIDForIDSafe :: SDL_JoystickID -> IO SDL_GUID
getGamepadGUIDForIDSafe =
  SDL_JoystickID -> IO SDL_GUID
Safe.sDL_GetGamepadGUIDForID

-- | Get the USB vendor ID of a gamepad, if available.
--
--     This can be called before any gamepads are opened. If the vendor ID isn\'t available this function returns 0.
--
--     [Returns]: the USB vendor ID of the selected gamepad. If called on an invalid index, this function returns zero.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadVendor', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadVendorForID@.
--                   The safe flavor is 'getGamepadVendorForIDSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadVendorForID@, defined at @SDL3\/SDL_gamepad.h 646:36@
getGamepadVendorForID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO BG.Word16
getGamepadVendorForID :: SDL_JoystickID -> IO Word16
getGamepadVendorForID =
  \SDL_JoystickID
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (SDL_JoystickID -> IO Uint16
Unsafe.sDL_GetGamepadVendorForID SDL_JoystickID
x00)

-- | Get the USB vendor ID of a gamepad, if available.
--
--     This can be called before any gamepads are opened. If the vendor ID isn\'t available this function returns 0.
--
--     [Returns]: the USB vendor ID of the selected gamepad. If called on an invalid index, this function returns zero.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadVendor', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadVendorForID@.
--                   The unsafe flavor is 'getGamepadVendorForID'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadVendorForID@, defined at @SDL3\/SDL_gamepad.h 646:36@
getGamepadVendorForIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO BG.Word16
getGamepadVendorForIDSafe :: SDL_JoystickID -> IO Word16
getGamepadVendorForIDSafe =
  \SDL_JoystickID
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (SDL_JoystickID -> IO Uint16
Safe.sDL_GetGamepadVendorForID SDL_JoystickID
x00)

-- | Get the USB product ID of a gamepad, if available.
--
--     This can be called before any gamepads are opened. If the product ID isn\'t available this function returns 0.
--
--     [Returns]: the USB product ID of the selected gamepad. If called on an invalid index, this function returns zero.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadProduct', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadProductForID@.
--                   The safe flavor is 'getGamepadProductForIDSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadProductForID@, defined at @SDL3\/SDL_gamepad.h 665:36@
getGamepadProductForID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO BG.Word16
getGamepadProductForID :: SDL_JoystickID -> IO Word16
getGamepadProductForID =
  \SDL_JoystickID
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (SDL_JoystickID -> IO Uint16
Unsafe.sDL_GetGamepadProductForID SDL_JoystickID
x00)

-- | Get the USB product ID of a gamepad, if available.
--
--     This can be called before any gamepads are opened. If the product ID isn\'t available this function returns 0.
--
--     [Returns]: the USB product ID of the selected gamepad. If called on an invalid index, this function returns zero.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadProduct', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadProductForID@.
--                   The unsafe flavor is 'getGamepadProductForID'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadProductForID@, defined at @SDL3\/SDL_gamepad.h 665:36@
getGamepadProductForIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO BG.Word16
getGamepadProductForIDSafe :: SDL_JoystickID -> IO Word16
getGamepadProductForIDSafe =
  \SDL_JoystickID
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (SDL_JoystickID -> IO Uint16
Safe.sDL_GetGamepadProductForID SDL_JoystickID
x00)

-- | Get the product version of a gamepad, if available.
--
--     This can be called before any gamepads are opened. If the product version isn\'t available this function returns 0.
--
--     [Returns]: the product version of the selected gamepad. If called on an invalid index, this function returns zero.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadProductVersion', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadProductVersionForID@.
--                   The safe flavor is 'getGamepadProductVersionForIDSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadProductVersionForID@, defined at @SDL3\/SDL_gamepad.h 684:36@
getGamepadProductVersionForID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO BG.Word16
getGamepadProductVersionForID :: SDL_JoystickID -> IO Word16
getGamepadProductVersionForID =
  \SDL_JoystickID
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (SDL_JoystickID -> IO Uint16
Unsafe.sDL_GetGamepadProductVersionForID SDL_JoystickID
x00)

-- | Get the product version of a gamepad, if available.
--
--     This can be called before any gamepads are opened. If the product version isn\'t available this function returns 0.
--
--     [Returns]: the product version of the selected gamepad. If called on an invalid index, this function returns zero.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadProductVersion', 'getGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadProductVersionForID@.
--                   The unsafe flavor is 'getGamepadProductVersionForID'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadProductVersionForID@, defined at @SDL3\/SDL_gamepad.h 684:36@
getGamepadProductVersionForIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO BG.Word16
getGamepadProductVersionForIDSafe :: SDL_JoystickID -> IO Word16
getGamepadProductVersionForIDSafe =
  \SDL_JoystickID
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (SDL_JoystickID -> IO Uint16
Safe.sDL_GetGamepadProductVersionForID SDL_JoystickID
x00)

-- | Get the type of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the gamepad type.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadType', 'getGamepads', 'getRealGamepadTypeForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadTypeForID@.
--                   The safe flavor is 'getGamepadTypeForIDSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadTypeForID@, defined at @SDL3\/SDL_gamepad.h 702:45@
getGamepadTypeForID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO SDL_GamepadType
getGamepadTypeForID :: SDL_JoystickID -> IO SDL_GamepadType
getGamepadTypeForID = SDL_JoystickID -> IO SDL_GamepadType
Unsafe.sDL_GetGamepadTypeForID

-- | Get the type of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the gamepad type.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadType', 'getGamepads', 'getRealGamepadTypeForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadTypeForID@.
--                   The unsafe flavor is 'getGamepadTypeForID'
--                   .
--
--     [C declaration]: @SDL_GetGamepadTypeForID@, defined at @SDL3\/SDL_gamepad.h 702:45@
getGamepadTypeForIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO SDL_GamepadType
getGamepadTypeForIDSafe :: SDL_JoystickID -> IO SDL_GamepadType
getGamepadTypeForIDSafe =
  SDL_JoystickID -> IO SDL_GamepadType
Safe.sDL_GetGamepadTypeForID

-- | Get the type of a gamepad, ignoring any mapping override.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the gamepad type.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadTypeForID', 'getGamepads', 'getRealGamepadType'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetRealGamepadTypeForID@.
--                   The safe flavor is 'getRealGamepadTypeForIDSafe'
--                   .
--
--     [C declaration]: @SDL_GetRealGamepadTypeForID@, defined at @SDL3\/SDL_gamepad.h 720:45@
getRealGamepadTypeForID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO SDL_GamepadType
getRealGamepadTypeForID :: SDL_JoystickID -> IO SDL_GamepadType
getRealGamepadTypeForID =
  SDL_JoystickID -> IO SDL_GamepadType
Unsafe.sDL_GetRealGamepadTypeForID

-- | Get the type of a gamepad, ignoring any mapping override.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the gamepad type.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadTypeForID', 'getGamepads', 'getRealGamepadType'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetRealGamepadTypeForID@.
--                   The unsafe flavor is 'getRealGamepadTypeForID'
--                   .
--
--     [C declaration]: @SDL_GetRealGamepadTypeForID@, defined at @SDL3\/SDL_gamepad.h 720:45@
getRealGamepadTypeForIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO SDL_GamepadType
getRealGamepadTypeForIDSafe :: SDL_JoystickID -> IO SDL_GamepadType
getRealGamepadTypeForIDSafe =
  SDL_JoystickID -> IO SDL_GamepadType
Safe.sDL_GetRealGamepadTypeForID

-- | Get the mapping of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the mapping string. Returns NULL if no mapping is available. This should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepads', 'getGamepadMapping'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadMappingForID@.
--                   The safe flavor is 'getGamepadMappingForIDSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadMappingForID@, defined at @SDL3\/SDL_gamepad.h 738:36@
getGamepadMappingForID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO (BG.Ptr BG.CChar)
getGamepadMappingForID :: SDL_JoystickID -> IO (Ptr CChar)
getGamepadMappingForID =
  SDL_JoystickID -> IO (Ptr CChar)
Unsafe.sDL_GetGamepadMappingForID

-- | Get the mapping of a gamepad.
--
--     This can be called before any gamepads are opened.
--
--     [Returns]: the mapping string. Returns NULL if no mapping is available. This should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepads', 'getGamepadMapping'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadMappingForID@.
--                   The unsafe flavor is 'getGamepadMappingForID'
--                   .
--
--     [C declaration]: @SDL_GetGamepadMappingForID@, defined at @SDL3\/SDL_gamepad.h 738:36@
getGamepadMappingForIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO (BG.Ptr BG.CChar)
getGamepadMappingForIDSafe :: SDL_JoystickID -> IO (Ptr CChar)
getGamepadMappingForIDSafe =
  SDL_JoystickID -> IO (Ptr CChar)
Safe.sDL_GetGamepadMappingForID

-- | Open a gamepad for use.
--
--     [Returns]: a gamepad identifier or NULL if an error occurred; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'closeGamepad', 'isGamepad'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_OpenGamepad@.
--                   The safe flavor is 'openGamepadSafe'
--                   .
--
--     [C declaration]: @SDL_OpenGamepad@, defined at @SDL3\/SDL_gamepad.h 754:43@
openGamepad
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO (BG.Ptr SDL_Gamepad)
openGamepad :: SDL_JoystickID -> IO (Ptr SDL_Gamepad)
openGamepad = SDL_JoystickID -> IO (Ptr SDL_Gamepad)
Unsafe.sDL_OpenGamepad

-- | Open a gamepad for use.
--
--     [Returns]: a gamepad identifier or NULL if an error occurred; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'closeGamepad', 'isGamepad'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_OpenGamepad@.
--                   The unsafe flavor is 'openGamepad'
--                   .
--
--     [C declaration]: @SDL_OpenGamepad@, defined at @SDL3\/SDL_gamepad.h 754:43@
openGamepadSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID.
  -> IO (BG.Ptr SDL_Gamepad)
openGamepadSafe :: SDL_JoystickID -> IO (Ptr SDL_Gamepad)
openGamepadSafe = SDL_JoystickID -> IO (Ptr SDL_Gamepad)
Safe.sDL_OpenGamepad

-- | Get the 'SDL_Gamepad' associated with a joystick instance ID, if it has been opened.
--
--     [Returns]: an 'SDL_Gamepad' on success or NULL on failure or if it hasn\'t been opened yet; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadFromID@.
--                   The safe flavor is 'getGamepadFromIDSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadFromID@, defined at @SDL3\/SDL_gamepad.h 768:43@
getGamepadFromID
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID of the gamepad.
  -> IO (BG.Ptr SDL_Gamepad)
getGamepadFromID :: SDL_JoystickID -> IO (Ptr SDL_Gamepad)
getGamepadFromID = SDL_JoystickID -> IO (Ptr SDL_Gamepad)
Unsafe.sDL_GetGamepadFromID

-- | Get the 'SDL_Gamepad' associated with a joystick instance ID, if it has been opened.
--
--     [Returns]: an 'SDL_Gamepad' on success or NULL on failure or if it hasn\'t been opened yet; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadFromID@.
--                   The unsafe flavor is 'getGamepadFromID'
--                   .
--
--     [C declaration]: @SDL_GetGamepadFromID@, defined at @SDL3\/SDL_gamepad.h 768:43@
getGamepadFromIDSafe
  :: SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
  -- ^
  --
  --           [@instance_id@]: the joystick instance ID of the gamepad.
  -> IO (BG.Ptr SDL_Gamepad)
getGamepadFromIDSafe :: SDL_JoystickID -> IO (Ptr SDL_Gamepad)
getGamepadFromIDSafe = SDL_JoystickID -> IO (Ptr SDL_Gamepad)
Safe.sDL_GetGamepadFromID

-- | Get the 'SDL_Gamepad' associated with a player index.
--
--     [Returns]: the 'SDL_Gamepad' associated with a player index.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadPlayerIndex', 'setGamepadPlayerIndex'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadFromPlayerIndex@.
--                   The safe flavor is 'getGamepadFromPlayerIndexSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadFromPlayerIndex@, defined at @SDL3\/SDL_gamepad.h 783:43@
getGamepadFromPlayerIndex
  :: BG.Int32
  -- ^
  --
  --           [@player_index@]: the player index, which different from the instance ID.
  -> IO (BG.Ptr SDL_Gamepad)
getGamepadFromPlayerIndex :: Int32 -> IO (Ptr SDL_Gamepad)
getGamepadFromPlayerIndex =
  \Int32
x00 ->
    CInt -> IO (Ptr SDL_Gamepad)
Unsafe.sDL_GetGamepadFromPlayerIndex (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x00)

-- | Get the 'SDL_Gamepad' associated with a player index.
--
--     [Returns]: the 'SDL_Gamepad' associated with a player index.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadPlayerIndex', 'setGamepadPlayerIndex'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadFromPlayerIndex@.
--                   The unsafe flavor is 'getGamepadFromPlayerIndex'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadFromPlayerIndex@, defined at @SDL3\/SDL_gamepad.h 783:43@
getGamepadFromPlayerIndexSafe
  :: BG.Int32
  -- ^
  --
  --           [@player_index@]: the player index, which different from the instance ID.
  -> IO (BG.Ptr SDL_Gamepad)
getGamepadFromPlayerIndexSafe :: Int32 -> IO (Ptr SDL_Gamepad)
getGamepadFromPlayerIndexSafe =
  \Int32
x00 ->
    CInt -> IO (Ptr SDL_Gamepad)
Safe.sDL_GetGamepadFromPlayerIndex (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x00)

-- | Get the properties associated with an opened gamepad.
--
--     These properties are shared with the underlying joystick object.
--
--     The following read-only properties are provided by SDL:
--
--     * @'sDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN'@: true if this gamepad has an LED that has adjustable brightness
--
--     * @'sDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN'@: true if this gamepad has an LED that has adjustable color
--
--     * @'sDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN'@: true if this gamepad has a player LED
--
--     * @'sDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN'@: true if this gamepad has left\/right rumble
--
--     * @'sDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN'@: true if this gamepad has simple trigger rumble
--
--     [Returns]: a valid property ID on success or 0 on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadProperties@.
--                   The safe flavor is 'getGamepadPropertiesSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadProperties@, defined at @SDL3\/SDL_gamepad.h 812:46@
getGamepadProperties
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO SDL3.Sys.Bindgen.Properties.SDL_PropertiesID
getGamepadProperties :: Ptr SDL_Gamepad -> IO SDL_PropertiesID
getGamepadProperties =
  Ptr SDL_Gamepad -> IO SDL_PropertiesID
Unsafe.sDL_GetGamepadProperties

-- | Get the properties associated with an opened gamepad.
--
--     These properties are shared with the underlying joystick object.
--
--     The following read-only properties are provided by SDL:
--
--     * @'sDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN'@: true if this gamepad has an LED that has adjustable brightness
--
--     * @'sDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN'@: true if this gamepad has an LED that has adjustable color
--
--     * @'sDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN'@: true if this gamepad has a player LED
--
--     * @'sDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN'@: true if this gamepad has left\/right rumble
--
--     * @'sDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN'@: true if this gamepad has simple trigger rumble
--
--     [Returns]: a valid property ID on success or 0 on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadProperties@.
--                   The unsafe flavor is 'getGamepadProperties'
--                   .
--
--     [C declaration]: @SDL_GetGamepadProperties@, defined at @SDL3\/SDL_gamepad.h 812:46@
getGamepadPropertiesSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO SDL3.Sys.Bindgen.Properties.SDL_PropertiesID
getGamepadPropertiesSafe :: Ptr SDL_Gamepad -> IO SDL_PropertiesID
getGamepadPropertiesSafe =
  Ptr SDL_Gamepad -> IO SDL_PropertiesID
Safe.sDL_GetGamepadProperties

-- | Get the instance ID of an opened gamepad.
--
--     [Returns]: the instance ID of the specified gamepad on success or 0 on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadID@.
--                   The safe flavor is 'getGamepadIDSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadID@, defined at @SDL3\/SDL_gamepad.h 832:44@
getGamepadID
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
getGamepadID :: Ptr SDL_Gamepad -> IO SDL_JoystickID
getGamepadID = Ptr SDL_Gamepad -> IO SDL_JoystickID
Unsafe.sDL_GetGamepadID

-- | Get the instance ID of an opened gamepad.
--
--     [Returns]: the instance ID of the specified gamepad on success or 0 on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadID@.
--                   The unsafe flavor is 'getGamepadID'
--                   .
--
--     [C declaration]: @SDL_GetGamepadID@, defined at @SDL3\/SDL_gamepad.h 832:44@
getGamepadIDSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO SDL3.Sys.Bindgen.Joystick.SDL_JoystickID
getGamepadIDSafe :: Ptr SDL_Gamepad -> IO SDL_JoystickID
getGamepadIDSafe = Ptr SDL_Gamepad -> IO SDL_JoystickID
Safe.sDL_GetGamepadID

-- | Get the implementation-dependent name for an opened gamepad.
--
--     [Returns]: the implementation dependent name for the gamepad, or NULL if there is no name or the identifier passed is invalid.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadNameForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadName@.
--                   The safe flavor is 'getGamepadNameSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadName@, defined at @SDL3\/SDL_gamepad.h 848:42@
getGamepadName
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadName :: Ptr SDL_Gamepad -> IO (PtrConst CChar)
getGamepadName = Ptr SDL_Gamepad -> IO (PtrConst CChar)
Unsafe.sDL_GetGamepadName

-- | Get the implementation-dependent name for an opened gamepad.
--
--     [Returns]: the implementation dependent name for the gamepad, or NULL if there is no name or the identifier passed is invalid.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadNameForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadName@.
--                   The unsafe flavor is 'getGamepadName'
--                   .
--
--     [C declaration]: @SDL_GetGamepadName@, defined at @SDL3\/SDL_gamepad.h 848:42@
getGamepadNameSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadNameSafe :: Ptr SDL_Gamepad -> IO (PtrConst CChar)
getGamepadNameSafe = Ptr SDL_Gamepad -> IO (PtrConst CChar)
Safe.sDL_GetGamepadName

-- | Get the implementation-dependent path for an opened gamepad.
--
--     [Returns]: the implementation dependent path for the gamepad, or NULL if there is no path or the identifier passed is invalid.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadPathForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadPath@.
--                   The safe flavor is 'getGamepadPathSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadPath@, defined at @SDL3\/SDL_gamepad.h 864:42@
getGamepadPath
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadPath :: Ptr SDL_Gamepad -> IO (PtrConst CChar)
getGamepadPath = Ptr SDL_Gamepad -> IO (PtrConst CChar)
Unsafe.sDL_GetGamepadPath

-- | Get the implementation-dependent path for an opened gamepad.
--
--     [Returns]: the implementation dependent path for the gamepad, or NULL if there is no path or the identifier passed is invalid.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadPathForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadPath@.
--                   The unsafe flavor is 'getGamepadPath'
--                   .
--
--     [C declaration]: @SDL_GetGamepadPath@, defined at @SDL3\/SDL_gamepad.h 864:42@
getGamepadPathSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadPathSafe :: Ptr SDL_Gamepad -> IO (PtrConst CChar)
getGamepadPathSafe = Ptr SDL_Gamepad -> IO (PtrConst CChar)
Safe.sDL_GetGamepadPath

-- | Get the type of an opened gamepad.
--
--     [Returns]: the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it\'s not available.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadTypeForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadType@.
--                   The safe flavor is 'getGamepadTypeSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadType@, defined at @SDL3\/SDL_gamepad.h 879:45@
getGamepadType
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO SDL_GamepadType
getGamepadType :: Ptr SDL_Gamepad -> IO SDL_GamepadType
getGamepadType = Ptr SDL_Gamepad -> IO SDL_GamepadType
Unsafe.sDL_GetGamepadType

-- | Get the type of an opened gamepad.
--
--     [Returns]: the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it\'s not available.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadTypeForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadType@.
--                   The unsafe flavor is 'getGamepadType'
--                   .
--
--     [C declaration]: @SDL_GetGamepadType@, defined at @SDL3\/SDL_gamepad.h 879:45@
getGamepadTypeSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO SDL_GamepadType
getGamepadTypeSafe :: Ptr SDL_Gamepad -> IO SDL_GamepadType
getGamepadTypeSafe = Ptr SDL_Gamepad -> IO SDL_GamepadType
Safe.sDL_GetGamepadType

-- | Get the type of an opened gamepad, ignoring any mapping override.
--
--     [Returns]: the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it\'s not available.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getRealGamepadTypeForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetRealGamepadType@.
--                   The safe flavor is 'getRealGamepadTypeSafe'
--                   .
--
--     [C declaration]: @SDL_GetRealGamepadType@, defined at @SDL3\/SDL_gamepad.h 894:45@
getRealGamepadType
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO SDL_GamepadType
getRealGamepadType :: Ptr SDL_Gamepad -> IO SDL_GamepadType
getRealGamepadType = Ptr SDL_Gamepad -> IO SDL_GamepadType
Unsafe.sDL_GetRealGamepadType

-- | Get the type of an opened gamepad, ignoring any mapping override.
--
--     [Returns]: the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it\'s not available.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getRealGamepadTypeForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetRealGamepadType@.
--                   The unsafe flavor is 'getRealGamepadType'
--                   .
--
--     [C declaration]: @SDL_GetRealGamepadType@, defined at @SDL3\/SDL_gamepad.h 894:45@
getRealGamepadTypeSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO SDL_GamepadType
getRealGamepadTypeSafe :: Ptr SDL_Gamepad -> IO SDL_GamepadType
getRealGamepadTypeSafe = Ptr SDL_Gamepad -> IO SDL_GamepadType
Safe.sDL_GetRealGamepadType

-- | Get the player index of an opened gamepad.
--
--     For XInput gamepads this returns the XInput user index.
--
--     [Returns]: the player index for gamepad, or -1 if it\'s not available.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'setGamepadPlayerIndex'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadPlayerIndex@.
--                   The safe flavor is 'getGamepadPlayerIndexSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadPlayerIndex@, defined at @SDL3\/SDL_gamepad.h 910:33@
getGamepadPlayerIndex
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Int32
getGamepadPlayerIndex :: Ptr SDL_Gamepad -> IO Int32
getGamepadPlayerIndex =
  \Ptr SDL_Gamepad
x00 ->
    (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO CInt
Unsafe.sDL_GetGamepadPlayerIndex Ptr SDL_Gamepad
x00)

-- | Get the player index of an opened gamepad.
--
--     For XInput gamepads this returns the XInput user index.
--
--     [Returns]: the player index for gamepad, or -1 if it\'s not available.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'setGamepadPlayerIndex'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadPlayerIndex@.
--                   The unsafe flavor is 'getGamepadPlayerIndex'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadPlayerIndex@, defined at @SDL3\/SDL_gamepad.h 910:33@
getGamepadPlayerIndexSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Int32
getGamepadPlayerIndexSafe :: Ptr SDL_Gamepad -> IO Int32
getGamepadPlayerIndexSafe =
  \Ptr SDL_Gamepad
x00 ->
    (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO CInt
Safe.sDL_GetGamepadPlayerIndex Ptr SDL_Gamepad
x00)

-- | Set the player index of an opened gamepad.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadPlayerIndex'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_SetGamepadPlayerIndex@.
--                   The safe flavor is 'setGamepadPlayerIndexSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SetGamepadPlayerIndex@, defined at @SDL3\/SDL_gamepad.h 927:34@
setGamepadPlayerIndex
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to adjust.
  -> BG.Int32
  -- ^
  --
  --           [@player_index@]: player index to assign to this gamepad, or -1 to clear the player index and turn off player LEDs.
  -> IO Bool
setGamepadPlayerIndex :: Ptr SDL_Gamepad -> Int32 -> IO Bool
setGamepadPlayerIndex =
  \Ptr SDL_Gamepad
x00 ->
    \Int32
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> CInt -> IO CBool
Unsafe.sDL_SetGamepadPlayerIndex Ptr SDL_Gamepad
x00 (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x11))

-- | Set the player index of an opened gamepad.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadPlayerIndex'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_SetGamepadPlayerIndex@.
--                   The unsafe flavor is 'setGamepadPlayerIndex'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SetGamepadPlayerIndex@, defined at @SDL3\/SDL_gamepad.h 927:34@
setGamepadPlayerIndexSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to adjust.
  -> BG.Int32
  -- ^
  --
  --           [@player_index@]: player index to assign to this gamepad, or -1 to clear the player index and turn off player LEDs.
  -> IO Bool
setGamepadPlayerIndexSafe :: Ptr SDL_Gamepad -> Int32 -> IO Bool
setGamepadPlayerIndexSafe =
  \Ptr SDL_Gamepad
x00 ->
    \Int32
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> CInt -> IO CBool
Safe.sDL_SetGamepadPlayerIndex Ptr SDL_Gamepad
x00 (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x11))

-- | Get the USB vendor ID of an opened gamepad, if available.
--
--     If the vendor ID isn\'t available this function returns 0.
--
--     [Returns]: the USB vendor ID, or zero if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadVendorForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadVendor@.
--                   The safe flavor is 'getGamepadVendorSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadVendor@, defined at @SDL3\/SDL_gamepad.h 943:36@
getGamepadVendor
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Word16
getGamepadVendor :: Ptr SDL_Gamepad -> IO Word16
getGamepadVendor =
  \Ptr SDL_Gamepad
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO Uint16
Unsafe.sDL_GetGamepadVendor Ptr SDL_Gamepad
x00)

-- | Get the USB vendor ID of an opened gamepad, if available.
--
--     If the vendor ID isn\'t available this function returns 0.
--
--     [Returns]: the USB vendor ID, or zero if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadVendorForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadVendor@.
--                   The unsafe flavor is 'getGamepadVendor'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadVendor@, defined at @SDL3\/SDL_gamepad.h 943:36@
getGamepadVendorSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Word16
getGamepadVendorSafe :: Ptr SDL_Gamepad -> IO Word16
getGamepadVendorSafe =
  \Ptr SDL_Gamepad
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO Uint16
Safe.sDL_GetGamepadVendor Ptr SDL_Gamepad
x00)

-- | Get the USB product ID of an opened gamepad, if available.
--
--     If the product ID isn\'t available this function returns 0.
--
--     [Returns]: the USB product ID, or zero if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadProductForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadProduct@.
--                   The safe flavor is 'getGamepadProductSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadProduct@, defined at @SDL3\/SDL_gamepad.h 959:36@
getGamepadProduct
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Word16
getGamepadProduct :: Ptr SDL_Gamepad -> IO Word16
getGamepadProduct =
  \Ptr SDL_Gamepad
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO Uint16
Unsafe.sDL_GetGamepadProduct Ptr SDL_Gamepad
x00)

-- | Get the USB product ID of an opened gamepad, if available.
--
--     If the product ID isn\'t available this function returns 0.
--
--     [Returns]: the USB product ID, or zero if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadProductForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadProduct@.
--                   The unsafe flavor is 'getGamepadProduct'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadProduct@, defined at @SDL3\/SDL_gamepad.h 959:36@
getGamepadProductSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Word16
getGamepadProductSafe :: Ptr SDL_Gamepad -> IO Word16
getGamepadProductSafe =
  \Ptr SDL_Gamepad
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO Uint16
Safe.sDL_GetGamepadProduct Ptr SDL_Gamepad
x00)

-- | Get the product version of an opened gamepad, if available.
--
--     If the product version isn\'t available this function returns 0.
--
--     [Returns]: the USB product version, or zero if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadProductVersionForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadProductVersion@.
--                   The safe flavor is 'getGamepadProductVersionSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadProductVersion@, defined at @SDL3\/SDL_gamepad.h 975:36@
getGamepadProductVersion
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Word16
getGamepadProductVersion :: Ptr SDL_Gamepad -> IO Word16
getGamepadProductVersion =
  \Ptr SDL_Gamepad
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO Uint16
Unsafe.sDL_GetGamepadProductVersion Ptr SDL_Gamepad
x00)

-- | Get the product version of an opened gamepad, if available.
--
--     If the product version isn\'t available this function returns 0.
--
--     [Returns]: the USB product version, or zero if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadProductVersionForID'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadProductVersion@.
--                   The unsafe flavor is 'getGamepadProductVersion'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadProductVersion@, defined at @SDL3\/SDL_gamepad.h 975:36@
getGamepadProductVersionSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Word16
getGamepadProductVersionSafe :: Ptr SDL_Gamepad -> IO Word16
getGamepadProductVersionSafe =
  \Ptr SDL_Gamepad
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO Uint16
Safe.sDL_GetGamepadProductVersion Ptr SDL_Gamepad
x00)

-- | Get the firmware version of an opened gamepad, if available.
--
--     If the firmware version isn\'t available this function returns 0.
--
--     [Returns]: the gamepad firmware version, or zero if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadFirmwareVersion@.
--                   The safe flavor is 'getGamepadFirmwareVersionSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadFirmwareVersion@, defined at @SDL3\/SDL_gamepad.h 989:36@
getGamepadFirmwareVersion
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Word16
getGamepadFirmwareVersion :: Ptr SDL_Gamepad -> IO Word16
getGamepadFirmwareVersion =
  \Ptr SDL_Gamepad
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO Uint16
Unsafe.sDL_GetGamepadFirmwareVersion Ptr SDL_Gamepad
x00)

-- | Get the firmware version of an opened gamepad, if available.
--
--     If the firmware version isn\'t available this function returns 0.
--
--     [Returns]: the gamepad firmware version, or zero if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadFirmwareVersion@.
--                   The unsafe flavor is 'getGamepadFirmwareVersion'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadFirmwareVersion@, defined at @SDL3\/SDL_gamepad.h 989:36@
getGamepadFirmwareVersionSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Word16
getGamepadFirmwareVersionSafe :: Ptr SDL_Gamepad -> IO Word16
getGamepadFirmwareVersionSafe =
  \Ptr SDL_Gamepad
x00 ->
    (Uint16 -> Word16) -> IO Uint16 -> IO Word16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint16 -> Word16
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO Uint16
Safe.sDL_GetGamepadFirmwareVersion Ptr SDL_Gamepad
x00)

-- | Get the serial number of an opened gamepad, if available.
--
--     Returns the serial number of the gamepad, or NULL if it is not available.
--
--     [Returns]: the serial number, or NULL if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadSerial@.
--                   The safe flavor is 'getGamepadSerialSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadSerial@, defined at @SDL3\/SDL_gamepad.h 1003:42@
getGamepadSerial
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadSerial :: Ptr SDL_Gamepad -> IO (PtrConst CChar)
getGamepadSerial = Ptr SDL_Gamepad -> IO (PtrConst CChar)
Unsafe.sDL_GetGamepadSerial

-- | Get the serial number of an opened gamepad, if available.
--
--     Returns the serial number of the gamepad, or NULL if it is not available.
--
--     [Returns]: the serial number, or NULL if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadSerial@.
--                   The unsafe flavor is 'getGamepadSerial'
--                   .
--
--     [C declaration]: @SDL_GetGamepadSerial@, defined at @SDL3\/SDL_gamepad.h 1003:42@
getGamepadSerialSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadSerialSafe :: Ptr SDL_Gamepad -> IO (PtrConst CChar)
getGamepadSerialSafe = Ptr SDL_Gamepad -> IO (PtrConst CChar)
Safe.sDL_GetGamepadSerial

-- | Get the Steam Input handle of an opened gamepad, if available.
--
--     Returns an InputHandle_t for the gamepad that can be used with Steam Input API: [https:\/\/partner.steamgames.com\/doc\/api\/ISteamInput](https://partner.steamgames.com/doc/api/ISteamInput)
--
--     [Returns]: the gamepad handle, or 0 if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadSteamHandle@.
--                   The safe flavor is 'getGamepadSteamHandleSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadSteamHandle@, defined at @SDL3\/SDL_gamepad.h 1018:36@
getGamepadSteamHandle
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Word64
getGamepadSteamHandle :: Ptr SDL_Gamepad -> IO Word64
getGamepadSteamHandle =
  \Ptr SDL_Gamepad
x00 ->
    (Uint64 -> Word64) -> IO Uint64 -> IO Word64
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint64 -> Word64
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO Uint64
Unsafe.sDL_GetGamepadSteamHandle Ptr SDL_Gamepad
x00)

-- | Get the Steam Input handle of an opened gamepad, if available.
--
--     Returns an InputHandle_t for the gamepad that can be used with Steam Input API: [https:\/\/partner.steamgames.com\/doc\/api\/ISteamInput](https://partner.steamgames.com/doc/api/ISteamInput)
--
--     [Returns]: the gamepad handle, or 0 if unavailable.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadSteamHandle@.
--                   The unsafe flavor is 'getGamepadSteamHandle'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadSteamHandle@, defined at @SDL3\/SDL_gamepad.h 1018:36@
getGamepadSteamHandleSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO BG.Word64
getGamepadSteamHandleSafe :: Ptr SDL_Gamepad -> IO Word64
getGamepadSteamHandleSafe =
  \Ptr SDL_Gamepad
x00 ->
    (Uint64 -> Word64) -> IO Uint64 -> IO Word64
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Uint64 -> Word64
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO Uint64
Safe.sDL_GetGamepadSteamHandle Ptr SDL_Gamepad
x00)

-- | Get the connection state of a gamepad.
--
--     [Returns]: the connection state on success or @SDL_JOYSTICK_CONNECTION_INVALID@ on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadConnectionState@.
--                   The safe flavor is 'getGamepadConnectionStateSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadConnectionState@, defined at @SDL3\/SDL_gamepad.h 1032:57@
getGamepadConnectionState
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO SDL3.Sys.Bindgen.Joystick.SDL_JoystickConnectionState
getGamepadConnectionState :: Ptr SDL_Gamepad -> IO SDL_JoystickConnectionState
getGamepadConnectionState =
  Ptr SDL_Gamepad -> IO SDL_JoystickConnectionState
Unsafe.sDL_GetGamepadConnectionState

-- | Get the connection state of a gamepad.
--
--     [Returns]: the connection state on success or @SDL_JOYSTICK_CONNECTION_INVALID@ on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadConnectionState@.
--                   The unsafe flavor is 'getGamepadConnectionState'
--                   .
--
--     [C declaration]: @SDL_GetGamepadConnectionState@, defined at @SDL3\/SDL_gamepad.h 1032:57@
getGamepadConnectionStateSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> IO SDL3.Sys.Bindgen.Joystick.SDL_JoystickConnectionState
getGamepadConnectionStateSafe :: Ptr SDL_Gamepad -> IO SDL_JoystickConnectionState
getGamepadConnectionStateSafe =
  Ptr SDL_Gamepad -> IO SDL_JoystickConnectionState
Safe.sDL_GetGamepadConnectionState

-- | Get the battery state of a gamepad.
--
--     You should never take a battery status as absolute truth. Batteries (especially failing batteries) are delicate hardware, and the values reported here are best estimates based on what that hardware reports. It\'s not uncommon for older batteries to lose stored power much faster than it reports, or completely drain when reporting it has 20 percent left, etc.
--
--     [Returns]: the current battery state.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadPowerInfo@.
--                   The safe flavor is 'getGamepadPowerInfoSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadPowerInfo@, defined at @SDL3\/SDL_gamepad.h 1054:44@
getGamepadPowerInfo
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> BG.Ptr BG.CInt
  -- ^
  --
  --           [@percent@]: a pointer filled in with the percentage of battery life left, between 0 and 100, or NULL to ignore. This will be filled in with -1 we can\'t determine a value or there is no battery.
  -> IO SDL3.Sys.Bindgen.Power.SDL_PowerState
getGamepadPowerInfo :: Ptr SDL_Gamepad -> Ptr CInt -> IO SDL_PowerState
getGamepadPowerInfo = Ptr SDL_Gamepad -> Ptr CInt -> IO SDL_PowerState
Unsafe.sDL_GetGamepadPowerInfo

-- | Get the battery state of a gamepad.
--
--     You should never take a battery status as absolute truth. Batteries (especially failing batteries) are delicate hardware, and the values reported here are best estimates based on what that hardware reports. It\'s not uncommon for older batteries to lose stored power much faster than it reports, or completely drain when reporting it has 20 percent left, etc.
--
--     [Returns]: the current battery state.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadPowerInfo@.
--                   The unsafe flavor is 'getGamepadPowerInfo'
--                   .
--
--     [C declaration]: @SDL_GetGamepadPowerInfo@, defined at @SDL3\/SDL_gamepad.h 1054:44@
getGamepadPowerInfoSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object to query.
  -> BG.Ptr BG.CInt
  -- ^
  --
  --           [@percent@]: a pointer filled in with the percentage of battery life left, between 0 and 100, or NULL to ignore. This will be filled in with -1 we can\'t determine a value or there is no battery.
  -> IO SDL3.Sys.Bindgen.Power.SDL_PowerState
getGamepadPowerInfoSafe :: Ptr SDL_Gamepad -> Ptr CInt -> IO SDL_PowerState
getGamepadPowerInfoSafe =
  Ptr SDL_Gamepad -> Ptr CInt -> IO SDL_PowerState
Safe.sDL_GetGamepadPowerInfo

-- | Check if a gamepad has been opened and is currently connected.
--
--     [Returns]: true if the gamepad has been opened and is currently connected, or false if not.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GamepadConnected@.
--                   The safe flavor is 'gamepadConnectedSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadConnected@, defined at @SDL3\/SDL_gamepad.h 1068:34@
gamepadConnected
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO Bool
gamepadConnected :: Ptr SDL_Gamepad -> IO Bool
gamepadConnected =
  \Ptr SDL_Gamepad
x00 ->
    (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> IO CBool
Unsafe.sDL_GamepadConnected Ptr SDL_Gamepad
x00)

-- | Check if a gamepad has been opened and is currently connected.
--
--     [Returns]: true if the gamepad has been opened and is currently connected, or false if not.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GamepadConnected@.
--                   The unsafe flavor is 'gamepadConnected'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadConnected@, defined at @SDL3\/SDL_gamepad.h 1068:34@
gamepadConnectedSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO Bool
gamepadConnectedSafe :: Ptr SDL_Gamepad -> IO Bool
gamepadConnectedSafe =
  \Ptr SDL_Gamepad
x00 ->
    (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> IO CBool
Safe.sDL_GamepadConnected Ptr SDL_Gamepad
x00)

-- | Get the underlying joystick from a gamepad.
--
--     This function will give you a SDL_Joystick object, which allows you to use the SDL_Joystick functions with a 'SDL_Gamepad' object. This would be useful for getting a joystick\'s position at any given time, even if it hasn\'t moved (moving it would produce an event, which would have the axis\' value).
--
--     The pointer returned is owned by the 'SDL_Gamepad'. You should not call 'SDL3.Sys.Joystick.closeJoystick' on it, for example, since doing so will likely cause SDL to crash.
--
--     [Returns]: an SDL_Joystick object, or NULL on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadJoystick@.
--                   The safe flavor is 'getGamepadJoystickSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadJoystick@, defined at @SDL3\/SDL_gamepad.h 1090:44@
getGamepadJoystick
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object that you want to get a joystick from.
  -> IO (BG.Ptr SDL3.Sys.Bindgen.Joystick.SDL_Joystick)
getGamepadJoystick :: Ptr SDL_Gamepad -> IO (Ptr SDL_Joystick)
getGamepadJoystick = Ptr SDL_Gamepad -> IO (Ptr SDL_Joystick)
Unsafe.sDL_GetGamepadJoystick

-- | Get the underlying joystick from a gamepad.
--
--     This function will give you a SDL_Joystick object, which allows you to use the SDL_Joystick functions with a 'SDL_Gamepad' object. This would be useful for getting a joystick\'s position at any given time, even if it hasn\'t moved (moving it would produce an event, which would have the axis\' value).
--
--     The pointer returned is owned by the 'SDL_Gamepad'. You should not call 'SDL3.Sys.Joystick.closeJoystick' on it, for example, since doing so will likely cause SDL to crash.
--
--     [Returns]: an SDL_Joystick object, or NULL on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadJoystick@.
--                   The unsafe flavor is 'getGamepadJoystick'
--                   .
--
--     [C declaration]: @SDL_GetGamepadJoystick@, defined at @SDL3\/SDL_gamepad.h 1090:44@
getGamepadJoystickSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad object that you want to get a joystick from.
  -> IO (BG.Ptr SDL3.Sys.Bindgen.Joystick.SDL_Joystick)
getGamepadJoystickSafe :: Ptr SDL_Gamepad -> IO (Ptr SDL_Joystick)
getGamepadJoystickSafe = Ptr SDL_Gamepad -> IO (Ptr SDL_Joystick)
Safe.sDL_GetGamepadJoystick

-- | Set the state of gamepad event processing.
--
--     If gamepad events are disabled, you must call @'updateGamepads'@ yourself and check the state of the gamepad when you want gamepad information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadEventsEnabled', 'updateGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_SetGamepadEventsEnabled@.
--                   The safe flavor is 'setGamepadEventsEnabledSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SetGamepadEventsEnabled@, defined at @SDL3\/SDL_gamepad.h 1107:34@
setGamepadEventsEnabled
  :: Bool
  -- ^
  --
  --           [@enabled@]: whether to process gamepad events or not.
  -> IO ()
setGamepadEventsEnabled :: Bool -> IO ()
setGamepadEventsEnabled =
  \Bool
x00 ->
    CBool -> IO ()
Unsafe.sDL_SetGamepadEventsEnabled (Bool -> CBool
forall b. Num b => Bool -> b
CBool.fromBool Bool
x00)

-- | Set the state of gamepad event processing.
--
--     If gamepad events are disabled, you must call @'updateGamepads'@ yourself and check the state of the gamepad when you want gamepad information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadEventsEnabled', 'updateGamepads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_SetGamepadEventsEnabled@.
--                   The unsafe flavor is 'setGamepadEventsEnabled'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SetGamepadEventsEnabled@, defined at @SDL3\/SDL_gamepad.h 1107:34@
setGamepadEventsEnabledSafe
  :: Bool
  -- ^
  --
  --           [@enabled@]: whether to process gamepad events or not.
  -> IO ()
setGamepadEventsEnabledSafe :: Bool -> IO ()
setGamepadEventsEnabledSafe =
  \Bool
x00 ->
    CBool -> IO ()
Safe.sDL_SetGamepadEventsEnabled (Bool -> CBool
forall b. Num b => Bool -> b
CBool.fromBool Bool
x00)

-- | Query the state of gamepad event processing.
--
--     If gamepad events are disabled, you must call @'updateGamepads'@ yourself and check the state of the gamepad when you want gamepad information.
--
--     [Returns]: true if gamepad events are being processed, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'setGamepadEventsEnabled'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GamepadEventsEnabled@.
--                   The safe flavor is 'gamepadEventsEnabledSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadEventsEnabled@, defined at @SDL3\/SDL_gamepad.h 1123:34@
gamepadEventsEnabled :: IO Bool
gamepadEventsEnabled :: IO Bool
gamepadEventsEnabled =
  (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool IO CBool
Unsafe.sDL_GamepadEventsEnabled

-- | Query the state of gamepad event processing.
--
--     If gamepad events are disabled, you must call @'updateGamepads'@ yourself and check the state of the gamepad when you want gamepad information.
--
--     [Returns]: true if gamepad events are being processed, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'setGamepadEventsEnabled'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GamepadEventsEnabled@.
--                   The unsafe flavor is 'gamepadEventsEnabled'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadEventsEnabled@, defined at @SDL3\/SDL_gamepad.h 1123:34@
gamepadEventsEnabledSafe :: IO Bool
gamepadEventsEnabledSafe :: IO Bool
gamepadEventsEnabledSafe =
  (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool IO CBool
Safe.sDL_GamepadEventsEnabled

-- | Get the SDL joystick layer bindings for a gamepad.
--
--     [Returns]: a NULL terminated array of pointers to bindings or NULL on failure; call 'SDL3.Sys.Error.getError' for more information. This is a single allocation that should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadBindings@.
--                   The safe flavor is 'getGamepadBindingsSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadBindings@, defined at @SDL3\/SDL_gamepad.h 1139:51@
getGamepadBindings
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> BG.Ptr BG.CInt
  -- ^
  --
  --           [@count@]: a pointer filled in with the number of bindings returned.
  -> IO (BG.Ptr (BG.Ptr SDL_GamepadBinding))
getGamepadBindings :: Ptr SDL_Gamepad -> Ptr CInt -> IO (Ptr (Ptr SDL_GamepadBinding))
getGamepadBindings = Ptr SDL_Gamepad -> Ptr CInt -> IO (Ptr (Ptr SDL_GamepadBinding))
Unsafe.sDL_GetGamepadBindings

-- | Get the SDL joystick layer bindings for a gamepad.
--
--     [Returns]: a NULL terminated array of pointers to bindings or NULL on failure; call 'SDL3.Sys.Error.getError' for more information. This is a single allocation that should be freed with 'SDL3.Sys.Stdinc.free' when it is no longer needed.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadBindings@.
--                   The unsafe flavor is 'getGamepadBindings'
--                   .
--
--     [C declaration]: @SDL_GetGamepadBindings@, defined at @SDL3\/SDL_gamepad.h 1139:51@
getGamepadBindingsSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> BG.Ptr BG.CInt
  -- ^
  --
  --           [@count@]: a pointer filled in with the number of bindings returned.
  -> IO (BG.Ptr (BG.Ptr SDL_GamepadBinding))
getGamepadBindingsSafe :: Ptr SDL_Gamepad -> Ptr CInt -> IO (Ptr (Ptr SDL_GamepadBinding))
getGamepadBindingsSafe = Ptr SDL_Gamepad -> Ptr CInt -> IO (Ptr (Ptr SDL_GamepadBinding))
Safe.sDL_GetGamepadBindings

-- | Manually pump gamepad updates if not using the loop.
--
--     This function is called automatically by the event loop if events are enabled. Under such circumstances, it will not be necessary to call this function.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_UpdateGamepads@.
--                   The safe flavor is 'updateGamepadsSafe'
--                   : routes through joystick update; virtual-device callbacks run synchronously.
--
--     [C declaration]: @SDL_UpdateGamepads@, defined at @SDL3\/SDL_gamepad.h 1152:34@
updateGamepads :: IO ()
updateGamepads :: IO ()
updateGamepads = IO ()
Unsafe.sDL_UpdateGamepads

-- | Manually pump gamepad updates if not using the loop.
--
--     This function is called automatically by the event loop if events are enabled. Under such circumstances, it will not be necessary to call this function.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_UpdateGamepads@.
--                   The unsafe flavor is 'updateGamepads'
--                   : routes through joystick update; virtual-device callbacks run synchronously.
--
--     [C declaration]: @SDL_UpdateGamepads@, defined at @SDL3\/SDL_gamepad.h 1152:34@
updateGamepadsSafe :: IO ()
updateGamepadsSafe :: IO ()
updateGamepadsSafe = IO ()
Safe.sDL_UpdateGamepads

-- | Convert a string into 'SDL_GamepadType' enum.
--
--     This function is called internally to translate 'SDL_Gamepad' mapping strings for the underlying joystick device into the consistent 'SDL_Gamepad' mapping. You do not normally need to call this function unless you are parsing 'SDL_Gamepad' mappings in your own code.
--
--     [Returns]: the 'SDL_GamepadType' enum corresponding to the input string, or @SDL_GAMEPAD_TYPE_UNKNOWN@ if no match was found.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadStringForType'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadTypeFromString@.
--                   The safe flavor is 'getGamepadTypeFromStringSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadTypeFromString@, defined at @SDL3\/SDL_gamepad.h 1172:45@
getGamepadTypeFromString
  :: PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@str@]: string representing a 'SDL_GamepadType' type.
  -> IO SDL_GamepadType
getGamepadTypeFromString :: PtrConst CChar -> IO SDL_GamepadType
getGamepadTypeFromString =
  PtrConst CChar -> IO SDL_GamepadType
Unsafe.sDL_GetGamepadTypeFromString

-- | Convert a string into 'SDL_GamepadType' enum.
--
--     This function is called internally to translate 'SDL_Gamepad' mapping strings for the underlying joystick device into the consistent 'SDL_Gamepad' mapping. You do not normally need to call this function unless you are parsing 'SDL_Gamepad' mappings in your own code.
--
--     [Returns]: the 'SDL_GamepadType' enum corresponding to the input string, or @SDL_GAMEPAD_TYPE_UNKNOWN@ if no match was found.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadStringForType'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadTypeFromString@.
--                   The unsafe flavor is 'getGamepadTypeFromString'
--                   .
--
--     [C declaration]: @SDL_GetGamepadTypeFromString@, defined at @SDL3\/SDL_gamepad.h 1172:45@
getGamepadTypeFromStringSafe
  :: PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@str@]: string representing a 'SDL_GamepadType' type.
  -> IO SDL_GamepadType
getGamepadTypeFromStringSafe :: PtrConst CChar -> IO SDL_GamepadType
getGamepadTypeFromStringSafe =
  PtrConst CChar -> IO SDL_GamepadType
Safe.sDL_GetGamepadTypeFromString

-- | Convert from an 'SDL_GamepadType' enum to a string.
--
--     [Returns]: a string for the given type, or NULL if an invalid type is specified. The string returned is of the format used by 'SDL_Gamepad' mapping strings.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadTypeFromString'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadStringForType@.
--                   The safe flavor is 'getGamepadStringForTypeSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadStringForType@, defined at @SDL3\/SDL_gamepad.h 1188:42@
getGamepadStringForType
  :: SDL_GamepadType
  -- ^
  --
  --           [@type@]: an enum value for a given 'SDL_GamepadType'.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadStringForType :: SDL_GamepadType -> IO (PtrConst CChar)
getGamepadStringForType =
  SDL_GamepadType -> IO (PtrConst CChar)
Unsafe.sDL_GetGamepadStringForType

-- | Convert from an 'SDL_GamepadType' enum to a string.
--
--     [Returns]: a string for the given type, or NULL if an invalid type is specified. The string returned is of the format used by 'SDL_Gamepad' mapping strings.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadTypeFromString'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadStringForType@.
--                   The unsafe flavor is 'getGamepadStringForType'
--                   .
--
--     [C declaration]: @SDL_GetGamepadStringForType@, defined at @SDL3\/SDL_gamepad.h 1188:42@
getGamepadStringForTypeSafe
  :: SDL_GamepadType
  -- ^
  --
  --           [@type@]: an enum value for a given 'SDL_GamepadType'.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadStringForTypeSafe :: SDL_GamepadType -> IO (PtrConst CChar)
getGamepadStringForTypeSafe =
  SDL_GamepadType -> IO (PtrConst CChar)
Safe.sDL_GetGamepadStringForType

-- | Convert a string into 'SDL_GamepadAxis' enum.
--
--     This function is called internally to translate 'SDL_Gamepad' mapping strings for the underlying joystick device into the consistent 'SDL_Gamepad' mapping. You do not normally need to call this function unless you are parsing 'SDL_Gamepad' mappings in your own code.
--
--     Note specially that \"righttrigger\" and \"lefttrigger\" map to @SDL_GAMEPAD_AXIS_RIGHT_TRIGGER@ and @SDL_GAMEPAD_AXIS_LEFT_TRIGGER@, respectively.
--
--     [Returns]: the 'SDL_GamepadAxis' enum corresponding to the input string, or @SDL_GAMEPAD_AXIS_INVALID@ if no match was found.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadStringForAxis'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadAxisFromString@.
--                   The safe flavor is 'getGamepadAxisFromStringSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadAxisFromString@, defined at @SDL3\/SDL_gamepad.h 1212:45@
getGamepadAxisFromString
  :: PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@str@]: string representing a 'SDL_Gamepad' axis.
  -> IO SDL_GamepadAxis
getGamepadAxisFromString :: PtrConst CChar -> IO SDL_GamepadAxis
getGamepadAxisFromString =
  PtrConst CChar -> IO SDL_GamepadAxis
Unsafe.sDL_GetGamepadAxisFromString

-- | Convert a string into 'SDL_GamepadAxis' enum.
--
--     This function is called internally to translate 'SDL_Gamepad' mapping strings for the underlying joystick device into the consistent 'SDL_Gamepad' mapping. You do not normally need to call this function unless you are parsing 'SDL_Gamepad' mappings in your own code.
--
--     Note specially that \"righttrigger\" and \"lefttrigger\" map to @SDL_GAMEPAD_AXIS_RIGHT_TRIGGER@ and @SDL_GAMEPAD_AXIS_LEFT_TRIGGER@, respectively.
--
--     [Returns]: the 'SDL_GamepadAxis' enum corresponding to the input string, or @SDL_GAMEPAD_AXIS_INVALID@ if no match was found.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadStringForAxis'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadAxisFromString@.
--                   The unsafe flavor is 'getGamepadAxisFromString'
--                   .
--
--     [C declaration]: @SDL_GetGamepadAxisFromString@, defined at @SDL3\/SDL_gamepad.h 1212:45@
getGamepadAxisFromStringSafe
  :: PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@str@]: string representing a 'SDL_Gamepad' axis.
  -> IO SDL_GamepadAxis
getGamepadAxisFromStringSafe :: PtrConst CChar -> IO SDL_GamepadAxis
getGamepadAxisFromStringSafe =
  PtrConst CChar -> IO SDL_GamepadAxis
Safe.sDL_GetGamepadAxisFromString

-- | Convert from an 'SDL_GamepadAxis' enum to a string.
--
--     [Returns]: a string for the given axis, or NULL if an invalid axis is specified. The string returned is of the format used by 'SDL_Gamepad' mapping strings.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadAxisFromString'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadStringForAxis@.
--                   The safe flavor is 'getGamepadStringForAxisSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadStringForAxis@, defined at @SDL3\/SDL_gamepad.h 1228:42@
getGamepadStringForAxis
  :: SDL_GamepadAxis
  -- ^
  --
  --           [@axis@]: an enum value for a given 'SDL_GamepadAxis'.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadStringForAxis :: SDL_GamepadAxis -> IO (PtrConst CChar)
getGamepadStringForAxis =
  SDL_GamepadAxis -> IO (PtrConst CChar)
Unsafe.sDL_GetGamepadStringForAxis

-- | Convert from an 'SDL_GamepadAxis' enum to a string.
--
--     [Returns]: a string for the given axis, or NULL if an invalid axis is specified. The string returned is of the format used by 'SDL_Gamepad' mapping strings.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadAxisFromString'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadStringForAxis@.
--                   The unsafe flavor is 'getGamepadStringForAxis'
--                   .
--
--     [C declaration]: @SDL_GetGamepadStringForAxis@, defined at @SDL3\/SDL_gamepad.h 1228:42@
getGamepadStringForAxisSafe
  :: SDL_GamepadAxis
  -- ^
  --
  --           [@axis@]: an enum value for a given 'SDL_GamepadAxis'.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadStringForAxisSafe :: SDL_GamepadAxis -> IO (PtrConst CChar)
getGamepadStringForAxisSafe =
  SDL_GamepadAxis -> IO (PtrConst CChar)
Safe.sDL_GetGamepadStringForAxis

-- | Query whether a gamepad has a given axis.
--
--     This merely reports whether the gamepad\'s mapping defined this axis, as that is all the information SDL has about the physical device.
--
--     [Returns]: true if the gamepad has this axis, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadHasButton', 'getGamepadAxis'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GamepadHasAxis@.
--                   The safe flavor is 'gamepadHasAxisSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadHasAxis@, defined at @SDL3\/SDL_gamepad.h 1247:34@
gamepadHasAxis
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> SDL_GamepadAxis
  -- ^
  --
  --           [@axis@]: an axis enum value (an 'SDL_GamepadAxis' value).
  -> IO Bool
gamepadHasAxis :: Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO Bool
gamepadHasAxis =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_GamepadAxis
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO CBool
Unsafe.sDL_GamepadHasAxis Ptr SDL_Gamepad
x00 SDL_GamepadAxis
x11)

-- | Query whether a gamepad has a given axis.
--
--     This merely reports whether the gamepad\'s mapping defined this axis, as that is all the information SDL has about the physical device.
--
--     [Returns]: true if the gamepad has this axis, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadHasButton', 'getGamepadAxis'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GamepadHasAxis@.
--                   The unsafe flavor is 'gamepadHasAxis'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadHasAxis@, defined at @SDL3\/SDL_gamepad.h 1247:34@
gamepadHasAxisSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> SDL_GamepadAxis
  -- ^
  --
  --           [@axis@]: an axis enum value (an 'SDL_GamepadAxis' value).
  -> IO Bool
gamepadHasAxisSafe :: Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO Bool
gamepadHasAxisSafe =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_GamepadAxis
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO CBool
Safe.sDL_GamepadHasAxis Ptr SDL_Gamepad
x00 SDL_GamepadAxis
x11)

-- | Get the current state of an axis control on a gamepad.
--
--     The axis indices start at index 0.
--
--     For thumbsticks, the state is a value ranging from -32768 (up\/left) to 32767 (down\/right).
--
--     Triggers range from 0 when released to 32767 when fully pressed, and never return a negative value. Note that this differs from the value reported by the lower-level 'SDL3.Sys.Joystick.getJoystickAxis', which normally uses the full range.
--
--     Note that for invalid gamepads or axes, this will return 0. Zero is also a valid value in normal operation; usually it means a centered axis.
--
--     [Returns]: axis state.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadHasAxis', 'getGamepadButton'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadAxis@.
--                   The safe flavor is 'getGamepadAxisSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadAxis@, defined at @SDL3\/SDL_gamepad.h 1275:36@
getGamepadAxis
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> SDL_GamepadAxis
  -- ^
  --
  --           [@axis@]: an axis index (one of the 'SDL_GamepadAxis' values).
  -> IO BG.Int16
getGamepadAxis :: Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO Int16
getGamepadAxis =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_GamepadAxis
x11 ->
      (Sint16 -> Int16) -> IO Sint16 -> IO Int16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Sint16 -> Int16
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO Sint16
Unsafe.sDL_GetGamepadAxis Ptr SDL_Gamepad
x00 SDL_GamepadAxis
x11)

-- | Get the current state of an axis control on a gamepad.
--
--     The axis indices start at index 0.
--
--     For thumbsticks, the state is a value ranging from -32768 (up\/left) to 32767 (down\/right).
--
--     Triggers range from 0 when released to 32767 when fully pressed, and never return a negative value. Note that this differs from the value reported by the lower-level 'SDL3.Sys.Joystick.getJoystickAxis', which normally uses the full range.
--
--     Note that for invalid gamepads or axes, this will return 0. Zero is also a valid value in normal operation; usually it means a centered axis.
--
--     [Returns]: axis state.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadHasAxis', 'getGamepadButton'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadAxis@.
--                   The unsafe flavor is 'getGamepadAxis'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadAxis@, defined at @SDL3\/SDL_gamepad.h 1275:36@
getGamepadAxisSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> SDL_GamepadAxis
  -- ^
  --
  --           [@axis@]: an axis index (one of the 'SDL_GamepadAxis' values).
  -> IO BG.Int16
getGamepadAxisSafe :: Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO Int16
getGamepadAxisSafe =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_GamepadAxis
x11 ->
      (Sint16 -> Int16) -> IO Sint16 -> IO Int16
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap Sint16 -> Int16
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO Sint16
Safe.sDL_GetGamepadAxis Ptr SDL_Gamepad
x00 SDL_GamepadAxis
x11)

-- | Convert a string into an 'SDL_GamepadButton' enum.
--
--     This function is called internally to translate 'SDL_Gamepad' mapping strings for the underlying joystick device into the consistent 'SDL_Gamepad' mapping. You do not normally need to call this function unless you are parsing 'SDL_Gamepad' mappings in your own code.
--
--     [Returns]: the 'SDL_GamepadButton' enum corresponding to the input string, or @SDL_GAMEPAD_BUTTON_INVALID@ if no match was found.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadStringForButton'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadButtonFromString@.
--                   The safe flavor is 'getGamepadButtonFromStringSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadButtonFromString@, defined at @SDL3\/SDL_gamepad.h 1295:47@
getGamepadButtonFromString
  :: PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@str@]: string representing a 'SDL_Gamepad' button.
  -> IO SDL_GamepadButton
getGamepadButtonFromString :: PtrConst CChar -> IO SDL_GamepadButton
getGamepadButtonFromString =
  PtrConst CChar -> IO SDL_GamepadButton
Unsafe.sDL_GetGamepadButtonFromString

-- | Convert a string into an 'SDL_GamepadButton' enum.
--
--     This function is called internally to translate 'SDL_Gamepad' mapping strings for the underlying joystick device into the consistent 'SDL_Gamepad' mapping. You do not normally need to call this function unless you are parsing 'SDL_Gamepad' mappings in your own code.
--
--     [Returns]: the 'SDL_GamepadButton' enum corresponding to the input string, or @SDL_GAMEPAD_BUTTON_INVALID@ if no match was found.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadStringForButton'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadButtonFromString@.
--                   The unsafe flavor is 'getGamepadButtonFromString'
--                   .
--
--     [C declaration]: @SDL_GetGamepadButtonFromString@, defined at @SDL3\/SDL_gamepad.h 1295:47@
getGamepadButtonFromStringSafe
  :: PtrConst.PtrConst BG.CChar
  -- ^
  --
  --           [@str@]: string representing a 'SDL_Gamepad' button.
  -> IO SDL_GamepadButton
getGamepadButtonFromStringSafe :: PtrConst CChar -> IO SDL_GamepadButton
getGamepadButtonFromStringSafe =
  PtrConst CChar -> IO SDL_GamepadButton
Safe.sDL_GetGamepadButtonFromString

-- | Convert from an 'SDL_GamepadButton' enum to a string.
--
--     [Returns]: a string for the given button, or NULL if an invalid button is specified. The string returned is of the format used by 'SDL_Gamepad' mapping strings.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadButtonFromString'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadStringForButton@.
--                   The safe flavor is 'getGamepadStringForButtonSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadStringForButton@, defined at @SDL3\/SDL_gamepad.h 1311:42@
getGamepadStringForButton
  :: SDL_GamepadButton
  -- ^
  --
  --           [@button@]: an enum value for a given 'SDL_GamepadButton'.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadStringForButton :: SDL_GamepadButton -> IO (PtrConst CChar)
getGamepadStringForButton =
  SDL_GamepadButton -> IO (PtrConst CChar)
Unsafe.sDL_GetGamepadStringForButton

-- | Convert from an 'SDL_GamepadButton' enum to a string.
--
--     [Returns]: a string for the given button, or NULL if an invalid button is specified. The string returned is of the format used by 'SDL_Gamepad' mapping strings.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadButtonFromString'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadStringForButton@.
--                   The unsafe flavor is 'getGamepadStringForButton'
--                   .
--
--     [C declaration]: @SDL_GetGamepadStringForButton@, defined at @SDL3\/SDL_gamepad.h 1311:42@
getGamepadStringForButtonSafe
  :: SDL_GamepadButton
  -- ^
  --
  --           [@button@]: an enum value for a given 'SDL_GamepadButton'.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadStringForButtonSafe :: SDL_GamepadButton -> IO (PtrConst CChar)
getGamepadStringForButtonSafe =
  SDL_GamepadButton -> IO (PtrConst CChar)
Safe.sDL_GetGamepadStringForButton

-- | Query whether a gamepad has a given button.
--
--     This merely reports whether the gamepad\'s mapping defined this button, as that is all the information SDL has about the physical device.
--
--     [Returns]: true if the gamepad has this button, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadHasAxis'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GamepadHasButton@.
--                   The safe flavor is 'gamepadHasButtonSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadHasButton@, defined at @SDL3\/SDL_gamepad.h 1329:34@
gamepadHasButton
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> SDL_GamepadButton
  -- ^
  --
  --           [@button@]: a button enum value (an 'SDL_GamepadButton' value).
  -> IO Bool
gamepadHasButton :: Ptr SDL_Gamepad -> SDL_GamepadButton -> IO Bool
gamepadHasButton =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_GamepadButton
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_GamepadButton -> IO CBool
Unsafe.sDL_GamepadHasButton Ptr SDL_Gamepad
x00 SDL_GamepadButton
x11)

-- | Query whether a gamepad has a given button.
--
--     This merely reports whether the gamepad\'s mapping defined this button, as that is all the information SDL has about the physical device.
--
--     [Returns]: true if the gamepad has this button, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadHasAxis'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GamepadHasButton@.
--                   The unsafe flavor is 'gamepadHasButton'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadHasButton@, defined at @SDL3\/SDL_gamepad.h 1329:34@
gamepadHasButtonSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> SDL_GamepadButton
  -- ^
  --
  --           [@button@]: a button enum value (an 'SDL_GamepadButton' value).
  -> IO Bool
gamepadHasButtonSafe :: Ptr SDL_Gamepad -> SDL_GamepadButton -> IO Bool
gamepadHasButtonSafe =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_GamepadButton
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_GamepadButton -> IO CBool
Safe.sDL_GamepadHasButton Ptr SDL_Gamepad
x00 SDL_GamepadButton
x11)

-- | Get the current state of a button on a gamepad.
--
--     [Returns]: true if the button is pressed, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadHasButton', 'getGamepadAxis'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadButton@.
--                   The safe flavor is 'getGamepadButtonSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadButton@, defined at @SDL3\/SDL_gamepad.h 1345:34@
getGamepadButton
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> SDL_GamepadButton
  -- ^
  --
  --           [@button@]: a button index (one of the 'SDL_GamepadButton' values).
  -> IO Bool
getGamepadButton :: Ptr SDL_Gamepad -> SDL_GamepadButton -> IO Bool
getGamepadButton =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_GamepadButton
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_GamepadButton -> IO CBool
Unsafe.sDL_GetGamepadButton Ptr SDL_Gamepad
x00 SDL_GamepadButton
x11)

-- | Get the current state of a button on a gamepad.
--
--     [Returns]: true if the button is pressed, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadHasButton', 'getGamepadAxis'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadButton@.
--                   The unsafe flavor is 'getGamepadButton'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadButton@, defined at @SDL3\/SDL_gamepad.h 1345:34@
getGamepadButtonSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> SDL_GamepadButton
  -- ^
  --
  --           [@button@]: a button index (one of the 'SDL_GamepadButton' values).
  -> IO Bool
getGamepadButtonSafe :: Ptr SDL_Gamepad -> SDL_GamepadButton -> IO Bool
getGamepadButtonSafe =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_GamepadButton
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_GamepadButton -> IO CBool
Safe.sDL_GetGamepadButton Ptr SDL_Gamepad
x00 SDL_GamepadButton
x11)

-- | Get the label of a button on a gamepad.
--
--     [Returns]: the 'SDL_GamepadButtonLabel' enum corresponding to the button label.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadButtonLabel'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadButtonLabelForType@.
--                   The safe flavor is 'getGamepadButtonLabelForTypeSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadButtonLabelForType@, defined at @SDL3\/SDL_gamepad.h 1360:52@
getGamepadButtonLabelForType
  :: SDL_GamepadType
  -- ^
  --
  --           [@type@]: the type of gamepad to check.
  -> SDL_GamepadButton
  -- ^
  --
  --           [@button@]: a button index (one of the 'SDL_GamepadButton' values).
  -> IO SDL_GamepadButtonLabel
getGamepadButtonLabelForType :: SDL_GamepadType -> SDL_GamepadButton -> IO SDL_GamepadButtonLabel
getGamepadButtonLabelForType =
  SDL_GamepadType -> SDL_GamepadButton -> IO SDL_GamepadButtonLabel
Unsafe.sDL_GetGamepadButtonLabelForType

-- | Get the label of a button on a gamepad.
--
--     [Returns]: the 'SDL_GamepadButtonLabel' enum corresponding to the button label.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadButtonLabel'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadButtonLabelForType@.
--                   The unsafe flavor is 'getGamepadButtonLabelForType'
--                   .
--
--     [C declaration]: @SDL_GetGamepadButtonLabelForType@, defined at @SDL3\/SDL_gamepad.h 1360:52@
getGamepadButtonLabelForTypeSafe
  :: SDL_GamepadType
  -- ^
  --
  --           [@type@]: the type of gamepad to check.
  -> SDL_GamepadButton
  -- ^
  --
  --           [@button@]: a button index (one of the 'SDL_GamepadButton' values).
  -> IO SDL_GamepadButtonLabel
getGamepadButtonLabelForTypeSafe :: SDL_GamepadType -> SDL_GamepadButton -> IO SDL_GamepadButtonLabel
getGamepadButtonLabelForTypeSafe =
  SDL_GamepadType -> SDL_GamepadButton -> IO SDL_GamepadButtonLabel
Safe.sDL_GetGamepadButtonLabelForType

-- | Get the label of a button on a gamepad.
--
--     [Returns]: the 'SDL_GamepadButtonLabel' enum corresponding to the button label.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadButtonLabelForType'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadButtonLabel@.
--                   The safe flavor is 'getGamepadButtonLabelSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadButtonLabel@, defined at @SDL3\/SDL_gamepad.h 1375:52@
getGamepadButtonLabel
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> SDL_GamepadButton
  -- ^
  --
  --           [@button@]: a button index (one of the 'SDL_GamepadButton' values).
  -> IO SDL_GamepadButtonLabel
getGamepadButtonLabel :: Ptr SDL_Gamepad -> SDL_GamepadButton -> IO SDL_GamepadButtonLabel
getGamepadButtonLabel =
  Ptr SDL_Gamepad -> SDL_GamepadButton -> IO SDL_GamepadButtonLabel
Unsafe.sDL_GetGamepadButtonLabel

-- | Get the label of a button on a gamepad.
--
--     [Returns]: the 'SDL_GamepadButtonLabel' enum corresponding to the button label.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadButtonLabelForType'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadButtonLabel@.
--                   The unsafe flavor is 'getGamepadButtonLabel'
--                   .
--
--     [C declaration]: @SDL_GetGamepadButtonLabel@, defined at @SDL3\/SDL_gamepad.h 1375:52@
getGamepadButtonLabelSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> SDL_GamepadButton
  -- ^
  --
  --           [@button@]: a button index (one of the 'SDL_GamepadButton' values).
  -> IO SDL_GamepadButtonLabel
getGamepadButtonLabelSafe :: Ptr SDL_Gamepad -> SDL_GamepadButton -> IO SDL_GamepadButtonLabel
getGamepadButtonLabelSafe =
  Ptr SDL_Gamepad -> SDL_GamepadButton -> IO SDL_GamepadButtonLabel
Safe.sDL_GetGamepadButtonLabel

-- | Get the number of touchpads on a gamepad.
--
--     [Returns]: number of touchpads.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getNumGamepadTouchpadFingers'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetNumGamepadTouchpads@.
--                   The safe flavor is 'getNumGamepadTouchpadsSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetNumGamepadTouchpads@, defined at @SDL3\/SDL_gamepad.h 1389:33@
getNumGamepadTouchpads
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> IO BG.Int32
getNumGamepadTouchpads :: Ptr SDL_Gamepad -> IO Int32
getNumGamepadTouchpads =
  \Ptr SDL_Gamepad
x00 ->
    (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO CInt
Unsafe.sDL_GetNumGamepadTouchpads Ptr SDL_Gamepad
x00)

-- | Get the number of touchpads on a gamepad.
--
--     [Returns]: number of touchpads.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getNumGamepadTouchpadFingers'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetNumGamepadTouchpads@.
--                   The unsafe flavor is 'getNumGamepadTouchpads'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetNumGamepadTouchpads@, defined at @SDL3\/SDL_gamepad.h 1389:33@
getNumGamepadTouchpadsSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> IO BG.Int32
getNumGamepadTouchpadsSafe :: Ptr SDL_Gamepad -> IO Int32
getNumGamepadTouchpadsSafe =
  \Ptr SDL_Gamepad
x00 ->
    (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> IO CInt
Safe.sDL_GetNumGamepadTouchpads Ptr SDL_Gamepad
x00)

-- | Get the number of supported simultaneous fingers on a touchpad on a game gamepad.
--
--     [Returns]: number of supported simultaneous fingers.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadTouchpadFinger', 'getNumGamepadTouchpads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetNumGamepadTouchpadFingers@.
--                   The safe flavor is 'getNumGamepadTouchpadFingersSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetNumGamepadTouchpadFingers@, defined at @SDL3\/SDL_gamepad.h 1406:33@
getNumGamepadTouchpadFingers
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> BG.Int32
  -- ^
  --
  --           [@touchpad@]: a touchpad.
  -> IO BG.Int32
getNumGamepadTouchpadFingers :: Ptr SDL_Gamepad -> Int32 -> IO Int32
getNumGamepadTouchpadFingers =
  \Ptr SDL_Gamepad
x00 ->
    \Int32
x11 ->
      (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> CInt -> IO CInt
Unsafe.sDL_GetNumGamepadTouchpadFingers Ptr SDL_Gamepad
x00 (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x11))

-- | Get the number of supported simultaneous fingers on a touchpad on a game gamepad.
--
--     [Returns]: number of supported simultaneous fingers.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadTouchpadFinger', 'getNumGamepadTouchpads'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetNumGamepadTouchpadFingers@.
--                   The unsafe flavor is 'getNumGamepadTouchpadFingers'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetNumGamepadTouchpadFingers@, defined at @SDL3\/SDL_gamepad.h 1406:33@
getNumGamepadTouchpadFingersSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> BG.Int32
  -- ^
  --
  --           [@touchpad@]: a touchpad.
  -> IO BG.Int32
getNumGamepadTouchpadFingersSafe :: Ptr SDL_Gamepad -> Int32 -> IO Int32
getNumGamepadTouchpadFingersSafe =
  \Ptr SDL_Gamepad
x00 ->
    \Int32
x11 ->
      (CInt -> Int32) -> IO CInt -> IO Int32
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CInt -> Int32
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> CInt -> IO CInt
Safe.sDL_GetNumGamepadTouchpadFingers Ptr SDL_Gamepad
x00 (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x11))

-- | Get the current state of a finger on a touchpad on a gamepad.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getNumGamepadTouchpadFingers'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadTouchpadFinger@.
--                   The safe flavor is 'getGamepadTouchpadFingerSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadTouchpadFinger@, defined at @SDL3\/SDL_gamepad.h 1430:34@
getGamepadTouchpadFinger
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> BG.Int32
  -- ^
  --
  --           [@touchpad@]: a touchpad.
  -> BG.Int32
  -- ^
  --
  --           [@finger@]: a finger.
  -> BG.Ptr BG.CBool
  -- ^
  --
  --           [@down@]: a pointer filled with true if the finger is down, false otherwise, may be NULL.
  -> BG.Ptr BG.CFloat
  -- ^
  --
  --           [@x@]: a pointer filled with the x position, normalized 0 to 1, with the origin in the upper left, may be NULL.
  -> BG.Ptr BG.CFloat
  -- ^
  --
  --           [@y@]: a pointer filled with the y position, normalized 0 to 1, with the origin in the upper left, may be NULL.
  -> BG.Ptr BG.CFloat
  -- ^
  --
  --           [@pressure@]: a pointer filled with pressure value, may be NULL.
  -> IO Bool
getGamepadTouchpadFinger :: Ptr SDL_Gamepad
-> Int32
-> Int32
-> Ptr CBool
-> Ptr CFloat
-> Ptr CFloat
-> Ptr CFloat
-> IO Bool
getGamepadTouchpadFinger =
  \Ptr SDL_Gamepad
x00 ->
    \Int32
x11 ->
      \Int32
x22 ->
        \Ptr CBool
x33 ->
          \Ptr CFloat
x44 ->
            \Ptr CFloat
x55 ->
              \Ptr CFloat
x66 ->
                (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap
                  CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool
                  (Ptr SDL_Gamepad
-> CInt
-> CInt
-> Ptr CBool
-> Ptr CFloat
-> Ptr CFloat
-> Ptr CFloat
-> IO CBool
Unsafe.sDL_GetGamepadTouchpadFinger Ptr SDL_Gamepad
x00 (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x11) (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x22) Ptr CBool
x33 Ptr CFloat
x44 Ptr CFloat
x55 Ptr CFloat
x66)

-- | Get the current state of a finger on a touchpad on a gamepad.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getNumGamepadTouchpadFingers'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadTouchpadFinger@.
--                   The unsafe flavor is 'getGamepadTouchpadFinger'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadTouchpadFinger@, defined at @SDL3\/SDL_gamepad.h 1430:34@
getGamepadTouchpadFingerSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad.
  -> BG.Int32
  -- ^
  --
  --           [@touchpad@]: a touchpad.
  -> BG.Int32
  -- ^
  --
  --           [@finger@]: a finger.
  -> BG.Ptr BG.CBool
  -- ^
  --
  --           [@down@]: a pointer filled with true if the finger is down, false otherwise, may be NULL.
  -> BG.Ptr BG.CFloat
  -- ^
  --
  --           [@x@]: a pointer filled with the x position, normalized 0 to 1, with the origin in the upper left, may be NULL.
  -> BG.Ptr BG.CFloat
  -- ^
  --
  --           [@y@]: a pointer filled with the y position, normalized 0 to 1, with the origin in the upper left, may be NULL.
  -> BG.Ptr BG.CFloat
  -- ^
  --
  --           [@pressure@]: a pointer filled with pressure value, may be NULL.
  -> IO Bool
getGamepadTouchpadFingerSafe :: Ptr SDL_Gamepad
-> Int32
-> Int32
-> Ptr CBool
-> Ptr CFloat
-> Ptr CFloat
-> Ptr CFloat
-> IO Bool
getGamepadTouchpadFingerSafe =
  \Ptr SDL_Gamepad
x00 ->
    \Int32
x11 ->
      \Int32
x22 ->
        \Ptr CBool
x33 ->
          \Ptr CFloat
x44 ->
            \Ptr CFloat
x55 ->
              \Ptr CFloat
x66 ->
                (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap
                  CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool
                  (Ptr SDL_Gamepad
-> CInt
-> CInt
-> Ptr CBool
-> Ptr CFloat
-> Ptr CFloat
-> Ptr CFloat
-> IO CBool
Safe.sDL_GetGamepadTouchpadFinger Ptr SDL_Gamepad
x00 (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x11) (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x22) Ptr CBool
x33 Ptr CFloat
x44 Ptr CFloat
x55 Ptr CFloat
x66)

-- | Return whether a gamepad has a particular sensor.
--
--     [Returns]: true if the sensor exists, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadSensorData', 'getGamepadSensorDataRate', 'setGamepadSensorEnabled'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GamepadHasSensor@.
--                   The safe flavor is 'gamepadHasSensorSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadHasSensor@, defined at @SDL3\/SDL_gamepad.h 1447:34@
gamepadHasSensor
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
  -- ^
  --
  --           [@type@]: the type of sensor to query.
  -> IO Bool
gamepadHasSensor :: Ptr SDL_Gamepad -> SDL_SensorType -> IO Bool
gamepadHasSensor =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_SensorType
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_SensorType -> IO CBool
Unsafe.sDL_GamepadHasSensor Ptr SDL_Gamepad
x00 SDL_SensorType
x11)

-- | Return whether a gamepad has a particular sensor.
--
--     [Returns]: true if the sensor exists, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadSensorData', 'getGamepadSensorDataRate', 'setGamepadSensorEnabled'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GamepadHasSensor@.
--                   The unsafe flavor is 'gamepadHasSensor'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadHasSensor@, defined at @SDL3\/SDL_gamepad.h 1447:34@
gamepadHasSensorSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
  -- ^
  --
  --           [@type@]: the type of sensor to query.
  -> IO Bool
gamepadHasSensorSafe :: Ptr SDL_Gamepad -> SDL_SensorType -> IO Bool
gamepadHasSensorSafe =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_SensorType
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_SensorType -> IO CBool
Safe.sDL_GamepadHasSensor Ptr SDL_Gamepad
x00 SDL_SensorType
x11)

-- | Set whether data reporting for a gamepad sensor is enabled.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadHasSensor', 'gamepadSensorEnabled'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_SetGamepadSensorEnabled@.
--                   The safe flavor is 'setGamepadSensorEnabledSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SetGamepadSensorEnabled@, defined at @SDL3\/SDL_gamepad.h 1465:34@
setGamepadSensorEnabled
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to update.
  -> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
  -- ^
  --
  --           [@type@]: the type of sensor to enable\/disable.
  -> Bool
  -- ^
  --
  --           [@enabled@]: whether data reporting should be enabled.
  -> IO Bool
setGamepadSensorEnabled :: Ptr SDL_Gamepad -> SDL_SensorType -> Bool -> IO Bool
setGamepadSensorEnabled =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_SensorType
x11 ->
      \Bool
x22 ->
        (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_SensorType -> CBool -> IO CBool
Unsafe.sDL_SetGamepadSensorEnabled Ptr SDL_Gamepad
x00 SDL_SensorType
x11 (Bool -> CBool
forall b. Num b => Bool -> b
CBool.fromBool Bool
x22))

-- | Set whether data reporting for a gamepad sensor is enabled.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'gamepadHasSensor', 'gamepadSensorEnabled'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_SetGamepadSensorEnabled@.
--                   The unsafe flavor is 'setGamepadSensorEnabled'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SetGamepadSensorEnabled@, defined at @SDL3\/SDL_gamepad.h 1465:34@
setGamepadSensorEnabledSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to update.
  -> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
  -- ^
  --
  --           [@type@]: the type of sensor to enable\/disable.
  -> Bool
  -- ^
  --
  --           [@enabled@]: whether data reporting should be enabled.
  -> IO Bool
setGamepadSensorEnabledSafe :: Ptr SDL_Gamepad -> SDL_SensorType -> Bool -> IO Bool
setGamepadSensorEnabledSafe =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_SensorType
x11 ->
      \Bool
x22 ->
        (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_SensorType -> CBool -> IO CBool
Safe.sDL_SetGamepadSensorEnabled Ptr SDL_Gamepad
x00 SDL_SensorType
x11 (Bool -> CBool
forall b. Num b => Bool -> b
CBool.fromBool Bool
x22))

-- | Query whether sensor data reporting is enabled for a gamepad.
--
--     [Returns]: true if the sensor is enabled, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'setGamepadSensorEnabled'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GamepadSensorEnabled@.
--                   The safe flavor is 'gamepadSensorEnabledSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadSensorEnabled@, defined at @SDL3\/SDL_gamepad.h 1480:34@
gamepadSensorEnabled
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
  -- ^
  --
  --           [@type@]: the type of sensor to query.
  -> IO Bool
gamepadSensorEnabled :: Ptr SDL_Gamepad -> SDL_SensorType -> IO Bool
gamepadSensorEnabled =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_SensorType
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_SensorType -> IO CBool
Unsafe.sDL_GamepadSensorEnabled Ptr SDL_Gamepad
x00 SDL_SensorType
x11)

-- | Query whether sensor data reporting is enabled for a gamepad.
--
--     [Returns]: true if the sensor is enabled, false otherwise.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'setGamepadSensorEnabled'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GamepadSensorEnabled@.
--                   The unsafe flavor is 'gamepadSensorEnabled'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GamepadSensorEnabled@, defined at @SDL3\/SDL_gamepad.h 1480:34@
gamepadSensorEnabledSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
  -- ^
  --
  --           [@type@]: the type of sensor to query.
  -> IO Bool
gamepadSensorEnabledSafe :: Ptr SDL_Gamepad -> SDL_SensorType -> IO Bool
gamepadSensorEnabledSafe =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_SensorType
x11 ->
      (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_SensorType -> IO CBool
Safe.sDL_GamepadSensorEnabled Ptr SDL_Gamepad
x00 SDL_SensorType
x11)

-- | Get the data rate (number of events per second) of a gamepad sensor.
--
--     [Returns]: the data rate, or 0.0f if the data rate is not available.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadSensorDataRate@.
--                   The safe flavor is 'getGamepadSensorDataRateSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadSensorDataRate@, defined at @SDL3\/SDL_gamepad.h 1493:35@
getGamepadSensorDataRate
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
  -- ^
  --
  --           [@type@]: the type of sensor to query.
  -> IO Float
getGamepadSensorDataRate :: Ptr SDL_Gamepad -> SDL_SensorType -> IO Float
getGamepadSensorDataRate =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_SensorType
x11 ->
      (CFloat -> Float) -> IO CFloat -> IO Float
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CFloat -> Float
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> SDL_SensorType -> IO CFloat
Unsafe.sDL_GetGamepadSensorDataRate Ptr SDL_Gamepad
x00 SDL_SensorType
x11)

-- | Get the data rate (number of events per second) of a gamepad sensor.
--
--     [Returns]: the data rate, or 0.0f if the data rate is not available.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadSensorDataRate@.
--                   The unsafe flavor is 'getGamepadSensorDataRate'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadSensorDataRate@, defined at @SDL3\/SDL_gamepad.h 1493:35@
getGamepadSensorDataRateSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
  -- ^
  --
  --           [@type@]: the type of sensor to query.
  -> IO Float
getGamepadSensorDataRateSafe :: Ptr SDL_Gamepad -> SDL_SensorType -> IO Float
getGamepadSensorDataRateSafe =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_SensorType
x11 ->
      (CFloat -> Float) -> IO CFloat -> IO Float
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CFloat -> Float
forall a b. Coercible a b => a -> b
Coerce.coerce (Ptr SDL_Gamepad -> SDL_SensorType -> IO CFloat
Safe.sDL_GetGamepadSensorDataRate Ptr SDL_Gamepad
x00 SDL_SensorType
x11)

-- | Get the current state of a gamepad sensor.
--
--     The number of values and interpretation of the data is sensor dependent. See the remarks in SDL_SensorType for details for each type of sensor.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadSensorData@.
--                   The safe flavor is 'getGamepadSensorDataSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadSensorData@, defined at @SDL3\/SDL_gamepad.h 1512:34@
getGamepadSensorData
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
  -- ^
  --
  --           [@type@]: the type of sensor to query.
  -> BG.Ptr BG.CFloat
  -- ^
  --
  --           [@data@]: a pointer filled with the current sensor state.
  -> BG.Int32
  -- ^
  --
  --           [@num_values@]: the number of values to write to data.
  -> IO Bool
getGamepadSensorData :: Ptr SDL_Gamepad -> SDL_SensorType -> Ptr CFloat -> Int32 -> IO Bool
getGamepadSensorData =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_SensorType
x11 ->
      \Ptr CFloat
x22 ->
        \Int32
x33 ->
          (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_SensorType -> Ptr CFloat -> CInt -> IO CBool
Unsafe.sDL_GetGamepadSensorData Ptr SDL_Gamepad
x00 SDL_SensorType
x11 Ptr CFloat
x22 (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x33))

-- | Get the current state of a gamepad sensor.
--
--     The number of values and interpretation of the data is sensor dependent. See the remarks in SDL_SensorType for details for each type of sensor.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadSensorData@.
--                   The unsafe flavor is 'getGamepadSensorData'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_GetGamepadSensorData@, defined at @SDL3\/SDL_gamepad.h 1512:34@
getGamepadSensorDataSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL3.Sys.Bindgen.Sensor.SDL_SensorType
  -- ^
  --
  --           [@type@]: the type of sensor to query.
  -> BG.Ptr BG.CFloat
  -- ^
  --
  --           [@data@]: a pointer filled with the current sensor state.
  -> BG.Int32
  -- ^
  --
  --           [@num_values@]: the number of values to write to data.
  -> IO Bool
getGamepadSensorDataSafe :: Ptr SDL_Gamepad -> SDL_SensorType -> Ptr CFloat -> Int32 -> IO Bool
getGamepadSensorDataSafe =
  \Ptr SDL_Gamepad
x00 ->
    \SDL_SensorType
x11 ->
      \Ptr CFloat
x22 ->
        \Int32
x33 ->
          (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> SDL_SensorType -> Ptr CFloat -> CInt -> IO CBool
Safe.sDL_GetGamepadSensorData Ptr SDL_Gamepad
x00 SDL_SensorType
x11 Ptr CFloat
x22 (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x33))

-- | Start a rumble effect on a gamepad.
--
--     Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
--
--     This function requires you to process SDL events or call 'SDL3.Sys.Joystick.updateJoysticks' to update rumble state.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_RumbleGamepad@.
--                   The safe flavor is 'rumbleGamepadSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_RumbleGamepad@, defined at @SDL3\/SDL_gamepad.h 1536:34@
rumbleGamepad
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to vibrate.
  -> BG.Word16
  -- ^
  --
  --           [@low_frequency_rumble@]: the intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF.
  -> BG.Word16
  -- ^
  --
  --           [@high_frequency_rumble@]: the intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF.
  -> BG.Word32
  -- ^
  --
  --           [@duration_ms@]: the duration of the rumble effect, in milliseconds.
  -> IO Bool
rumbleGamepad :: Ptr SDL_Gamepad -> Word16 -> Word16 -> Word32 -> IO Bool
rumbleGamepad =
  \Ptr SDL_Gamepad
x00 ->
    \Word16
x11 ->
      \Word16
x22 ->
        \Word32
x33 ->
          (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap
            CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool
            (Ptr SDL_Gamepad -> Uint16 -> Uint16 -> Uint32 -> IO CBool
Unsafe.sDL_RumbleGamepad Ptr SDL_Gamepad
x00 (Word16 -> Uint16
forall a b. Coercible a b => a -> b
Coerce.coerce Word16
x11) (Word16 -> Uint16
forall a b. Coercible a b => a -> b
Coerce.coerce Word16
x22) (Word32 -> Uint32
forall a b. Coercible a b => a -> b
Coerce.coerce Word32
x33))

-- | Start a rumble effect on a gamepad.
--
--     Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
--
--     This function requires you to process SDL events or call 'SDL3.Sys.Joystick.updateJoysticks' to update rumble state.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_RumbleGamepad@.
--                   The unsafe flavor is 'rumbleGamepad'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_RumbleGamepad@, defined at @SDL3\/SDL_gamepad.h 1536:34@
rumbleGamepadSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to vibrate.
  -> BG.Word16
  -- ^
  --
  --           [@low_frequency_rumble@]: the intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF.
  -> BG.Word16
  -- ^
  --
  --           [@high_frequency_rumble@]: the intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF.
  -> BG.Word32
  -- ^
  --
  --           [@duration_ms@]: the duration of the rumble effect, in milliseconds.
  -> IO Bool
rumbleGamepadSafe :: Ptr SDL_Gamepad -> Word16 -> Word16 -> Word32 -> IO Bool
rumbleGamepadSafe =
  \Ptr SDL_Gamepad
x00 ->
    \Word16
x11 ->
      \Word16
x22 ->
        \Word32
x33 ->
          (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap
            CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool
            (Ptr SDL_Gamepad -> Uint16 -> Uint16 -> Uint32 -> IO CBool
Safe.sDL_RumbleGamepad Ptr SDL_Gamepad
x00 (Word16 -> Uint16
forall a b. Coercible a b => a -> b
Coerce.coerce Word16
x11) (Word16 -> Uint16
forall a b. Coercible a b => a -> b
Coerce.coerce Word16
x22) (Word32 -> Uint32
forall a b. Coercible a b => a -> b
Coerce.coerce Word32
x33))

-- | Start a rumble effect in the gamepad\'s triggers.
--
--     Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
--
--     Note that this is rumbling of the /triggers/ and not the gamepad as a whole. This is currently only supported on Xbox One gamepads. If you want the (more common) whole-gamepad rumble, use @'rumbleGamepad'@ instead.
--
--     This function requires you to process SDL events or call 'SDL3.Sys.Joystick.updateJoysticks' to update rumble state.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'rumbleGamepad'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_RumbleGamepadTriggers@.
--                   The safe flavor is 'rumbleGamepadTriggersSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_RumbleGamepadTriggers@, defined at @SDL3\/SDL_gamepad.h 1566:34@
rumbleGamepadTriggers
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to vibrate.
  -> BG.Word16
  -- ^
  --
  --           [@left_rumble@]: the intensity of the left trigger rumble motor, from 0 to 0xFFFF.
  -> BG.Word16
  -- ^
  --
  --           [@right_rumble@]: the intensity of the right trigger rumble motor, from 0 to 0xFFFF.
  -> BG.Word32
  -- ^
  --
  --           [@duration_ms@]: the duration of the rumble effect, in milliseconds.
  -> IO Bool
rumbleGamepadTriggers :: Ptr SDL_Gamepad -> Word16 -> Word16 -> Word32 -> IO Bool
rumbleGamepadTriggers =
  \Ptr SDL_Gamepad
x00 ->
    \Word16
x11 ->
      \Word16
x22 ->
        \Word32
x33 ->
          (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap
            CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool
            (Ptr SDL_Gamepad -> Uint16 -> Uint16 -> Uint32 -> IO CBool
Unsafe.sDL_RumbleGamepadTriggers Ptr SDL_Gamepad
x00 (Word16 -> Uint16
forall a b. Coercible a b => a -> b
Coerce.coerce Word16
x11) (Word16 -> Uint16
forall a b. Coercible a b => a -> b
Coerce.coerce Word16
x22) (Word32 -> Uint32
forall a b. Coercible a b => a -> b
Coerce.coerce Word32
x33))

-- | Start a rumble effect in the gamepad\'s triggers.
--
--     Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
--
--     Note that this is rumbling of the /triggers/ and not the gamepad as a whole. This is currently only supported on Xbox One gamepads. If you want the (more common) whole-gamepad rumble, use @'rumbleGamepad'@ instead.
--
--     This function requires you to process SDL events or call 'SDL3.Sys.Joystick.updateJoysticks' to update rumble state.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'rumbleGamepad'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_RumbleGamepadTriggers@.
--                   The unsafe flavor is 'rumbleGamepadTriggers'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_RumbleGamepadTriggers@, defined at @SDL3\/SDL_gamepad.h 1566:34@
rumbleGamepadTriggersSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to vibrate.
  -> BG.Word16
  -- ^
  --
  --           [@left_rumble@]: the intensity of the left trigger rumble motor, from 0 to 0xFFFF.
  -> BG.Word16
  -- ^
  --
  --           [@right_rumble@]: the intensity of the right trigger rumble motor, from 0 to 0xFFFF.
  -> BG.Word32
  -- ^
  --
  --           [@duration_ms@]: the duration of the rumble effect, in milliseconds.
  -> IO Bool
rumbleGamepadTriggersSafe :: Ptr SDL_Gamepad -> Word16 -> Word16 -> Word32 -> IO Bool
rumbleGamepadTriggersSafe =
  \Ptr SDL_Gamepad
x00 ->
    \Word16
x11 ->
      \Word16
x22 ->
        \Word32
x33 ->
          (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap
            CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool
            (Ptr SDL_Gamepad -> Uint16 -> Uint16 -> Uint32 -> IO CBool
Safe.sDL_RumbleGamepadTriggers Ptr SDL_Gamepad
x00 (Word16 -> Uint16
forall a b. Coercible a b => a -> b
Coerce.coerce Word16
x11) (Word16 -> Uint16
forall a b. Coercible a b => a -> b
Coerce.coerce Word16
x22) (Word32 -> Uint32
forall a b. Coercible a b => a -> b
Coerce.coerce Word32
x33))

-- | Update a gamepad\'s LED color.
--
--     An example of a joystick LED is the light on the back of a PlayStation 4\'s DualShock 4 controller.
--
--     For gamepads with a single color LED, the maximum of the RGB values will be used as the LED brightness.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_SetGamepadLED@.
--                   The safe flavor is 'setGamepadLEDSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SetGamepadLED@, defined at @SDL3\/SDL_gamepad.h 1588:34@
setGamepadLED
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to update.
  -> BG.Word8
  -- ^
  --
  --           [@red@]: the intensity of the red LED.
  -> BG.Word8
  -- ^
  --
  --           [@green@]: the intensity of the green LED.
  -> BG.Word8
  -- ^
  --
  --           [@blue@]: the intensity of the blue LED.
  -> IO Bool
setGamepadLED :: Ptr SDL_Gamepad -> Word8 -> Word8 -> Word8 -> IO Bool
setGamepadLED =
  \Ptr SDL_Gamepad
x00 ->
    \Word8
x11 ->
      \Word8
x22 ->
        \Word8
x33 ->
          (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap
            CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool
            (Ptr SDL_Gamepad -> Uint8 -> Uint8 -> Uint8 -> IO CBool
Unsafe.sDL_SetGamepadLED Ptr SDL_Gamepad
x00 (Word8 -> Uint8
forall a b. Coercible a b => a -> b
Coerce.coerce Word8
x11) (Word8 -> Uint8
forall a b. Coercible a b => a -> b
Coerce.coerce Word8
x22) (Word8 -> Uint8
forall a b. Coercible a b => a -> b
Coerce.coerce Word8
x33))

-- | Update a gamepad\'s LED color.
--
--     An example of a joystick LED is the light on the back of a PlayStation 4\'s DualShock 4 controller.
--
--     For gamepads with a single color LED, the maximum of the RGB values will be used as the LED brightness.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_SetGamepadLED@.
--                   The unsafe flavor is 'setGamepadLED'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SetGamepadLED@, defined at @SDL3\/SDL_gamepad.h 1588:34@
setGamepadLEDSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to update.
  -> BG.Word8
  -- ^
  --
  --           [@red@]: the intensity of the red LED.
  -> BG.Word8
  -- ^
  --
  --           [@green@]: the intensity of the green LED.
  -> BG.Word8
  -- ^
  --
  --           [@blue@]: the intensity of the blue LED.
  -> IO Bool
setGamepadLEDSafe :: Ptr SDL_Gamepad -> Word8 -> Word8 -> Word8 -> IO Bool
setGamepadLEDSafe =
  \Ptr SDL_Gamepad
x00 ->
    \Word8
x11 ->
      \Word8
x22 ->
        \Word8
x33 ->
          (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap
            CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool
            (Ptr SDL_Gamepad -> Uint8 -> Uint8 -> Uint8 -> IO CBool
Safe.sDL_SetGamepadLED Ptr SDL_Gamepad
x00 (Word8 -> Uint8
forall a b. Coercible a b => a -> b
Coerce.coerce Word8
x11) (Word8 -> Uint8
forall a b. Coercible a b => a -> b
Coerce.coerce Word8
x22) (Word8 -> Uint8
forall a b. Coercible a b => a -> b
Coerce.coerce Word8
x33))

-- | Send a gamepad specific effect packet.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_SendGamepadEffect@.
--                   The safe flavor is 'sendGamepadEffectSafe'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SendGamepadEffect@, defined at @SDL3\/SDL_gamepad.h 1603:34@
sendGamepadEffect
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to affect.
  -> PtrConst.PtrConst BG.Void
  -- ^
  --
  --           [@data@]: the data to send to the gamepad.
  -> BG.Int32
  -- ^
  --
  --           [@size@]: the size of the data to send to the gamepad.
  -> IO Bool
sendGamepadEffect :: Ptr SDL_Gamepad -> PtrConst Void -> Int32 -> IO Bool
sendGamepadEffect =
  \Ptr SDL_Gamepad
x00 ->
    \PtrConst Void
x11 ->
      \Int32
x22 ->
        (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> PtrConst Void -> CInt -> IO CBool
Unsafe.sDL_SendGamepadEffect Ptr SDL_Gamepad
x00 PtrConst Void
x11 (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x22))

-- | Send a gamepad specific effect packet.
--
--     [Returns]: true on success or false on failure; call 'SDL3.Sys.Error.getError' for more information.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_SendGamepadEffect@.
--                   The unsafe flavor is 'sendGamepadEffect'
--                   .
--
--     [Scalars]: The binding generation has mapped C scalars to native Haskell scalars for this function.
--                Pointers and structs are untouched by this best-effort mapping. Higher-level bindings are expected to map structs and pointers as appropriate.
--
--     [C declaration]: @SDL_SendGamepadEffect@, defined at @SDL3\/SDL_gamepad.h 1603:34@
sendGamepadEffectSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to affect.
  -> PtrConst.PtrConst BG.Void
  -- ^
  --
  --           [@data@]: the data to send to the gamepad.
  -> BG.Int32
  -- ^
  --
  --           [@size@]: the size of the data to send to the gamepad.
  -> IO Bool
sendGamepadEffectSafe :: Ptr SDL_Gamepad -> PtrConst Void -> Int32 -> IO Bool
sendGamepadEffectSafe =
  \Ptr SDL_Gamepad
x00 ->
    \PtrConst Void
x11 ->
      \Int32
x22 ->
        (CBool -> Bool) -> IO CBool -> IO Bool
forall a b. (a -> b) -> IO a -> IO b
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap CBool -> Bool
forall b. (Eq b, Num b) => b -> Bool
CBool.toBool (Ptr SDL_Gamepad -> PtrConst Void -> CInt -> IO CBool
Safe.sDL_SendGamepadEffect Ptr SDL_Gamepad
x00 PtrConst Void
x11 (Int32 -> CInt
forall a b. Coercible a b => a -> b
Coerce.coerce Int32
x22))

-- | Close a gamepad previously opened with @'openGamepad'@.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'openGamepad'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_CloseGamepad@.
--                   The safe flavor is 'closeGamepadSafe'
--                   .
--
--     [C declaration]: @SDL_CloseGamepad@, defined at @SDL3\/SDL_gamepad.h 1617:34@
closeGamepad
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO ()
closeGamepad :: Ptr SDL_Gamepad -> IO ()
closeGamepad = Ptr SDL_Gamepad -> IO ()
Unsafe.sDL_CloseGamepad

-- | Close a gamepad previously opened with @'openGamepad'@.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'openGamepad'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_CloseGamepad@.
--                   The unsafe flavor is 'closeGamepad'
--                   .
--
--     [C declaration]: @SDL_CloseGamepad@, defined at @SDL3\/SDL_gamepad.h 1617:34@
closeGamepadSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: a gamepad identifier previously returned by @'openGamepad'@.
  -> IO ()
closeGamepadSafe :: Ptr SDL_Gamepad -> IO ()
closeGamepadSafe = Ptr SDL_Gamepad -> IO ()
Safe.sDL_CloseGamepad

-- | Return the sfSymbolsName for a given button on a gamepad on Apple platforms.
--
--     [Returns]: the sfSymbolsName or NULL if the name can\'t be found.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadAppleSFSymbolsNameForAxis'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadAppleSFSymbolsNameForButton@.
--                   The safe flavor is 'getGamepadAppleSFSymbolsNameForButtonSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadAppleSFSymbolsNameForButton@, defined at @SDL3\/SDL_gamepad.h 1633:42@
getGamepadAppleSFSymbolsNameForButton
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL_GamepadButton
  -- ^
  --
  --           [@button@]: a button on the gamepad.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadAppleSFSymbolsNameForButton :: Ptr SDL_Gamepad -> SDL_GamepadButton -> IO (PtrConst CChar)
getGamepadAppleSFSymbolsNameForButton =
  Ptr SDL_Gamepad -> SDL_GamepadButton -> IO (PtrConst CChar)
Unsafe.sDL_GetGamepadAppleSFSymbolsNameForButton

-- | Return the sfSymbolsName for a given button on a gamepad on Apple platforms.
--
--     [Returns]: the sfSymbolsName or NULL if the name can\'t be found.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadAppleSFSymbolsNameForAxis'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadAppleSFSymbolsNameForButton@.
--                   The unsafe flavor is 'getGamepadAppleSFSymbolsNameForButton'
--                   .
--
--     [C declaration]: @SDL_GetGamepadAppleSFSymbolsNameForButton@, defined at @SDL3\/SDL_gamepad.h 1633:42@
getGamepadAppleSFSymbolsNameForButtonSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL_GamepadButton
  -- ^
  --
  --           [@button@]: a button on the gamepad.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadAppleSFSymbolsNameForButtonSafe :: Ptr SDL_Gamepad -> SDL_GamepadButton -> IO (PtrConst CChar)
getGamepadAppleSFSymbolsNameForButtonSafe =
  Ptr SDL_Gamepad -> SDL_GamepadButton -> IO (PtrConst CChar)
Safe.sDL_GetGamepadAppleSFSymbolsNameForButton

-- | Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
--
--     [Returns]: the sfSymbolsName or NULL if the name can\'t be found.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadAppleSFSymbolsNameForButton'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Unsafe__ foreign import of @SDL_GetGamepadAppleSFSymbolsNameForAxis@.
--                   The safe flavor is 'getGamepadAppleSFSymbolsNameForAxisSafe'
--                   .
--
--     [C declaration]: @SDL_GetGamepadAppleSFSymbolsNameForAxis@, defined at @SDL3\/SDL_gamepad.h 1648:42@
getGamepadAppleSFSymbolsNameForAxis
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL_GamepadAxis
  -- ^
  --
  --           [@axis@]: an axis on the gamepad.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadAppleSFSymbolsNameForAxis :: Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO (PtrConst CChar)
getGamepadAppleSFSymbolsNameForAxis =
  Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO (PtrConst CChar)
Unsafe.sDL_GetGamepadAppleSFSymbolsNameForAxis

-- | Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
--
--     [Returns]: the sfSymbolsName or NULL if the name can\'t be found.
--
--     [Thread safety]: It is safe to call this function from any thread.
--
--     @since 3.2.0
--
--     [See also]: 'getGamepadAppleSFSymbolsNameForButton'
--
--     === __@sdl3-bindgen-sys@ notes__
--
--     [FFI safety]: __Safe__ foreign import of @SDL_GetGamepadAppleSFSymbolsNameForAxis@.
--                   The unsafe flavor is 'getGamepadAppleSFSymbolsNameForAxis'
--                   .
--
--     [C declaration]: @SDL_GetGamepadAppleSFSymbolsNameForAxis@, defined at @SDL3\/SDL_gamepad.h 1648:42@
getGamepadAppleSFSymbolsNameForAxisSafe
  :: BG.Ptr SDL_Gamepad
  -- ^
  --
  --           [@gamepad@]: the gamepad to query.
  -> SDL_GamepadAxis
  -- ^
  --
  --           [@axis@]: an axis on the gamepad.
  -> IO (PtrConst.PtrConst BG.CChar)
getGamepadAppleSFSymbolsNameForAxisSafe :: Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO (PtrConst CChar)
getGamepadAppleSFSymbolsNameForAxisSafe =
  Ptr SDL_Gamepad -> SDL_GamepadAxis -> IO (PtrConst CChar)
Safe.sDL_GetGamepadAppleSFSymbolsNameForAxis