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Update SDL to the latest source code (2.0.9 + e1e13e154128)
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@@ -204,6 +204,13 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
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/**
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* Get the player index of an opened game controller, or -1 if it's not available
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*
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* For XInput controllers this returns the XInput user index.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
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/**
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* Get the USB vendor ID of an opened controller, if available.
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* If the vendor ID isn't available this function returns 0.
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@@ -353,6 +360,19 @@ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
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extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
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SDL_GameControllerButton button);
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/**
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* Trigger a rumble effect
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* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
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*
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* \param gamecontroller The controller to vibrate
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* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
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* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
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* \param duration_ms The duration of the rumble effect, in milliseconds
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*
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* \return 0, or -1 if rumble isn't supported on this joystick
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
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/**
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* Close a controller previously opened with SDL_GameControllerOpen().
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*/
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