-Demos:
*added ImGUI styles *added new assets (fonts, shaders) *added cimgui.dll *added imports for bindbc-sdl (for WASM) *added simple demo *added demo launcher *added snake demo *impoved demo utils *added cimgui.bc library for WASM -improved wasm build script -small change in vector
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demos/external/imports/bindbc/sdl/bind/sdlhaptic.d
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demos/external/imports/bindbc/sdl/bind/sdlhaptic.d
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// Copyright Michael D. Parker 2018.
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// Distributed under the Boost Software License, Version 1.0.
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// (See accompanying file LICENSE_1_0.txt or copy at
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// http://www.boost.org/LICENSE_1_0.txt)
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module bindbc.sdl.bind.sdlhaptic;
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import bindbc.sdl.bind.sdljoystick : SDL_Joystick;
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struct SDL_Haptic;
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enum : ushort {
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SDL_HAPTIC_CONSTANT = 1u<<0,
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SDL_HAPTIC_SINE = 1u<<1,
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SDL_HAPTIC_LEFTRIGHT = 1u<<2,
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SDL_HAPTIC_TRIANGLE = 1u<<3,
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SDL_HAPTIC_SAWTOOTHUP = 1u<<4,
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SDL_HAPTIC_SAWTOOTHDOWN = 1u<<5,
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SDL_HAPTIC_RAMP = 1u<<6,
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SDL_HAPTIC_SPRING = 1u<<7,
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SDL_HAPTIC_DAMPER = 1u<<8,
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SDL_HAPTIC_INERTIA = 1u<<9,
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SDL_HAPTIC_FRICTION = 1u<<10,
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SDL_HAPTIC_CUSTOM = 1u<<11,
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SDL_HAPTIC_GAIN = 1u<<12,
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SDL_HAPTIC_AUTOCENTER = 1u<<13,
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SDL_HAPTIC_STATUS = 1u<<14,
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SDL_HAPTIC_PAUSE = 1u<<15,
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}
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enum {
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SDL_HAPTIC_POLAR = 0,
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SDL_HAPTIC_CARTESIAN = 1,
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SDL_HAPTIC_SPHERICAL = 2,
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}
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enum SDL_HAPTIC_INFINITY = 4294967295U;
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struct SDL_HapticDirection {
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ubyte type;
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int[3] dir;
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}
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struct SDL_HapticConstant {
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ushort type;
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SDL_HapticDirection direction;
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uint length;
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ushort delay;
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ushort button;
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ushort interval;
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short level;
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ushort attack_length;
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ushort attack_level;
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ushort fade_length;
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ushort fade_level;
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}
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struct SDL_HapticPeriodic {
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ushort type;
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SDL_HapticDirection direction;
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uint length;
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uint delay;
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ushort button;
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ushort interval;
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ushort period;
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short magnitude;
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short offset;
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ushort phase;
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ushort attack_length;
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ushort attack_level;
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ushort fade_length;
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ushort fade_level;
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}
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struct SDL_HapticCondition {
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ushort type;
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SDL_HapticDirection direciton;
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uint length;
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ushort delay;
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ushort button;
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ushort interval;
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ushort[3] right_sat;
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ushort[3] left_sat;
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short[3] right_coeff;
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short[3] left_coeff;
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ushort[3] deadband;
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ushort[3] center;
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}
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struct SDL_HapticRamp {
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ushort type;
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SDL_HapticDirection direction;
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uint length;
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ushort delay;
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ushort button;
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ushort interval;
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short start;
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short end;
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ushort attack_length;
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ushort attack_level;
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ushort fade_length;
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ushort fade_level;
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}
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struct SDL_HapticLeftRight {
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ushort type;
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uint length;
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ushort large_magnitude;
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ushort small_magnitude;
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}
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struct SDL_HapticCustom {
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ushort type;
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SDL_HapticDirection direction;
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uint length;
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ushort delay;
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ushort button;
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ushort interval;
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ubyte channels;
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ushort period;
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ushort samples;
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ushort* data;
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ushort attack_length;
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ushort attack_level;
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ushort fade_length;
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ushort fade_level;
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}
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union SDL_HapticEffect {
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ushort type;
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SDL_HapticConstant constant;
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SDL_HapticPeriodic periodic;
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SDL_HapticCondition condition;
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SDL_HapticRamp ramp;
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SDL_HapticLeftRight leftright;
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SDL_HapticCustom custom;
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}
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version(BindSDL_Static) {
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extern(C) @nogc nothrow {
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int SDL_NumHaptics();
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const(char)* SDL_HapticName(int);
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SDL_Haptic* SDL_HapticOpen(int);
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int SDL_HapticOpened(int);
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int SDL_HapticIndex(SDL_Haptic*);
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int SDL_MouseIsHaptic();
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SDL_Haptic* SDL_HapticOpenFromMouse();
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int SDL_JoystickIsHaptic(SDL_Joystick*);
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SDL_Haptic* SDL_HapticOpenFromJoystick(SDL_Joystick*);
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int SDL_HapticClose(SDL_Haptic*);
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int SDL_HapticNumEffects(SDL_Haptic*);
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int SDL_HapticNumEffectsPlaying(SDL_Haptic*);
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uint SDL_HapticQuery(SDL_Haptic*);
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int SDL_HapticNumAxes(SDL_Haptic*);
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int SDL_HapticEffectSupported(SDL_Haptic*,SDL_HapticEffect*);
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int SDL_HapticNewEffect(SDL_Haptic*,SDL_HapticEffect*);
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int SDL_HapticUpdateEffect(SDL_Haptic*,int,SDL_HapticEffect*);
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int SDL_HapticRunEffect(SDL_Haptic*,int,uint);
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int SDL_HapticStopEffect(SDL_Haptic*,int);
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int SDL_HapticDestroyEffect(SDL_Haptic*,int);
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int SDL_HapticGetEffectStatus(SDL_Haptic*,int);
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int SDL_HapticSetGain(SDL_Haptic*,int);
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int SDL_HapticSetAutocenter(SDL_Haptic*,int);
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int SDL_HapticPause(SDL_Haptic*);
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int SDL_HapticUnpause(SDL_Haptic*);
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int SDL_HapticStopAll(SDL_Haptic*);
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int SDL_HapticRumbleSupported(SDL_Haptic*);
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int SDL_HapticRumbleInit(SDL_Haptic*);
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int SDL_HapticRumblePlay(SDL_Haptic*,float,uint);
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int SDL_HapticRumbleStop(SDL_Haptic*);
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}
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}
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else {
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extern(C) @nogc nothrow {
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alias pSDL_NumHaptics = int function();
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alias pSDL_HapticName = const(char)* function(int);
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alias pSDL_HapticOpen = SDL_Haptic* function(int);
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alias pSDL_HapticOpened = int function(int);
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alias pSDL_HapticIndex = int function(SDL_Haptic*);
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alias pSDL_MouseIsHaptic = int function();
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alias pSDL_HapticOpenFromMouse = SDL_Haptic* function();
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alias pSDL_JoystickIsHaptic = int function(SDL_Joystick*);
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alias pSDL_HapticOpenFromJoystick = SDL_Haptic* function(SDL_Joystick*);
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alias pSDL_HapticClose = int function(SDL_Haptic*);
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alias pSDL_HapticNumEffects = int function(SDL_Haptic*);
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alias pSDL_HapticNumEffectsPlaying = int function(SDL_Haptic*);
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alias pSDL_HapticQuery = uint function(SDL_Haptic*);
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alias pSDL_HapticNumAxes = int function(SDL_Haptic*);
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alias pSDL_HapticEffectSupported = int function(SDL_Haptic*,SDL_HapticEffect*);
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alias pSDL_HapticNewEffect = int function(SDL_Haptic*,SDL_HapticEffect*);
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alias pSDL_HapticUpdateEffect = int function(SDL_Haptic*,int,SDL_HapticEffect*);
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alias pSDL_HapticRunEffect = int function(SDL_Haptic*,int,uint);
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alias pSDL_HapticStopEffect = int function(SDL_Haptic*,int);
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alias pSDL_HapticDestroyEffect = int function(SDL_Haptic*,int);
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alias pSDL_HapticGetEffectStatus = int function(SDL_Haptic*,int);
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alias pSDL_HapticSetGain = int function(SDL_Haptic*,int);
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alias pSDL_HapticSetAutocenter = int function(SDL_Haptic*,int);
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alias pSDL_HapticPause = int function(SDL_Haptic*);
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alias pSDL_HapticUnpause = int function(SDL_Haptic*);
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alias pSDL_HapticStopAll = int function(SDL_Haptic*);
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alias pSDL_HapticRumbleSupported = int function(SDL_Haptic*);
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alias pSDL_HapticRumbleInit = int function(SDL_Haptic*);
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alias pSDL_HapticRumblePlay = int function(SDL_Haptic*,float,uint);
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alias pSDL_HapticRumbleStop = int function(SDL_Haptic*);
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}
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__gshared {
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pSDL_NumHaptics SDL_NumHaptics;
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pSDL_HapticName SDL_HapticName;
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pSDL_HapticOpen SDL_HapticOpen;
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pSDL_HapticOpened SDL_HapticOpened;
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pSDL_HapticIndex SDL_HapticIndex;
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pSDL_MouseIsHaptic SDL_MouseIsHaptic;
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pSDL_HapticOpenFromMouse SDL_HapticOpenFromMouse;
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pSDL_JoystickIsHaptic SDL_JoystickIsHaptic;
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pSDL_HapticOpenFromJoystick SDL_HapticOpenFromJoystick;
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pSDL_HapticClose SDL_HapticClose;
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pSDL_HapticNumEffects SDL_HapticNumEffects;
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pSDL_HapticNumEffectsPlaying SDL_HapticNumEffectsPlaying;
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pSDL_HapticQuery SDL_HapticQuery;
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pSDL_HapticNumAxes SDL_HapticNumAxes;
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pSDL_HapticEffectSupported SDL_HapticEffectSupported;
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pSDL_HapticNewEffect SDL_HapticNewEffect;
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pSDL_HapticUpdateEffect SDL_HapticUpdateEffect;
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pSDL_HapticRunEffect SDL_HapticRunEffect;
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pSDL_HapticStopEffect SDL_HapticStopEffect;
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pSDL_HapticDestroyEffect SDL_HapticDestroyEffect;
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pSDL_HapticGetEffectStatus SDL_HapticGetEffectStatus;
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pSDL_HapticSetGain SDL_HapticSetGain;
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pSDL_HapticSetAutocenter SDL_HapticSetAutocenter;
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pSDL_HapticPause SDL_HapticPause;
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pSDL_HapticUnpause SDL_HapticUnpause;
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pSDL_HapticStopAll SDL_HapticStopAll;
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pSDL_HapticRumbleSupported SDL_HapticRumbleSupported;
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pSDL_HapticRumbleInit SDL_HapticRumbleInit;
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pSDL_HapticRumblePlay SDL_HapticRumblePlay;
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pSDL_HapticRumbleStop SDL_HapticRumbleStop;
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}
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}
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