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1 | pmbaty | 1 | /* |
2 | Simple DirectMedia Layer |
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3 | Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org> |
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4 | |||
5 | This software is provided 'as-is', without any express or implied |
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6 | warranty. In no event will the authors be held liable for any damages |
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7 | arising from the use of this software. |
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8 | |||
9 | Permission is granted to anyone to use this software for any purpose, |
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10 | including commercial applications, and to alter it and redistribute it |
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11 | freely, subject to the following restrictions: |
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12 | |||
13 | 1. The origin of this software must not be misrepresented; you must not |
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14 | claim that you wrote the original software. If you use this software |
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15 | in a product, an acknowledgment in the product documentation would be |
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16 | appreciated but is not required. |
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17 | 2. Altered source versions must be plainly marked as such, and must not be |
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18 | misrepresented as being the original software. |
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19 | 3. This notice may not be removed or altered from any source distribution. |
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20 | */ |
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21 | |||
22 | /** |
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23 | * \file SDL_gamecontroller.h |
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24 | * |
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25 | * Include file for SDL game controller event handling |
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26 | */ |
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27 | |||
28 | #ifndef SDL_gamecontroller_h_ |
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29 | #define SDL_gamecontroller_h_ |
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30 | |||
31 | #include "SDL_stdinc.h" |
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32 | #include "SDL_error.h" |
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33 | #include "SDL_rwops.h" |
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34 | #include "SDL_joystick.h" |
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35 | |||
36 | #include "begin_code.h" |
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37 | /* Set up for C function definitions, even when using C++ */ |
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38 | #ifdef __cplusplus |
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39 | extern "C" { |
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40 | #endif |
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41 | |||
42 | /** |
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43 | * \file SDL_gamecontroller.h |
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44 | * |
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45 | * In order to use these functions, SDL_Init() must have been called |
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46 | * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system |
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47 | * for game controllers, and load appropriate drivers. |
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48 | * |
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49 | * If you would like to receive controller updates while the application |
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50 | * is in the background, you should set the following hint before calling |
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51 | * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
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52 | */ |
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53 | |||
54 | /** |
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55 | * The gamecontroller structure used to identify an SDL game controller |
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56 | */ |
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57 | struct _SDL_GameController; |
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58 | typedef struct _SDL_GameController SDL_GameController; |
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59 | |||
60 | |||
61 | typedef enum |
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62 | { |
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63 | SDL_CONTROLLER_BINDTYPE_NONE = 0, |
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64 | SDL_CONTROLLER_BINDTYPE_BUTTON, |
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65 | SDL_CONTROLLER_BINDTYPE_AXIS, |
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66 | SDL_CONTROLLER_BINDTYPE_HAT |
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67 | } SDL_GameControllerBindType; |
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68 | |||
69 | /** |
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70 | * Get the SDL joystick layer binding for this controller button/axis mapping |
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71 | */ |
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72 | typedef struct SDL_GameControllerButtonBind |
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73 | { |
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74 | SDL_GameControllerBindType bindType; |
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75 | union |
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76 | { |
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77 | int button; |
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78 | int axis; |
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79 | struct { |
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80 | int hat; |
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81 | int hat_mask; |
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82 | } hat; |
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83 | } value; |
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84 | |||
85 | } SDL_GameControllerButtonBind; |
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86 | |||
87 | |||
88 | /** |
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89 | * To count the number of game controllers in the system for the following: |
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90 | * int nJoysticks = SDL_NumJoysticks(); |
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91 | * int nGameControllers = 0; |
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92 | * for (int i = 0; i < nJoysticks; i++) { |
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93 | * if (SDL_IsGameController(i)) { |
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94 | * nGameControllers++; |
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95 | * } |
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96 | * } |
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97 | * |
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98 | * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: |
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99 | * guid,name,mappings |
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100 | * |
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101 | * Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. |
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102 | * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. |
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103 | * The mapping format for joystick is: |
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104 | * bX - a joystick button, index X |
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105 | * hX.Y - hat X with value Y |
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106 | * aX - axis X of the joystick |
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107 | * Buttons can be used as a controller axis and vice versa. |
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108 | * |
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109 | * This string shows an example of a valid mapping for a controller |
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110 | * "03000000341a00003608000000000000,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", |
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111 | * |
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112 | */ |
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113 | |||
114 | /** |
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115 | * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() |
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116 | * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt |
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117 | * |
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118 | * If \c freerw is non-zero, the stream will be closed after being read. |
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119 | * |
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120 | * \return number of mappings added, -1 on error |
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121 | */ |
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122 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); |
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123 | |||
124 | /** |
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125 | * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
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126 | * |
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127 | * Convenience macro. |
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128 | */ |
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129 | #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
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130 | |||
131 | /** |
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132 | * Add or update an existing mapping configuration |
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133 | * |
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134 | * \return 1 if mapping is added, 0 if updated, -1 on error |
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135 | */ |
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136 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
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137 | |||
138 | /** |
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139 | * Get the number of mappings installed |
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140 | * |
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141 | * \return the number of mappings |
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142 | */ |
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143 | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
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144 | |||
145 | /** |
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146 | * Get the mapping at a particular index. |
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147 | * |
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148 | * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. |
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149 | */ |
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150 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
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151 | |||
152 | /** |
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153 | * Get a mapping string for a GUID |
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154 | * |
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155 | * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available |
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156 | */ |
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157 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); |
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158 | |||
159 | /** |
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160 | * Get a mapping string for an open GameController |
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161 | * |
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162 | * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available |
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163 | */ |
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164 | extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller); |
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165 | |||
166 | /** |
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167 | * Is the joystick on this index supported by the game controller interface? |
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168 | */ |
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169 | extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
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170 | |||
171 | /** |
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172 | * Get the implementation dependent name of a game controller. |
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173 | * This can be called before any controllers are opened. |
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174 | * If no name can be found, this function returns NULL. |
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175 | */ |
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176 | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
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177 | |||
178 | /** |
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179 | * Open a game controller for use. |
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180 | * The index passed as an argument refers to the N'th game controller on the system. |
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181 | * This index is not the value which will identify this controller in future |
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182 | * controller events. The joystick's instance id (::SDL_JoystickID) will be |
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183 | * used there instead. |
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184 | * |
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185 | * \return A controller identifier, or NULL if an error occurred. |
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186 | */ |
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187 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
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188 | |||
189 | /** |
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190 | * Return the SDL_GameController associated with an instance id. |
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191 | */ |
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192 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
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193 | |||
194 | /** |
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195 | * Return the name for this currently opened controller |
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196 | */ |
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197 | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
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198 | |||
199 | /** |
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200 | * Get the USB vendor ID of an opened controller, if available. |
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201 | * If the vendor ID isn't available this function returns 0. |
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202 | */ |
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203 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); |
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204 | |||
205 | /** |
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206 | * Get the USB product ID of an opened controller, if available. |
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207 | * If the product ID isn't available this function returns 0. |
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208 | */ |
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209 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); |
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210 | |||
211 | /** |
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212 | * Get the product version of an opened controller, if available. |
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213 | * If the product version isn't available this function returns 0. |
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214 | */ |
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215 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); |
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216 | |||
217 | /** |
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218 | * Returns SDL_TRUE if the controller has been opened and currently connected, |
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219 | * or SDL_FALSE if it has not. |
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220 | */ |
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221 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
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222 | |||
223 | /** |
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224 | * Get the underlying joystick object used by a controller |
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225 | */ |
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226 | extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
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227 | |||
228 | /** |
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229 | * Enable/disable controller event polling. |
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230 | * |
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231 | * If controller events are disabled, you must call SDL_GameControllerUpdate() |
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232 | * yourself and check the state of the controller when you want controller |
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233 | * information. |
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234 | * |
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235 | * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. |
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236 | */ |
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237 | extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
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238 | |||
239 | /** |
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240 | * Update the current state of the open game controllers. |
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241 | * |
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242 | * This is called automatically by the event loop if any game controller |
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243 | * events are enabled. |
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244 | */ |
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245 | extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
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246 | |||
247 | |||
248 | /** |
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249 | * The list of axes available from a controller |
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250 | * |
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251 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
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252 | * and are centered within ~8000 of zero, though advanced UI will allow users to set |
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253 | * or autodetect the dead zone, which varies between controllers. |
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254 | * |
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255 | * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. |
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256 | */ |
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257 | typedef enum |
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258 | { |
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259 | SDL_CONTROLLER_AXIS_INVALID = -1, |
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260 | SDL_CONTROLLER_AXIS_LEFTX, |
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261 | SDL_CONTROLLER_AXIS_LEFTY, |
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262 | SDL_CONTROLLER_AXIS_RIGHTX, |
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263 | SDL_CONTROLLER_AXIS_RIGHTY, |
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264 | SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
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265 | SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
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266 | SDL_CONTROLLER_AXIS_MAX |
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267 | } SDL_GameControllerAxis; |
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268 | |||
269 | /** |
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270 | * turn this string into a axis mapping |
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271 | */ |
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272 | extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); |
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273 | |||
274 | /** |
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275 | * turn this axis enum into a string mapping |
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276 | */ |
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277 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
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278 | |||
279 | /** |
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280 | * Get the SDL joystick layer binding for this controller button mapping |
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281 | */ |
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282 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
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283 | SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
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284 | SDL_GameControllerAxis axis); |
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285 | |||
286 | /** |
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287 | * Get the current state of an axis control on a game controller. |
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288 | * |
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289 | * The state is a value ranging from -32768 to 32767 (except for the triggers, |
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290 | * which range from 0 to 32767). |
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291 | * |
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292 | * The axis indices start at index 0. |
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293 | */ |
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294 | extern DECLSPEC Sint16 SDLCALL |
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295 | SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, |
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296 | SDL_GameControllerAxis axis); |
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297 | |||
298 | /** |
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299 | * The list of buttons available from a controller |
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300 | */ |
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301 | typedef enum |
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302 | { |
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303 | SDL_CONTROLLER_BUTTON_INVALID = -1, |
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304 | SDL_CONTROLLER_BUTTON_A, |
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305 | SDL_CONTROLLER_BUTTON_B, |
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306 | SDL_CONTROLLER_BUTTON_X, |
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307 | SDL_CONTROLLER_BUTTON_Y, |
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308 | SDL_CONTROLLER_BUTTON_BACK, |
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309 | SDL_CONTROLLER_BUTTON_GUIDE, |
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310 | SDL_CONTROLLER_BUTTON_START, |
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311 | SDL_CONTROLLER_BUTTON_LEFTSTICK, |
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312 | SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
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313 | SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
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314 | SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
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315 | SDL_CONTROLLER_BUTTON_DPAD_UP, |
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316 | SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
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317 | SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
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318 | SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
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319 | SDL_CONTROLLER_BUTTON_MAX |
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320 | } SDL_GameControllerButton; |
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321 | |||
322 | /** |
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323 | * turn this string into a button mapping |
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324 | */ |
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325 | extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); |
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326 | |||
327 | /** |
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328 | * turn this button enum into a string mapping |
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329 | */ |
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330 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
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331 | |||
332 | /** |
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333 | * Get the SDL joystick layer binding for this controller button mapping |
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334 | */ |
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335 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
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336 | SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
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337 | SDL_GameControllerButton button); |
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338 | |||
339 | |||
340 | /** |
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341 | * Get the current state of a button on a game controller. |
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342 | * |
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343 | * The button indices start at index 0. |
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344 | */ |
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345 | extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, |
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346 | SDL_GameControllerButton button); |
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347 | |||
348 | /** |
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349 | * Close a controller previously opened with SDL_GameControllerOpen(). |
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350 | */ |
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351 | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
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352 | |||
353 | |||
354 | /* Ends C function definitions when using C++ */ |
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355 | #ifdef __cplusplus |
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356 | } |
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357 | #endif |
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358 | #include "close_code.h" |
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359 | |||
360 | #endif /* SDL_gamecontroller_h_ */ |
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361 | |||
362 | /* vi: set ts=4 sw=4 expandtab: */ |