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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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5
  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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9
  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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13
  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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22
/**
23
 *  \file SDL_gamecontroller.h
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 *
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 *  Include file for SDL game controller event handling
26
 */
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28
#ifndef SDL_gamecontroller_h_
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#define SDL_gamecontroller_h_
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31
#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_rwops.h"
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#include "SDL_joystick.h"
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36
#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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42
/**
43
 *  \file SDL_gamecontroller.h
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 *
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 *  In order to use these functions, SDL_Init() must have been called
46
 *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
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 *  for game controllers, and load appropriate drivers.
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 *
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 *  If you would like to receive controller updates while the application
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 *  is in the background, you should set the following hint before calling
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 *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
52
 */
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54
/**
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 * The gamecontroller structure used to identify an SDL game controller
56
 */
57
struct _SDL_GameController;
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typedef struct _SDL_GameController SDL_GameController;
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60
 
61
typedef enum
62
{
63
    SDL_CONTROLLER_BINDTYPE_NONE = 0,
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    SDL_CONTROLLER_BINDTYPE_BUTTON,
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    SDL_CONTROLLER_BINDTYPE_AXIS,
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    SDL_CONTROLLER_BINDTYPE_HAT
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} SDL_GameControllerBindType;
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69
/**
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 *  Get the SDL joystick layer binding for this controller button/axis mapping
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 */
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typedef struct SDL_GameControllerButtonBind
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{
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    SDL_GameControllerBindType bindType;
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    union
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    {
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        int button;
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        int axis;
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        struct {
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            int hat;
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            int hat_mask;
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        } hat;
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    } value;
84
 
85
} SDL_GameControllerButtonBind;
86
 
87
 
88
/**
89
 *  To count the number of game controllers in the system for the following:
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 *  int nJoysticks = SDL_NumJoysticks();
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 *  int nGameControllers = 0;
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 *  for (int i = 0; i < nJoysticks; i++) {
93
 *      if (SDL_IsGameController(i)) {
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 *          nGameControllers++;
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 *      }
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 *  }
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 *
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 *  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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 *  guid,name,mappings
100
 *
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 *  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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 *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
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 *  The mapping format for joystick is:
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 *      bX - a joystick button, index X
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 *      hX.Y - hat X with value Y
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 *      aX - axis X of the joystick
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 *  Buttons can be used as a controller axis and vice versa.
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 *
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 *  This string shows an example of a valid mapping for a controller
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 *  "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",
111
 *
112
 */
113
 
114
/**
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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 *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
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 *
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 *  If \c freerw is non-zero, the stream will be closed after being read.
119
 *
120
 * \return number of mappings added, -1 on error
121
 */
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
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124
/**
125
 *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
126
 *
127
 *  Convenience macro.
128
 */
129
#define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
130
 
131
/**
132
 *  Add or update an existing mapping configuration
133
 *
134
 * \return 1 if mapping is added, 0 if updated, -1 on error
135
 */
136
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
137
 
138
/**
139
 *  Get the number of mappings installed
140
 *
141
 *  \return the number of mappings
142
 */
143
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
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145
/**
146
 *  Get the mapping at a particular index.
147
 *
148
 *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if the index is out of range.
149
 */
150
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
151
 
152
/**
153
 *  Get a mapping string for a GUID
154
 *
155
 *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
156
 */
157
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
158
 
159
/**
160
 *  Get a mapping string for an open GameController
161
 *
162
 *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
163
 */
164
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
165
 
166
/**
167
 *  Is the joystick on this index supported by the game controller interface?
168
 */
169
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
170
 
171
/**
172
 *  Get the implementation dependent name of a game controller.
173
 *  This can be called before any controllers are opened.
174
 *  If no name can be found, this function returns NULL.
175
 */
176
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
177
 
178
/**
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 *  Get the mapping of a game controller.
180
 *  This can be called before any controllers are opened.
181
 *
182
 *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
183
 */
184
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
185
 
186
/**
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 *  Open a game controller for use.
188
 *  The index passed as an argument refers to the N'th game controller on the system.
189
 *  This index is not the value which will identify this controller in future
190
 *  controller events.  The joystick's instance id (::SDL_JoystickID) will be
191
 *  used there instead.
192
 *
193
 *  \return A controller identifier, or NULL if an error occurred.
194
 */
195
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
196
 
197
/**
198
 * Return the SDL_GameController associated with an instance id.
199
 */
200
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
201
 
202
/**
203
 *  Return the name for this currently opened controller
204
 */
205
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
206
 
207
/**
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 *  Get the player index of an opened game controller, or -1 if it's not available
209
 *
210
 *  For XInput controllers this returns the XInput user index.
211
 */
212
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
213
 
214
/**
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 *  Get the USB vendor ID of an opened controller, if available.
216
 *  If the vendor ID isn't available this function returns 0.
217
 */
218
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
219
 
220
/**
221
 *  Get the USB product ID of an opened controller, if available.
222
 *  If the product ID isn't available this function returns 0.
223
 */
224
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
225
 
226
/**
227
 *  Get the product version of an opened controller, if available.
228
 *  If the product version isn't available this function returns 0.
229
 */
230
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
231
 
232
/**
233
 *  Returns SDL_TRUE if the controller has been opened and currently connected,
234
 *  or SDL_FALSE if it has not.
235
 */
236
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
237
 
238
/**
239
 *  Get the underlying joystick object used by a controller
240
 */
241
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
242
 
243
/**
244
 *  Enable/disable controller event polling.
245
 *
246
 *  If controller events are disabled, you must call SDL_GameControllerUpdate()
247
 *  yourself and check the state of the controller when you want controller
248
 *  information.
249
 *
250
 *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
251
 */
252
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
253
 
254
/**
255
 *  Update the current state of the open game controllers.
256
 *
257
 *  This is called automatically by the event loop if any game controller
258
 *  events are enabled.
259
 */
260
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
261
 
262
 
263
/**
264
 *  The list of axes available from a controller
265
 *
266
 *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
267
 *  and are centered within ~8000 of zero, though advanced UI will allow users to set
268
 *  or autodetect the dead zone, which varies between controllers.
269
 *
270
 *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
271
 */
272
typedef enum
273
{
274
    SDL_CONTROLLER_AXIS_INVALID = -1,
275
    SDL_CONTROLLER_AXIS_LEFTX,
276
    SDL_CONTROLLER_AXIS_LEFTY,
277
    SDL_CONTROLLER_AXIS_RIGHTX,
278
    SDL_CONTROLLER_AXIS_RIGHTY,
279
    SDL_CONTROLLER_AXIS_TRIGGERLEFT,
280
    SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
281
    SDL_CONTROLLER_AXIS_MAX
282
} SDL_GameControllerAxis;
283
 
284
/**
285
 *  turn this string into a axis mapping
286
 */
287
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
288
 
289
/**
290
 *  turn this axis enum into a string mapping
291
 */
292
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
293
 
294
/**
295
 *  Get the SDL joystick layer binding for this controller button mapping
296
 */
297
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
298
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
299
                                 SDL_GameControllerAxis axis);
300
 
301
/**
302
 *  Get the current state of an axis control on a game controller.
303
 *
304
 *  The state is a value ranging from -32768 to 32767 (except for the triggers,
305
 *  which range from 0 to 32767).
306
 *
307
 *  The axis indices start at index 0.
308
 */
309
extern DECLSPEC Sint16 SDLCALL
310
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
311
                          SDL_GameControllerAxis axis);
312
 
313
/**
314
 *  The list of buttons available from a controller
315
 */
316
typedef enum
317
{
318
    SDL_CONTROLLER_BUTTON_INVALID = -1,
319
    SDL_CONTROLLER_BUTTON_A,
320
    SDL_CONTROLLER_BUTTON_B,
321
    SDL_CONTROLLER_BUTTON_X,
322
    SDL_CONTROLLER_BUTTON_Y,
323
    SDL_CONTROLLER_BUTTON_BACK,
324
    SDL_CONTROLLER_BUTTON_GUIDE,
325
    SDL_CONTROLLER_BUTTON_START,
326
    SDL_CONTROLLER_BUTTON_LEFTSTICK,
327
    SDL_CONTROLLER_BUTTON_RIGHTSTICK,
328
    SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
329
    SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
330
    SDL_CONTROLLER_BUTTON_DPAD_UP,
331
    SDL_CONTROLLER_BUTTON_DPAD_DOWN,
332
    SDL_CONTROLLER_BUTTON_DPAD_LEFT,
333
    SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
334
    SDL_CONTROLLER_BUTTON_MAX
335
} SDL_GameControllerButton;
336
 
337
/**
338
 *  turn this string into a button mapping
339
 */
340
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
341
 
342
/**
343
 *  turn this button enum into a string mapping
344
 */
345
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
346
 
347
/**
348
 *  Get the SDL joystick layer binding for this controller button mapping
349
 */
350
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
351
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
352
                                   SDL_GameControllerButton button);
353
 
354
 
355
/**
356
 *  Get the current state of a button on a game controller.
357
 *
358
 *  The button indices start at index 0.
359
 */
360
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
361
                                                          SDL_GameControllerButton button);
362
 
363
/**
8 pmbaty 364
 *  Trigger a rumble effect
365
 *  Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
366
 *
367
 *  \param gamecontroller The controller to vibrate
368
 *  \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
369
 *  \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
370
 *  \param duration_ms The duration of the rumble effect, in milliseconds
371
 *
372
 *  \return 0, or -1 if rumble isn't supported on this joystick
373
 */
374
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
375
 
376
/**
1 pmbaty 377
 *  Close a controller previously opened with SDL_GameControllerOpen().
378
 */
379
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
380
 
381
 
382
/* Ends C function definitions when using C++ */
383
#ifdef __cplusplus
384
}
385
#endif
386
#include "close_code.h"
387
 
388
#endif /* SDL_gamecontroller_h_ */
389
 
390
/* vi: set ts=4 sw=4 expandtab: */