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| Rev | Author | Line No. | Line | 
|---|---|---|---|
| 1 | pmbaty | 1 | /* | 
| 2 |   Simple DirectMedia Layer | ||
| 8 | pmbaty | 3 |   Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> | 
| 1 | pmbaty | 4 | |
| 5 |   This software is provided 'as-is', without any express or implied | ||
| 6 |   warranty.  In no event will the authors be held liable for any damages | ||
| 7 |   arising from the use of this software. | ||
| 8 | |||
| 9 |   Permission is granted to anyone to use this software for any purpose, | ||
| 10 |   including commercial applications, and to alter it and redistribute it | ||
| 11 |   freely, subject to the following restrictions: | ||
| 12 | |||
| 13 |   1. The origin of this software must not be misrepresented; you must not | ||
| 14 |      claim that you wrote the original software. If you use this software | ||
| 15 |      in a product, an acknowledgment in the product documentation would be | ||
| 16 |      appreciated but is not required. | ||
| 17 |   2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 |      misrepresented as being the original software. | ||
| 19 |   3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | |||
| 22 | /** | ||
| 23 |  *  \file SDL_gamecontroller.h | ||
| 24 |  * | ||
| 25 |  *  Include file for SDL game controller event handling | ||
| 26 |  */ | ||
| 27 | |||
| 28 | #ifndef SDL_gamecontroller_h_ | ||
| 29 | #define SDL_gamecontroller_h_ | ||
| 30 | |||
| 31 | #include "SDL_stdinc.h" | ||
| 32 | #include "SDL_error.h" | ||
| 33 | #include "SDL_rwops.h" | ||
| 34 | #include "SDL_joystick.h" | ||
| 35 | |||
| 36 | #include "begin_code.h" | ||
| 37 | /* Set up for C function definitions, even when using C++ */ | ||
| 38 | #ifdef __cplusplus | ||
| 39 | extern "C" { | ||
| 40 | #endif | ||
| 41 | |||
| 42 | /** | ||
| 43 |  *  \file SDL_gamecontroller.h | ||
| 44 |  * | ||
| 45 |  *  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 | ||
| 47 |  *  for game controllers, and load appropriate drivers. | ||
| 48 |  * | ||
| 49 |  *  If you would like to receive controller updates while the application | ||
| 50 |  *  is in the background, you should set the following hint before calling | ||
| 51 |  *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS | ||
| 52 |  */ | ||
| 53 | |||
| 54 | /** | ||
| 55 |  * The gamecontroller structure used to identify an SDL game controller | ||
| 56 |  */ | ||
| 57 | struct _SDL_GameController; | ||
| 58 | typedef struct _SDL_GameController SDL_GameController; | ||
| 59 | |||
| 60 | |||
| 61 | typedef enum | ||
| 62 | { | ||
| 63 | SDL_CONTROLLER_BINDTYPE_NONE = 0, | ||
| 64 | SDL_CONTROLLER_BINDTYPE_BUTTON, | ||
| 65 | SDL_CONTROLLER_BINDTYPE_AXIS, | ||
| 66 | SDL_CONTROLLER_BINDTYPE_HAT | ||
| 67 | } SDL_GameControllerBindType; | ||
| 68 | |||
| 69 | /** | ||
| 70 |  *  Get the SDL joystick layer binding for this controller button/axis mapping | ||
| 71 |  */ | ||
| 72 | typedef struct SDL_GameControllerButtonBind | ||
| 73 | { | ||
| 74 |     SDL_GameControllerBindType bindType; | ||
| 75 |     union | ||
| 76 |     { | ||
| 77 | int button; | ||
| 78 | int axis; | ||
| 79 | struct { | ||
| 80 | int hat; | ||
| 81 | int hat_mask; | ||
| 82 | } hat; | ||
| 83 | } value; | ||
| 84 | |||
| 85 | } SDL_GameControllerButtonBind; | ||
| 86 | |||
| 87 | |||
| 88 | /** | ||
| 89 |  *  To count the number of game controllers in the system for the following: | ||
| 90 |  *  int nJoysticks = SDL_NumJoysticks(); | ||
| 91 |  *  int nGameControllers = 0; | ||
| 92 |  *  for (int i = 0; i < nJoysticks; i++) { | ||
| 93 |  *      if (SDL_IsGameController(i)) { | ||
| 94 |  *          nGameControllers++; | ||
| 95 |  *      } | ||
| 96 |  *  } | ||
| 97 |  * | ||
| 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: | ||
| 99 |  *  guid,name,mappings | ||
| 100 |  * | ||
| 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. | ||
| 102 |  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. | ||
| 103 |  *  The mapping format for joystick is: | ||
| 104 |  *      bX - a joystick button, index X | ||
| 105 |  *      hX.Y - hat X with value Y | ||
| 106 |  *      aX - axis X of the joystick | ||
| 107 |  *  Buttons can be used as a controller axis and vice versa. | ||
| 108 |  * | ||
| 109 |  *  This string shows an example of a valid mapping for a controller | ||
| 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", | ||
| 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() | ||
| 116 |  *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt | ||
| 117 |  * | ||
| 118 |  *  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 |  */ | ||
| 122 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); | ||
| 123 | |||
| 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); | ||
| 144 | |||
| 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 | /** | ||
| 8 | pmbaty | 179 |  *  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 | /** | ||
| 1 | pmbaty | 187 |  *  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 | /** | ||
| 8 | pmbaty | 208 |  *  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 | /** | ||
| 1 | pmbaty | 215 |  *  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: */ |