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| 11 | pmbaty | 1 | /* |
| 2 | Simple DirectMedia Layer |
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| 3 | Copyright (C) 1997-2023 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_sensor.h" |
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| 35 | #include "SDL_joystick.h" |
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| 36 | |||
| 37 | #include "begin_code.h" |
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| 38 | /* Set up for C function definitions, even when using C++ */ |
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| 39 | #ifdef __cplusplus |
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| 40 | extern "C" { |
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| 41 | #endif |
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| 42 | |||
| 43 | /** |
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| 44 | * \file SDL_gamecontroller.h |
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| 45 | * |
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| 46 | * In order to use these functions, SDL_Init() must have been called |
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| 47 | * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system |
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| 48 | * for game controllers, and load appropriate drivers. |
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| 49 | * |
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| 50 | * If you would like to receive controller updates while the application |
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| 51 | * is in the background, you should set the following hint before calling |
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| 52 | * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
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| 53 | */ |
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| 54 | |||
| 55 | /** |
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| 56 | * The gamecontroller structure used to identify an SDL game controller |
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| 57 | */ |
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| 58 | struct _SDL_GameController; |
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| 59 | typedef struct _SDL_GameController SDL_GameController; |
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| 60 | |||
| 61 | typedef enum |
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| 62 | { |
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| 63 | SDL_CONTROLLER_TYPE_UNKNOWN = 0, |
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| 64 | SDL_CONTROLLER_TYPE_XBOX360, |
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| 65 | SDL_CONTROLLER_TYPE_XBOXONE, |
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| 66 | SDL_CONTROLLER_TYPE_PS3, |
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| 67 | SDL_CONTROLLER_TYPE_PS4, |
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| 68 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO, |
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| 69 | SDL_CONTROLLER_TYPE_VIRTUAL, |
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| 70 | SDL_CONTROLLER_TYPE_PS5, |
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| 71 | SDL_CONTROLLER_TYPE_AMAZON_LUNA, |
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| 72 | SDL_CONTROLLER_TYPE_GOOGLE_STADIA, |
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| 73 | SDL_CONTROLLER_TYPE_NVIDIA_SHIELD, |
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| 74 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, |
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| 75 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, |
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| 76 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR |
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| 77 | } SDL_GameControllerType; |
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| 78 | |||
| 79 | typedef enum |
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| 80 | { |
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| 81 | SDL_CONTROLLER_BINDTYPE_NONE = 0, |
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| 82 | SDL_CONTROLLER_BINDTYPE_BUTTON, |
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| 83 | SDL_CONTROLLER_BINDTYPE_AXIS, |
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| 84 | SDL_CONTROLLER_BINDTYPE_HAT |
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| 85 | } SDL_GameControllerBindType; |
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| 86 | |||
| 87 | /** |
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| 88 | * Get the SDL joystick layer binding for this controller button/axis mapping |
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| 89 | */ |
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| 90 | typedef struct SDL_GameControllerButtonBind |
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| 91 | { |
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| 92 | SDL_GameControllerBindType bindType; |
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| 93 | union |
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| 94 | { |
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| 95 | int button; |
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| 96 | int axis; |
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| 97 | struct { |
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| 98 | int hat; |
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| 99 | int hat_mask; |
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| 100 | } hat; |
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| 101 | } value; |
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| 102 | |||
| 103 | } SDL_GameControllerButtonBind; |
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| 104 | |||
| 105 | |||
| 106 | /** |
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| 107 | * To count the number of game controllers in the system for the following: |
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| 108 | * |
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| 109 | * ```c |
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| 110 | * int nJoysticks = SDL_NumJoysticks(); |
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| 111 | * int nGameControllers = 0; |
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| 112 | * for (int i = 0; i < nJoysticks; i++) { |
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| 113 | * if (SDL_IsGameController(i)) { |
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| 114 | * nGameControllers++; |
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| 115 | * } |
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| 116 | * } |
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| 117 | * ``` |
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| 118 | * |
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| 119 | * 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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| 120 | * guid,name,mappings |
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| 121 | * |
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| 122 | * 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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| 123 | * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. |
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| 124 | * The mapping format for joystick is: |
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| 125 | * bX - a joystick button, index X |
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| 126 | * hX.Y - hat X with value Y |
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| 127 | * aX - axis X of the joystick |
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| 128 | * Buttons can be used as a controller axis and vice versa. |
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| 129 | * |
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| 130 | * This string shows an example of a valid mapping for a controller |
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| 131 | * |
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| 132 | * ```c |
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| 133 | * "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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| 134 | * ``` |
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| 135 | */ |
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| 136 | |||
| 137 | /** |
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| 138 | * Load a set of Game Controller mappings from a seekable SDL data stream. |
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| 139 | * |
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| 140 | * You can call this function several times, if needed, to load different |
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| 141 | * database files. |
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| 142 | * |
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| 143 | * If a new mapping is loaded for an already known controller GUID, the later |
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| 144 | * version will overwrite the one currently loaded. |
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| 145 | * |
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| 146 | * Mappings not belonging to the current platform or with no platform field |
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| 147 | * specified will be ignored (i.e. mappings for Linux will be ignored in |
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| 148 | * Windows, etc). |
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| 149 | * |
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| 150 | * This function will load the text database entirely in memory before |
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| 151 | * processing it, so take this into consideration if you are in a memory |
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| 152 | * constrained environment. |
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| 153 | * |
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| 154 | * \param rw the data stream for the mappings to be added |
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| 155 | * \param freerw non-zero to close the stream after being read |
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| 156 | * \returns the number of mappings added or -1 on error; call SDL_GetError() |
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| 157 | * for more information. |
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| 158 | * |
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| 159 | * \since This function is available since SDL 2.0.2. |
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| 160 | * |
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| 161 | * \sa SDL_GameControllerAddMapping |
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| 162 | * \sa SDL_GameControllerAddMappingsFromFile |
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| 163 | * \sa SDL_GameControllerMappingForGUID |
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| 164 | */ |
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| 165 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); |
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| 166 | |||
| 167 | /** |
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| 168 | * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
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| 169 | * |
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| 170 | * Convenience macro. |
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| 171 | */ |
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| 172 | #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
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| 173 | |||
| 174 | /** |
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| 175 | * Add support for controllers that SDL is unaware of or to cause an existing |
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| 176 | * controller to have a different binding. |
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| 177 | * |
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| 178 | * The mapping string has the format "GUID,name,mapping", where GUID is the |
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| 179 | * string value from SDL_JoystickGetGUIDString(), name is the human readable |
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| 180 | * string for the device and mappings are controller mappings to joystick |
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| 181 | * ones. Under Windows there is a reserved GUID of "xinput" that covers all |
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| 182 | * XInput devices. The mapping format for joystick is: {| |bX |a joystick |
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| 183 | * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick |
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| 184 | * |} Buttons can be used as a controller axes and vice versa. |
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| 185 | * |
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| 186 | * This string shows an example of a valid mapping for a controller: |
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| 187 | * |
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| 188 | * ```c |
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| 189 | * "341a3608000000000000504944564944,Afterglow 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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| 190 | * ``` |
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| 191 | * |
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| 192 | * \param mappingString the mapping string |
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| 193 | * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, |
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| 194 | * -1 on error; call SDL_GetError() for more information. |
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| 195 | * |
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| 196 | * \since This function is available since SDL 2.0.0. |
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| 197 | * |
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| 198 | * \sa SDL_GameControllerMapping |
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| 199 | * \sa SDL_GameControllerMappingForGUID |
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| 200 | */ |
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| 201 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
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| 202 | |||
| 203 | /** |
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| 204 | * Get the number of mappings installed. |
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| 205 | * |
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| 206 | * \returns the number of mappings. |
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| 207 | * |
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| 208 | * \since This function is available since SDL 2.0.6. |
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| 209 | */ |
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| 210 | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
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| 211 | |||
| 212 | /** |
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| 213 | * Get the mapping at a particular index. |
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| 214 | * |
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| 215 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
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| 216 | * the index is out of range. |
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| 217 | * |
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| 218 | * \since This function is available since SDL 2.0.6. |
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| 219 | */ |
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| 220 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
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| 221 | |||
| 222 | /** |
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| 223 | * Get the game controller mapping string for a given GUID. |
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| 224 | * |
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| 225 | * The returned string must be freed with SDL_free(). |
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| 226 | * |
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| 227 | * \param guid a structure containing the GUID for which a mapping is desired |
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| 228 | * \returns a mapping string or NULL on error; call SDL_GetError() for more |
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| 229 | * information. |
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| 230 | * |
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| 231 | * \since This function is available since SDL 2.0.0. |
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| 232 | * |
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| 233 | * \sa SDL_JoystickGetDeviceGUID |
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| 234 | * \sa SDL_JoystickGetGUID |
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| 235 | */ |
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| 236 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); |
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| 237 | |||
| 238 | /** |
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| 239 | * Get the current mapping of a Game Controller. |
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| 240 | * |
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| 241 | * The returned string must be freed with SDL_free(). |
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| 242 | * |
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| 243 | * Details about mappings are discussed with SDL_GameControllerAddMapping(). |
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| 244 | * |
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| 245 | * \param gamecontroller the game controller you want to get the current |
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| 246 | * mapping for |
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| 247 | * \returns a string that has the controller's mapping or NULL if no mapping |
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| 248 | * is available; call SDL_GetError() for more information. |
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| 249 | * |
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| 250 | * \since This function is available since SDL 2.0.0. |
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| 251 | * |
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| 252 | * \sa SDL_GameControllerAddMapping |
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| 253 | * \sa SDL_GameControllerMappingForGUID |
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| 254 | */ |
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| 255 | extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); |
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| 256 | |||
| 257 | /** |
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| 258 | * Check if the given joystick is supported by the game controller interface. |
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| 259 | * |
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| 260 | * `joystick_index` is the same as the `device_index` passed to |
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| 261 | * SDL_JoystickOpen(). |
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| 262 | * |
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| 263 | * \param joystick_index the device_index of a device, up to |
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| 264 | * SDL_NumJoysticks() |
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| 265 | * \returns SDL_TRUE if the given joystick is supported by the game controller |
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| 266 | * interface, SDL_FALSE if it isn't or it's an invalid index. |
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| 267 | * |
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| 268 | * \since This function is available since SDL 2.0.0. |
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| 269 | * |
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| 270 | * \sa SDL_GameControllerNameForIndex |
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| 271 | * \sa SDL_GameControllerOpen |
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| 272 | */ |
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| 273 | extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
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| 274 | |||
| 275 | /** |
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| 276 | * Get the implementation dependent name for the game controller. |
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| 277 | * |
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| 278 | * This function can be called before any controllers are opened. |
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| 279 | * |
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| 280 | * `joystick_index` is the same as the `device_index` passed to |
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| 281 | * SDL_JoystickOpen(). |
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| 282 | * |
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| 283 | * \param joystick_index the device_index of a device, from zero to |
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| 284 | * SDL_NumJoysticks()-1 |
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| 285 | * \returns the implementation-dependent name for the game controller, or NULL |
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| 286 | * if there is no name or the index is invalid. |
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| 287 | * |
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| 288 | * \since This function is available since SDL 2.0.0. |
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| 289 | * |
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| 290 | * \sa SDL_GameControllerName |
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| 291 | * \sa SDL_GameControllerOpen |
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| 292 | * \sa SDL_IsGameController |
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| 293 | */ |
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| 294 | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
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| 295 | |||
| 296 | /** |
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| 297 | * Get the implementation dependent path for the game controller. |
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| 298 | * |
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| 299 | * This function can be called before any controllers are opened. |
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| 300 | * |
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| 301 | * `joystick_index` is the same as the `device_index` passed to |
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| 302 | * SDL_JoystickOpen(). |
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| 303 | * |
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| 304 | * \param joystick_index the device_index of a device, from zero to |
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| 305 | * SDL_NumJoysticks()-1 |
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| 306 | * \returns the implementation-dependent path for the game controller, or NULL |
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| 307 | * if there is no path or the index is invalid. |
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| 308 | * |
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| 309 | * \since This function is available since SDL 2.24.0. |
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| 310 | * |
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| 311 | * \sa SDL_GameControllerPath |
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| 312 | */ |
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| 313 | extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index); |
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| 314 | |||
| 315 | /** |
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| 316 | * Get the type of a game controller. |
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| 317 | * |
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| 318 | * This can be called before any controllers are opened. |
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| 319 | * |
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| 320 | * \param joystick_index the device_index of a device, from zero to |
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| 321 | * SDL_NumJoysticks()-1 |
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| 322 | * \returns the controller type. |
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| 323 | * |
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| 324 | * \since This function is available since SDL 2.0.12. |
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| 325 | */ |
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| 326 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); |
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| 327 | |||
| 328 | /** |
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| 329 | * Get the mapping of a game controller. |
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| 330 | * |
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| 331 | * This can be called before any controllers are opened. |
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| 332 | * |
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| 333 | * \param joystick_index the device_index of a device, from zero to |
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| 334 | * SDL_NumJoysticks()-1 |
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| 335 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
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| 336 | * no mapping is available. |
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| 337 | * |
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| 338 | * \since This function is available since SDL 2.0.9. |
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| 339 | */ |
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| 340 | extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); |
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| 341 | |||
| 342 | /** |
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| 343 | * Open a game controller for use. |
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| 344 | * |
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| 345 | * `joystick_index` is the same as the `device_index` passed to |
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| 346 | * SDL_JoystickOpen(). |
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| 347 | * |
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| 348 | * The index passed as an argument refers to the N'th game controller on the |
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| 349 | * system. This index is not the value which will identify this controller in |
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| 350 | * future controller events. The joystick's instance id (SDL_JoystickID) will |
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| 351 | * be used there instead. |
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| 352 | * |
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| 353 | * \param joystick_index the device_index of a device, up to |
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| 354 | * SDL_NumJoysticks() |
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| 355 | * \returns a gamecontroller identifier or NULL if an error occurred; call |
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| 356 | * SDL_GetError() for more information. |
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| 357 | * |
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| 358 | * \since This function is available since SDL 2.0.0. |
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| 359 | * |
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| 360 | * \sa SDL_GameControllerClose |
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| 361 | * \sa SDL_GameControllerNameForIndex |
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| 362 | * \sa SDL_IsGameController |
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| 363 | */ |
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| 364 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
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| 365 | |||
| 366 | /** |
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| 367 | * Get the SDL_GameController associated with an instance id. |
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| 368 | * |
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| 369 | * \param joyid the instance id to get the SDL_GameController for |
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| 370 | * \returns an SDL_GameController on success or NULL on failure; call |
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| 371 | * SDL_GetError() for more information. |
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| 372 | * |
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| 373 | * \since This function is available since SDL 2.0.4. |
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| 374 | */ |
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| 375 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
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| 376 | |||
| 377 | /** |
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| 378 | * Get the SDL_GameController associated with a player index. |
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| 379 | * |
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| 380 | * Please note that the player index is _not_ the device index, nor is it the |
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| 381 | * instance id! |
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| 382 | * |
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| 383 | * \param player_index the player index, which is not the device index or the |
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| 384 | * instance id! |
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| 385 | * \returns the SDL_GameController associated with a player index. |
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| 386 | * |
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| 387 | * \since This function is available since SDL 2.0.12. |
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| 388 | * |
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| 389 | * \sa SDL_GameControllerGetPlayerIndex |
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| 390 | * \sa SDL_GameControllerSetPlayerIndex |
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| 391 | */ |
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| 392 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); |
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| 393 | |||
| 394 | /** |
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| 395 | * Get the implementation-dependent name for an opened game controller. |
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| 396 | * |
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| 397 | * This is the same name as returned by SDL_GameControllerNameForIndex(), but |
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| 398 | * it takes a controller identifier instead of the (unstable) device index. |
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| 399 | * |
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| 400 | * \param gamecontroller a game controller identifier previously returned by |
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| 401 | * SDL_GameControllerOpen() |
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| 402 | * \returns the implementation dependent name for the game controller, or NULL |
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| 403 | * if there is no name or the identifier passed is invalid. |
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| 404 | * |
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| 405 | * \since This function is available since SDL 2.0.0. |
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| 406 | * |
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| 407 | * \sa SDL_GameControllerNameForIndex |
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| 408 | * \sa SDL_GameControllerOpen |
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| 409 | */ |
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| 410 | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
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| 411 | |||
| 412 | /** |
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| 413 | * Get the implementation-dependent path for an opened game controller. |
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| 414 | * |
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| 415 | * This is the same path as returned by SDL_GameControllerNameForIndex(), but |
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| 416 | * it takes a controller identifier instead of the (unstable) device index. |
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| 417 | * |
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| 418 | * \param gamecontroller a game controller identifier previously returned by |
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| 419 | * SDL_GameControllerOpen() |
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| 420 | * \returns the implementation dependent path for the game controller, or NULL |
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| 421 | * if there is no path or the identifier passed is invalid. |
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| 422 | * |
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| 423 | * \since This function is available since SDL 2.24.0. |
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| 424 | * |
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| 425 | * \sa SDL_GameControllerPathForIndex |
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| 426 | */ |
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| 427 | extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller); |
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| 428 | |||
| 429 | /** |
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| 430 | * Get the type of this currently opened controller |
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| 431 | * |
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| 432 | * This is the same name as returned by SDL_GameControllerTypeForIndex(), but |
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| 433 | * it takes a controller identifier instead of the (unstable) device index. |
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| 434 | * |
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| 435 | * \param gamecontroller the game controller object to query. |
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| 436 | * \returns the controller type. |
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| 437 | * |
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| 438 | * \since This function is available since SDL 2.0.12. |
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| 439 | */ |
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| 440 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); |
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| 441 | |||
| 442 | /** |
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| 443 | * Get the player index of an opened game controller. |
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| 444 | * |
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| 445 | * For XInput controllers this returns the XInput user index. |
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| 446 | * |
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| 447 | * \param gamecontroller the game controller object to query. |
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| 448 | * \returns the player index for controller, or -1 if it's not available. |
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| 449 | * |
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| 450 | * \since This function is available since SDL 2.0.9. |
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| 451 | */ |
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| 452 | extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
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| 453 | |||
| 454 | /** |
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| 455 | * Set the player index of an opened game controller. |
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| 456 | * |
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| 457 | * \param gamecontroller the game controller object to adjust. |
||
| 458 | * \param player_index Player index to assign to this controller, or -1 to |
||
| 459 | * clear the player index and turn off player LEDs. |
||
| 460 | * |
||
| 461 | * \since This function is available since SDL 2.0.12. |
||
| 462 | */ |
||
| 463 | extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); |
||
| 464 | |||
| 465 | /** |
||
| 466 | * Get the USB vendor ID of an opened controller, if available. |
||
| 467 | * |
||
| 468 | * If the vendor ID isn't available this function returns 0. |
||
| 469 | * |
||
| 470 | * \param gamecontroller the game controller object to query. |
||
| 471 | * \return the USB vendor ID, or zero if unavailable. |
||
| 472 | * |
||
| 473 | * \since This function is available since SDL 2.0.6. |
||
| 474 | */ |
||
| 475 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); |
||
| 476 | |||
| 477 | /** |
||
| 478 | * Get the USB product ID of an opened controller, if available. |
||
| 479 | * |
||
| 480 | * If the product ID isn't available this function returns 0. |
||
| 481 | * |
||
| 482 | * \param gamecontroller the game controller object to query. |
||
| 483 | * \return the USB product ID, or zero if unavailable. |
||
| 484 | * |
||
| 485 | * \since This function is available since SDL 2.0.6. |
||
| 486 | */ |
||
| 487 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); |
||
| 488 | |||
| 489 | /** |
||
| 490 | * Get the product version of an opened controller, if available. |
||
| 491 | * |
||
| 492 | * If the product version isn't available this function returns 0. |
||
| 493 | * |
||
| 494 | * \param gamecontroller the game controller object to query. |
||
| 495 | * \return the USB product version, or zero if unavailable. |
||
| 496 | * |
||
| 497 | * \since This function is available since SDL 2.0.6. |
||
| 498 | */ |
||
| 499 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); |
||
| 500 | |||
| 501 | /** |
||
| 502 | * Get the firmware version of an opened controller, if available. |
||
| 503 | * |
||
| 504 | * If the firmware version isn't available this function returns 0. |
||
| 505 | * |
||
| 506 | * \param gamecontroller the game controller object to query. |
||
| 507 | * \return the controller firmware version, or zero if unavailable. |
||
| 508 | * |
||
| 509 | * \since This function is available since SDL 2.24.0. |
||
| 510 | */ |
||
| 511 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller); |
||
| 512 | |||
| 513 | /** |
||
| 514 | * Get the serial number of an opened controller, if available. |
||
| 515 | * |
||
| 516 | * Returns the serial number of the controller, or NULL if it is not |
||
| 517 | * available. |
||
| 518 | * |
||
| 519 | * \param gamecontroller the game controller object to query. |
||
| 520 | * \return the serial number, or NULL if unavailable. |
||
| 521 | * |
||
| 522 | * \since This function is available since SDL 2.0.14. |
||
| 523 | */ |
||
| 524 | extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); |
||
| 525 | |||
| 526 | /** |
||
| 527 | * Check if a controller has been opened and is currently connected. |
||
| 528 | * |
||
| 529 | * \param gamecontroller a game controller identifier previously returned by |
||
| 530 | * SDL_GameControllerOpen() |
||
| 531 | * \returns SDL_TRUE if the controller has been opened and is currently |
||
| 532 | * connected, or SDL_FALSE if not. |
||
| 533 | * |
||
| 534 | * \since This function is available since SDL 2.0.0. |
||
| 535 | * |
||
| 536 | * \sa SDL_GameControllerClose |
||
| 537 | * \sa SDL_GameControllerOpen |
||
| 538 | */ |
||
| 539 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
||
| 540 | |||
| 541 | /** |
||
| 542 | * Get the Joystick ID from a Game Controller. |
||
| 543 | * |
||
| 544 | * This function will give you a SDL_Joystick object, which allows you to use |
||
| 545 | * the SDL_Joystick functions with a SDL_GameController object. This would be |
||
| 546 | * useful for getting a joystick's position at any given time, even if it |
||
| 547 | * hasn't moved (moving it would produce an event, which would have the axis' |
||
| 548 | * value). |
||
| 549 | * |
||
| 550 | * The pointer returned is owned by the SDL_GameController. You should not |
||
| 551 | * call SDL_JoystickClose() on it, for example, since doing so will likely |
||
| 552 | * cause SDL to crash. |
||
| 553 | * |
||
| 554 | * \param gamecontroller the game controller object that you want to get a |
||
| 555 | * joystick from |
||
| 556 | * \returns a SDL_Joystick object; call SDL_GetError() for more information. |
||
| 557 | * |
||
| 558 | * \since This function is available since SDL 2.0.0. |
||
| 559 | */ |
||
| 560 | extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
||
| 561 | |||
| 562 | /** |
||
| 563 | * Query or change current state of Game Controller events. |
||
| 564 | * |
||
| 565 | * If controller events are disabled, you must call SDL_GameControllerUpdate() |
||
| 566 | * yourself and check the state of the controller when you want controller |
||
| 567 | * information. |
||
| 568 | * |
||
| 569 | * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, |
||
| 570 | * and 1 will have any effect. Other numbers will just be returned. |
||
| 571 | * |
||
| 572 | * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` |
||
| 573 | * \returns the same value passed to the function, with exception to -1 |
||
| 574 | * (SDL_QUERY), which will return the current state. |
||
| 575 | * |
||
| 576 | * \since This function is available since SDL 2.0.0. |
||
| 577 | * |
||
| 578 | * \sa SDL_JoystickEventState |
||
| 579 | */ |
||
| 580 | extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
||
| 581 | |||
| 582 | /** |
||
| 583 | * Manually pump game controller updates if not using the loop. |
||
| 584 | * |
||
| 585 | * This function is called automatically by the event loop if events are |
||
| 586 | * enabled. Under such circumstances, it will not be necessary to call this |
||
| 587 | * function. |
||
| 588 | * |
||
| 589 | * \since This function is available since SDL 2.0.0. |
||
| 590 | */ |
||
| 591 | extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
||
| 592 | |||
| 593 | |||
| 594 | /** |
||
| 595 | * The list of axes available from a controller |
||
| 596 | * |
||
| 597 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
||
| 598 | * and are centered within ~8000 of zero, though advanced UI will allow users to set |
||
| 599 | * or autodetect the dead zone, which varies between controllers. |
||
| 600 | * |
||
| 601 | * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. |
||
| 602 | */ |
||
| 603 | typedef enum |
||
| 604 | { |
||
| 605 | SDL_CONTROLLER_AXIS_INVALID = -1, |
||
| 606 | SDL_CONTROLLER_AXIS_LEFTX, |
||
| 607 | SDL_CONTROLLER_AXIS_LEFTY, |
||
| 608 | SDL_CONTROLLER_AXIS_RIGHTX, |
||
| 609 | SDL_CONTROLLER_AXIS_RIGHTY, |
||
| 610 | SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
||
| 611 | SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
||
| 612 | SDL_CONTROLLER_AXIS_MAX |
||
| 613 | } SDL_GameControllerAxis; |
||
| 614 | |||
| 615 | /** |
||
| 616 | * Convert a string into SDL_GameControllerAxis enum. |
||
| 617 | * |
||
| 618 | * This function is called internally to translate SDL_GameController mapping |
||
| 619 | * strings for the underlying joystick device into the consistent |
||
| 620 | * SDL_GameController mapping. You do not normally need to call this function |
||
| 621 | * unless you are parsing SDL_GameController mappings in your own code. |
||
| 622 | * |
||
| 623 | * Note specially that "righttrigger" and "lefttrigger" map to |
||
| 624 | * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, |
||
| 625 | * respectively. |
||
| 626 | * |
||
| 627 | * \param str string representing a SDL_GameController axis |
||
| 628 | * \returns the SDL_GameControllerAxis enum corresponding to the input string, |
||
| 629 | * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
||
| 630 | * |
||
| 631 | * \since This function is available since SDL 2.0.0. |
||
| 632 | * |
||
| 633 | * \sa SDL_GameControllerGetStringForAxis |
||
| 634 | */ |
||
| 635 | extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); |
||
| 636 | |||
| 637 | /** |
||
| 638 | * Convert from an SDL_GameControllerAxis enum to a string. |
||
| 639 | * |
||
| 640 | * The caller should not SDL_free() the returned string. |
||
| 641 | * |
||
| 642 | * \param axis an enum value for a given SDL_GameControllerAxis |
||
| 643 | * \returns a string for the given axis, or NULL if an invalid axis is |
||
| 644 | * specified. The string returned is of the format used by |
||
| 645 | * SDL_GameController mapping strings. |
||
| 646 | * |
||
| 647 | * \since This function is available since SDL 2.0.0. |
||
| 648 | * |
||
| 649 | * \sa SDL_GameControllerGetAxisFromString |
||
| 650 | */ |
||
| 651 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
||
| 652 | |||
| 653 | /** |
||
| 654 | * Get the SDL joystick layer binding for a controller axis mapping. |
||
| 655 | * |
||
| 656 | * \param gamecontroller a game controller |
||
| 657 | * \param axis an axis enum value (one of the SDL_GameControllerAxis values) |
||
| 658 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
||
| 659 | * (like the given Controller axis doesn't exist on the device), its |
||
| 660 | * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
||
| 661 | * |
||
| 662 | * \since This function is available since SDL 2.0.0. |
||
| 663 | * |
||
| 664 | * \sa SDL_GameControllerGetBindForButton |
||
| 665 | */ |
||
| 666 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
||
| 667 | SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
||
| 668 | SDL_GameControllerAxis axis); |
||
| 669 | |||
| 670 | /** |
||
| 671 | * Query whether a game controller has a given axis. |
||
| 672 | * |
||
| 673 | * This merely reports whether the controller's mapping defined this axis, as |
||
| 674 | * that is all the information SDL has about the physical device. |
||
| 675 | * |
||
| 676 | * \param gamecontroller a game controller |
||
| 677 | * \param axis an axis enum value (an SDL_GameControllerAxis value) |
||
| 678 | * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. |
||
| 679 | * |
||
| 680 | * \since This function is available since SDL 2.0.14. |
||
| 681 | */ |
||
| 682 | extern DECLSPEC SDL_bool SDLCALL |
||
| 683 | SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
||
| 684 | |||
| 685 | /** |
||
| 686 | * Get the current state of an axis control on a game controller. |
||
| 687 | * |
||
| 688 | * The axis indices start at index 0. |
||
| 689 | * |
||
| 690 | * The state is a value ranging from -32768 to 32767. Triggers, however, range |
||
| 691 | * from 0 to 32767 (they never return a negative value). |
||
| 692 | * |
||
| 693 | * \param gamecontroller a game controller |
||
| 694 | * \param axis an axis index (one of the SDL_GameControllerAxis values) |
||
| 695 | * \returns axis state (including 0) on success or 0 (also) on failure; call |
||
| 696 | * SDL_GetError() for more information. |
||
| 697 | * |
||
| 698 | * \since This function is available since SDL 2.0.0. |
||
| 699 | * |
||
| 700 | * \sa SDL_GameControllerGetButton |
||
| 701 | */ |
||
| 702 | extern DECLSPEC Sint16 SDLCALL |
||
| 703 | SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
||
| 704 | |||
| 705 | /** |
||
| 706 | * The list of buttons available from a controller |
||
| 707 | */ |
||
| 708 | typedef enum |
||
| 709 | { |
||
| 710 | SDL_CONTROLLER_BUTTON_INVALID = -1, |
||
| 711 | SDL_CONTROLLER_BUTTON_A, |
||
| 712 | SDL_CONTROLLER_BUTTON_B, |
||
| 713 | SDL_CONTROLLER_BUTTON_X, |
||
| 714 | SDL_CONTROLLER_BUTTON_Y, |
||
| 715 | SDL_CONTROLLER_BUTTON_BACK, |
||
| 716 | SDL_CONTROLLER_BUTTON_GUIDE, |
||
| 717 | SDL_CONTROLLER_BUTTON_START, |
||
| 718 | SDL_CONTROLLER_BUTTON_LEFTSTICK, |
||
| 719 | SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
||
| 720 | SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
||
| 721 | SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
||
| 722 | SDL_CONTROLLER_BUTTON_DPAD_UP, |
||
| 723 | SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
||
| 724 | SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
||
| 725 | SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
||
| 726 | SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */ |
||
| 727 | SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 (upper left, facing the back) */ |
||
| 728 | SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 (upper right, facing the back) */ |
||
| 729 | SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 (lower left, facing the back) */ |
||
| 730 | SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 (lower right, facing the back) */ |
||
| 731 | SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ |
||
| 732 | SDL_CONTROLLER_BUTTON_MAX |
||
| 733 | } SDL_GameControllerButton; |
||
| 734 | |||
| 735 | /** |
||
| 736 | * Convert a string into an SDL_GameControllerButton enum. |
||
| 737 | * |
||
| 738 | * This function is called internally to translate SDL_GameController mapping |
||
| 739 | * strings for the underlying joystick device into the consistent |
||
| 740 | * SDL_GameController mapping. You do not normally need to call this function |
||
| 741 | * unless you are parsing SDL_GameController mappings in your own code. |
||
| 742 | * |
||
| 743 | * \param str string representing a SDL_GameController axis |
||
| 744 | * \returns the SDL_GameControllerButton enum corresponding to the input |
||
| 745 | * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
||
| 746 | * |
||
| 747 | * \since This function is available since SDL 2.0.0. |
||
| 748 | */ |
||
| 749 | extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); |
||
| 750 | |||
| 751 | /** |
||
| 752 | * Convert from an SDL_GameControllerButton enum to a string. |
||
| 753 | * |
||
| 754 | * The caller should not SDL_free() the returned string. |
||
| 755 | * |
||
| 756 | * \param button an enum value for a given SDL_GameControllerButton |
||
| 757 | * \returns a string for the given button, or NULL if an invalid button is |
||
| 758 | * specified. The string returned is of the format used by |
||
| 759 | * SDL_GameController mapping strings. |
||
| 760 | * |
||
| 761 | * \since This function is available since SDL 2.0.0. |
||
| 762 | * |
||
| 763 | * \sa SDL_GameControllerGetButtonFromString |
||
| 764 | */ |
||
| 765 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
||
| 766 | |||
| 767 | /** |
||
| 768 | * Get the SDL joystick layer binding for a controller button mapping. |
||
| 769 | * |
||
| 770 | * \param gamecontroller a game controller |
||
| 771 | * \param button an button enum value (an SDL_GameControllerButton value) |
||
| 772 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
||
| 773 | * (like the given Controller button doesn't exist on the device), |
||
| 774 | * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
||
| 775 | * |
||
| 776 | * \since This function is available since SDL 2.0.0. |
||
| 777 | * |
||
| 778 | * \sa SDL_GameControllerGetBindForAxis |
||
| 779 | */ |
||
| 780 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
||
| 781 | SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
||
| 782 | SDL_GameControllerButton button); |
||
| 783 | |||
| 784 | /** |
||
| 785 | * Query whether a game controller has a given button. |
||
| 786 | * |
||
| 787 | * This merely reports whether the controller's mapping defined this button, |
||
| 788 | * as that is all the information SDL has about the physical device. |
||
| 789 | * |
||
| 790 | * \param gamecontroller a game controller |
||
| 791 | * \param button a button enum value (an SDL_GameControllerButton value) |
||
| 792 | * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. |
||
| 793 | * |
||
| 794 | * \since This function is available since SDL 2.0.14. |
||
| 795 | */ |
||
| 796 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, |
||
| 797 | SDL_GameControllerButton button); |
||
| 798 | |||
| 799 | /** |
||
| 800 | * Get the current state of a button on a game controller. |
||
| 801 | * |
||
| 802 | * \param gamecontroller a game controller |
||
| 803 | * \param button a button index (one of the SDL_GameControllerButton values) |
||
| 804 | * \returns 1 for pressed state or 0 for not pressed state or error; call |
||
| 805 | * SDL_GetError() for more information. |
||
| 806 | * |
||
| 807 | * \since This function is available since SDL 2.0.0. |
||
| 808 | * |
||
| 809 | * \sa SDL_GameControllerGetAxis |
||
| 810 | */ |
||
| 811 | extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, |
||
| 812 | SDL_GameControllerButton button); |
||
| 813 | |||
| 814 | /** |
||
| 815 | * Get the number of touchpads on a game controller. |
||
| 816 | * |
||
| 817 | * \since This function is available since SDL 2.0.14. |
||
| 818 | */ |
||
| 819 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); |
||
| 820 | |||
| 821 | /** |
||
| 822 | * Get the number of supported simultaneous fingers on a touchpad on a game |
||
| 823 | * controller. |
||
| 824 | * |
||
| 825 | * \since This function is available since SDL 2.0.14. |
||
| 826 | */ |
||
| 827 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); |
||
| 828 | |||
| 829 | /** |
||
| 830 | * Get the current state of a finger on a touchpad on a game controller. |
||
| 831 | * |
||
| 832 | * \since This function is available since SDL 2.0.14. |
||
| 833 | */ |
||
| 834 | extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); |
||
| 835 | |||
| 836 | /** |
||
| 837 | * Return whether a game controller has a particular sensor. |
||
| 838 | * |
||
| 839 | * \param gamecontroller The controller to query |
||
| 840 | * \param type The type of sensor to query |
||
| 841 | * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. |
||
| 842 | * |
||
| 843 | * \since This function is available since SDL 2.0.14. |
||
| 844 | */ |
||
| 845 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); |
||
| 846 | |||
| 847 | /** |
||
| 848 | * Set whether data reporting for a game controller sensor is enabled. |
||
| 849 | * |
||
| 850 | * \param gamecontroller The controller to update |
||
| 851 | * \param type The type of sensor to enable/disable |
||
| 852 | * \param enabled Whether data reporting should be enabled |
||
| 853 | * \returns 0 or -1 if an error occurred. |
||
| 854 | * |
||
| 855 | * \since This function is available since SDL 2.0.14. |
||
| 856 | */ |
||
| 857 | extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); |
||
| 858 | |||
| 859 | /** |
||
| 860 | * Query whether sensor data reporting is enabled for a game controller. |
||
| 861 | * |
||
| 862 | * \param gamecontroller The controller to query |
||
| 863 | * \param type The type of sensor to query |
||
| 864 | * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. |
||
| 865 | * |
||
| 866 | * \since This function is available since SDL 2.0.14. |
||
| 867 | */ |
||
| 868 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); |
||
| 869 | |||
| 870 | /** |
||
| 871 | * Get the data rate (number of events per second) of a game controller |
||
| 872 | * sensor. |
||
| 873 | * |
||
| 874 | * \param gamecontroller The controller to query |
||
| 875 | * \param type The type of sensor to query |
||
| 876 | * \return the data rate, or 0.0f if the data rate is not available. |
||
| 877 | * |
||
| 878 | * \since This function is available since SDL 2.0.16. |
||
| 879 | */ |
||
| 880 | extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type); |
||
| 881 | |||
| 882 | /** |
||
| 883 | * Get the current state of a game controller sensor. |
||
| 884 | * |
||
| 885 | * The number of values and interpretation of the data is sensor dependent. |
||
| 886 | * See SDL_sensor.h for the details for each type of sensor. |
||
| 887 | * |
||
| 888 | * \param gamecontroller The controller to query |
||
| 889 | * \param type The type of sensor to query |
||
| 890 | * \param data A pointer filled with the current sensor state |
||
| 891 | * \param num_values The number of values to write to data |
||
| 892 | * \return 0 or -1 if an error occurred. |
||
| 893 | * |
||
| 894 | * \since This function is available since SDL 2.0.14. |
||
| 895 | */ |
||
| 896 | extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); |
||
| 897 | |||
| 898 | /** |
||
| 899 | * Get the current state of a game controller sensor with the timestamp of the |
||
| 900 | * last update. |
||
| 901 | * |
||
| 902 | * The number of values and interpretation of the data is sensor dependent. |
||
| 903 | * See SDL_sensor.h for the details for each type of sensor. |
||
| 904 | * |
||
| 905 | * \param gamecontroller The controller to query |
||
| 906 | * \param type The type of sensor to query |
||
| 907 | * \param timestamp A pointer filled with the timestamp in microseconds of the |
||
| 908 | * current sensor reading if available, or 0 if not |
||
| 909 | * \param data A pointer filled with the current sensor state |
||
| 910 | * \param num_values The number of values to write to data |
||
| 911 | * \return 0 or -1 if an error occurred. |
||
| 912 | * |
||
| 913 | * \since This function is available since SDL 2.26.0. |
||
| 914 | */ |
||
| 915 | extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values); |
||
| 916 | |||
| 917 | /** |
||
| 918 | * Start a rumble effect on a game controller. |
||
| 919 | * |
||
| 920 | * Each call to this function cancels any previous rumble effect, and calling |
||
| 921 | * it with 0 intensity stops any rumbling. |
||
| 922 | * |
||
| 923 | * \param gamecontroller The controller to vibrate |
||
| 924 | * \param low_frequency_rumble The intensity of the low frequency (left) |
||
| 925 | * rumble motor, from 0 to 0xFFFF |
||
| 926 | * \param high_frequency_rumble The intensity of the high frequency (right) |
||
| 927 | * rumble motor, from 0 to 0xFFFF |
||
| 928 | * \param duration_ms The duration of the rumble effect, in milliseconds |
||
| 929 | * \returns 0, or -1 if rumble isn't supported on this controller |
||
| 930 | * |
||
| 931 | * \since This function is available since SDL 2.0.9. |
||
| 932 | * |
||
| 933 | * \sa SDL_GameControllerHasRumble |
||
| 934 | */ |
||
| 935 | extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
||
| 936 | |||
| 937 | /** |
||
| 938 | * Start a rumble effect in the game controller's triggers. |
||
| 939 | * |
||
| 940 | * Each call to this function cancels any previous trigger rumble effect, and |
||
| 941 | * calling it with 0 intensity stops any rumbling. |
||
| 942 | * |
||
| 943 | * Note that this is rumbling of the _triggers_ and not the game controller as |
||
| 944 | * a whole. This is currently only supported on Xbox One controllers. If you |
||
| 945 | * want the (more common) whole-controller rumble, use |
||
| 946 | * SDL_GameControllerRumble() instead. |
||
| 947 | * |
||
| 948 | * \param gamecontroller The controller to vibrate |
||
| 949 | * \param left_rumble The intensity of the left trigger rumble motor, from 0 |
||
| 950 | * to 0xFFFF |
||
| 951 | * \param right_rumble The intensity of the right trigger rumble motor, from 0 |
||
| 952 | * to 0xFFFF |
||
| 953 | * \param duration_ms The duration of the rumble effect, in milliseconds |
||
| 954 | * \returns 0, or -1 if trigger rumble isn't supported on this controller |
||
| 955 | * |
||
| 956 | * \since This function is available since SDL 2.0.14. |
||
| 957 | * |
||
| 958 | * \sa SDL_GameControllerHasRumbleTriggers |
||
| 959 | */ |
||
| 960 | extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); |
||
| 961 | |||
| 962 | /** |
||
| 963 | * Query whether a game controller has an LED. |
||
| 964 | * |
||
| 965 | * \param gamecontroller The controller to query |
||
| 966 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a |
||
| 967 | * modifiable LED |
||
| 968 | * |
||
| 969 | * \since This function is available since SDL 2.0.14. |
||
| 970 | */ |
||
| 971 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); |
||
| 972 | |||
| 973 | /** |
||
| 974 | * Query whether a game controller has rumble support. |
||
| 975 | * |
||
| 976 | * \param gamecontroller The controller to query |
||
| 977 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble |
||
| 978 | * support |
||
| 979 | * |
||
| 980 | * \since This function is available since SDL 2.0.18. |
||
| 981 | * |
||
| 982 | * \sa SDL_GameControllerRumble |
||
| 983 | */ |
||
| 984 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); |
||
| 985 | |||
| 986 | /** |
||
| 987 | * Query whether a game controller has rumble support on triggers. |
||
| 988 | * |
||
| 989 | * \param gamecontroller The controller to query |
||
| 990 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger |
||
| 991 | * rumble support |
||
| 992 | * |
||
| 993 | * \since This function is available since SDL 2.0.18. |
||
| 994 | * |
||
| 995 | * \sa SDL_GameControllerRumbleTriggers |
||
| 996 | */ |
||
| 997 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller); |
||
| 998 | |||
| 999 | /** |
||
| 1000 | * Update a game controller's LED color. |
||
| 1001 | * |
||
| 1002 | * \param gamecontroller The controller to update |
||
| 1003 | * \param red The intensity of the red LED |
||
| 1004 | * \param green The intensity of the green LED |
||
| 1005 | * \param blue The intensity of the blue LED |
||
| 1006 | * \returns 0, or -1 if this controller does not have a modifiable LED |
||
| 1007 | * |
||
| 1008 | * \since This function is available since SDL 2.0.14. |
||
| 1009 | */ |
||
| 1010 | extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); |
||
| 1011 | |||
| 1012 | /** |
||
| 1013 | * Send a controller specific effect packet |
||
| 1014 | * |
||
| 1015 | * \param gamecontroller The controller to affect |
||
| 1016 | * \param data The data to send to the controller |
||
| 1017 | * \param size The size of the data to send to the controller |
||
| 1018 | * \returns 0, or -1 if this controller or driver doesn't support effect |
||
| 1019 | * packets |
||
| 1020 | * |
||
| 1021 | * \since This function is available since SDL 2.0.16. |
||
| 1022 | */ |
||
| 1023 | extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size); |
||
| 1024 | |||
| 1025 | /** |
||
| 1026 | * Close a game controller previously opened with SDL_GameControllerOpen(). |
||
| 1027 | * |
||
| 1028 | * \param gamecontroller a game controller identifier previously returned by |
||
| 1029 | * SDL_GameControllerOpen() |
||
| 1030 | * |
||
| 1031 | * \since This function is available since SDL 2.0.0. |
||
| 1032 | * |
||
| 1033 | * \sa SDL_GameControllerOpen |
||
| 1034 | */ |
||
| 1035 | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
||
| 1036 | |||
| 1037 | /** |
||
| 1038 | * Return the sfSymbolsName for a given button on a game controller on Apple |
||
| 1039 | * platforms. |
||
| 1040 | * |
||
| 1041 | * \param gamecontroller the controller to query |
||
| 1042 | * \param button a button on the game controller |
||
| 1043 | * \returns the sfSymbolsName or NULL if the name can't be found |
||
| 1044 | * |
||
| 1045 | * \since This function is available since SDL 2.0.18. |
||
| 1046 | * |
||
| 1047 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis |
||
| 1048 | */ |
||
| 1049 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); |
||
| 1050 | |||
| 1051 | /** |
||
| 1052 | * Return the sfSymbolsName for a given axis on a game controller on Apple |
||
| 1053 | * platforms. |
||
| 1054 | * |
||
| 1055 | * \param gamecontroller the controller to query |
||
| 1056 | * \param axis an axis on the game controller |
||
| 1057 | * \returns the sfSymbolsName or NULL if the name can't be found |
||
| 1058 | * |
||
| 1059 | * \since This function is available since SDL 2.0.18. |
||
| 1060 | * |
||
| 1061 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton |
||
| 1062 | */ |
||
| 1063 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
||
| 1064 | |||
| 1065 | |||
| 1066 | /* Ends C function definitions when using C++ */ |
||
| 1067 | #ifdef __cplusplus |
||
| 1068 | } |
||
| 1069 | #endif |
||
| 1070 | #include "close_code.h" |
||
| 1071 | |||
| 1072 | #endif /* SDL_gamecontroller_h_ */ |
||
| 1073 | |||
| 1074 | /* vi: set ts=4 sw=4 expandtab: */ |