- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> 
-   
-   This software is provided 'as-is', without any express or implied 
-   warranty.  In no event will the authors be held liable for any damages 
-   arising from the use of this software. 
-   
-   Permission is granted to anyone to use this software for any purpose, 
-   including commercial applications, and to alter it and redistribute it 
-   freely, subject to the following restrictions: 
-   
-   1. The origin of this software must not be misrepresented; you must not 
-      claim that you wrote the original software. If you use this software 
-      in a product, an acknowledgment in the product documentation would be 
-      appreciated but is not required. 
-   2. Altered source versions must be plainly marked as such, and must not be 
-      misrepresented as being the original software. 
-   3. This notice may not be removed or altered from any source distribution. 
- */ 
-   
- /** 
-  *  \file SDL_gamecontroller.h 
-  * 
-  *  Include file for SDL game controller event handling 
-  */ 
-   
- #ifndef SDL_gamecontroller_h_ 
- #define SDL_gamecontroller_h_ 
-   
- #include "SDL_stdinc.h" 
- #include "SDL_error.h" 
- #include "SDL_rwops.h" 
- #include "SDL_joystick.h" 
-   
- #include "begin_code.h" 
- /* Set up for C function definitions, even when using C++ */ 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- /** 
-  *  \file SDL_gamecontroller.h 
-  * 
-  *  In order to use these functions, SDL_Init() must have been called 
-  *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system 
-  *  for game controllers, and load appropriate drivers. 
-  * 
-  *  If you would like to receive controller updates while the application 
-  *  is in the background, you should set the following hint before calling 
-  *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS 
-  */ 
-   
- /** 
-  * The gamecontroller structure used to identify an SDL game controller 
-  */ 
- struct _SDL_GameController; 
- typedef struct _SDL_GameController SDL_GameController; 
-   
-   
- typedef enum 
- { 
-     SDL_CONTROLLER_BINDTYPE_NONE = 0, 
-     SDL_CONTROLLER_BINDTYPE_BUTTON, 
-     SDL_CONTROLLER_BINDTYPE_AXIS, 
-     SDL_CONTROLLER_BINDTYPE_HAT 
- } SDL_GameControllerBindType; 
-   
- /** 
-  *  Get the SDL joystick layer binding for this controller button/axis mapping 
-  */ 
- typedef struct SDL_GameControllerButtonBind 
- { 
-     SDL_GameControllerBindType bindType; 
-     union 
-     { 
-         int button; 
-         int axis; 
-         struct { 
-             int hat; 
-             int hat_mask; 
-         } hat; 
-     } value; 
-   
- } SDL_GameControllerButtonBind; 
-   
-   
- /** 
-  *  To count the number of game controllers in the system for the following: 
-  *  int nJoysticks = SDL_NumJoysticks(); 
-  *  int nGameControllers = 0; 
-  *  for (int i = 0; i < nJoysticks; i++) { 
-  *      if (SDL_IsGameController(i)) { 
-  *          nGameControllers++; 
-  *      } 
-  *  } 
-  * 
-  *  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: 
-  *  guid,name,mappings 
-  * 
-  *  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. 
-  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. 
-  *  The mapping format for joystick is: 
-  *      bX - a joystick button, index X 
-  *      hX.Y - hat X with value Y 
-  *      aX - axis X of the joystick 
-  *  Buttons can be used as a controller axis and vice versa. 
-  * 
-  *  This string shows an example of a valid mapping for a controller 
-  *  "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", 
-  * 
-  */ 
-   
- /** 
-  *  Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() 
-  *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt 
-  * 
-  *  If \c freerw is non-zero, the stream will be closed after being read. 
-  *  
-  * \return number of mappings added, -1 on error 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); 
-   
- /** 
-  *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform() 
-  * 
-  *  Convenience macro. 
-  */ 
- #define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) 
-   
- /** 
-  *  Add or update an existing mapping configuration 
-  * 
-  * \return 1 if mapping is added, 0 if updated, -1 on error 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); 
-   
- /** 
-  *  Get the number of mappings installed 
-  * 
-  *  \return the number of mappings 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); 
-   
- /** 
-  *  Get the mapping at a particular index. 
-  * 
-  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if the index is out of range. 
-  */ 
- extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); 
-   
- /** 
-  *  Get a mapping string for a GUID 
-  * 
-  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available 
-  */ 
- extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); 
-   
- /** 
-  *  Get a mapping string for an open GameController 
-  * 
-  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available 
-  */ 
- extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller); 
-   
- /** 
-  *  Is the joystick on this index supported by the game controller interface? 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); 
-   
- /** 
-  *  Get the implementation dependent name of a game controller. 
-  *  This can be called before any controllers are opened. 
-  *  If no name can be found, this function returns NULL. 
-  */ 
- extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); 
-   
- /** 
-  *  Get the mapping of a game controller. 
-  *  This can be called before any controllers are opened. 
-  * 
-  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available 
-  */ 
- extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); 
-   
- /** 
-  *  Open a game controller for use. 
-  *  The index passed as an argument refers to the N'th game controller on the system. 
-  *  This index is not the value which will identify this controller in future 
-  *  controller events.  The joystick's instance id (::SDL_JoystickID) will be 
-  *  used there instead. 
-  * 
-  *  \return A controller identifier, or NULL if an error occurred. 
-  */ 
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); 
-   
- /** 
-  * Return the SDL_GameController associated with an instance id. 
-  */ 
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); 
-   
- /** 
-  *  Return the name for this currently opened controller 
-  */ 
- extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); 
-   
- /** 
-  *  Get the player index of an opened game controller, or -1 if it's not available 
-  * 
-  *  For XInput controllers this returns the XInput user index. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); 
-   
- /** 
-  *  Get the USB vendor ID of an opened controller, if available. 
-  *  If the vendor ID isn't available this function returns 0. 
-  */ 
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); 
-   
- /** 
-  *  Get the USB product ID of an opened controller, if available. 
-  *  If the product ID isn't available this function returns 0. 
-  */ 
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); 
-   
- /** 
-  *  Get the product version of an opened controller, if available. 
-  *  If the product version isn't available this function returns 0. 
-  */ 
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); 
-   
- /** 
-  *  Returns SDL_TRUE if the controller has been opened and currently connected, 
-  *  or SDL_FALSE if it has not. 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); 
-   
- /** 
-  *  Get the underlying joystick object used by a controller 
-  */ 
- extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); 
-   
- /** 
-  *  Enable/disable controller event polling. 
-  * 
-  *  If controller events are disabled, you must call SDL_GameControllerUpdate() 
-  *  yourself and check the state of the controller when you want controller 
-  *  information. 
-  * 
-  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); 
-   
- /** 
-  *  Update the current state of the open game controllers. 
-  * 
-  *  This is called automatically by the event loop if any game controller 
-  *  events are enabled. 
-  */ 
- extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); 
-   
-   
- /** 
-  *  The list of axes available from a controller 
-  * 
-  *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, 
-  *  and are centered within ~8000 of zero, though advanced UI will allow users to set 
-  *  or autodetect the dead zone, which varies between controllers. 
-  * 
-  *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. 
-  */ 
- typedef enum 
- { 
-     SDL_CONTROLLER_AXIS_INVALID = -1, 
-     SDL_CONTROLLER_AXIS_LEFTX, 
-     SDL_CONTROLLER_AXIS_LEFTY, 
-     SDL_CONTROLLER_AXIS_RIGHTX, 
-     SDL_CONTROLLER_AXIS_RIGHTY, 
-     SDL_CONTROLLER_AXIS_TRIGGERLEFT, 
-     SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 
-     SDL_CONTROLLER_AXIS_MAX 
- } SDL_GameControllerAxis; 
-   
- /** 
-  *  turn this string into a axis mapping 
-  */ 
- extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); 
-   
- /** 
-  *  turn this axis enum into a string mapping 
-  */ 
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); 
-   
- /** 
-  *  Get the SDL joystick layer binding for this controller button mapping 
-  */ 
- extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 
- SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, 
-                                  SDL_GameControllerAxis axis); 
-   
- /** 
-  *  Get the current state of an axis control on a game controller. 
-  * 
-  *  The state is a value ranging from -32768 to 32767 (except for the triggers, 
-  *  which range from 0 to 32767). 
-  * 
-  *  The axis indices start at index 0. 
-  */ 
- extern DECLSPEC Sint16 SDLCALL 
- SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, 
-                           SDL_GameControllerAxis axis); 
-   
- /** 
-  *  The list of buttons available from a controller 
-  */ 
- typedef enum 
- { 
-     SDL_CONTROLLER_BUTTON_INVALID = -1, 
-     SDL_CONTROLLER_BUTTON_A, 
-     SDL_CONTROLLER_BUTTON_B, 
-     SDL_CONTROLLER_BUTTON_X, 
-     SDL_CONTROLLER_BUTTON_Y, 
-     SDL_CONTROLLER_BUTTON_BACK, 
-     SDL_CONTROLLER_BUTTON_GUIDE, 
-     SDL_CONTROLLER_BUTTON_START, 
-     SDL_CONTROLLER_BUTTON_LEFTSTICK, 
-     SDL_CONTROLLER_BUTTON_RIGHTSTICK, 
-     SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 
-     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 
-     SDL_CONTROLLER_BUTTON_DPAD_UP, 
-     SDL_CONTROLLER_BUTTON_DPAD_DOWN, 
-     SDL_CONTROLLER_BUTTON_DPAD_LEFT, 
-     SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 
-     SDL_CONTROLLER_BUTTON_MAX 
- } SDL_GameControllerButton; 
-   
- /** 
-  *  turn this string into a button mapping 
-  */ 
- extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); 
-   
- /** 
-  *  turn this button enum into a string mapping 
-  */ 
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); 
-   
- /** 
-  *  Get the SDL joystick layer binding for this controller button mapping 
-  */ 
- extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 
- SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 
-                                    SDL_GameControllerButton button); 
-   
-   
- /** 
-  *  Get the current state of a button on a game controller. 
-  * 
-  *  The button indices start at index 0. 
-  */ 
- extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, 
-                                                           SDL_GameControllerButton button); 
-   
- /** 
-  *  Trigger a rumble effect 
-  *  Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. 
-  * 
-  *  \param gamecontroller The controller to vibrate 
-  *  \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF 
-  *  \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF 
-  *  \param duration_ms The duration of the rumble effect, in milliseconds 
-  * 
-  *  \return 0, or -1 if rumble isn't supported on this joystick 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); 
-   
- /** 
-  *  Close a controller previously opened with SDL_GameControllerOpen(). 
-  */ 
- extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); 
-   
-   
- /* Ends C function definitions when using C++ */ 
- #ifdef __cplusplus 
- } 
- #endif 
- #include "close_code.h" 
-   
- #endif /* SDL_gamecontroller_h_ */ 
-   
- /* vi: set ts=4 sw=4 expandtab: */ 
-