2015-06-21 15:33:46 +00:00
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/*
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Simple DirectMedia Layer
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2022-01-03 17:40:00 +00:00
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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2015-06-21 15:33:46 +00:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_joystick.h
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*
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* Include file for SDL joystick event handling
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*
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2016-08-03 20:30:31 +00:00
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* The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
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2015-06-21 15:33:46 +00:00
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* behind a device_index changing as joysticks are plugged and unplugged.
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*
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* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
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* then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
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*
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2021-03-21 18:18:39 +00:00
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* The term "player_index" is the number assigned to a player on a specific
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* controller. For XInput controllers this returns the XInput user index.
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* Many joysticks will not be able to supply this information.
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*
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2015-06-21 15:33:46 +00:00
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* The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
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* the device (a X360 wired controller for example). This identifier is platform dependent.
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*/
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2016-11-21 05:34:54 +00:00
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#ifndef SDL_joystick_h_
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#define SDL_joystick_h_
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2015-06-21 15:33:46 +00:00
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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2022-06-04 20:16:28 +00:00
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#include "SDL_guid.h"
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2015-06-21 15:33:46 +00:00
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \file SDL_joystick.h
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*
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* In order to use these functions, SDL_Init() must have been called
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* with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
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* for joysticks, and load appropriate drivers.
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*
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* If you would like to receive joystick updates while the application
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* is in the background, you should set the following hint before calling
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* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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*/
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2016-11-21 05:26:56 +00:00
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/**
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* The joystick structure used to identify an SDL joystick
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*/
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2015-06-21 15:33:46 +00:00
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struct _SDL_Joystick;
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typedef struct _SDL_Joystick SDL_Joystick;
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/* A structure that encodes the stable unique id for a joystick device */
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2022-06-04 20:16:28 +00:00
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typedef SDL_GUID SDL_JoystickGUID;
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2015-06-21 15:33:46 +00:00
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2017-03-10 00:09:16 +00:00
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/**
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* This is a unique ID for a joystick for the time it is connected to the system,
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* and is never reused for the lifetime of the application. If the joystick is
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* disconnected and reconnected, it will get a new ID.
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*
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* The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
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*/
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2015-06-21 15:33:46 +00:00
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typedef Sint32 SDL_JoystickID;
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2017-01-27 13:59:58 +00:00
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typedef enum
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{
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SDL_JOYSTICK_TYPE_UNKNOWN,
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SDL_JOYSTICK_TYPE_GAMECONTROLLER,
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SDL_JOYSTICK_TYPE_WHEEL,
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SDL_JOYSTICK_TYPE_ARCADE_STICK,
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SDL_JOYSTICK_TYPE_FLIGHT_STICK,
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SDL_JOYSTICK_TYPE_DANCE_PAD,
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SDL_JOYSTICK_TYPE_GUITAR,
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SDL_JOYSTICK_TYPE_DRUM_KIT,
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2017-01-31 20:23:29 +00:00
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SDL_JOYSTICK_TYPE_ARCADE_PAD,
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2017-01-31 21:30:35 +00:00
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SDL_JOYSTICK_TYPE_THROTTLE
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2017-01-27 13:59:58 +00:00
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} SDL_JoystickType;
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2015-09-30 22:39:30 +00:00
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typedef enum
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{
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SDL_JOYSTICK_POWER_UNKNOWN = -1,
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2018-08-09 23:00:17 +00:00
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SDL_JOYSTICK_POWER_EMPTY, /* <= 5% */
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SDL_JOYSTICK_POWER_LOW, /* <= 20% */
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SDL_JOYSTICK_POWER_MEDIUM, /* <= 70% */
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SDL_JOYSTICK_POWER_FULL, /* <= 100% */
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2015-09-30 22:39:30 +00:00
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SDL_JOYSTICK_POWER_WIRED,
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SDL_JOYSTICK_POWER_MAX
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} SDL_JoystickPowerLevel;
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2015-06-21 15:33:46 +00:00
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2020-11-24 14:55:33 +00:00
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/* Set max recognized G-force from accelerometer
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See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed
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*/
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#define SDL_IPHONE_MAX_GFORCE 5.0
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Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 02:08:45 +00:00
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2015-06-21 15:33:46 +00:00
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/* Function prototypes */
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2017-10-10 18:10:15 +00:00
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/**
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* Locking for multi-threaded access to the joystick API
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*
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* If you are using the joystick API or handling events from multiple threads
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* you should use these locking functions to protect access to the joysticks.
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*
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* In particular, you are guaranteed that the joystick list won't change, so
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* the API functions that take a joystick index will be valid, and joystick
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* and game controller events will not be delivered.
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2021-10-27 01:36:05 +00:00
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*
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2022-08-30 18:47:15 +00:00
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* As of SDL 2.26.0, you can take the joystick lock around reinitializing the
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* joystick subsystem, to prevent other threads from seeing joysticks in an
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2022-08-30 19:39:23 +00:00
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* uninitialized state. However, all open joysticks will be closed and SDL
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* functions called with them will fail.
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2022-08-30 18:42:13 +00:00
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*
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2021-10-27 01:36:05 +00:00
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* \since This function is available since SDL 2.0.7.
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2017-10-10 18:10:15 +00:00
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*/
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extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
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2021-03-21 18:18:39 +00:00
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/**
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* Unlocking for multi-threaded access to the joystick API
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*
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* If you are using the joystick API or handling events from multiple threads
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* you should use these locking functions to protect access to the joysticks.
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*
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* In particular, you are guaranteed that the joystick list won't change, so
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* the API functions that take a joystick index will be valid, and joystick
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* and game controller events will not be delivered.
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2021-10-27 01:36:05 +00:00
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*
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* \since This function is available since SDL 2.0.7.
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2021-03-21 18:18:39 +00:00
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*/
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2017-10-10 18:10:15 +00:00
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extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
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2015-06-21 15:33:46 +00:00
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/**
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2021-03-21 18:18:39 +00:00
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* Count the number of joysticks attached to the system.
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*
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* \returns the number of attached joysticks on success or a negative error
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* code on failure; call SDL_GetError() for more information.
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*
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2021-10-27 01:36:05 +00:00
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* \since This function is available since SDL 2.0.0.
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*
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2021-03-21 18:18:39 +00:00
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* \sa SDL_JoystickName
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2022-04-26 21:54:14 +00:00
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* \sa SDL_JoystickPath
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2021-03-21 18:18:39 +00:00
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* \sa SDL_JoystickOpen
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2015-06-21 15:33:46 +00:00
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*/
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extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
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/**
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2021-03-21 18:18:39 +00:00
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* Get the implementation dependent name of a joystick.
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*
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* This can be called before any joysticks are opened.
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*
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* \param device_index the index of the joystick to query (the N'th joystick
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* on the system)
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* \returns the name of the selected joystick. If no name can be found, this
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* function returns NULL; call SDL_GetError() for more information.
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*
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2021-10-27 01:36:05 +00:00
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* \since This function is available since SDL 2.0.0.
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*
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2021-03-21 18:18:39 +00:00
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* \sa SDL_JoystickName
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* \sa SDL_JoystickOpen
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2015-06-21 15:33:46 +00:00
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
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2022-04-26 21:54:14 +00:00
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/**
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* Get the implementation dependent path of a joystick.
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*
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* This can be called before any joysticks are opened.
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*
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* \param device_index the index of the joystick to query (the N'th joystick
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* on the system)
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* \returns the path of the selected joystick. If no path can be found, this
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* function returns NULL; call SDL_GetError() for more information.
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*
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2022-05-16 03:52:04 +00:00
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* \since This function is available since SDL 2.24.0.
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2022-04-26 21:54:14 +00:00
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*
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* \sa SDL_JoystickPath
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* \sa SDL_JoystickOpen
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickPathForIndex(int device_index);
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2018-10-25 23:53:14 +00:00
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/**
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2021-07-14 21:07:04 +00:00
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* Get the player index of a joystick, or -1 if it's not available This can be
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* called before any joysticks are opened.
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2021-10-27 01:36:05 +00:00
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*
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* \since This function is available since SDL 2.0.9.
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2018-10-25 23:53:14 +00:00
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index);
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2016-11-11 01:19:34 +00:00
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/**
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2021-07-14 21:07:04 +00:00
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* Get the implementation-dependent GUID for the joystick at a given device
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* index.
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2021-03-21 18:18:39 +00:00
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*
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* This function can be called before any joysticks are opened.
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*
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* \param device_index the index of the joystick to query (the N'th joystick
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* on the system
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* \returns the GUID of the selected joystick. If called on an invalid index,
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* this function returns a zero GUID
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*
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2021-10-27 01:36:05 +00:00
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* \since This function is available since SDL 2.0.0.
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*
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2021-03-21 18:18:39 +00:00
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* \sa SDL_JoystickGetGUID
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* \sa SDL_JoystickGetGUIDString
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2016-11-11 01:19:34 +00:00
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*/
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extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
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/**
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2021-03-21 18:18:39 +00:00
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* Get the USB vendor ID of a joystick, if available.
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*
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2021-07-14 21:07:04 +00:00
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* This can be called before any joysticks are opened. If the vendor ID isn't
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* available this function returns 0.
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2021-03-21 18:18:39 +00:00
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*
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* \param device_index the index of the joystick to query (the N'th joystick
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* on the system
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* \returns the USB vendor ID of the selected joystick. If called on an
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* invalid index, this function returns zero
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2021-10-27 01:36:05 +00:00
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*
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* \since This function is available since SDL 2.0.6.
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2016-11-11 01:19:34 +00:00
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index);
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/**
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2021-03-21 18:18:39 +00:00
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* Get the USB product ID of a joystick, if available.
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*
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2021-07-14 21:07:04 +00:00
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* This can be called before any joysticks are opened. If the product ID isn't
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* available this function returns 0.
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2021-03-21 18:18:39 +00:00
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*
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* \param device_index the index of the joystick to query (the N'th joystick
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* on the system
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* \returns the USB product ID of the selected joystick. If called on an
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* invalid index, this function returns zero
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2021-10-27 01:36:05 +00:00
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*
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* \since This function is available since SDL 2.0.6.
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2016-11-11 01:19:34 +00:00
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index);
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|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the product version of a joystick, if available.
|
|
|
|
*
|
2021-07-14 21:07:04 +00:00
|
|
|
* This can be called before any joysticks are opened. If the product version
|
|
|
|
* isn't available this function returns 0.
|
2021-03-21 18:18:39 +00:00
|
|
|
*
|
|
|
|
* \param device_index the index of the joystick to query (the N'th joystick
|
|
|
|
* on the system
|
|
|
|
* \returns the product version of the selected joystick. If called on an
|
|
|
|
* invalid index, this function returns zero
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.6.
|
2016-11-11 01:19:34 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index);
|
|
|
|
|
2017-01-27 13:59:58 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the type of a joystick, if available.
|
|
|
|
*
|
|
|
|
* This can be called before any joysticks are opened.
|
|
|
|
*
|
|
|
|
* \param device_index the index of the joystick to query (the N'th joystick
|
|
|
|
* on the system
|
|
|
|
* \returns the SDL_JoystickType of the selected joystick. If called on an
|
|
|
|
* invalid index, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN`
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.6.
|
2017-01-27 13:59:58 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index);
|
|
|
|
|
2017-03-10 00:09:16 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the instance ID of a joystick.
|
|
|
|
*
|
2021-07-14 21:07:04 +00:00
|
|
|
* This can be called before any joysticks are opened. If the index is out of
|
|
|
|
* range, this function will return -1.
|
2021-03-21 18:18:39 +00:00
|
|
|
*
|
|
|
|
* \param device_index the index of the joystick to query (the N'th joystick
|
|
|
|
* on the system
|
|
|
|
* \returns the instance id of the selected joystick. If called on an invalid
|
|
|
|
* index, this function returns zero
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.6.
|
2017-03-10 00:09:16 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index);
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Open a joystick for use.
|
|
|
|
*
|
|
|
|
* The `device_index` argument refers to the N'th joystick presently
|
|
|
|
* recognized by SDL on the system. It is **NOT** the same as the instance ID
|
|
|
|
* used to identify the joystick in future events. See
|
|
|
|
* SDL_JoystickInstanceID() for more details about instance IDs.
|
|
|
|
*
|
|
|
|
* The joystick subsystem must be initialized before a joystick can be opened
|
|
|
|
* for use.
|
2015-06-21 15:33:46 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \param device_index the index of the joystick to query
|
|
|
|
* \returns a joystick identifier or NULL if an error occurred; call
|
|
|
|
* SDL_GetError() for more information.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickClose
|
|
|
|
* \sa SDL_JoystickInstanceID
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
|
|
|
|
|
2015-11-14 17:35:45 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the SDL_Joystick associated with an instance id.
|
|
|
|
*
|
2021-03-26 21:34:58 +00:00
|
|
|
* \param instance_id the instance id to get the SDL_Joystick for
|
2021-03-21 18:18:39 +00:00
|
|
|
* \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
|
|
|
|
* for more information.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.4.
|
2015-11-14 17:35:45 +00:00
|
|
|
*/
|
2019-12-21 04:12:03 +00:00
|
|
|
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id);
|
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the SDL_Joystick associated with a player index.
|
|
|
|
*
|
|
|
|
* \param player_index the player index to get the SDL_Joystick for
|
|
|
|
* \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
|
|
|
|
* for more information.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.12.
|
2019-12-21 04:12:03 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index);
|
2015-11-14 17:35:45 +00:00
|
|
|
|
Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 02:08:45 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Attach a new virtual joystick.
|
|
|
|
*
|
|
|
|
* \returns the joystick's device index, or -1 if an error occurred.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.14.
|
Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 02:08:45 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type,
|
|
|
|
int naxes,
|
|
|
|
int nbuttons,
|
|
|
|
int nhats);
|
|
|
|
|
2022-05-16 03:01:12 +00:00
|
|
|
/**
|
|
|
|
* The structure that defines an extended virtual joystick description
|
|
|
|
*
|
|
|
|
* The caller must zero the structure and then initialize the version with `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` before passing it to SDL_JoystickAttachVirtualEx()
|
2022-05-16 14:21:28 +00:00
|
|
|
* All other elements of this structure are optional and can be left 0.
|
2022-05-16 03:01:12 +00:00
|
|
|
*
|
|
|
|
* \sa SDL_JoystickAttachVirtualEx
|
|
|
|
*/
|
|
|
|
typedef struct SDL_VirtualJoystickDesc
|
|
|
|
{
|
|
|
|
Uint16 version; /**< `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` */
|
|
|
|
Uint16 type; /**< `SDL_JoystickType` */
|
|
|
|
Uint16 naxes; /**< the number of axes on this joystick */
|
|
|
|
Uint16 nbuttons; /**< the number of buttons on this joystick */
|
|
|
|
Uint16 nhats; /**< the number of hats on this joystick */
|
|
|
|
Uint16 vendor_id; /**< the USB vendor ID of this joystick */
|
|
|
|
Uint16 product_id; /**< the USB product ID of this joystick */
|
|
|
|
Uint16 padding; /**< unused */
|
2022-05-16 03:33:28 +00:00
|
|
|
Uint32 button_mask; /**< A mask of which buttons are valid for this controller
|
|
|
|
e.g. (1 << SDL_CONTROLLER_BUTTON_A) */
|
|
|
|
Uint32 axis_mask; /**< A mask of which axes are valid for this controller
|
|
|
|
e.g. (1 << SDL_CONTROLLER_AXIS_LEFTX) */
|
2022-05-16 03:01:12 +00:00
|
|
|
const char *name; /**< the name of the joystick */
|
|
|
|
|
|
|
|
void *userdata; /**< User data pointer passed to callbacks */
|
2022-05-18 21:12:05 +00:00
|
|
|
void (SDLCALL *Update)(void *userdata); /**< Called when the joystick state should be updated */
|
|
|
|
void (SDLCALL *SetPlayerIndex)(void *userdata, int player_index); /**< Called when the player index is set */
|
|
|
|
int (SDLCALL *Rumble)(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble); /**< Implements SDL_JoystickRumble() */
|
|
|
|
int (SDLCALL *RumbleTriggers)(void *userdata, Uint16 left_rumble, Uint16 right_rumble); /**< Implements SDL_JoystickRumbleTriggers() */
|
|
|
|
int (SDLCALL *SetLED)(void *userdata, Uint8 red, Uint8 green, Uint8 blue); /**< Implements SDL_JoystickSetLED() */
|
|
|
|
int (SDLCALL *SendEffect)(void *userdata, const void *data, int size); /**< Implements SDL_JoystickSendEffect() */
|
2022-05-16 03:01:12 +00:00
|
|
|
|
|
|
|
} SDL_VirtualJoystickDesc;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* \brief The current version of the SDL_VirtualJoystickDesc structure
|
|
|
|
*/
|
|
|
|
#define SDL_VIRTUAL_JOYSTICK_DESC_VERSION 1
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Attach a new virtual joystick with extended properties.
|
|
|
|
*
|
|
|
|
* \returns the joystick's device index, or -1 if an error occurred.
|
|
|
|
*
|
2022-05-16 03:52:04 +00:00
|
|
|
* \since This function is available since SDL 2.24.0.
|
2022-05-16 03:01:12 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtualEx(const SDL_VirtualJoystickDesc *desc);
|
|
|
|
|
Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 02:08:45 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Detach a virtual joystick.
|
|
|
|
*
|
|
|
|
* \param device_index a value previously returned from
|
|
|
|
* SDL_JoystickAttachVirtual()
|
|
|
|
* \returns 0 on success, or -1 if an error occurred.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.14.
|
Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 02:08:45 +00:00
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
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/**
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2021-03-21 18:18:39 +00:00
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* Query whether or not the joystick at a given device index is virtual.
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*
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* \param device_index a joystick device index.
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* \returns SDL_TRUE if the joystick is virtual, SDL_FALSE otherwise.
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2021-10-27 01:36:05 +00:00
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*
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* \since This function is available since SDL 2.0.14.
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Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 02:08:45 +00:00
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
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/**
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2021-03-21 18:18:39 +00:00
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* Set values on an opened, virtual-joystick's axis.
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*
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2021-07-14 21:07:04 +00:00
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* Please note that values set here will not be applied until the next call to
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* SDL_JoystickUpdate, which can either be called directly, or can be called
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* indirectly through various other SDL APIs, including, but not limited to
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* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
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* SDL_WaitEvent.
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*
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2022-08-25 17:17:12 +00:00
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* Note that when sending trigger axes, you should scale the value to the full
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* range of Sint16. For example, a trigger at rest would have the value of
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* `SDL_JOYSTICK_AXIS_MIN`.
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2022-08-25 17:15:45 +00:00
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*
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2021-03-21 18:18:39 +00:00
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* \param joystick the virtual joystick on which to set state.
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* \param axis the specific axis on the virtual joystick to set.
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* \param value the new value for the specified axis.
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* \returns 0 on success, -1 on error.
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2021-10-27 01:36:05 +00:00
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*
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* \since This function is available since SDL 2.0.14.
|
Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 02:08:45 +00:00
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*/
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2020-11-17 01:36:47 +00:00
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extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value);
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2021-03-21 18:18:39 +00:00
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/**
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* Set values on an opened, virtual-joystick's button.
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*
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2021-07-14 21:07:04 +00:00
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* Please note that values set here will not be applied until the next call to
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* SDL_JoystickUpdate, which can either be called directly, or can be called
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* indirectly through various other SDL APIs, including, but not limited to
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* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
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* SDL_WaitEvent.
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*
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2021-03-21 18:18:39 +00:00
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* \param joystick the virtual joystick on which to set state.
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* \param button the specific button on the virtual joystick to set.
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* \param value the new value for the specified button.
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* \returns 0 on success, -1 on error.
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2021-10-27 01:36:05 +00:00
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*
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* \since This function is available since SDL 2.0.14.
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2021-03-21 18:18:39 +00:00
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*/
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2020-11-17 01:36:47 +00:00
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extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick *joystick, int button, Uint8 value);
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2021-03-21 18:18:39 +00:00
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/**
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* Set values on an opened, virtual-joystick's hat.
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*
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2021-07-14 21:07:04 +00:00
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* Please note that values set here will not be applied until the next call to
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* SDL_JoystickUpdate, which can either be called directly, or can be called
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* indirectly through various other SDL APIs, including, but not limited to
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* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
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* SDL_WaitEvent.
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*
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2021-03-21 18:18:39 +00:00
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* \param joystick the virtual joystick on which to set state.
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* \param hat the specific hat on the virtual joystick to set.
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* \param value the new value for the specified hat.
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* \returns 0 on success, -1 on error.
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2021-10-27 01:36:05 +00:00
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*
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* \since This function is available since SDL 2.0.14.
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2021-03-21 18:18:39 +00:00
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*/
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2020-11-17 01:36:47 +00:00
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extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value);
|
Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 02:08:45 +00:00
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2015-06-21 15:33:46 +00:00
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/**
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2021-03-21 18:18:39 +00:00
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* Get the implementation dependent name of a joystick.
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*
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* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
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* \returns the name of the selected joystick. If no name can be found, this
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* function returns NULL; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_JoystickNameForIndex
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* \sa SDL_JoystickOpen
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2015-06-21 15:33:46 +00:00
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*/
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2020-11-17 01:36:47 +00:00
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extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick *joystick);
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2015-06-21 15:33:46 +00:00
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2022-04-26 21:54:14 +00:00
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/**
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* Get the implementation dependent path of a joystick.
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*
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* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
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* \returns the path of the selected joystick. If no path can be found, this
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* function returns NULL; call SDL_GetError() for more information.
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*
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2022-05-16 03:52:04 +00:00
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* \since This function is available since SDL 2.24.0.
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2022-04-26 21:54:14 +00:00
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*
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* \sa SDL_JoystickPathForIndex
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickPath(SDL_Joystick *joystick);
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2018-10-25 23:53:14 +00:00
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/**
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2021-03-21 18:18:39 +00:00
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* Get the player index of an opened joystick.
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2018-10-25 23:53:14 +00:00
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*
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2021-03-21 18:18:39 +00:00
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* For XInput controllers this returns the XInput user index. Many joysticks
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* will not be able to supply this information.
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*
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* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
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* \returns the player index, or -1 if it's not available.
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2021-10-27 01:36:05 +00:00
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*
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* \since This function is available since SDL 2.0.9.
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2018-10-25 23:53:14 +00:00
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*/
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2020-11-17 01:36:47 +00:00
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extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick);
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2018-10-25 23:53:14 +00:00
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2019-12-21 04:12:03 +00:00
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/**
|
2021-03-21 18:18:39 +00:00
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* Set the player index of an opened joystick.
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|
|
*
|
|
|
|
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
2022-08-09 15:48:12 +00:00
|
|
|
* \param player_index Player index to assign to this joystick, or -1 to clear
|
|
|
|
* the player index and turn off player LEDs.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.12.
|
2019-12-21 04:12:03 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick *joystick, int player_index);
|
2019-12-21 04:12:03 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the implementation-dependent GUID for the joystick.
|
|
|
|
*
|
|
|
|
* This function requires an open joystick.
|
|
|
|
*
|
|
|
|
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
|
|
|
* \returns the GUID of the given joystick. If called on an invalid index,
|
|
|
|
* this function returns a zero GUID; call SDL_GetError() for more
|
|
|
|
* information.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickGetDeviceGUID
|
|
|
|
* \sa SDL_JoystickGetGUIDString
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick *joystick);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the USB vendor ID of an opened joystick, if available.
|
|
|
|
*
|
|
|
|
* If the vendor ID isn't available this function returns 0.
|
|
|
|
*
|
|
|
|
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
|
|
|
* \returns the USB vendor ID of the selected joystick, or 0 if unavailable.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.6.
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick *joystick);
|
2016-11-11 01:19:34 +00:00
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the USB product ID of an opened joystick, if available.
|
|
|
|
*
|
|
|
|
* If the product ID isn't available this function returns 0.
|
|
|
|
*
|
|
|
|
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
|
|
|
* \returns the USB product ID of the selected joystick, or 0 if unavailable.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.6.
|
2016-11-11 01:19:34 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick);
|
2016-11-11 01:19:34 +00:00
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the product version of an opened joystick, if available.
|
2021-07-14 21:07:04 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* If the product version isn't available this function returns 0.
|
|
|
|
*
|
|
|
|
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
|
|
|
* \returns the product version of the selected joystick, or 0 if unavailable.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.6.
|
2016-11-11 01:19:34 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joystick);
|
|
|
|
|
2022-06-04 01:49:41 +00:00
|
|
|
/**
|
|
|
|
* Get the firmware version of an opened joystick, if available.
|
|
|
|
*
|
|
|
|
* If the firmware version isn't available this function returns 0.
|
|
|
|
*
|
|
|
|
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
2022-06-04 01:52:04 +00:00
|
|
|
* \returns the firmware version of the selected joystick, or 0 if
|
|
|
|
* unavailable.
|
2022-06-04 01:49:41 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.24.0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetFirmwareVersion(SDL_Joystick *joystick);
|
|
|
|
|
2020-11-17 01:36:47 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the serial number of an opened joystick, if available.
|
2021-07-14 21:07:04 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* Returns the serial number of the joystick, or NULL if it is not available.
|
|
|
|
*
|
|
|
|
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
2021-07-14 21:07:04 +00:00
|
|
|
* \returns the serial number of the selected joystick, or NULL if
|
|
|
|
* unavailable.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.14.
|
2020-11-17 01:36:47 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC const char * SDLCALL SDL_JoystickGetSerial(SDL_Joystick *joystick);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
2017-01-27 13:59:58 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the type of an opened joystick.
|
|
|
|
*
|
|
|
|
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
|
|
|
|
* \returns the SDL_JoystickType of the selected joystick.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.6.
|
2017-01-27 13:59:58 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick *joystick);
|
2017-01-27 13:59:58 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get an ASCII string representation for a given SDL_JoystickGUID.
|
|
|
|
*
|
|
|
|
* You should supply at least 33 bytes for pszGUID.
|
|
|
|
*
|
|
|
|
* \param guid the SDL_JoystickGUID you wish to convert to string
|
|
|
|
* \param pszGUID buffer in which to write the ASCII string
|
|
|
|
* \param cbGUID the size of pszGUID
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickGetDeviceGUID
|
|
|
|
* \sa SDL_JoystickGetGUID
|
|
|
|
* \sa SDL_JoystickGetGUIDFromString
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
|
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Convert a GUID string into a SDL_JoystickGUID structure.
|
|
|
|
*
|
|
|
|
* Performs no error checking. If this function is given a string containing
|
|
|
|
* an invalid GUID, the function will silently succeed, but the GUID generated
|
|
|
|
* will not be useful.
|
|
|
|
*
|
|
|
|
* \param pchGUID string containing an ASCII representation of a GUID
|
|
|
|
* \returns a SDL_JoystickGUID structure.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickGetGUIDString
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
|
|
|
|
|
2022-08-28 01:55:55 +00:00
|
|
|
/**
|
|
|
|
* Get the device information encoded in a SDL_JoystickGUID structure
|
|
|
|
*
|
|
|
|
* \param guid the SDL_JoystickGUID you wish to get info about
|
2022-08-28 02:01:12 +00:00
|
|
|
* \param vendor A pointer filled in with the device VID, or 0 if not
|
|
|
|
* available
|
|
|
|
* \param product A pointer filled in with the device PID, or 0 if not
|
|
|
|
* available
|
|
|
|
* \param version A pointer filled in with the device version, or 0 if not
|
|
|
|
* available
|
2022-08-31 22:04:12 +00:00
|
|
|
* \param crc16 A pointer filled in with a CRC used to distinguish different
|
|
|
|
* products with the same VID/PID, or 0 if not available
|
2022-08-28 01:55:55 +00:00
|
|
|
*
|
2022-10-25 18:07:13 +00:00
|
|
|
* \since This function is available since SDL 2.26.0.
|
2022-08-28 01:55:55 +00:00
|
|
|
*
|
|
|
|
* \sa SDL_JoystickGetDeviceGUID
|
|
|
|
*/
|
|
|
|
extern DECLSPEC void SDLCALL SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version, Uint16 *crc16);
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the status of a specified joystick.
|
|
|
|
*
|
|
|
|
* \param joystick the joystick to query
|
|
|
|
* \returns SDL_TRUE if the joystick has been opened, SDL_FALSE if it has not;
|
|
|
|
* call SDL_GetError() for more information.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickClose
|
|
|
|
* \sa SDL_JoystickOpen
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick *joystick);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the instance ID of an opened joystick.
|
|
|
|
*
|
|
|
|
* \param joystick an SDL_Joystick structure containing joystick information
|
|
|
|
* \returns the instance ID of the specified joystick on success or a negative
|
|
|
|
* error code on failure; call SDL_GetError() for more information.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickOpen
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick *joystick);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the number of general axis controls on a joystick.
|
|
|
|
*
|
|
|
|
* Often, the directional pad on a game controller will either look like 4
|
|
|
|
* separate buttons or a POV hat, and not axes, but all of this is up to the
|
|
|
|
* device and platform.
|
|
|
|
*
|
|
|
|
* \param joystick an SDL_Joystick structure containing joystick information
|
|
|
|
* \returns the number of axis controls/number of axes on success or a
|
|
|
|
* negative error code on failure; call SDL_GetError() for more
|
|
|
|
* information.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickGetAxis
|
|
|
|
* \sa SDL_JoystickOpen
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick *joystick);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the number of trackballs on a joystick.
|
|
|
|
*
|
|
|
|
* Joystick trackballs have only relative motion events associated with them
|
|
|
|
* and their state cannot be polled.
|
|
|
|
*
|
|
|
|
* Most joysticks do not have trackballs.
|
|
|
|
*
|
|
|
|
* \param joystick an SDL_Joystick structure containing joystick information
|
|
|
|
* \returns the number of trackballs on success or a negative error code on
|
|
|
|
* failure; call SDL_GetError() for more information.
|
2015-06-21 15:33:46 +00:00
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickGetBall
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick *joystick);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the number of POV hats on a joystick.
|
|
|
|
*
|
|
|
|
* \param joystick an SDL_Joystick structure containing joystick information
|
|
|
|
* \returns the number of POV hats on success or a negative error code on
|
|
|
|
* failure; call SDL_GetError() for more information.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickGetHat
|
|
|
|
* \sa SDL_JoystickOpen
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick *joystick);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the number of buttons on a joystick.
|
|
|
|
*
|
|
|
|
* \param joystick an SDL_Joystick structure containing joystick information
|
|
|
|
* \returns the number of buttons on success or a negative error code on
|
|
|
|
* failure; call SDL_GetError() for more information.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickGetButton
|
|
|
|
* \sa SDL_JoystickOpen
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick *joystick);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Update the current state of the open joysticks.
|
2015-06-21 15:33:46 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* This is called automatically by the event loop if any joystick events are
|
|
|
|
* enabled.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickEventState
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
|
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Enable/disable joystick event polling.
|
|
|
|
*
|
|
|
|
* If joystick events are disabled, you must call SDL_JoystickUpdate()
|
|
|
|
* yourself and manually check the state of the joystick when you want
|
|
|
|
* joystick information.
|
|
|
|
*
|
|
|
|
* It is recommended that you leave joystick event handling enabled.
|
|
|
|
*
|
|
|
|
* **WARNING**: Calling this function may delete all events currently in SDL's
|
|
|
|
* event queue.
|
2015-06-21 15:33:46 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
|
|
|
|
* \returns 1 if enabled, 0 if disabled, or a negative error code on failure;
|
|
|
|
* call SDL_GetError() for more information.
|
2015-06-21 15:33:46 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* If `state` is `SDL_QUERY` then the current state is returned,
|
|
|
|
* otherwise the new processing state is returned.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_GameControllerEventState
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
|
|
|
|
|
2016-12-27 09:39:07 +00:00
|
|
|
#define SDL_JOYSTICK_AXIS_MAX 32767
|
|
|
|
#define SDL_JOYSTICK_AXIS_MIN -32768
|
2021-10-09 00:22:48 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the current state of an axis control on a joystick.
|
|
|
|
*
|
2021-07-14 21:07:04 +00:00
|
|
|
* SDL makes no promises about what part of the joystick any given axis refers
|
|
|
|
* to. Your game should have some sort of configuration UI to let users
|
|
|
|
* specify what each axis should be bound to. Alternately, SDL's higher-level
|
|
|
|
* Game Controller API makes a great effort to apply order to this lower-level
|
|
|
|
* interface, so you know that a specific axis is the "left thumb stick," etc.
|
2015-06-21 15:33:46 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* The value returned by SDL_JoystickGetAxis() is a signed integer (-32768 to
|
|
|
|
* 32767) representing the current position of the axis. It may be necessary
|
|
|
|
* to impose certain tolerances on these values to account for jitter.
|
2015-06-21 15:33:46 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \param joystick an SDL_Joystick structure containing joystick information
|
|
|
|
* \param axis the axis to query; the axis indices start at index 0
|
|
|
|
* \returns a 16-bit signed integer representing the current position of the
|
|
|
|
* axis or 0 on failure; call SDL_GetError() for more information.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickNumAxes
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick *joystick,
|
2015-06-21 15:33:46 +00:00
|
|
|
int axis);
|
|
|
|
|
2017-01-04 18:28:07 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the initial state of an axis control on a joystick.
|
2017-01-04 18:28:07 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* The state is a value ranging from -32768 to 32767.
|
2017-01-04 18:28:07 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* The axis indices start at index 0.
|
2017-01-04 18:28:07 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \param joystick an SDL_Joystick structure containing joystick information
|
|
|
|
* \param axis the axis to query; the axis indices start at index 0
|
|
|
|
* \param state Upon return, the initial value is supplied here.
|
|
|
|
* \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.6.
|
2017-01-04 18:28:07 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *joystick,
|
2017-01-04 18:28:07 +00:00
|
|
|
int axis, Sint16 *state);
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/**
|
|
|
|
* \name Hat positions
|
|
|
|
*/
|
|
|
|
/* @{ */
|
|
|
|
#define SDL_HAT_CENTERED 0x00
|
2015-07-16 19:48:35 +00:00
|
|
|
#define SDL_HAT_UP 0x01
|
2015-06-21 15:33:46 +00:00
|
|
|
#define SDL_HAT_RIGHT 0x02
|
|
|
|
#define SDL_HAT_DOWN 0x04
|
|
|
|
#define SDL_HAT_LEFT 0x08
|
|
|
|
#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
|
|
|
|
#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
|
|
|
|
#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
|
|
|
|
#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
|
|
|
|
/* @} */
|
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the current state of a POV hat on a joystick.
|
|
|
|
*
|
|
|
|
* The returned value will be one of the following positions:
|
|
|
|
*
|
|
|
|
* - `SDL_HAT_CENTERED`
|
|
|
|
* - `SDL_HAT_UP`
|
|
|
|
* - `SDL_HAT_RIGHT`
|
|
|
|
* - `SDL_HAT_DOWN`
|
|
|
|
* - `SDL_HAT_LEFT`
|
|
|
|
* - `SDL_HAT_RIGHTUP`
|
|
|
|
* - `SDL_HAT_RIGHTDOWN`
|
|
|
|
* - `SDL_HAT_LEFTUP`
|
|
|
|
* - `SDL_HAT_LEFTDOWN`
|
|
|
|
*
|
|
|
|
* \param joystick an SDL_Joystick structure containing joystick information
|
2021-03-24 14:47:03 +00:00
|
|
|
* \param hat the hat index to get the state from; indices start at index 0
|
2021-03-21 18:18:39 +00:00
|
|
|
* \returns the current hat position.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickNumHats
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick,
|
2015-06-21 15:33:46 +00:00
|
|
|
int hat);
|
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the ball axis change since the last poll.
|
|
|
|
*
|
|
|
|
* Trackballs can only return relative motion since the last call to
|
2021-07-14 21:07:04 +00:00
|
|
|
* SDL_JoystickGetBall(), these motion deltas are placed into `dx` and `dy`.
|
2015-06-21 15:33:46 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* Most joysticks do not have trackballs.
|
2015-06-21 15:33:46 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \param joystick the SDL_Joystick to query
|
|
|
|
* \param ball the ball index to query; ball indices start at index 0
|
|
|
|
* \param dx stores the difference in the x axis position since the last poll
|
|
|
|
* \param dy stores the difference in the y axis position since the last poll
|
|
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
|
|
* SDL_GetError() for more information.
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickNumBalls
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick *joystick,
|
2015-06-21 15:33:46 +00:00
|
|
|
int ball, int *dx, int *dy);
|
|
|
|
|
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the current state of a button on a joystick.
|
|
|
|
*
|
|
|
|
* \param joystick an SDL_Joystick structure containing joystick information
|
|
|
|
* \param button the button index to get the state from; indices start at
|
|
|
|
* index 0
|
|
|
|
* \returns 1 if the specified button is pressed, 0 otherwise.
|
2015-06-21 15:33:46 +00:00
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickNumButtons
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick,
|
2015-06-21 15:33:46 +00:00
|
|
|
int button);
|
|
|
|
|
2018-08-09 23:00:17 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Start a rumble effect.
|
2018-08-09 23:00:17 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* Each call to this function cancels any previous rumble effect, and calling
|
|
|
|
* it with 0 intensity stops any rumbling.
|
2018-08-09 23:00:17 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \param joystick The joystick 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
|
|
|
|
* \returns 0, or -1 if rumble isn't supported on this joystick
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.9.
|
2021-11-11 21:53:11 +00:00
|
|
|
*
|
|
|
|
* \sa SDL_JoystickHasRumble
|
2018-08-09 23:00:17 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
|
2018-08-09 23:00:17 +00:00
|
|
|
|
2020-11-12 02:57:37 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Start a rumble effect in the joystick's triggers
|
|
|
|
*
|
2021-07-14 21:07:04 +00:00
|
|
|
* Each call to this function cancels any previous trigger rumble effect, and
|
|
|
|
* calling it with 0 intensity stops any rumbling.
|
2020-11-12 02:57:37 +00:00
|
|
|
*
|
2022-03-04 17:27:46 +00:00
|
|
|
* Note that this is rumbling of the _triggers_ and not the game controller as
|
|
|
|
* a whole. This is currently only supported on Xbox One controllers. If you
|
|
|
|
* want the (more common) whole-controller rumble, use SDL_JoystickRumble()
|
2021-07-14 21:07:04 +00:00
|
|
|
* instead.
|
2020-11-12 02:57:37 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \param joystick The joystick to vibrate
|
|
|
|
* \param left_rumble The intensity of the left trigger rumble motor, from 0
|
|
|
|
* to 0xFFFF
|
|
|
|
* \param right_rumble The intensity of the right trigger rumble motor, from 0
|
|
|
|
* to 0xFFFF
|
|
|
|
* \param duration_ms The duration of the rumble effect, in milliseconds
|
|
|
|
* \returns 0, or -1 if trigger rumble isn't supported on this joystick
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.14.
|
2021-11-11 21:53:11 +00:00
|
|
|
*
|
|
|
|
* \sa SDL_JoystickHasRumbleTriggers
|
2020-11-12 02:57:37 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
|
2020-11-12 02:57:37 +00:00
|
|
|
|
2020-11-05 19:07:54 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Query whether a joystick has an LED.
|
2020-11-05 19:07:54 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* An example of a joystick LED is the light on the back of a PlayStation 4's
|
|
|
|
* DualShock 4 controller.
|
2020-11-05 19:07:54 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \param joystick The joystick to query
|
|
|
|
* \return SDL_TRUE if the joystick has a modifiable LED, SDL_FALSE otherwise.
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.14.
|
2020-11-05 19:07:54 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasLED(SDL_Joystick *joystick);
|
2020-11-05 19:07:54 +00:00
|
|
|
|
2021-11-11 21:53:11 +00:00
|
|
|
/**
|
|
|
|
* Query whether a joystick has rumble support.
|
|
|
|
*
|
|
|
|
* \param joystick The joystick to query
|
|
|
|
* \return SDL_TRUE if the joystick has rumble, SDL_FALSE otherwise.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.18.
|
|
|
|
*
|
|
|
|
* \sa SDL_JoystickRumble
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumble(SDL_Joystick *joystick);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Query whether a joystick has rumble support on triggers.
|
|
|
|
*
|
|
|
|
* \param joystick The joystick to query
|
|
|
|
* \return SDL_TRUE if the joystick has trigger rumble, SDL_FALSE otherwise.
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.18.
|
|
|
|
*
|
|
|
|
* \sa SDL_JoystickRumbleTriggers
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumbleTriggers(SDL_Joystick *joystick);
|
|
|
|
|
2020-04-30 15:57:29 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Update a joystick's LED color.
|
|
|
|
*
|
|
|
|
* An example of a joystick LED is the light on the back of a PlayStation 4's
|
|
|
|
* DualShock 4 controller.
|
2020-04-30 15:57:29 +00:00
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \param joystick The joystick to update
|
|
|
|
* \param red The intensity of the red LED
|
|
|
|
* \param green The intensity of the green LED
|
|
|
|
* \param blue The intensity of the blue LED
|
|
|
|
* \returns 0 on success, -1 if this joystick does not have a modifiable LED
|
2021-10-27 01:36:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.14.
|
2020-04-30 15:57:29 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue);
|
2020-04-30 15:57:29 +00:00
|
|
|
|
2021-07-08 20:22:41 +00:00
|
|
|
/**
|
|
|
|
* Send a joystick specific effect packet
|
|
|
|
*
|
|
|
|
* \param joystick The joystick to affect
|
|
|
|
* \param data The data to send to the joystick
|
|
|
|
* \param size The size of the data to send to the joystick
|
|
|
|
* \returns 0, or -1 if this joystick or driver doesn't support effect packets
|
2021-09-17 19:14:05 +00:00
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.16.
|
2021-07-08 20:22:41 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_JoystickSendEffect(SDL_Joystick *joystick, const void *data, int size);
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Close a joystick previously opened with SDL_JoystickOpen().
|
|
|
|
*
|
|
|
|
* \param joystick The joystick device to close
|
|
|
|
*
|
2021-10-27 01:36:05 +00:00
|
|
|
* \since This function is available since SDL 2.0.0.
|
|
|
|
*
|
2021-03-21 18:18:39 +00:00
|
|
|
* \sa SDL_JoystickOpen
|
2015-06-21 15:33:46 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick *joystick);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
2015-09-30 22:39:30 +00:00
|
|
|
/**
|
2021-03-21 18:18:39 +00:00
|
|
|
* Get the battery level of a joystick as SDL_JoystickPowerLevel.
|
|
|
|
*
|
|
|
|
* \param joystick the SDL_Joystick to query
|
|
|
|
* \returns the current battery level as SDL_JoystickPowerLevel on success or
|
|
|
|
* `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown
|
|
|
|
*
|
|
|
|
* \since This function is available since SDL 2.0.4.
|
2015-11-14 19:53:44 +00:00
|
|
|
*/
|
2020-11-17 01:36:47 +00:00
|
|
|
extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick *joystick);
|
2015-09-30 22:39:30 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/* Ends C function definitions when using C++ */
|
|
|
|
#ifdef __cplusplus
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#include "close_code.h"
|
|
|
|
|
2016-11-21 05:34:54 +00:00
|
|
|
#endif /* SDL_joystick_h_ */
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|