2015-06-21 15:33:46 +00:00
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/*
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Simple DirectMedia Layer
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2020-01-17 04:49:25 +00:00
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Copyright (C) 1997-2020 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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2018-10-28 20:36:48 +00:00
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#ifndef SDL_joystick_c_h_
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#define SDL_joystick_c_h_
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2015-06-21 15:33:46 +00:00
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#include "../SDL_internal.h"
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/* Useful functions and variables from SDL_joystick.c */
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2019-11-22 21:12:12 +00:00
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#include "SDL_gamecontroller.h"
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2015-06-21 15:33:46 +00:00
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#include "SDL_joystick.h"
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2018-08-09 23:00:17 +00:00
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struct _SDL_JoystickDriver;
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2015-06-21 15:33:46 +00:00
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/* Initialization and shutdown functions */
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extern int SDL_JoystickInit(void);
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extern void SDL_JoystickQuit(void);
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2018-08-09 23:00:17 +00:00
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/* Function to get the next available joystick instance ID */
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extern SDL_JoystickID SDL_GetNextJoystickInstanceID(void);
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2015-06-21 15:33:46 +00:00
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/* Initialization and shutdown functions */
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2017-08-09 18:59:29 +00:00
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extern int SDL_GameControllerInitMappings(void);
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extern void SDL_GameControllerQuitMappings(void);
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2015-06-21 15:33:46 +00:00
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extern int SDL_GameControllerInit(void);
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extern void SDL_GameControllerQuit(void);
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2018-08-09 23:00:17 +00:00
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/* Function to get the joystick driver and device index for an API device index */
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extern SDL_bool SDL_GetDriverAndJoystickIndex(int device_index, struct _SDL_JoystickDriver **driver, int *driver_index);
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/* Function to return the device index for a joystick ID, or -1 if not found */
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extern int SDL_JoystickGetDeviceIndexFromInstanceID(SDL_JoystickID instance_id);
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2017-08-09 18:59:29 +00:00
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/* Function to extract information from an SDL joystick GUID */
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extern void SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version);
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2020-03-13 02:47:30 +00:00
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/* Function to standardize the name for a controller
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This should be freed with SDL_free() when no longer needed
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*/
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extern char *SDL_CreateJoystickName(Uint16 vendor, Uint16 product, const char *vendor_name, const char *product_name);
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2019-12-12 01:47:01 +00:00
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2019-11-22 21:12:12 +00:00
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/* Function to return the type of a controller */
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2020-11-25 06:25:26 +00:00
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extern SDL_GameControllerType SDL_GetJoystickGameControllerTypeFromVIDPID(Uint16 vendor, Uint16 product);
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2019-11-22 22:09:24 +00:00
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extern SDL_GameControllerType SDL_GetJoystickGameControllerTypeFromGUID(SDL_JoystickGUID guid, const char *name);
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2020-01-18 19:21:14 +00:00
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extern SDL_GameControllerType SDL_GetJoystickGameControllerType(const char *name, Uint16 vendor, Uint16 product, int interface_number, int interface_class, int interface_subclass, int interface_protocol);
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2018-08-09 23:00:17 +00:00
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2020-11-06 19:30:52 +00:00
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/* Function to return whether a joystick is an Xbox One Elite controller */
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extern SDL_bool SDL_IsJoystickXboxOneElite(Uint16 vendor_id, Uint16 product_id);
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2020-11-10 20:26:30 +00:00
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/* Function to return whether a joystick is an Xbox One Series X controller */
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extern SDL_bool SDL_IsJoystickXboxOneSeriesX(Uint16 vendor_id, Uint16 product_id);
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2020-11-06 19:30:52 +00:00
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/* Function to return whether a joystick is a PS4 controller */
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extern SDL_bool SDL_IsJoystickPS4(Uint16 vendor_id, Uint16 product_id);
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2020-11-05 23:02:54 +00:00
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/* Function to return whether a joystick is a PS5 controller */
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extern SDL_bool SDL_IsJoystickPS5(Uint16 vendor_id, Uint16 product_id);
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2018-08-09 23:00:17 +00:00
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/* Function to return whether a joystick is a Nintendo Switch Pro controller */
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2020-11-06 19:30:52 +00:00
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extern SDL_bool SDL_IsJoystickNintendoSwitchPro(Uint16 vendor_id, Uint16 product_id);
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2019-10-17 23:59:05 +00:00
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extern SDL_bool SDL_IsJoystickNintendoSwitchProInputOnly(Uint16 vendor_id, Uint16 product_id);
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2018-08-09 23:00:17 +00:00
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/* Function to return whether a joystick is a Steam Controller */
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extern SDL_bool SDL_IsJoystickSteamController(Uint16 vendor_id, Uint16 product_id);
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2018-09-17 18:35:22 +00:00
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/* Function to return whether a joystick guid comes from the XInput driver */
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extern SDL_bool SDL_IsJoystickXInput(SDL_JoystickGUID guid);
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2020-04-19 04:41:37 +00:00
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/* Function to return whether a joystick guid comes from the WGI driver */
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extern SDL_bool SDL_IsJoystickWGI(SDL_JoystickGUID guid);
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2018-09-17 18:35:22 +00:00
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/* Function to return whether a joystick guid comes from the HIDAPI driver */
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extern SDL_bool SDL_IsJoystickHIDAPI(SDL_JoystickGUID guid);
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2020-03-16 19:23:38 +00:00
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/* Function to return whether a joystick guid comes from the RAWINPUT driver */
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extern SDL_bool SDL_IsJoystickRAWINPUT(SDL_JoystickGUID guid);
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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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/* Function to return whether a joystick guid comes from the Virtual driver */
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extern SDL_bool SDL_IsJoystickVirtual(SDL_JoystickGUID guid);
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2018-08-09 23:00:17 +00:00
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/* Function to return whether a joystick should be ignored */
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extern SDL_bool SDL_ShouldIgnoreJoystick(const char *name, SDL_JoystickGUID guid);
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2017-08-09 18:59:29 +00:00
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/* Function to return whether a joystick name and GUID is a game controller */
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extern SDL_bool SDL_IsGameControllerNameAndGUID(const char *name, SDL_JoystickGUID guid);
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/* Function to return whether a game controller should be ignored */
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extern SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid);
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2018-03-19 21:42:51 +00:00
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/* Handle delayed guide button on a game controller */
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extern void SDL_GameControllerHandleDelayedGuideButton(SDL_Joystick *joystick);
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2015-06-21 15:33:46 +00:00
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/* Internal event queueing functions */
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2020-11-14 02:01:29 +00:00
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extern void SDL_PrivateJoystickAddTouchpad(SDL_Joystick *joystick, int nfingers);
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2020-11-17 18:30:20 +00:00
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extern void SDL_PrivateJoystickAddSensor(SDL_Joystick *joystick, SDL_SensorType type);
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2018-08-09 23:00:17 +00:00
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extern void SDL_PrivateJoystickAdded(SDL_JoystickID device_instance);
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2016-08-26 19:18:08 +00:00
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extern void SDL_PrivateJoystickRemoved(SDL_JoystickID device_instance);
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2020-11-14 02:01:29 +00:00
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extern int SDL_PrivateJoystickAxis(SDL_Joystick *joystick,
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2015-06-21 15:33:46 +00:00
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Uint8 axis, Sint16 value);
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2020-11-14 02:01:29 +00:00
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extern int SDL_PrivateJoystickBall(SDL_Joystick *joystick,
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2015-06-21 15:33:46 +00:00
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Uint8 ball, Sint16 xrel, Sint16 yrel);
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2020-11-14 02:01:29 +00:00
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extern int SDL_PrivateJoystickHat(SDL_Joystick *joystick,
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2015-06-21 15:33:46 +00:00
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Uint8 hat, Uint8 value);
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2020-11-14 02:01:29 +00:00
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extern int SDL_PrivateJoystickButton(SDL_Joystick *joystick,
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2015-06-21 15:33:46 +00:00
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Uint8 button, Uint8 state);
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2020-11-14 02:01:29 +00:00
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extern int SDL_PrivateJoystickTouchpad(SDL_Joystick *joystick,
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int touchpad, int finger, Uint8 state, float x, float y, float pressure);
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2020-11-17 18:30:20 +00:00
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extern int SDL_PrivateJoystickSensor(SDL_Joystick *joystick,
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SDL_SensorType type, const float *data, int num_values);
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2020-11-14 02:01:29 +00:00
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extern void SDL_PrivateJoystickBatteryLevel(SDL_Joystick *joystick,
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2016-08-26 19:18:08 +00:00
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SDL_JoystickPowerLevel ePowerLevel);
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2015-06-21 15:33:46 +00:00
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/* Internal sanity checking functions */
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2020-11-14 02:01:29 +00:00
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extern SDL_bool SDL_PrivateJoystickValid(SDL_Joystick *joystick);
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2015-06-21 15:33:46 +00:00
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2020-05-29 20:37:21 +00:00
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typedef enum
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{
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EMappingKind_None = 0,
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EMappingKind_Button = 1,
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EMappingKind_Axis = 2,
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EMappingKind_Hat = 3
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} EMappingKind;
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typedef struct _SDL_InputMapping
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{
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EMappingKind kind;
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Uint8 target;
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} SDL_InputMapping;
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typedef struct _SDL_GamepadMapping
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{
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SDL_InputMapping a;
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SDL_InputMapping b;
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SDL_InputMapping x;
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SDL_InputMapping y;
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SDL_InputMapping back;
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SDL_InputMapping guide;
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SDL_InputMapping start;
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SDL_InputMapping leftstick;
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SDL_InputMapping rightstick;
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SDL_InputMapping leftshoulder;
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SDL_InputMapping rightshoulder;
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SDL_InputMapping dpup;
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SDL_InputMapping dpdown;
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SDL_InputMapping dpleft;
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SDL_InputMapping dpright;
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SDL_InputMapping leftx;
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SDL_InputMapping lefty;
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SDL_InputMapping rightx;
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SDL_InputMapping righty;
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SDL_InputMapping lefttrigger;
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SDL_InputMapping righttrigger;
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} SDL_GamepadMapping;
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/* Function to get autodetected gamepad controller mapping from the driver */
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extern SDL_bool SDL_PrivateJoystickGetAutoGamepadMapping(int device_index,
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SDL_GamepadMapping *out);
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2018-10-28 20:36:48 +00:00
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#endif /* SDL_joystick_c_h_ */
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2015-06-21 15:33:46 +00:00
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/* vi: set ts=4 sw=4 expandtab: */
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