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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/**
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* \file SDL_gamecontroller.h
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*
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* Include file for SDL game controller event handling
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*/
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2016-11-21 05:34:54 +00:00
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#ifndef SDL_gamecontroller_h_
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#define SDL_gamecontroller_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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#include "SDL_rwops.h"
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#include "SDL_joystick.h"
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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_gamecontroller.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_GAMECONTROLLER flag. This causes SDL to scan the system
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* for game controllers, and load appropriate drivers.
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*
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* If you would like to receive controller 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 gamecontroller structure used to identify an SDL game controller
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*/
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2015-06-21 15:33:46 +00:00
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struct _SDL_GameController;
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typedef struct _SDL_GameController SDL_GameController;
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2019-11-22 21:12:12 +00:00
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typedef enum
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{
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SDL_CONTROLLER_TYPE_UNKNOWN = 0,
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SDL_CONTROLLER_TYPE_XBOX360,
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SDL_CONTROLLER_TYPE_XBOXONE,
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SDL_CONTROLLER_TYPE_PS3,
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SDL_CONTROLLER_TYPE_PS4,
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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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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
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2020-11-05 23:02:54 +00:00
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SDL_CONTROLLER_TYPE_VIRTUAL,
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SDL_CONTROLLER_TYPE_PS5
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2019-11-22 21:12:12 +00:00
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} SDL_GameControllerType;
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2015-06-21 15:33:46 +00:00
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typedef enum
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{
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SDL_CONTROLLER_BINDTYPE_NONE = 0,
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SDL_CONTROLLER_BINDTYPE_BUTTON,
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SDL_CONTROLLER_BINDTYPE_AXIS,
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SDL_CONTROLLER_BINDTYPE_HAT
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} SDL_GameControllerBindType;
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/**
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* Get the SDL joystick layer binding for this controller button/axis mapping
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*/
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typedef struct SDL_GameControllerButtonBind
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{
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SDL_GameControllerBindType bindType;
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union
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{
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int button;
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int axis;
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struct {
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int hat;
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int hat_mask;
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} hat;
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} value;
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} SDL_GameControllerButtonBind;
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/**
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* To count the number of game controllers in the system for the following:
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* int nJoysticks = SDL_NumJoysticks();
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* int nGameControllers = 0;
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2016-11-11 01:19:34 +00:00
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* for (int i = 0; i < nJoysticks; i++) {
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* if (SDL_IsGameController(i)) {
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2015-06-21 15:33:46 +00:00
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* nGameControllers++;
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* }
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* }
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*
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2016-08-03 20:30:31 +00:00
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* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
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2015-06-21 15:33:46 +00:00
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* guid,name,mappings
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*
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* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
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* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
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* The mapping format for joystick is:
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* bX - a joystick button, index X
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* hX.Y - hat X with value Y
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* aX - axis X of the joystick
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* Buttons can be used as a controller axis and vice versa.
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*
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* This string shows an example of a valid mapping for a controller
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2016-11-11 01:19:34 +00:00
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* "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
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2015-06-21 15:33:46 +00:00
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*
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*/
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/**
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* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
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* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
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*
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* If \c freerw is non-zero, the stream will be closed after being read.
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*
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* \return number of mappings added, -1 on error
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*/
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2016-11-11 01:19:34 +00:00
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
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2015-06-21 15:33:46 +00:00
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/**
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* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
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*
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* Convenience macro.
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*/
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#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
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/**
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* Add or update an existing mapping configuration
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*
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* \return 1 if mapping is added, 0 if updated, -1 on error
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*/
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2016-11-11 01:19:34 +00:00
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
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2015-06-21 15:33:46 +00:00
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2016-11-29 14:36:57 +00:00
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/**
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* Get the number of mappings installed
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*
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* \return the number of mappings
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*/
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2016-12-26 10:12:21 +00:00
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extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
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2016-11-29 14:36:57 +00:00
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/**
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* Get the mapping at a particular index.
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*
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
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*/
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
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2015-06-21 15:33:46 +00:00
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/**
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* Get a mapping string for a GUID
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*
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2016-08-03 20:30:31 +00:00
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
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2015-06-21 15:33:46 +00:00
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*/
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2016-11-11 01:19:34 +00:00
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
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2015-06-21 15:33:46 +00:00
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/**
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* Get a mapping string for an open GameController
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*
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2016-08-03 20:30:31 +00:00
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
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2015-06-21 15:33:46 +00:00
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*/
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2016-11-11 01:19:34 +00:00
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extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
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2015-06-21 15:33:46 +00:00
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/**
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* Is the joystick on this index supported by the game controller interface?
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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/**
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* Get the implementation dependent name of a game controller.
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* This can be called before any controllers are opened.
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* If no name can be found, this function returns NULL.
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
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2019-11-22 21:12:12 +00:00
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/**
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* Get the type of a game controller.
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* This can be called before any controllers are opened.
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*/
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extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
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2018-03-07 21:30:40 +00:00
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/**
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* Get the mapping of a game controller.
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* This can be called before any controllers are opened.
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*
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
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*/
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extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
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2015-06-21 15:33:46 +00:00
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/**
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* Open a game controller for use.
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* The index passed as an argument refers to the N'th game controller on the system.
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* This index is not the value which will identify this controller in future
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* controller events. The joystick's instance id (::SDL_JoystickID) will be
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* used there instead.
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*
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* \return A controller identifier, or NULL if an error occurred.
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*/
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
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2015-11-14 17:35:45 +00:00
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/**
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* Return the SDL_GameController associated with an instance id.
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*/
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
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2019-12-21 04:12:03 +00:00
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/**
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* Return the SDL_GameController associated with a player index.
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*/
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
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2015-06-21 15:33:46 +00:00
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/**
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* Return the name for this currently opened controller
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
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2019-11-22 21:12:12 +00:00
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/**
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* Return the type of this currently opened controller
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*/
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extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
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2018-10-25 23:53:14 +00:00
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/**
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* Get the player index of an opened game controller, or -1 if it's not available
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*
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* For XInput controllers this returns the XInput user index.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
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2019-12-21 04:12:03 +00:00
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/**
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* Set the player index of an opened game controller
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*/
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extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
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2016-11-11 01:19:34 +00:00
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/**
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* Get the USB vendor ID of an opened controller, if available.
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* If the vendor ID isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
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/**
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* Get the USB product ID of an opened controller, if available.
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* If the product ID isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
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/**
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* Get the product version of an opened controller, if available.
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* If the product version isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
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2015-06-21 15:33:46 +00:00
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/**
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* Returns SDL_TRUE if the controller has been opened and currently connected,
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* or SDL_FALSE if it has not.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
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/**
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* Get the underlying joystick object used by a controller
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*/
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extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
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/**
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* Enable/disable controller event polling.
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*
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* If controller events are disabled, you must call SDL_GameControllerUpdate()
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* yourself and check the state of the controller when you want controller
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* information.
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*
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* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
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|
*/
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extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
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/**
|
|
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|
* Update the current state of the open game controllers.
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*
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* This is called automatically by the event loop if any game controller
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* events are enabled.
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*/
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extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
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/**
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* The list of axes available from a controller
|
2016-12-27 17:59:36 +00:00
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*
|
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|
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
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* and are centered within ~8000 of zero, though advanced UI will allow users to set
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* or autodetect the dead zone, which varies between controllers.
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*
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* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
|
2015-06-21 15:33:46 +00:00
|
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|
*/
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|
typedef enum
|
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|
{
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SDL_CONTROLLER_AXIS_INVALID = -1,
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|
SDL_CONTROLLER_AXIS_LEFTX,
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|
SDL_CONTROLLER_AXIS_LEFTY,
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SDL_CONTROLLER_AXIS_RIGHTX,
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SDL_CONTROLLER_AXIS_RIGHTY,
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SDL_CONTROLLER_AXIS_TRIGGERLEFT,
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SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
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SDL_CONTROLLER_AXIS_MAX
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|
} SDL_GameControllerAxis;
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/**
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|
* turn this string into a axis mapping
|
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|
|
*/
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|
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
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|
/**
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|
* turn this axis enum into a string mapping
|
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|
|
*/
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|
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
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|
/**
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|
* Get the SDL joystick layer binding for this controller button mapping
|
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|
|
*/
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|
|
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
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|
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
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|
|
SDL_GameControllerAxis axis);
|
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|
2020-11-14 02:01:29 +00:00
|
|
|
/**
|
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|
* Return whether a game controller has a given axis
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL
|
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|
|
SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/**
|
|
|
|
* Get the current state of an axis control on a game controller.
|
|
|
|
*
|
|
|
|
* The state is a value ranging from -32768 to 32767 (except for the triggers,
|
|
|
|
* which range from 0 to 32767).
|
|
|
|
*
|
|
|
|
* The axis indices start at index 0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC Sint16 SDLCALL
|
2020-11-14 02:01:29 +00:00
|
|
|
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* The list of buttons available from a controller
|
|
|
|
*/
|
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
SDL_CONTROLLER_BUTTON_INVALID = -1,
|
|
|
|
SDL_CONTROLLER_BUTTON_A,
|
|
|
|
SDL_CONTROLLER_BUTTON_B,
|
|
|
|
SDL_CONTROLLER_BUTTON_X,
|
|
|
|
SDL_CONTROLLER_BUTTON_Y,
|
|
|
|
SDL_CONTROLLER_BUTTON_BACK,
|
|
|
|
SDL_CONTROLLER_BUTTON_GUIDE,
|
|
|
|
SDL_CONTROLLER_BUTTON_START,
|
|
|
|
SDL_CONTROLLER_BUTTON_LEFTSTICK,
|
|
|
|
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
|
|
|
|
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
|
|
|
|
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
|
|
|
|
SDL_CONTROLLER_BUTTON_DPAD_UP,
|
|
|
|
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
|
|
|
|
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
|
|
|
|
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
|
2020-11-14 02:01:29 +00:00
|
|
|
SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
|
|
|
|
SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
|
|
|
|
SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
|
|
|
|
SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
|
|
|
|
SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
|
|
|
|
SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
|
2015-06-21 15:33:46 +00:00
|
|
|
SDL_CONTROLLER_BUTTON_MAX
|
|
|
|
} SDL_GameControllerButton;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* turn this string into a button mapping
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* turn this button enum into a string mapping
|
|
|
|
*/
|
|
|
|
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the SDL joystick layer binding for this controller button mapping
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
|
|
|
|
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
|
|
|
|
SDL_GameControllerButton button);
|
|
|
|
|
2020-11-14 02:01:29 +00:00
|
|
|
/**
|
|
|
|
* Return whether a game controller has a given button
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
|
|
|
|
SDL_GameControllerButton button);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the current state of a button on a game controller.
|
|
|
|
*
|
|
|
|
* The button indices start at index 0.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
|
|
|
|
SDL_GameControllerButton button);
|
|
|
|
|
2020-11-14 02:01:29 +00:00
|
|
|
/**
|
|
|
|
* Get the number of touchpads on a game controller.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the number of supported simultaneous fingers on a touchpad on a game controller.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the current state of a finger on a touchpad on a game controller.
|
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
|
|
|
|
|
2018-08-09 23:00:17 +00:00
|
|
|
/**
|
2020-11-12 02:57:37 +00:00
|
|
|
* Start a rumble effect
|
2018-08-09 23:00:17 +00:00
|
|
|
* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
|
|
|
|
*
|
|
|
|
* \param gamecontroller The controller to vibrate
|
|
|
|
* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
|
|
|
|
* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
|
|
|
|
* \param duration_ms The duration of the rumble effect, in milliseconds
|
|
|
|
*
|
2020-11-12 02:57:37 +00:00
|
|
|
* \return 0, or -1 if rumble isn't supported on this controller
|
2018-08-09 23:00:17 +00:00
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
|
|
|
|
|
2020-11-12 02:57:37 +00:00
|
|
|
/**
|
|
|
|
* Start a rumble effect in the game controller's triggers
|
|
|
|
* Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
|
|
|
|
*
|
|
|
|
* \param gamecontroller The controller 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
|
|
|
|
*
|
|
|
|
* \return 0, or -1 if rumble isn't supported on this controller
|
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
|
|
|
|
|
2020-11-05 19:07:54 +00:00
|
|
|
/**
|
|
|
|
* Return whether a controller has an LED
|
|
|
|
*
|
|
|
|
* \param gamecontroller The controller to query
|
|
|
|
*
|
|
|
|
* \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
|
|
|
|
*/
|
|
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
|
|
|
|
|
2020-04-30 15:57:29 +00:00
|
|
|
/**
|
|
|
|
* Update a controller's LED color.
|
|
|
|
*
|
2020-11-09 18:29:10 +00:00
|
|
|
* \param gamecontroller The controller to update
|
2020-04-30 15:57:29 +00:00
|
|
|
* \param red The intensity of the red LED
|
|
|
|
* \param green The intensity of the green LED
|
|
|
|
* \param blue The intensity of the blue LED
|
|
|
|
*
|
|
|
|
* \return 0, or -1 if this controller does not have a modifiable LED
|
|
|
|
*/
|
|
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/**
|
|
|
|
* Close a controller previously opened with SDL_GameControllerOpen().
|
|
|
|
*/
|
|
|
|
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
|
|
|
|
|
|
|
|
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
|
|
#ifdef __cplusplus
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#include "close_code.h"
|
|
|
|
|
2016-11-21 05:34:54 +00:00
|
|
|
#endif /* SDL_gamecontroller_h_ */
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|