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https://github.com/encounter/SDL.git
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Added support for the touchpad on PS4 and PS5 controllers
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@@ -125,6 +125,9 @@ typedef enum
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SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
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SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
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SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
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SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */
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SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
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SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
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/* Touch events */
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SDL_FINGERDOWN = 0x700,
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@@ -415,6 +418,22 @@ typedef struct SDL_ControllerDeviceEvent
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Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
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} SDL_ControllerDeviceEvent;
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/**
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* \brief Game controller touchpad event structure (event.ctouchpad.*)
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*/
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typedef struct SDL_ControllerTouchpadEvent
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{
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Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
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SDL_JoystickID which; /**< The joystick instance id */
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int touchpad; /**< The index of the touchpad */
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int finger; /**< The index of the finger on the touchpad */
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float x; /**< Normalized in the range 0...1 with 0 being on the left */
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float y; /**< Normalized in the range 0...1 with 0 being at the top */
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float pressure; /**< Normalized in the range 0...1 */
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} SDL_ControllerTouchpadEvent;
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/**
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* \brief Audio device event structure (event.adevice.*)
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*/
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@@ -559,33 +578,34 @@ typedef struct SDL_SysWMEvent
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*/
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typedef union SDL_Event
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{
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Uint32 type; /**< Event type, shared with all events */
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SDL_CommonEvent common; /**< Common event data */
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SDL_DisplayEvent display; /**< Display event data */
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SDL_WindowEvent window; /**< Window event data */
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SDL_KeyboardEvent key; /**< Keyboard event data */
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SDL_TextEditingEvent edit; /**< Text editing event data */
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SDL_TextInputEvent text; /**< Text input event data */
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SDL_MouseMotionEvent motion; /**< Mouse motion event data */
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SDL_MouseButtonEvent button; /**< Mouse button event data */
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SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
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SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
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SDL_JoyBallEvent jball; /**< Joystick ball event data */
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SDL_JoyHatEvent jhat; /**< Joystick hat event data */
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SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
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SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
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SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
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SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
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SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
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SDL_AudioDeviceEvent adevice; /**< Audio device event data */
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SDL_SensorEvent sensor; /**< Sensor event data */
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SDL_QuitEvent quit; /**< Quit request event data */
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SDL_UserEvent user; /**< Custom event data */
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SDL_SysWMEvent syswm; /**< System dependent window event data */
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SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
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SDL_MultiGestureEvent mgesture; /**< Gesture event data */
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SDL_DollarGestureEvent dgesture; /**< Gesture event data */
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SDL_DropEvent drop; /**< Drag and drop event data */
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Uint32 type; /**< Event type, shared with all events */
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SDL_CommonEvent common; /**< Common event data */
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SDL_DisplayEvent display; /**< Display event data */
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SDL_WindowEvent window; /**< Window event data */
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SDL_KeyboardEvent key; /**< Keyboard event data */
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SDL_TextEditingEvent edit; /**< Text editing event data */
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SDL_TextInputEvent text; /**< Text input event data */
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SDL_MouseMotionEvent motion; /**< Mouse motion event data */
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SDL_MouseButtonEvent button; /**< Mouse button event data */
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SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
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SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
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SDL_JoyBallEvent jball; /**< Joystick ball event data */
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SDL_JoyHatEvent jhat; /**< Joystick hat event data */
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SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
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SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
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SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
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SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
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SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
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SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */
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SDL_AudioDeviceEvent adevice; /**< Audio device event data */
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SDL_SensorEvent sensor; /**< Sensor event data */
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SDL_QuitEvent quit; /**< Quit request event data */
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SDL_UserEvent user; /**< Custom event data */
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SDL_SysWMEvent syswm; /**< System dependent window event data */
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SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
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SDL_MultiGestureEvent mgesture; /**< Gesture event data */
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SDL_DollarGestureEvent dgesture; /**< Gesture event data */
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SDL_DropEvent drop; /**< Drag and drop event data */
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/* This is necessary for ABI compatibility between Visual C++ and GCC
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Visual C++ will respect the push pack pragma and use 52 bytes for
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@@ -330,6 +330,12 @@ 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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/**
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* Return whether a game controller has a given axis
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*/
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extern DECLSPEC SDL_bool SDLCALL
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SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
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/**
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* Get the current state of an axis control on a game controller.
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*
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@@ -339,8 +345,7 @@ SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
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* The axis indices start at index 0.
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*/
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extern DECLSPEC Sint16 SDLCALL
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SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
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SDL_GameControllerAxis axis);
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SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
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/**
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* The list of buttons available from a controller
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@@ -363,11 +368,12 @@ typedef enum
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SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
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SDL_CONTROLLER_BUTTON_MISC1, // Xbox Series X share button, PS4/PS5 touchpad button, Nintendo Switch Pro capture button
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SDL_CONTROLLER_BUTTON_PADDLE1, // Xbox Elite paddle P1
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SDL_CONTROLLER_BUTTON_PADDLE2, // Xbox Elite paddle P3
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SDL_CONTROLLER_BUTTON_PADDLE3, // Xbox Elite paddle P2
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SDL_CONTROLLER_BUTTON_PADDLE4, // Xbox Elite paddle P4
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SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
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SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
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SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
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SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
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SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
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SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
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SDL_CONTROLLER_BUTTON_MAX
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} SDL_GameControllerButton;
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@@ -388,6 +394,11 @@ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
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SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
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SDL_GameControllerButton button);
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/**
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* Return whether a game controller has a given button
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
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SDL_GameControllerButton button);
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/**
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* Get the current state of a button on a game controller.
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@@ -397,6 +408,21 @@ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
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extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
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SDL_GameControllerButton button);
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/**
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* Get the number of touchpads on a game controller.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
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/**
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* Get the number of supported simultaneous fingers on a touchpad on a game controller.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
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/**
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* Get the current state of a finger on a touchpad on a game controller.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
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/**
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* Start a rumble effect
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* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
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