mirror of https://github.com/encounter/SDL.git
371 lines
12 KiB
C
371 lines
12 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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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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#ifndef SDL_gamecontroller_h_
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#define SDL_gamecontroller_h_
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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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/**
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* The gamecontroller structure used to identify an SDL game controller
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*/
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struct _SDL_GameController;
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typedef struct _SDL_GameController SDL_GameController;
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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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* for (int i = 0; i < nJoysticks; i++) {
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* if (SDL_IsGameController(i)) {
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* nGameControllers++;
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* }
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* }
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*
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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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* 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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* "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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*
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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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extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
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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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extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
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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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extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
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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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/**
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* Get a mapping string for a GUID
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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_GameControllerMappingForGUID(SDL_JoystickGUID guid);
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/**
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* Get a mapping string for an open GameController
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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_GameControllerMapping(SDL_GameController * gamecontroller);
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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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/**
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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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/**
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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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/**
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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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/**
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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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/**
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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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/**
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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
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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.
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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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/**
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* Get the current state of an axis control on a game controller.
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*
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* The state is a value ranging from -32768 to 32767 (except for the triggers,
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* which range from 0 to 32767).
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*
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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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/**
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* The list of buttons available from a controller
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*/
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typedef enum
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{
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SDL_CONTROLLER_BUTTON_INVALID = -1,
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SDL_CONTROLLER_BUTTON_A,
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SDL_CONTROLLER_BUTTON_B,
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SDL_CONTROLLER_BUTTON_X,
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SDL_CONTROLLER_BUTTON_Y,
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SDL_CONTROLLER_BUTTON_BACK,
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SDL_CONTROLLER_BUTTON_GUIDE,
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SDL_CONTROLLER_BUTTON_START,
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SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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SDL_CONTROLLER_BUTTON_DPAD_UP,
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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_MAX
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} SDL_GameControllerButton;
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/**
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* turn this string into a button mapping
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*/
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extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
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/**
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* turn this button enum into a string mapping
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*/
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extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
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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_GameControllerGetBindForButton(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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*
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* The button indices start at index 0.
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*/
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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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* Close a controller previously opened with SDL_GameControllerOpen().
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*/
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extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_gamecontroller_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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