1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> |
4 | |
5 | This software is provided 'as-is', without any express or implied |
6 | warranty. In no event will the authors be held liable for any damages |
7 | arising from the use of this software. |
8 | |
9 | Permission is granted to anyone to use this software for any purpose, |
10 | including commercial applications, and to alter it and redistribute it |
11 | freely, subject to the following restrictions: |
12 | |
13 | 1. The origin of this software must not be misrepresented; you must not |
14 | claim that you wrote the original software. If you use this software |
15 | in a product, an acknowledgment in the product documentation would be |
16 | appreciated but is not required. |
17 | 2. Altered source versions must be plainly marked as such, and must not be |
18 | misrepresented as being the original software. |
19 | 3. This notice may not be removed or altered from any source distribution. |
20 | */ |
21 | |
22 | /** |
23 | * # CategoryGamepad |
24 | * |
25 | * SDL provides a low-level joystick API, which just treats joysticks as an |
26 | * arbitrary pile of buttons, axes, and hat switches. If you're planning to |
27 | * write your own control configuration screen, this can give you a lot of |
28 | * flexibility, but that's a lot of work, and most things that we consider |
29 | * "joysticks" now are actually console-style gamepads. So SDL provides the |
30 | * gamepad API on top of the lower-level joystick functionality. |
31 | * |
32 | * The difference between a joystick and a gamepad is that a gamepad tells you |
33 | * _where_ a button or axis is on the device. You don't speak to gamepads in |
34 | * terms of arbitrary numbers like "button 3" or "axis 2" but in standard |
35 | * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or |
36 | * X/O/Square/Triangle, if you will). |
37 | * |
38 | * One turns a joystick into a gamepad by providing a magic configuration |
39 | * string, which tells SDL the details of a specific device: when you see this |
40 | * specific hardware, if button 2 gets pressed, this is actually D-Pad Up, |
41 | * etc. |
42 | * |
43 | * SDL has many popular controllers configured out of the box, and users can |
44 | * add their own controller details through an environment variable if it's |
45 | * otherwise unknown to SDL. |
46 | * |
47 | * In order to use these functions, SDL_Init() must have been called with the |
48 | * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and |
49 | * load appropriate drivers. |
50 | * |
51 | * If you would like to receive gamepad updates while the application is in |
52 | * the background, you should set the following hint before calling |
53 | * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
54 | * |
55 | * Gamepads support various optional features such as rumble, color LEDs, |
56 | * touchpad, gyro, etc. The support for these features varies depending on the |
57 | * controller and OS support available. You can check for LED and rumble |
58 | * capabilities at runtime by calling SDL_GetGamepadProperties() and checking |
59 | * the various capability properties. You can check for touchpad by calling |
60 | * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by |
61 | * calling SDL_GamepadHasSensor(). |
62 | * |
63 | * By default SDL will try to use the most capable driver available, but you |
64 | * can tune which OS drivers to use with the various joystick hints in |
65 | * SDL_hints.h. |
66 | * |
67 | * Your application should always support gamepad hotplugging. On some |
68 | * platforms like Xbox, Steam Deck, etc., this is a requirement for |
69 | * certification. On other platforms, like macOS and Windows when using |
70 | * Windows.Gaming.Input, controllers may not be available at startup and will |
71 | * come in at some point after you've started processing events. |
72 | */ |
73 | |
74 | #ifndef SDL_gamepad_h_ |
75 | #define SDL_gamepad_h_ |
76 | |
77 | #include <SDL3/SDL_stdinc.h> |
78 | #include <SDL3/SDL_error.h> |
79 | #include <SDL3/SDL_guid.h> |
80 | #include <SDL3/SDL_iostream.h> |
81 | #include <SDL3/SDL_joystick.h> |
82 | #include <SDL3/SDL_power.h> |
83 | #include <SDL3/SDL_properties.h> |
84 | #include <SDL3/SDL_sensor.h> |
85 | |
86 | #include <SDL3/SDL_begin_code.h> |
87 | /* Set up for C function definitions, even when using C++ */ |
88 | #ifdef __cplusplus |
89 | extern "C" { |
90 | #endif |
91 | |
92 | /** |
93 | * The structure used to identify an SDL gamepad |
94 | * |
95 | * \since This struct is available since SDL 3.2.0. |
96 | */ |
97 | typedef struct SDL_Gamepad SDL_Gamepad; |
98 | |
99 | /** |
100 | * Standard gamepad types. |
101 | * |
102 | * This type does not necessarily map to first-party controllers from |
103 | * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report |
104 | * as these, either because they were designed for a specific console, or they |
105 | * simply most closely match that console's controllers (does it have A/B/X/Y |
106 | * buttons or X/O/Square/Triangle? Does it have a touchpad? etc). |
107 | */ |
108 | typedef enum SDL_GamepadType |
109 | { |
110 | SDL_GAMEPAD_TYPE_UNKNOWN = 0, |
111 | SDL_GAMEPAD_TYPE_STANDARD, |
112 | SDL_GAMEPAD_TYPE_XBOX360, |
113 | SDL_GAMEPAD_TYPE_XBOXONE, |
114 | SDL_GAMEPAD_TYPE_PS3, |
115 | SDL_GAMEPAD_TYPE_PS4, |
116 | SDL_GAMEPAD_TYPE_PS5, |
117 | SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO, |
118 | SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, |
119 | SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, |
120 | SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR, |
121 | SDL_GAMEPAD_TYPE_COUNT |
122 | } SDL_GamepadType; |
123 | |
124 | /** |
125 | * The list of buttons available on a gamepad |
126 | * |
127 | * For controllers that use a diamond pattern for the face buttons, the |
128 | * south/east/west/north buttons below correspond to the locations in the |
129 | * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo |
130 | * Switch controllers, this would be B/A/Y/X, for PlayStation controllers this |
131 | * would be Cross/Circle/Square/Triangle. |
132 | * |
133 | * For controllers that don't use a diamond pattern for the face buttons, the |
134 | * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or |
135 | * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, |
136 | * secondary, etc. buttons. |
137 | * |
138 | * The activate action is often the south button and the cancel action is |
139 | * often the east button, but in some regions this is reversed, so your game |
140 | * should allow remapping actions based on user preferences. |
141 | * |
142 | * You can query the labels for the face buttons using |
143 | * SDL_GetGamepadButtonLabel() |
144 | * |
145 | * \since This enum is available since SDL 3.2.0. |
146 | */ |
147 | typedef enum SDL_GamepadButton |
148 | { |
149 | SDL_GAMEPAD_BUTTON_INVALID = -1, |
150 | SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */ |
151 | SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */ |
152 | SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */ |
153 | SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */ |
154 | SDL_GAMEPAD_BUTTON_BACK, |
155 | SDL_GAMEPAD_BUTTON_GUIDE, |
156 | SDL_GAMEPAD_BUTTON_START, |
157 | SDL_GAMEPAD_BUTTON_LEFT_STICK, |
158 | SDL_GAMEPAD_BUTTON_RIGHT_STICK, |
159 | SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, |
160 | SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, |
161 | SDL_GAMEPAD_BUTTON_DPAD_UP, |
162 | SDL_GAMEPAD_BUTTON_DPAD_DOWN, |
163 | SDL_GAMEPAD_BUTTON_DPAD_LEFT, |
164 | SDL_GAMEPAD_BUTTON_DPAD_RIGHT, |
165 | SDL_GAMEPAD_BUTTON_MISC1, /**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */ |
166 | SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */ |
167 | SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */ |
168 | SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */ |
169 | SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */ |
170 | SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */ |
171 | SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */ |
172 | SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button */ |
173 | SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button */ |
174 | SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */ |
175 | SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */ |
176 | SDL_GAMEPAD_BUTTON_COUNT |
177 | } SDL_GamepadButton; |
178 | |
179 | /** |
180 | * The set of gamepad button labels |
181 | * |
182 | * This isn't a complete set, just the face buttons to make it easy to show |
183 | * button prompts. |
184 | * |
185 | * For a complete set, you should look at the button and gamepad type and have |
186 | * a set of symbols that work well with your art style. |
187 | * |
188 | * \since This enum is available since SDL 3.2.0. |
189 | */ |
190 | typedef enum SDL_GamepadButtonLabel |
191 | { |
192 | SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN, |
193 | SDL_GAMEPAD_BUTTON_LABEL_A, |
194 | SDL_GAMEPAD_BUTTON_LABEL_B, |
195 | SDL_GAMEPAD_BUTTON_LABEL_X, |
196 | SDL_GAMEPAD_BUTTON_LABEL_Y, |
197 | SDL_GAMEPAD_BUTTON_LABEL_CROSS, |
198 | SDL_GAMEPAD_BUTTON_LABEL_CIRCLE, |
199 | SDL_GAMEPAD_BUTTON_LABEL_SQUARE, |
200 | SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE |
201 | } SDL_GamepadButtonLabel; |
202 | |
203 | /** |
204 | * The list of axes available on a gamepad |
205 | * |
206 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to |
207 | * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though |
208 | * advanced UI will allow users to set or autodetect the dead zone, which |
209 | * varies between gamepads. |
210 | * |
211 | * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully |
212 | * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the |
213 | * same range that will be reported by the lower-level SDL_GetJoystickAxis(). |
214 | * |
215 | * \since This enum is available since SDL 3.2.0. |
216 | */ |
217 | typedef enum SDL_GamepadAxis |
218 | { |
219 | SDL_GAMEPAD_AXIS_INVALID = -1, |
220 | SDL_GAMEPAD_AXIS_LEFTX, |
221 | SDL_GAMEPAD_AXIS_LEFTY, |
222 | SDL_GAMEPAD_AXIS_RIGHTX, |
223 | SDL_GAMEPAD_AXIS_RIGHTY, |
224 | SDL_GAMEPAD_AXIS_LEFT_TRIGGER, |
225 | SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, |
226 | SDL_GAMEPAD_AXIS_COUNT |
227 | } SDL_GamepadAxis; |
228 | |
229 | /** |
230 | * Types of gamepad control bindings. |
231 | * |
232 | * A gamepad is a collection of bindings that map arbitrary joystick buttons, |
233 | * axes and hat switches to specific positions on a generic console-style |
234 | * gamepad. This enum is used as part of SDL_GamepadBinding to specify those |
235 | * mappings. |
236 | * |
237 | * \since This enum is available since SDL 3.2.0. |
238 | */ |
239 | typedef enum SDL_GamepadBindingType |
240 | { |
241 | SDL_GAMEPAD_BINDTYPE_NONE = 0, |
242 | SDL_GAMEPAD_BINDTYPE_BUTTON, |
243 | SDL_GAMEPAD_BINDTYPE_AXIS, |
244 | SDL_GAMEPAD_BINDTYPE_HAT |
245 | } SDL_GamepadBindingType; |
246 | |
247 | /** |
248 | * A mapping between one joystick input to a gamepad control. |
249 | * |
250 | * A gamepad has a collection of several bindings, to say, for example, when |
251 | * joystick button number 5 is pressed, that should be treated like the |
252 | * gamepad's "start" button. |
253 | * |
254 | * SDL has these bindings built-in for many popular controllers, and can add |
255 | * more with a simple text string. Those strings are parsed into a collection |
256 | * of these structs to make it easier to operate on the data. |
257 | * |
258 | * \since This struct is available since SDL 3.2.0. |
259 | * |
260 | * \sa SDL_GetGamepadBindings |
261 | */ |
262 | typedef struct SDL_GamepadBinding |
263 | { |
264 | SDL_GamepadBindingType input_type; |
265 | union |
266 | { |
267 | int button; |
268 | |
269 | struct |
270 | { |
271 | int axis; |
272 | int axis_min; |
273 | int axis_max; |
274 | } axis; |
275 | |
276 | struct |
277 | { |
278 | int hat; |
279 | int hat_mask; |
280 | } hat; |
281 | |
282 | } input; |
283 | |
284 | SDL_GamepadBindingType output_type; |
285 | union |
286 | { |
287 | SDL_GamepadButton button; |
288 | |
289 | struct |
290 | { |
291 | SDL_GamepadAxis axis; |
292 | int axis_min; |
293 | int axis_max; |
294 | } axis; |
295 | |
296 | } output; |
297 | } SDL_GamepadBinding; |
298 | |
299 | |
300 | /** |
301 | * Add support for gamepads that SDL is unaware of or change the binding of an |
302 | * existing gamepad. |
303 | * |
304 | * The mapping string has the format "GUID,name,mapping", where GUID is the |
305 | * string value from SDL_GUIDToString(), name is the human readable string for |
306 | * the device and mappings are gamepad mappings to joystick ones. Under |
307 | * Windows there is a reserved GUID of "xinput" that covers all XInput |
308 | * devices. The mapping format for joystick is: |
309 | * |
310 | * - `bX`: a joystick button, index X |
311 | * - `hX.Y`: hat X with value Y |
312 | * - `aX`: axis X of the joystick |
313 | * |
314 | * Buttons can be used as a gamepad axes and vice versa. |
315 | * |
316 | * If a device with this GUID is already plugged in, SDL will generate an |
317 | * SDL_EVENT_GAMEPAD_ADDED event. |
318 | * |
319 | * This string shows an example of a valid mapping for a gamepad: |
320 | * |
321 | * ```c |
322 | * "341a3608000000000000504944564944,Afterglow 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" |
323 | * ``` |
324 | * |
325 | * \param mapping the mapping string. |
326 | * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, |
327 | * -1 on failure; call SDL_GetError() for more information. |
328 | * |
329 | * \threadsafety It is safe to call this function from any thread. |
330 | * |
331 | * \since This function is available since SDL 3.2.0. |
332 | * |
333 | * \sa SDL_AddGamepadMappingsFromFile |
334 | * \sa SDL_AddGamepadMappingsFromIO |
335 | * \sa SDL_GetGamepadMapping |
336 | * \sa SDL_GetGamepadMappingForGUID |
337 | * \sa SDL_HINT_GAMECONTROLLERCONFIG |
338 | * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE |
339 | * \sa SDL_EVENT_GAMEPAD_ADDED |
340 | */ |
341 | extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping); |
342 | |
343 | /** |
344 | * Load a set of gamepad mappings from an SDL_IOStream. |
345 | * |
346 | * You can call this function several times, if needed, to load different |
347 | * database files. |
348 | * |
349 | * If a new mapping is loaded for an already known gamepad GUID, the later |
350 | * version will overwrite the one currently loaded. |
351 | * |
352 | * Any new mappings for already plugged in controllers will generate |
353 | * SDL_EVENT_GAMEPAD_ADDED events. |
354 | * |
355 | * Mappings not belonging to the current platform or with no platform field |
356 | * specified will be ignored (i.e. mappings for Linux will be ignored in |
357 | * Windows, etc). |
358 | * |
359 | * This function will load the text database entirely in memory before |
360 | * processing it, so take this into consideration if you are in a memory |
361 | * constrained environment. |
362 | * |
363 | * \param src the data stream for the mappings to be added. |
364 | * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even |
365 | * in the case of an error. |
366 | * \returns the number of mappings added or -1 on failure; call SDL_GetError() |
367 | * for more information. |
368 | * |
369 | * \threadsafety It is safe to call this function from any thread. |
370 | * |
371 | * \since This function is available since SDL 3.2.0. |
372 | * |
373 | * \sa SDL_AddGamepadMapping |
374 | * \sa SDL_AddGamepadMappingsFromFile |
375 | * \sa SDL_GetGamepadMapping |
376 | * \sa SDL_GetGamepadMappingForGUID |
377 | * \sa SDL_HINT_GAMECONTROLLERCONFIG |
378 | * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE |
379 | * \sa SDL_EVENT_GAMEPAD_ADDED |
380 | */ |
381 | extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio); |
382 | |
383 | /** |
384 | * Load a set of gamepad mappings from a file. |
385 | * |
386 | * You can call this function several times, if needed, to load different |
387 | * database files. |
388 | * |
389 | * If a new mapping is loaded for an already known gamepad GUID, the later |
390 | * version will overwrite the one currently loaded. |
391 | * |
392 | * Any new mappings for already plugged in controllers will generate |
393 | * SDL_EVENT_GAMEPAD_ADDED events. |
394 | * |
395 | * Mappings not belonging to the current platform or with no platform field |
396 | * specified will be ignored (i.e. mappings for Linux will be ignored in |
397 | * Windows, etc). |
398 | * |
399 | * \param file the mappings file to load. |
400 | * \returns the number of mappings added or -1 on failure; call SDL_GetError() |
401 | * for more information. |
402 | * |
403 | * \threadsafety It is safe to call this function from any thread. |
404 | * |
405 | * \since This function is available since SDL 3.2.0. |
406 | * |
407 | * \sa SDL_AddGamepadMapping |
408 | * \sa SDL_AddGamepadMappingsFromIO |
409 | * \sa SDL_GetGamepadMapping |
410 | * \sa SDL_GetGamepadMappingForGUID |
411 | * \sa SDL_HINT_GAMECONTROLLERCONFIG |
412 | * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE |
413 | * \sa SDL_EVENT_GAMEPAD_ADDED |
414 | */ |
415 | extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file); |
416 | |
417 | /** |
418 | * Reinitialize the SDL mapping database to its initial state. |
419 | * |
420 | * This will generate gamepad events as needed if device mappings change. |
421 | * |
422 | * \returns true on success or false on failure; call SDL_GetError() for more |
423 | * information. |
424 | * |
425 | * \since This function is available since SDL 3.2.0. |
426 | */ |
427 | extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void); |
428 | |
429 | /** |
430 | * Get the current gamepad mappings. |
431 | * |
432 | * \param count a pointer filled in with the number of mappings returned, can |
433 | * be NULL. |
434 | * \returns an array of the mapping strings, NULL-terminated, or NULL on |
435 | * failure; call SDL_GetError() for more information. This is a |
436 | * single allocation that should be freed with SDL_free() when it is |
437 | * no longer needed. |
438 | * |
439 | * \since This function is available since SDL 3.2.0. |
440 | */ |
441 | extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count); |
442 | |
443 | /** |
444 | * Get the gamepad mapping string for a given GUID. |
445 | * |
446 | * \param guid a structure containing the GUID for which a mapping is desired. |
447 | * \returns a mapping string or NULL on failure; call SDL_GetError() for more |
448 | * information. This should be freed with SDL_free() when it is no |
449 | * longer needed. |
450 | * |
451 | * \since This function is available since SDL 3.2.0. |
452 | * |
453 | * \sa SDL_GetJoystickGUIDForID |
454 | * \sa SDL_GetJoystickGUID |
455 | */ |
456 | extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid); |
457 | |
458 | /** |
459 | * Get the current mapping of a gamepad. |
460 | * |
461 | * Details about mappings are discussed with SDL_AddGamepadMapping(). |
462 | * |
463 | * \param gamepad the gamepad you want to get the current mapping for. |
464 | * \returns a string that has the gamepad's mapping or NULL if no mapping is |
465 | * available; call SDL_GetError() for more information. This should |
466 | * be freed with SDL_free() when it is no longer needed. |
467 | * |
468 | * \since This function is available since SDL 3.2.0. |
469 | * |
470 | * \sa SDL_AddGamepadMapping |
471 | * \sa SDL_GetGamepadMappingForID |
472 | * \sa SDL_GetGamepadMappingForGUID |
473 | * \sa SDL_SetGamepadMapping |
474 | */ |
475 | extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad); |
476 | |
477 | /** |
478 | * Set the current mapping of a joystick or gamepad. |
479 | * |
480 | * Details about mappings are discussed with SDL_AddGamepadMapping(). |
481 | * |
482 | * \param instance_id the joystick instance ID. |
483 | * \param mapping the mapping to use for this device, or NULL to clear the |
484 | * mapping. |
485 | * \returns true on success or false on failure; call SDL_GetError() for more |
486 | * information. |
487 | * |
488 | * \since This function is available since SDL 3.2.0. |
489 | * |
490 | * \sa SDL_AddGamepadMapping |
491 | * \sa SDL_GetGamepadMapping |
492 | */ |
493 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping); |
494 | |
495 | /** |
496 | * Return whether a gamepad is currently connected. |
497 | * |
498 | * \returns true if a gamepad is connected, false otherwise. |
499 | * |
500 | * \since This function is available since SDL 3.2.0. |
501 | * |
502 | * \sa SDL_GetGamepads |
503 | */ |
504 | extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void); |
505 | |
506 | /** |
507 | * Get a list of currently connected gamepads. |
508 | * |
509 | * \param count a pointer filled in with the number of gamepads returned, may |
510 | * be NULL. |
511 | * \returns a 0 terminated array of joystick instance IDs or NULL on failure; |
512 | * call SDL_GetError() for more information. This should be freed |
513 | * with SDL_free() when it is no longer needed. |
514 | * |
515 | * \since This function is available since SDL 3.2.0. |
516 | * |
517 | * \sa SDL_HasGamepad |
518 | * \sa SDL_OpenGamepad |
519 | */ |
520 | extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count); |
521 | |
522 | /** |
523 | * Check if the given joystick is supported by the gamepad interface. |
524 | * |
525 | * \param instance_id the joystick instance ID. |
526 | * \returns true if the given joystick is supported by the gamepad interface, |
527 | * false if it isn't or it's an invalid index. |
528 | * |
529 | * \since This function is available since SDL 3.2.0. |
530 | * |
531 | * \sa SDL_GetJoysticks |
532 | * \sa SDL_OpenGamepad |
533 | */ |
534 | extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id); |
535 | |
536 | /** |
537 | * Get the implementation dependent name of a gamepad. |
538 | * |
539 | * This can be called before any gamepads are opened. |
540 | * |
541 | * \param instance_id the joystick instance ID. |
542 | * \returns the name of the selected gamepad. If no name can be found, this |
543 | * function returns NULL; call SDL_GetError() for more information. |
544 | * |
545 | * \since This function is available since SDL 3.2.0. |
546 | * |
547 | * \sa SDL_GetGamepadName |
548 | * \sa SDL_GetGamepads |
549 | */ |
550 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id); |
551 | |
552 | /** |
553 | * Get the implementation dependent path of a gamepad. |
554 | * |
555 | * This can be called before any gamepads are opened. |
556 | * |
557 | * \param instance_id the joystick instance ID. |
558 | * \returns the path of the selected gamepad. If no path can be found, this |
559 | * function returns NULL; call SDL_GetError() for more information. |
560 | * |
561 | * \since This function is available since SDL 3.2.0. |
562 | * |
563 | * \sa SDL_GetGamepadPath |
564 | * \sa SDL_GetGamepads |
565 | */ |
566 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id); |
567 | |
568 | /** |
569 | * Get the player index of a gamepad. |
570 | * |
571 | * This can be called before any gamepads are opened. |
572 | * |
573 | * \param instance_id the joystick instance ID. |
574 | * \returns the player index of a gamepad, or -1 if it's not available. |
575 | * |
576 | * \since This function is available since SDL 3.2.0. |
577 | * |
578 | * \sa SDL_GetGamepadPlayerIndex |
579 | * \sa SDL_GetGamepads |
580 | */ |
581 | extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id); |
582 | |
583 | /** |
584 | * Get the implementation-dependent GUID of a gamepad. |
585 | * |
586 | * This can be called before any gamepads are opened. |
587 | * |
588 | * \param instance_id the joystick instance ID. |
589 | * \returns the GUID of the selected gamepad. If called on an invalid index, |
590 | * this function returns a zero GUID. |
591 | * |
592 | * \since This function is available since SDL 3.2.0. |
593 | * |
594 | * \sa SDL_GUIDToString |
595 | * \sa SDL_GetGamepads |
596 | */ |
597 | extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id); |
598 | |
599 | /** |
600 | * Get the USB vendor ID of a gamepad, if available. |
601 | * |
602 | * This can be called before any gamepads are opened. If the vendor ID isn't |
603 | * available this function returns 0. |
604 | * |
605 | * \param instance_id the joystick instance ID. |
606 | * \returns the USB vendor ID of the selected gamepad. If called on an invalid |
607 | * index, this function returns zero. |
608 | * |
609 | * \since This function is available since SDL 3.2.0. |
610 | * |
611 | * \sa SDL_GetGamepadVendor |
612 | * \sa SDL_GetGamepads |
613 | */ |
614 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID instance_id); |
615 | |
616 | /** |
617 | * Get the USB product ID of a gamepad, if available. |
618 | * |
619 | * This can be called before any gamepads are opened. If the product ID isn't |
620 | * available this function returns 0. |
621 | * |
622 | * \param instance_id the joystick instance ID. |
623 | * \returns the USB product ID of the selected gamepad. If called on an |
624 | * invalid index, this function returns zero. |
625 | * |
626 | * \since This function is available since SDL 3.2.0. |
627 | * |
628 | * \sa SDL_GetGamepadProduct |
629 | * \sa SDL_GetGamepads |
630 | */ |
631 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID instance_id); |
632 | |
633 | /** |
634 | * Get the product version of a gamepad, if available. |
635 | * |
636 | * This can be called before any gamepads are opened. If the product version |
637 | * isn't available this function returns 0. |
638 | * |
639 | * \param instance_id the joystick instance ID. |
640 | * \returns the product version of the selected gamepad. If called on an |
641 | * invalid index, this function returns zero. |
642 | * |
643 | * \since This function is available since SDL 3.2.0. |
644 | * |
645 | * \sa SDL_GetGamepadProductVersion |
646 | * \sa SDL_GetGamepads |
647 | */ |
648 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id); |
649 | |
650 | /** |
651 | * Get the type of a gamepad. |
652 | * |
653 | * This can be called before any gamepads are opened. |
654 | * |
655 | * \param instance_id the joystick instance ID. |
656 | * \returns the gamepad type. |
657 | * |
658 | * \since This function is available since SDL 3.2.0. |
659 | * |
660 | * \sa SDL_GetGamepadType |
661 | * \sa SDL_GetGamepads |
662 | * \sa SDL_GetRealGamepadTypeForID |
663 | */ |
664 | extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_JoystickID instance_id); |
665 | |
666 | /** |
667 | * Get the type of a gamepad, ignoring any mapping override. |
668 | * |
669 | * This can be called before any gamepads are opened. |
670 | * |
671 | * \param instance_id the joystick instance ID. |
672 | * \returns the gamepad type. |
673 | * |
674 | * \since This function is available since SDL 3.2.0. |
675 | * |
676 | * \sa SDL_GetGamepadTypeForID |
677 | * \sa SDL_GetGamepads |
678 | * \sa SDL_GetRealGamepadType |
679 | */ |
680 | extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id); |
681 | |
682 | /** |
683 | * Get the mapping of a gamepad. |
684 | * |
685 | * This can be called before any gamepads are opened. |
686 | * |
687 | * \param instance_id the joystick instance ID. |
688 | * \returns the mapping string. Returns NULL if no mapping is available. This |
689 | * should be freed with SDL_free() when it is no longer needed. |
690 | * |
691 | * \since This function is available since SDL 3.2.0. |
692 | * |
693 | * \sa SDL_GetGamepads |
694 | * \sa SDL_GetGamepadMapping |
695 | */ |
696 | extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id); |
697 | |
698 | /** |
699 | * Open a gamepad for use. |
700 | * |
701 | * \param instance_id the joystick instance ID. |
702 | * \returns a gamepad identifier or NULL if an error occurred; call |
703 | * SDL_GetError() for more information. |
704 | * |
705 | * \since This function is available since SDL 3.2.0. |
706 | * |
707 | * \sa SDL_CloseGamepad |
708 | * \sa SDL_IsGamepad |
709 | */ |
710 | extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id); |
711 | |
712 | /** |
713 | * Get the SDL_Gamepad associated with a joystick instance ID, if it has been |
714 | * opened. |
715 | * |
716 | * \param instance_id the joystick instance ID of the gamepad. |
717 | * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been |
718 | * opened yet; call SDL_GetError() for more information. |
719 | * |
720 | * \since This function is available since SDL 3.2.0. |
721 | */ |
722 | extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id); |
723 | |
724 | /** |
725 | * Get the SDL_Gamepad associated with a player index. |
726 | * |
727 | * \param player_index the player index, which different from the instance ID. |
728 | * \returns the SDL_Gamepad associated with a player index. |
729 | * |
730 | * \since This function is available since SDL 3.2.0. |
731 | * |
732 | * \sa SDL_GetGamepadPlayerIndex |
733 | * \sa SDL_SetGamepadPlayerIndex |
734 | */ |
735 | extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index); |
736 | |
737 | /** |
738 | * Get the properties associated with an opened gamepad. |
739 | * |
740 | * These properties are shared with the underlying joystick object. |
741 | * |
742 | * The following read-only properties are provided by SDL: |
743 | * |
744 | * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED |
745 | * that has adjustable brightness |
746 | * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED |
747 | * that has adjustable color |
748 | * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a |
749 | * player LED |
750 | * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has |
751 | * left/right rumble |
752 | * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has |
753 | * simple trigger rumble |
754 | * |
755 | * \param gamepad a gamepad identifier previously returned by |
756 | * SDL_OpenGamepad(). |
757 | * \returns a valid property ID on success or 0 on failure; call |
758 | * SDL_GetError() for more information. |
759 | * |
760 | * \since This function is available since SDL 3.2.0. |
761 | */ |
762 | extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad); |
763 | |
764 | #define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN |
765 | #define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN |
766 | #define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN |
767 | #define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN |
768 | #define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN |
769 | |
770 | /** |
771 | * Get the instance ID of an opened gamepad. |
772 | * |
773 | * \param gamepad a gamepad identifier previously returned by |
774 | * SDL_OpenGamepad(). |
775 | * \returns the instance ID of the specified gamepad on success or 0 on |
776 | * failure; call SDL_GetError() for more information. |
777 | * |
778 | * \since This function is available since SDL 3.2.0. |
779 | */ |
780 | extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad); |
781 | |
782 | /** |
783 | * Get the implementation-dependent name for an opened gamepad. |
784 | * |
785 | * \param gamepad a gamepad identifier previously returned by |
786 | * SDL_OpenGamepad(). |
787 | * \returns the implementation dependent name for the gamepad, or NULL if |
788 | * there is no name or the identifier passed is invalid. |
789 | * |
790 | * \since This function is available since SDL 3.2.0. |
791 | * |
792 | * \sa SDL_GetGamepadNameForID |
793 | */ |
794 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad); |
795 | |
796 | /** |
797 | * Get the implementation-dependent path for an opened gamepad. |
798 | * |
799 | * \param gamepad a gamepad identifier previously returned by |
800 | * SDL_OpenGamepad(). |
801 | * \returns the implementation dependent path for the gamepad, or NULL if |
802 | * there is no path or the identifier passed is invalid. |
803 | * |
804 | * \since This function is available since SDL 3.2.0. |
805 | * |
806 | * \sa SDL_GetGamepadPathForID |
807 | */ |
808 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad); |
809 | |
810 | /** |
811 | * Get the type of an opened gamepad. |
812 | * |
813 | * \param gamepad the gamepad object to query. |
814 | * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not |
815 | * available. |
816 | * |
817 | * \since This function is available since SDL 3.2.0. |
818 | * |
819 | * \sa SDL_GetGamepadTypeForID |
820 | */ |
821 | extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad); |
822 | |
823 | /** |
824 | * Get the type of an opened gamepad, ignoring any mapping override. |
825 | * |
826 | * \param gamepad the gamepad object to query. |
827 | * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not |
828 | * available. |
829 | * |
830 | * \since This function is available since SDL 3.2.0. |
831 | * |
832 | * \sa SDL_GetRealGamepadTypeForID |
833 | */ |
834 | extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad); |
835 | |
836 | /** |
837 | * Get the player index of an opened gamepad. |
838 | * |
839 | * For XInput gamepads this returns the XInput user index. |
840 | * |
841 | * \param gamepad the gamepad object to query. |
842 | * \returns the player index for gamepad, or -1 if it's not available. |
843 | * |
844 | * \since This function is available since SDL 3.2.0. |
845 | * |
846 | * \sa SDL_SetGamepadPlayerIndex |
847 | */ |
848 | extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad); |
849 | |
850 | /** |
851 | * Set the player index of an opened gamepad. |
852 | * |
853 | * \param gamepad the gamepad object to adjust. |
854 | * \param player_index player index to assign to this gamepad, or -1 to clear |
855 | * the player index and turn off player LEDs. |
856 | * \returns true on success or false on failure; call SDL_GetError() for more |
857 | * information. |
858 | * |
859 | * \since This function is available since SDL 3.2.0. |
860 | * |
861 | * \sa SDL_GetGamepadPlayerIndex |
862 | */ |
863 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index); |
864 | |
865 | /** |
866 | * Get the USB vendor ID of an opened gamepad, if available. |
867 | * |
868 | * If the vendor ID isn't available this function returns 0. |
869 | * |
870 | * \param gamepad the gamepad object to query. |
871 | * \returns the USB vendor ID, or zero if unavailable. |
872 | * |
873 | * \since This function is available since SDL 3.2.0. |
874 | * |
875 | * \sa SDL_GetGamepadVendorForID |
876 | */ |
877 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad); |
878 | |
879 | /** |
880 | * Get the USB product ID of an opened gamepad, if available. |
881 | * |
882 | * If the product ID isn't available this function returns 0. |
883 | * |
884 | * \param gamepad the gamepad object to query. |
885 | * \returns the USB product ID, or zero if unavailable. |
886 | * |
887 | * \since This function is available since SDL 3.2.0. |
888 | * |
889 | * \sa SDL_GetGamepadProductForID |
890 | */ |
891 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad); |
892 | |
893 | /** |
894 | * Get the product version of an opened gamepad, if available. |
895 | * |
896 | * If the product version isn't available this function returns 0. |
897 | * |
898 | * \param gamepad the gamepad object to query. |
899 | * \returns the USB product version, or zero if unavailable. |
900 | * |
901 | * \since This function is available since SDL 3.2.0. |
902 | * |
903 | * \sa SDL_GetGamepadProductVersionForID |
904 | */ |
905 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad); |
906 | |
907 | /** |
908 | * Get the firmware version of an opened gamepad, if available. |
909 | * |
910 | * If the firmware version isn't available this function returns 0. |
911 | * |
912 | * \param gamepad the gamepad object to query. |
913 | * \returns the gamepad firmware version, or zero if unavailable. |
914 | * |
915 | * \since This function is available since SDL 3.2.0. |
916 | */ |
917 | extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad); |
918 | |
919 | /** |
920 | * Get the serial number of an opened gamepad, if available. |
921 | * |
922 | * Returns the serial number of the gamepad, or NULL if it is not available. |
923 | * |
924 | * \param gamepad the gamepad object to query. |
925 | * \returns the serial number, or NULL if unavailable. |
926 | * |
927 | * \since This function is available since SDL 3.2.0. |
928 | */ |
929 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad); |
930 | |
931 | /** |
932 | * Get the Steam Input handle of an opened gamepad, if available. |
933 | * |
934 | * Returns an InputHandle_t for the gamepad that can be used with Steam Input |
935 | * API: https://partner.steamgames.com/doc/api/ISteamInput |
936 | * |
937 | * \param gamepad the gamepad object to query. |
938 | * \returns the gamepad handle, or 0 if unavailable. |
939 | * |
940 | * \since This function is available since SDL 3.2.0. |
941 | */ |
942 | extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad); |
943 | |
944 | /** |
945 | * Get the connection state of a gamepad. |
946 | * |
947 | * \param gamepad the gamepad object to query. |
948 | * \returns the connection state on success or |
949 | * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() |
950 | * for more information. |
951 | * |
952 | * \since This function is available since SDL 3.2.0. |
953 | */ |
954 | extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad); |
955 | |
956 | /** |
957 | * Get the battery state of a gamepad. |
958 | * |
959 | * You should never take a battery status as absolute truth. Batteries |
960 | * (especially failing batteries) are delicate hardware, and the values |
961 | * reported here are best estimates based on what that hardware reports. It's |
962 | * not uncommon for older batteries to lose stored power much faster than it |
963 | * reports, or completely drain when reporting it has 20 percent left, etc. |
964 | * |
965 | * \param gamepad the gamepad object to query. |
966 | * \param percent a pointer filled in with the percentage of battery life |
967 | * left, between 0 and 100, or NULL to ignore. This will be |
968 | * filled in with -1 we can't determine a value or there is no |
969 | * battery. |
970 | * \returns the current battery state. |
971 | * |
972 | * \since This function is available since SDL 3.2.0. |
973 | */ |
974 | extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent); |
975 | |
976 | /** |
977 | * Check if a gamepad has been opened and is currently connected. |
978 | * |
979 | * \param gamepad a gamepad identifier previously returned by |
980 | * SDL_OpenGamepad(). |
981 | * \returns true if the gamepad has been opened and is currently connected, or |
982 | * false if not. |
983 | * |
984 | * \since This function is available since SDL 3.2.0. |
985 | */ |
986 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad); |
987 | |
988 | /** |
989 | * Get the underlying joystick from a gamepad. |
990 | * |
991 | * This function will give you a SDL_Joystick object, which allows you to use |
992 | * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful |
993 | * for getting a joystick's position at any given time, even if it hasn't |
994 | * moved (moving it would produce an event, which would have the axis' value). |
995 | * |
996 | * The pointer returned is owned by the SDL_Gamepad. You should not call |
997 | * SDL_CloseJoystick() on it, for example, since doing so will likely cause |
998 | * SDL to crash. |
999 | * |
1000 | * \param gamepad the gamepad object that you want to get a joystick from. |
1001 | * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError() |
1002 | * for more information. |
1003 | * |
1004 | * \since This function is available since SDL 3.2.0. |
1005 | */ |
1006 | extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad); |
1007 | |
1008 | /** |
1009 | * Set the state of gamepad event processing. |
1010 | * |
1011 | * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself |
1012 | * and check the state of the gamepad when you want gamepad information. |
1013 | * |
1014 | * \param enabled whether to process gamepad events or not. |
1015 | * |
1016 | * \since This function is available since SDL 3.2.0. |
1017 | * |
1018 | * \sa SDL_GamepadEventsEnabled |
1019 | * \sa SDL_UpdateGamepads |
1020 | */ |
1021 | extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled); |
1022 | |
1023 | /** |
1024 | * Query the state of gamepad event processing. |
1025 | * |
1026 | * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself |
1027 | * and check the state of the gamepad when you want gamepad information. |
1028 | * |
1029 | * \returns true if gamepad events are being processed, false otherwise. |
1030 | * |
1031 | * \since This function is available since SDL 3.2.0. |
1032 | * |
1033 | * \sa SDL_SetGamepadEventsEnabled |
1034 | */ |
1035 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void); |
1036 | |
1037 | /** |
1038 | * Get the SDL joystick layer bindings for a gamepad. |
1039 | * |
1040 | * \param gamepad a gamepad. |
1041 | * \param count a pointer filled in with the number of bindings returned. |
1042 | * \returns a NULL terminated array of pointers to bindings or NULL on |
1043 | * failure; call SDL_GetError() for more information. This is a |
1044 | * single allocation that should be freed with SDL_free() when it is |
1045 | * no longer needed. |
1046 | * |
1047 | * \since This function is available since SDL 3.2.0. |
1048 | */ |
1049 | extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count); |
1050 | |
1051 | /** |
1052 | * Manually pump gamepad updates if not using the loop. |
1053 | * |
1054 | * This function is called automatically by the event loop if events are |
1055 | * enabled. Under such circumstances, it will not be necessary to call this |
1056 | * function. |
1057 | * |
1058 | * \since This function is available since SDL 3.2.0. |
1059 | */ |
1060 | extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void); |
1061 | |
1062 | /** |
1063 | * Convert a string into SDL_GamepadType enum. |
1064 | * |
1065 | * This function is called internally to translate SDL_Gamepad mapping strings |
1066 | * for the underlying joystick device into the consistent SDL_Gamepad mapping. |
1067 | * You do not normally need to call this function unless you are parsing |
1068 | * SDL_Gamepad mappings in your own code. |
1069 | * |
1070 | * \param str string representing a SDL_GamepadType type. |
1071 | * \returns the SDL_GamepadType enum corresponding to the input string, or |
1072 | * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found. |
1073 | * |
1074 | * \since This function is available since SDL 3.2.0. |
1075 | * |
1076 | * \sa SDL_GetGamepadStringForType |
1077 | */ |
1078 | extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str); |
1079 | |
1080 | /** |
1081 | * Convert from an SDL_GamepadType enum to a string. |
1082 | * |
1083 | * \param type an enum value for a given SDL_GamepadType. |
1084 | * \returns a string for the given type, or NULL if an invalid type is |
1085 | * specified. The string returned is of the format used by |
1086 | * SDL_Gamepad mapping strings. |
1087 | * |
1088 | * \since This function is available since SDL 3.2.0. |
1089 | * |
1090 | * \sa SDL_GetGamepadTypeFromString |
1091 | */ |
1092 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type); |
1093 | |
1094 | /** |
1095 | * Convert a string into SDL_GamepadAxis enum. |
1096 | * |
1097 | * This function is called internally to translate SDL_Gamepad mapping strings |
1098 | * for the underlying joystick device into the consistent SDL_Gamepad mapping. |
1099 | * You do not normally need to call this function unless you are parsing |
1100 | * SDL_Gamepad mappings in your own code. |
1101 | * |
1102 | * Note specially that "righttrigger" and "lefttrigger" map to |
1103 | * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`, |
1104 | * respectively. |
1105 | * |
1106 | * \param str string representing a SDL_Gamepad axis. |
1107 | * \returns the SDL_GamepadAxis enum corresponding to the input string, or |
1108 | * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. |
1109 | * |
1110 | * \since This function is available since SDL 3.2.0. |
1111 | * |
1112 | * \sa SDL_GetGamepadStringForAxis |
1113 | */ |
1114 | extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str); |
1115 | |
1116 | /** |
1117 | * Convert from an SDL_GamepadAxis enum to a string. |
1118 | * |
1119 | * \param axis an enum value for a given SDL_GamepadAxis. |
1120 | * \returns a string for the given axis, or NULL if an invalid axis is |
1121 | * specified. The string returned is of the format used by |
1122 | * SDL_Gamepad mapping strings. |
1123 | * |
1124 | * \since This function is available since SDL 3.2.0. |
1125 | * |
1126 | * \sa SDL_GetGamepadAxisFromString |
1127 | */ |
1128 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis); |
1129 | |
1130 | /** |
1131 | * Query whether a gamepad has a given axis. |
1132 | * |
1133 | * This merely reports whether the gamepad's mapping defined this axis, as |
1134 | * that is all the information SDL has about the physical device. |
1135 | * |
1136 | * \param gamepad a gamepad. |
1137 | * \param axis an axis enum value (an SDL_GamepadAxis value). |
1138 | * \returns true if the gamepad has this axis, false otherwise. |
1139 | * |
1140 | * \since This function is available since SDL 3.2.0. |
1141 | * |
1142 | * \sa SDL_GamepadHasButton |
1143 | * \sa SDL_GetGamepadAxis |
1144 | */ |
1145 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); |
1146 | |
1147 | /** |
1148 | * Get the current state of an axis control on a gamepad. |
1149 | * |
1150 | * The axis indices start at index 0. |
1151 | * |
1152 | * For thumbsticks, the state is a value ranging from -32768 (up/left) to |
1153 | * 32767 (down/right). |
1154 | * |
1155 | * Triggers range from 0 when released to 32767 when fully pressed, and never |
1156 | * return a negative value. Note that this differs from the value reported by |
1157 | * the lower-level SDL_GetJoystickAxis(), which normally uses the full range. |
1158 | * |
1159 | * Note that for invalid gamepads or axes, this will return 0. Zero is also a |
1160 | * valid value in normal operation; usually it means a centered axis. |
1161 | * |
1162 | * \param gamepad a gamepad. |
1163 | * \param axis an axis index (one of the SDL_GamepadAxis values). |
1164 | * \returns axis state. |
1165 | * |
1166 | * \since This function is available since SDL 3.2.0. |
1167 | * |
1168 | * \sa SDL_GamepadHasAxis |
1169 | * \sa SDL_GetGamepadButton |
1170 | */ |
1171 | extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); |
1172 | |
1173 | /** |
1174 | * Convert a string into an SDL_GamepadButton enum. |
1175 | * |
1176 | * This function is called internally to translate SDL_Gamepad mapping strings |
1177 | * for the underlying joystick device into the consistent SDL_Gamepad mapping. |
1178 | * You do not normally need to call this function unless you are parsing |
1179 | * SDL_Gamepad mappings in your own code. |
1180 | * |
1181 | * \param str string representing a SDL_Gamepad axis. |
1182 | * \returns the SDL_GamepadButton enum corresponding to the input string, or |
1183 | * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found. |
1184 | * |
1185 | * \since This function is available since SDL 3.2.0. |
1186 | * |
1187 | * \sa SDL_GetGamepadStringForButton |
1188 | */ |
1189 | extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str); |
1190 | |
1191 | /** |
1192 | * Convert from an SDL_GamepadButton enum to a string. |
1193 | * |
1194 | * \param button an enum value for a given SDL_GamepadButton. |
1195 | * \returns a string for the given button, or NULL if an invalid button is |
1196 | * specified. The string returned is of the format used by |
1197 | * SDL_Gamepad mapping strings. |
1198 | * |
1199 | * \since This function is available since SDL 3.2.0. |
1200 | * |
1201 | * \sa SDL_GetGamepadButtonFromString |
1202 | */ |
1203 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button); |
1204 | |
1205 | /** |
1206 | * Query whether a gamepad has a given button. |
1207 | * |
1208 | * This merely reports whether the gamepad's mapping defined this button, as |
1209 | * that is all the information SDL has about the physical device. |
1210 | * |
1211 | * \param gamepad a gamepad. |
1212 | * \param button a button enum value (an SDL_GamepadButton value). |
1213 | * \returns true if the gamepad has this button, false otherwise. |
1214 | * |
1215 | * \since This function is available since SDL 3.2.0. |
1216 | * |
1217 | * \sa SDL_GamepadHasAxis |
1218 | */ |
1219 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); |
1220 | |
1221 | /** |
1222 | * Get the current state of a button on a gamepad. |
1223 | * |
1224 | * \param gamepad a gamepad. |
1225 | * \param button a button index (one of the SDL_GamepadButton values). |
1226 | * \returns true if the button is pressed, false otherwise. |
1227 | * |
1228 | * \since This function is available since SDL 3.2.0. |
1229 | * |
1230 | * \sa SDL_GamepadHasButton |
1231 | * \sa SDL_GetGamepadAxis |
1232 | */ |
1233 | extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); |
1234 | |
1235 | /** |
1236 | * Get the label of a button on a gamepad. |
1237 | * |
1238 | * \param type the type of gamepad to check. |
1239 | * \param button a button index (one of the SDL_GamepadButton values). |
1240 | * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. |
1241 | * |
1242 | * \since This function is available since SDL 3.2.0. |
1243 | * |
1244 | * \sa SDL_GetGamepadButtonLabel |
1245 | */ |
1246 | extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button); |
1247 | |
1248 | /** |
1249 | * Get the label of a button on a gamepad. |
1250 | * |
1251 | * \param gamepad a gamepad. |
1252 | * \param button a button index (one of the SDL_GamepadButton values). |
1253 | * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. |
1254 | * |
1255 | * \since This function is available since SDL 3.2.0. |
1256 | * |
1257 | * \sa SDL_GetGamepadButtonLabelForType |
1258 | */ |
1259 | extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button); |
1260 | |
1261 | /** |
1262 | * Get the number of touchpads on a gamepad. |
1263 | * |
1264 | * \param gamepad a gamepad. |
1265 | * \returns number of touchpads. |
1266 | * |
1267 | * \since This function is available since SDL 3.2.0. |
1268 | * |
1269 | * \sa SDL_GetNumGamepadTouchpadFingers |
1270 | */ |
1271 | extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad); |
1272 | |
1273 | /** |
1274 | * Get the number of supported simultaneous fingers on a touchpad on a game |
1275 | * gamepad. |
1276 | * |
1277 | * \param gamepad a gamepad. |
1278 | * \param touchpad a touchpad. |
1279 | * \returns number of supported simultaneous fingers. |
1280 | * |
1281 | * \since This function is available since SDL 3.2.0. |
1282 | * |
1283 | * \sa SDL_GetGamepadTouchpadFinger |
1284 | * \sa SDL_GetNumGamepadTouchpads |
1285 | */ |
1286 | extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad); |
1287 | |
1288 | /** |
1289 | * Get the current state of a finger on a touchpad on a gamepad. |
1290 | * |
1291 | * \param gamepad a gamepad. |
1292 | * \param touchpad a touchpad. |
1293 | * \param finger a finger. |
1294 | * \param down a pointer filled with true if the finger is down, false |
1295 | * otherwise, may be NULL. |
1296 | * \param x a pointer filled with the x position, normalized 0 to 1, with the |
1297 | * origin in the upper left, may be NULL. |
1298 | * \param y a pointer filled with the y position, normalized 0 to 1, with the |
1299 | * origin in the upper left, may be NULL. |
1300 | * \param pressure a pointer filled with pressure value, may be NULL. |
1301 | * \returns true on success or false on failure; call SDL_GetError() for more |
1302 | * information. |
1303 | * |
1304 | * \since This function is available since SDL 3.2.0. |
1305 | * |
1306 | * \sa SDL_GetNumGamepadTouchpadFingers |
1307 | */ |
1308 | extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure); |
1309 | |
1310 | /** |
1311 | * Return whether a gamepad has a particular sensor. |
1312 | * |
1313 | * \param gamepad the gamepad to query. |
1314 | * \param type the type of sensor to query. |
1315 | * \returns true if the sensor exists, false otherwise. |
1316 | * |
1317 | * \since This function is available since SDL 3.2.0. |
1318 | * |
1319 | * \sa SDL_GetGamepadSensorData |
1320 | * \sa SDL_GetGamepadSensorDataRate |
1321 | * \sa SDL_SetGamepadSensorEnabled |
1322 | */ |
1323 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type); |
1324 | |
1325 | /** |
1326 | * Set whether data reporting for a gamepad sensor is enabled. |
1327 | * |
1328 | * \param gamepad the gamepad to update. |
1329 | * \param type the type of sensor to enable/disable. |
1330 | * \param enabled whether data reporting should be enabled. |
1331 | * \returns true on success or false on failure; call SDL_GetError() for more |
1332 | * information. |
1333 | * |
1334 | * \since This function is available since SDL 3.2.0. |
1335 | * |
1336 | * \sa SDL_GamepadHasSensor |
1337 | * \sa SDL_GamepadSensorEnabled |
1338 | */ |
1339 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled); |
1340 | |
1341 | /** |
1342 | * Query whether sensor data reporting is enabled for a gamepad. |
1343 | * |
1344 | * \param gamepad the gamepad to query. |
1345 | * \param type the type of sensor to query. |
1346 | * \returns true if the sensor is enabled, false otherwise. |
1347 | * |
1348 | * \since This function is available since SDL 3.2.0. |
1349 | * |
1350 | * \sa SDL_SetGamepadSensorEnabled |
1351 | */ |
1352 | extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type); |
1353 | |
1354 | /** |
1355 | * Get the data rate (number of events per second) of a gamepad sensor. |
1356 | * |
1357 | * \param gamepad the gamepad to query. |
1358 | * \param type the type of sensor to query. |
1359 | * \returns the data rate, or 0.0f if the data rate is not available. |
1360 | * |
1361 | * \since This function is available since SDL 3.2.0. |
1362 | */ |
1363 | extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type); |
1364 | |
1365 | /** |
1366 | * Get the current state of a gamepad sensor. |
1367 | * |
1368 | * The number of values and interpretation of the data is sensor dependent. |
1369 | * See SDL_sensor.h for the details for each type of sensor. |
1370 | * |
1371 | * \param gamepad the gamepad to query. |
1372 | * \param type the type of sensor to query. |
1373 | * \param data a pointer filled with the current sensor state. |
1374 | * \param num_values the number of values to write to data. |
1375 | * \returns true on success or false on failure; call SDL_GetError() for more |
1376 | * information. |
1377 | * |
1378 | * \since This function is available since SDL 3.2.0. |
1379 | */ |
1380 | extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values); |
1381 | |
1382 | /** |
1383 | * Start a rumble effect on a gamepad. |
1384 | * |
1385 | * Each call to this function cancels any previous rumble effect, and calling |
1386 | * it with 0 intensity stops any rumbling. |
1387 | * |
1388 | * This function requires you to process SDL events or call |
1389 | * SDL_UpdateJoysticks() to update rumble state. |
1390 | * |
1391 | * \param gamepad the gamepad to vibrate. |
1392 | * \param low_frequency_rumble the intensity of the low frequency (left) |
1393 | * rumble motor, from 0 to 0xFFFF. |
1394 | * \param high_frequency_rumble the intensity of the high frequency (right) |
1395 | * rumble motor, from 0 to 0xFFFF. |
1396 | * \param duration_ms the duration of the rumble effect, in milliseconds. |
1397 | * \returns true on success or false on failure; call SDL_GetError() for more |
1398 | * information. |
1399 | * |
1400 | * \since This function is available since SDL 3.2.0. |
1401 | */ |
1402 | extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
1403 | |
1404 | /** |
1405 | * Start a rumble effect in the gamepad's triggers. |
1406 | * |
1407 | * Each call to this function cancels any previous trigger rumble effect, and |
1408 | * calling it with 0 intensity stops any rumbling. |
1409 | * |
1410 | * Note that this is rumbling of the _triggers_ and not the gamepad as a |
1411 | * whole. This is currently only supported on Xbox One gamepads. If you want |
1412 | * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead. |
1413 | * |
1414 | * This function requires you to process SDL events or call |
1415 | * SDL_UpdateJoysticks() to update rumble state. |
1416 | * |
1417 | * \param gamepad the gamepad to vibrate. |
1418 | * \param left_rumble the intensity of the left trigger rumble motor, from 0 |
1419 | * to 0xFFFF. |
1420 | * \param right_rumble the intensity of the right trigger rumble motor, from 0 |
1421 | * to 0xFFFF. |
1422 | * \param duration_ms the duration of the rumble effect, in milliseconds. |
1423 | * \returns true on success or false on failure; call SDL_GetError() for more |
1424 | * information. |
1425 | * |
1426 | * \since This function is available since SDL 3.2.0. |
1427 | * |
1428 | * \sa SDL_RumbleGamepad |
1429 | */ |
1430 | extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); |
1431 | |
1432 | /** |
1433 | * Update a gamepad's LED color. |
1434 | * |
1435 | * An example of a joystick LED is the light on the back of a PlayStation 4's |
1436 | * DualShock 4 controller. |
1437 | * |
1438 | * For gamepads with a single color LED, the maximum of the RGB values will be |
1439 | * used as the LED brightness. |
1440 | * |
1441 | * \param gamepad the gamepad to update. |
1442 | * \param red the intensity of the red LED. |
1443 | * \param green the intensity of the green LED. |
1444 | * \param blue the intensity of the blue LED. |
1445 | * \returns true on success or false on failure; call SDL_GetError() for more |
1446 | * information. |
1447 | * |
1448 | * \since This function is available since SDL 3.2.0. |
1449 | */ |
1450 | extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue); |
1451 | |
1452 | /** |
1453 | * Send a gamepad specific effect packet. |
1454 | * |
1455 | * \param gamepad the gamepad to affect. |
1456 | * \param data the data to send to the gamepad. |
1457 | * \param size the size of the data to send to the gamepad. |
1458 | * \returns true on success or false on failure; call SDL_GetError() for more |
1459 | * information. |
1460 | * |
1461 | * \since This function is available since SDL 3.2.0. |
1462 | */ |
1463 | extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size); |
1464 | |
1465 | /** |
1466 | * Close a gamepad previously opened with SDL_OpenGamepad(). |
1467 | * |
1468 | * \param gamepad a gamepad identifier previously returned by |
1469 | * SDL_OpenGamepad(). |
1470 | * |
1471 | * \since This function is available since SDL 3.2.0. |
1472 | * |
1473 | * \sa SDL_OpenGamepad |
1474 | */ |
1475 | extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad); |
1476 | |
1477 | /** |
1478 | * Return the sfSymbolsName for a given button on a gamepad on Apple |
1479 | * platforms. |
1480 | * |
1481 | * \param gamepad the gamepad to query. |
1482 | * \param button a button on the gamepad. |
1483 | * \returns the sfSymbolsName or NULL if the name can't be found. |
1484 | * |
1485 | * \since This function is available since SDL 3.2.0. |
1486 | * |
1487 | * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis |
1488 | */ |
1489 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); |
1490 | |
1491 | /** |
1492 | * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. |
1493 | * |
1494 | * \param gamepad the gamepad to query. |
1495 | * \param axis an axis on the gamepad. |
1496 | * \returns the sfSymbolsName or NULL if the name can't be found. |
1497 | * |
1498 | * \since This function is available since SDL 3.2.0. |
1499 | * |
1500 | * \sa SDL_GetGamepadAppleSFSymbolsNameForButton |
1501 | */ |
1502 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); |
1503 | |
1504 | |
1505 | /* Ends C function definitions when using C++ */ |
1506 | #ifdef __cplusplus |
1507 | } |
1508 | #endif |
1509 | #include <SDL3/SDL_close_code.h> |
1510 | |
1511 | #endif /* SDL_gamepad_h_ */ |
1512 | |