1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2021 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 | * \file SDL_gamecontroller.h |
24 | * |
25 | * Include file for SDL game controller event handling |
26 | */ |
27 | |
28 | #ifndef SDL_gamecontroller_h_ |
29 | #define SDL_gamecontroller_h_ |
30 | |
31 | #include "SDL_stdinc.h" |
32 | #include "SDL_error.h" |
33 | #include "SDL_rwops.h" |
34 | #include "SDL_sensor.h" |
35 | #include "SDL_joystick.h" |
36 | |
37 | #include "begin_code.h" |
38 | /* Set up for C function definitions, even when using C++ */ |
39 | #ifdef __cplusplus |
40 | extern "C" { |
41 | #endif |
42 | |
43 | /** |
44 | * \file SDL_gamecontroller.h |
45 | * |
46 | * In order to use these functions, SDL_Init() must have been called |
47 | * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system |
48 | * for game controllers, and load appropriate drivers. |
49 | * |
50 | * If you would like to receive controller updates while the application |
51 | * is in the background, you should set the following hint before calling |
52 | * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
53 | */ |
54 | |
55 | /** |
56 | * The gamecontroller structure used to identify an SDL game controller |
57 | */ |
58 | struct _SDL_GameController; |
59 | typedef struct _SDL_GameController SDL_GameController; |
60 | |
61 | typedef enum |
62 | { |
63 | SDL_CONTROLLER_TYPE_UNKNOWN = 0, |
64 | SDL_CONTROLLER_TYPE_XBOX360, |
65 | SDL_CONTROLLER_TYPE_XBOXONE, |
66 | SDL_CONTROLLER_TYPE_PS3, |
67 | SDL_CONTROLLER_TYPE_PS4, |
68 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO, |
69 | SDL_CONTROLLER_TYPE_VIRTUAL, |
70 | SDL_CONTROLLER_TYPE_PS5 |
71 | } SDL_GameControllerType; |
72 | |
73 | typedef enum |
74 | { |
75 | SDL_CONTROLLER_BINDTYPE_NONE = 0, |
76 | SDL_CONTROLLER_BINDTYPE_BUTTON, |
77 | SDL_CONTROLLER_BINDTYPE_AXIS, |
78 | SDL_CONTROLLER_BINDTYPE_HAT |
79 | } SDL_GameControllerBindType; |
80 | |
81 | /** |
82 | * Get the SDL joystick layer binding for this controller button/axis mapping |
83 | */ |
84 | typedef struct SDL_GameControllerButtonBind |
85 | { |
86 | SDL_GameControllerBindType bindType; |
87 | union |
88 | { |
89 | int button; |
90 | int axis; |
91 | struct { |
92 | int hat; |
93 | int hat_mask; |
94 | } hat; |
95 | } value; |
96 | |
97 | } SDL_GameControllerButtonBind; |
98 | |
99 | |
100 | /** |
101 | * To count the number of game controllers in the system for the following: |
102 | * int nJoysticks = SDL_NumJoysticks(); |
103 | * int nGameControllers = 0; |
104 | * for (int i = 0; i < nJoysticks; i++) { |
105 | * if (SDL_IsGameController(i)) { |
106 | * nGameControllers++; |
107 | * } |
108 | * } |
109 | * |
110 | * 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: |
111 | * guid,name,mappings |
112 | * |
113 | * 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. |
114 | * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. |
115 | * The mapping format for joystick is: |
116 | * bX - a joystick button, index X |
117 | * hX.Y - hat X with value Y |
118 | * aX - axis X of the joystick |
119 | * Buttons can be used as a controller axis and vice versa. |
120 | * |
121 | * This string shows an example of a valid mapping for a controller |
122 | * "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", |
123 | * |
124 | */ |
125 | |
126 | /** |
127 | * Load a set of Game Controller mappings from a seekable SDL data stream. |
128 | * |
129 | * You can call this function several times, if needed, to load different |
130 | * database files. |
131 | * |
132 | * If a new mapping is loaded for an already known controller GUID, the later |
133 | * version will overwrite the one currently loaded. |
134 | * |
135 | * Mappings not belonging to the current platform or with no platform field |
136 | * specified will be ignored (i.e. mappings for Linux will be ignored in |
137 | * Windows, etc). |
138 | * |
139 | * This function will load the text database entirely in memory before |
140 | * processing it, so take this into consideration if you are in a memory |
141 | * constrained environment. |
142 | * |
143 | * \param rw the data stream for the mappings to be added |
144 | * \param freerw non-zero to close the stream after being read |
145 | * \returns the number of mappings added or -1 on error; call SDL_GetError() |
146 | * for more information. |
147 | * |
148 | * \since This function is available since SDL 2.0.2. |
149 | * |
150 | * \sa SDL_GameControllerAddMapping |
151 | * \sa SDL_GameControllerAddMappingsFromFile |
152 | * \sa SDL_GameControllerMappingForGUID |
153 | */ |
154 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); |
155 | |
156 | /** |
157 | * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
158 | * |
159 | * Convenience macro. |
160 | */ |
161 | #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
162 | |
163 | /** |
164 | * Add support for controllers that SDL is unaware of or |
165 | * to cause an existing controller to have a different binding. |
166 | * |
167 | * The mapping string has the format "GUID,name,mapping", where GUID is the |
168 | * string value from SDL_JoystickGetGUIDString(), name is the human readable |
169 | * string for the device and mappings are controller mappings to joystick |
170 | * ones. Under Windows there is a reserved GUID of "xinput" that covers all |
171 | * XInput devices. The mapping format for joystick is: {| |bX |a joystick |
172 | * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick |
173 | * |} Buttons can be used as a controller axes and vice versa. |
174 | * |
175 | * This string shows an example of a valid mapping for a controller: |
176 | * |
177 | * ``` |
178 | * "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" |
179 | * ``` |
180 | * |
181 | * \param mappingString the mapping string |
182 | * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, |
183 | * -1 on error; call SDL_GetError() for more information. |
184 | * |
185 | * \sa SDL_GameControllerMapping |
186 | * \sa SDL_GameControllerMappingForGUID |
187 | */ |
188 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
189 | |
190 | /** |
191 | * Get the number of mappings installed. |
192 | * |
193 | * \returns the number of mappings. |
194 | */ |
195 | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
196 | |
197 | /** |
198 | * Get the mapping at a particular index. |
199 | * |
200 | * \returns the mapping string. Must be freed with SDL_free(). |
201 | * Returns NULL if the index is out of range. |
202 | */ |
203 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
204 | |
205 | /** |
206 | * Get the game controller mapping string for a given GUID. |
207 | * |
208 | * The returned string must be freed with SDL_free(). |
209 | * |
210 | * \param guid a structure containing the GUID for which a mapping is desired |
211 | * \returns a mapping string or NULL on error; call SDL_GetError() for more |
212 | * information. |
213 | * |
214 | * \sa SDL_JoystickGetDeviceGUID |
215 | * \sa SDL_JoystickGetGUID |
216 | */ |
217 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); |
218 | |
219 | /** |
220 | * Get the current mapping of a Game Controller. |
221 | * |
222 | * The returned string must be freed with SDL_free(). |
223 | * |
224 | * Details about mappings are discussed with SDL_GameControllerAddMapping(). |
225 | * |
226 | * \param gamecontroller the game controller you want to get the current |
227 | * mapping for |
228 | * \returns a string that has the controller's mapping or NULL if no mapping |
229 | * is available; call SDL_GetError() for more information. |
230 | * |
231 | * \since This function is available since SDL 2.0.0. |
232 | * |
233 | * \sa SDL_GameControllerAddMapping |
234 | * \sa SDL_GameControllerMappingForGUID |
235 | */ |
236 | extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); |
237 | |
238 | /** |
239 | * Check if the given joystick is supported by the game controller interface. |
240 | * |
241 | * `joystick_index` is the same as the `device_index` passed to |
242 | * SDL_JoystickOpen(). |
243 | * |
244 | * \param joystick_index the device_index of a device, up to |
245 | * SDL_NumJoysticks() |
246 | * \returns SDL_TRUE if the given joystick is supported by the game controller |
247 | * interface, SDL_FALSE if it isn't or it's an invalid index. |
248 | * |
249 | * \since This function is available since SDL 2.0.0. |
250 | * |
251 | * \sa SDL_GameControllerNameForIndex |
252 | * \sa SDL_GameControllerOpen |
253 | */ |
254 | extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
255 | |
256 | /** |
257 | * Get the implementation dependent name for the game |
258 | * controller. |
259 | * |
260 | * This function can be called before any controllers are opened. |
261 | * |
262 | * `joystick_index` is the same as the `device_index` passed to |
263 | * SDL_JoystickOpen(). |
264 | * |
265 | * \param joystick_index the device_index of a device, from zero to |
266 | * SDL_NumJoysticks()-1 |
267 | * \returns the implementation-dependent name for the game controller, or NULL |
268 | * if there is no name or the index is invalid. |
269 | * |
270 | * \since This function is available since SDL 2.0.0. |
271 | * |
272 | * \sa SDL_GameControllerName |
273 | * \sa SDL_GameControllerOpen |
274 | * \sa SDL_IsGameController |
275 | */ |
276 | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
277 | |
278 | /** |
279 | * Get the type of a game controller. |
280 | * |
281 | * This can be called before any controllers are opened. |
282 | * |
283 | * \param joystick_index the device_index of a device, from zero to |
284 | * SDL_NumJoysticks()-1 |
285 | * \returns the controller type. |
286 | */ |
287 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); |
288 | |
289 | /** |
290 | * Get the mapping of a game controller. |
291 | * |
292 | * This can be called before any controllers are opened. |
293 | * |
294 | * \param joystick_index the device_index of a device, from zero to |
295 | * SDL_NumJoysticks()-1 |
296 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL |
297 | * if no mapping is available. |
298 | */ |
299 | extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); |
300 | |
301 | /** |
302 | * Open a game controller for use. |
303 | * |
304 | * `joystick_index` is the same as the `device_index` passed to |
305 | * SDL_JoystickOpen(). |
306 | * |
307 | * The index passed as an argument refers to the N'th game controller on the |
308 | * system. This index is not the value which will identify this controller in |
309 | * future controller events. The joystick's instance id (SDL_JoystickID) will |
310 | * be used there instead. |
311 | * |
312 | * \param joystick_index the device_index of a device, up to |
313 | * SDL_NumJoysticks() |
314 | * \returns a gamecontroller identifier or NULL if an error occurred; call |
315 | * SDL_GetError() for more information. |
316 | * |
317 | * \since This function is available since SDL 2.0.0. |
318 | * |
319 | * \sa SDL_GameControllerClose |
320 | * \sa SDL_GameControllerNameForIndex |
321 | * \sa SDL_IsGameController |
322 | */ |
323 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
324 | |
325 | /** |
326 | * Get the SDL_GameController associated with an instance id. |
327 | * |
328 | * \param joyid the instance id to get the SDL_GameController for |
329 | * \returns an SDL_GameController on success or NULL on failure; call |
330 | * SDL_GetError() for more information. |
331 | * |
332 | * \since This function is available since SDL 2.0.4. |
333 | */ |
334 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
335 | |
336 | /** |
337 | * Get the SDL_GameController associated with a player index. |
338 | * |
339 | * Please note that the player index is _not_ the device index, nor is it |
340 | * the instance id! |
341 | * |
342 | * \param player_index the player index, which is not the device index or |
343 | * the instance id! |
344 | * \returns the SDL_GameController associated with a player index. |
345 | * |
346 | * \sa SDL_GameControllerGetPlayerIndex |
347 | * \sa SDL_GameControllerSetPlayerIndex |
348 | */ |
349 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); |
350 | |
351 | /** |
352 | * Get the implementation-dependent name for an opened game controller. |
353 | * |
354 | * This is the same name as returned by SDL_GameControllerNameForIndex(), but |
355 | * it takes a controller identifier instead of the (unstable) device index. |
356 | * |
357 | * \param gamecontroller a game controller identifier previously returned by |
358 | * SDL_GameControllerOpen() |
359 | * \returns the implementation dependent name for the game controller, or NULL |
360 | * if there is no name or the identifier passed is invalid. |
361 | * |
362 | * \since This function is available since SDL 2.0.0. |
363 | * |
364 | * \sa SDL_GameControllerNameForIndex |
365 | * \sa SDL_GameControllerOpen |
366 | */ |
367 | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
368 | |
369 | /** |
370 | * Get the type of this currently opened controller |
371 | * |
372 | * This is the same name as returned by SDL_GameControllerTypeForIndex(), but |
373 | * it takes a controller identifier instead of the (unstable) device index. |
374 | * |
375 | * \param gamecontroller the game controller object to query. |
376 | * \returns the controller type. |
377 | */ |
378 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); |
379 | |
380 | /** |
381 | * Get the player index of an opened game controller. |
382 | * |
383 | * For XInput controllers this returns the XInput user index. |
384 | * |
385 | * \param gamecontroller the game controller object to query. |
386 | * \returns player index for controller, or -1 if it's not available. |
387 | */ |
388 | extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
389 | |
390 | /** |
391 | * Set the player index of an opened game controller. |
392 | * |
393 | * \param gamecontroller the game controller object to adjust. |
394 | * \param player_index Player index to assign to this controller. |
395 | */ |
396 | extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); |
397 | |
398 | /** |
399 | * Get the USB vendor ID of an opened controller, if available. |
400 | * |
401 | * If the vendor ID isn't available this function returns 0. |
402 | * |
403 | * \param gamecontroller the game controller object to query. |
404 | * \return USB vendor ID, or zero if unavailable. |
405 | */ |
406 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); |
407 | |
408 | /** |
409 | * Get the USB product ID of an opened controller, if available. |
410 | * |
411 | * If the product ID isn't available this function returns 0. |
412 | * |
413 | * \param gamecontroller the game controller object to query. |
414 | * \return USB product ID, or zero if unavailable. |
415 | */ |
416 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); |
417 | |
418 | /** |
419 | * Get the product version of an opened controller, if available. |
420 | * |
421 | * If the product version isn't available this function returns 0. |
422 | * |
423 | * \param gamecontroller the game controller object to query. |
424 | * \return USB product version, or zero if unavailable. |
425 | */ |
426 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); |
427 | |
428 | /** |
429 | * Get the serial number of an opened controller, if available. |
430 | * |
431 | * Returns the serial number of the controller, or NULL if it is not available. |
432 | * |
433 | * \param gamecontroller the game controller object to query. |
434 | * \return Serial number, or NULL if unavailable. |
435 | */ |
436 | extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); |
437 | |
438 | /** |
439 | * Check if a controller has been opened and is currently connected. |
440 | * |
441 | * \param gamecontroller a game controller identifier previously returned by |
442 | * SDL_GameControllerOpen() |
443 | * \returns SDL_TRUE if the controller has been opened and is currently |
444 | * connected, or SDL_FALSE if not. |
445 | * |
446 | * \sa SDL_GameControllerClose |
447 | * \sa SDL_GameControllerOpen |
448 | */ |
449 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
450 | |
451 | /** |
452 | * Get the Joystick ID from a Game Controller. |
453 | * |
454 | * This function will give you a SDL_Joystick object, which allows you to use |
455 | * the SDL_Joystick functions with a SDL_GameController object. This would be |
456 | * useful for getting a joystick's position at any given time, even if it |
457 | * hasn't moved (moving it would produce an event, which would have the axis' |
458 | * value). |
459 | * |
460 | * The pointer returned is owned by the SDL_GameController. You should not |
461 | * call SDL_JoystickClose() on it, for example, since doing so will likely |
462 | * cause SDL to crash. |
463 | * |
464 | * \param gamecontroller the game controller object that you want to get a |
465 | * joystick from |
466 | * \returns a SDL_Joystick object; call SDL_GetError() for more information. |
467 | */ |
468 | extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
469 | |
470 | /** |
471 | * Query or change current state of Game Controller events. |
472 | * |
473 | * If controller events are disabled, you must call SDL_GameControllerUpdate() |
474 | * yourself and check the state of the controller when you want controller |
475 | * information. |
476 | * |
477 | * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, |
478 | * and 1 will have any effect. Other numbers will just be returned. |
479 | * |
480 | * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` |
481 | * \returns the same value passed to the function, with exception to -1 |
482 | * (SDL_QUERY), which will return the current state. |
483 | * |
484 | * \since This function is available since SDL 2.0.0. |
485 | * |
486 | * \sa SDL_JoystickEventState |
487 | */ |
488 | extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
489 | |
490 | /** |
491 | * Manually pump game controller updates if not using the loop. |
492 | * |
493 | * This function is called automatically by the event loop if events are |
494 | * enabled. Under such circumstances, it will not be necessary to call this |
495 | * function. |
496 | */ |
497 | extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
498 | |
499 | |
500 | /** |
501 | * The list of axes available from a controller |
502 | * |
503 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
504 | * and are centered within ~8000 of zero, though advanced UI will allow users to set |
505 | * or autodetect the dead zone, which varies between controllers. |
506 | * |
507 | * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. |
508 | */ |
509 | typedef enum |
510 | { |
511 | SDL_CONTROLLER_AXIS_INVALID = -1, |
512 | SDL_CONTROLLER_AXIS_LEFTX, |
513 | SDL_CONTROLLER_AXIS_LEFTY, |
514 | SDL_CONTROLLER_AXIS_RIGHTX, |
515 | SDL_CONTROLLER_AXIS_RIGHTY, |
516 | SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
517 | SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
518 | SDL_CONTROLLER_AXIS_MAX |
519 | } SDL_GameControllerAxis; |
520 | |
521 | /** |
522 | * Convert a string into SDL_GameControllerAxis enum. |
523 | * |
524 | * This function is called internally to translate SDL_GameController mapping |
525 | * strings for the underlying joystick device into the consistent |
526 | * SDL_GameController mapping. You do not normally need to call this function |
527 | * unless you are parsing SDL_GameController mappings in your own code. |
528 | * |
529 | * \param str string representing a SDL_GameController axis |
530 | * \returns the SDL_GameControllerAxis enum corresponding to the input string, |
531 | * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
532 | * |
533 | * \sa SDL_GameControllerGetStringForAxis |
534 | */ |
535 | extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); |
536 | |
537 | /** |
538 | * Convert from an SDL_GameControllerAxis enum to a string. |
539 | * |
540 | * The caller should not SDL_free() the returned string. |
541 | * |
542 | * \param axis an enum value for a given SDL_GameControllerAxis |
543 | * \returns a string for the given axis, or NULL if an invalid axis is |
544 | * specified. The string returned is of the format used by |
545 | * SDL_GameController mapping strings. |
546 | * |
547 | * \sa SDL_GameControllerGetAxisFromString |
548 | */ |
549 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
550 | |
551 | /** |
552 | * Get the SDL joystick layer binding for a controller axis mapping. |
553 | * |
554 | * \param gamecontroller a game controller |
555 | * \param axis an axis enum value (one of the SDL_GameControllerAxis values) |
556 | * \returns a SDL_GameControllerButtonBind describing the bind. On |
557 | * failure (like the given Controller axis doesn't exist on the |
558 | * device), its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
559 | * |
560 | * \since This function is available since SDL 2.0.0. |
561 | * |
562 | * \sa SDL_GameControllerGetBindForButton |
563 | */ |
564 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
565 | SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
566 | SDL_GameControllerAxis axis); |
567 | |
568 | /** |
569 | * Query whether a game controller has a given axis. |
570 | * |
571 | * This merely reports whether the controller's mapping defined this axis, as |
572 | * that is all the information SDL has about the physical device. |
573 | * |
574 | * \param gamecontroller a game controller |
575 | * \param axis an axis enum value (an SDL_GameControllerAxis value) |
576 | * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. |
577 | */ |
578 | extern DECLSPEC SDL_bool SDLCALL |
579 | SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
580 | |
581 | /** |
582 | * Get the current state of an axis control on a game controller. |
583 | * |
584 | * The axis indices start at index 0. |
585 | * |
586 | * The state is a value ranging from -32768 to 32767. Triggers, however, range |
587 | * from 0 to 32767 (they never return a negative value). |
588 | * |
589 | * \param gamecontroller a game controller |
590 | * \param axis an axis index (one of the SDL_GameControllerAxis values) |
591 | * \returns axis state (including 0) on success or 0 (also) on failure; call |
592 | * SDL_GetError() for more information. |
593 | * |
594 | * \since This function is available since SDL 2.0.0. |
595 | * |
596 | * \sa SDL_GameControllerGetButton |
597 | */ |
598 | extern DECLSPEC Sint16 SDLCALL |
599 | SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
600 | |
601 | /** |
602 | * The list of buttons available from a controller |
603 | */ |
604 | typedef enum |
605 | { |
606 | SDL_CONTROLLER_BUTTON_INVALID = -1, |
607 | SDL_CONTROLLER_BUTTON_A, |
608 | SDL_CONTROLLER_BUTTON_B, |
609 | SDL_CONTROLLER_BUTTON_X, |
610 | SDL_CONTROLLER_BUTTON_Y, |
611 | SDL_CONTROLLER_BUTTON_BACK, |
612 | SDL_CONTROLLER_BUTTON_GUIDE, |
613 | SDL_CONTROLLER_BUTTON_START, |
614 | SDL_CONTROLLER_BUTTON_LEFTSTICK, |
615 | SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
616 | SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
617 | SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
618 | SDL_CONTROLLER_BUTTON_DPAD_UP, |
619 | SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
620 | SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
621 | SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
622 | SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */ |
623 | SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */ |
624 | SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */ |
625 | SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */ |
626 | SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */ |
627 | SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ |
628 | SDL_CONTROLLER_BUTTON_MAX |
629 | } SDL_GameControllerButton; |
630 | |
631 | /** |
632 | * Convert a string into an SDL_GameControllerButton enum. |
633 | * |
634 | * This function is called internally to translate SDL_GameController mapping |
635 | * strings for the underlying joystick device into the consistent |
636 | * SDL_GameController mapping. You do not normally need to call this function |
637 | * unless you are parsing SDL_GameController mappings in your own code. |
638 | * |
639 | * \param str string representing a SDL_GameController axis |
640 | * \returns the SDL_GameControllerButton enum corresponding to the input |
641 | * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
642 | * |
643 | */ |
644 | extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); |
645 | |
646 | /** |
647 | * Convert from an SDL_GameControllerButton enum to a string. |
648 | * |
649 | * The caller should not SDL_free() the returned string. |
650 | * |
651 | * \param button an enum value for a given SDL_GameControllerButton |
652 | * \returns a string for the given button, or NULL if an invalid axis is |
653 | * specified. The string returned is of the format used by |
654 | * SDL_GameController mapping strings. |
655 | * |
656 | * \since This function is available since SDL 2.0.0. |
657 | * |
658 | * \sa SDL_GameControllerGetButtonFromString |
659 | */ |
660 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
661 | |
662 | /** |
663 | * Get the SDL joystick layer binding for a controller button mapping. |
664 | * |
665 | * \param gamecontroller a game controller |
666 | * \param button an button enum value (an SDL_GameControllerButton value) |
667 | * \returns a SDL_GameControllerButtonBind describing the bind. On |
668 | * failure (like the given Controller button doesn't exist on the |
669 | * device), its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
670 | * |
671 | * \since This function is available since SDL 2.0.0. |
672 | * |
673 | * \sa SDL_GameControllerGetBindForAxis |
674 | */ |
675 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
676 | SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
677 | SDL_GameControllerButton button); |
678 | |
679 | /** |
680 | * Query whether a game controller has a given button. |
681 | * |
682 | * This merely reports whether the controller's mapping defined this button, |
683 | * as that is all the information SDL has about the physical device. |
684 | * |
685 | * \param gamecontroller a game controller |
686 | * \param button a button enum value (an SDL_GameControllerButton value) |
687 | * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. |
688 | */ |
689 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, |
690 | SDL_GameControllerButton button); |
691 | |
692 | /** |
693 | * Get the current state of a button on a game controller. |
694 | * |
695 | * \param gamecontroller a game controller |
696 | * \param button a button index (one of the SDL_GameControllerButton values) |
697 | * \returns 1 for pressed state or 0 for not pressed state or error; call |
698 | * SDL_GetError() for more information. |
699 | * |
700 | * \since This function is available since SDL 2.0.0. |
701 | * |
702 | * \sa SDL_GameControllerGetAxis |
703 | */ |
704 | extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, |
705 | SDL_GameControllerButton button); |
706 | |
707 | /** |
708 | * Get the number of touchpads on a game controller. |
709 | */ |
710 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); |
711 | |
712 | /** |
713 | * Get the number of supported simultaneous fingers on a touchpad on a game controller. |
714 | */ |
715 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); |
716 | |
717 | /** |
718 | * Get the current state of a finger on a touchpad on a game controller. |
719 | */ |
720 | extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); |
721 | |
722 | /** |
723 | * Return whether a game controller has a particular sensor. |
724 | * |
725 | * \param gamecontroller The controller to query |
726 | * \param type The type of sensor to query |
727 | * |
728 | * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. |
729 | */ |
730 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); |
731 | |
732 | /** |
733 | * Set whether data reporting for a game controller sensor is enabled. |
734 | * |
735 | * \param gamecontroller The controller to update |
736 | * \param type The type of sensor to enable/disable |
737 | * \param enabled Whether data reporting should be enabled |
738 | * |
739 | * \returns 0 or -1 if an error occurred. |
740 | */ |
741 | extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); |
742 | |
743 | /** |
744 | * Query whether sensor data reporting is enabled for a game controller. |
745 | * |
746 | * \param gamecontroller The controller to query |
747 | * \param type The type of sensor to query |
748 | * |
749 | * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. |
750 | */ |
751 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); |
752 | |
753 | /** |
754 | * Get the current state of a game controller sensor. |
755 | * |
756 | * The number of values and interpretation of the data is sensor dependent. |
757 | * See SDL_sensor.h for the details for each type of sensor. |
758 | * |
759 | * \param gamecontroller The controller to query |
760 | * \param type The type of sensor to query |
761 | * \param data A pointer filled with the current sensor state |
762 | * \param num_values The number of values to write to data |
763 | * \return 0 or -1 if an error occurred. |
764 | */ |
765 | extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); |
766 | |
767 | /** |
768 | * Start a rumble effect on a game controller. |
769 | * |
770 | * Each call to this function cancels any previous rumble effect, and calling |
771 | * it with 0 intensity stops any rumbling. |
772 | * |
773 | * \param gamecontroller The controller to vibrate |
774 | * \param low_frequency_rumble The intensity of the low frequency (left) |
775 | * rumble motor, from 0 to 0xFFFF |
776 | * \param high_frequency_rumble The intensity of the high frequency (right) |
777 | * rumble motor, from 0 to 0xFFFF |
778 | * \param duration_ms The duration of the rumble effect, in milliseconds |
779 | * \returns 0, or -1 if rumble isn't supported on this controller |
780 | */ |
781 | extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
782 | |
783 | /** |
784 | * Start a rumble effect in the game controller's triggers. |
785 | * |
786 | * Each call to this function cancels any previous trigger rumble effect, and |
787 | * calling it with 0 intensity stops any rumbling. |
788 | * |
789 | * Note that this is rumbling of the _triggers_ and not the game controller as |
790 | * a whole. The first controller to offer this feature was the PlayStation 5's |
791 | * DualShock 5. |
792 | * |
793 | * \param gamecontroller The controller to vibrate |
794 | * \param left_rumble The intensity of the left trigger rumble motor, from 0 |
795 | * to 0xFFFF |
796 | * \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF |
797 | * \param duration_ms The duration of the rumble effect, in milliseconds |
798 | * |
799 | * \returns 0, or -1 if trigger rumble isn't supported on this controller |
800 | */ |
801 | extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); |
802 | |
803 | /** |
804 | * Query whether a game controller has an LED. |
805 | * |
806 | * \param gamecontroller The controller to query |
807 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a |
808 | * modifiable LED |
809 | */ |
810 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); |
811 | |
812 | /** |
813 | * Update a game controller's LED color. |
814 | * |
815 | * \param gamecontroller The controller to update |
816 | * \param red The intensity of the red LED |
817 | * \param green The intensity of the green LED |
818 | * \param blue The intensity of the blue LED |
819 | * \returns 0, or -1 if this controller does not have a modifiable LED |
820 | */ |
821 | extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); |
822 | |
823 | /** |
824 | * Close a game controller previously opened with SDL_GameControllerOpen(). |
825 | * |
826 | * \param gamecontroller a game controller identifier previously returned by |
827 | * SDL_GameControllerOpen() |
828 | * |
829 | * \sa SDL_GameControllerOpen |
830 | */ |
831 | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
832 | |
833 | /* Ends C function definitions when using C++ */ |
834 | #ifdef __cplusplus |
835 | } |
836 | #endif |
837 | #include "close_code.h" |
838 | |
839 | #endif /* SDL_gamecontroller_h_ */ |
840 | |
841 | /* vi: set ts=4 sw=4 expandtab: */ |
842 | |