| 1 | /* | 
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| 2 | Simple DirectMedia Layer | 
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| 3 | Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> | 
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| 4 |  | 
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| 5 | This software is provided 'as-is', without any express or implied | 
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| 6 | warranty.  In no event will the authors be held liable for any damages | 
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| 7 | arising from the use of this software. | 
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| 8 |  | 
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| 9 | Permission is granted to anyone to use this software for any purpose, | 
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| 10 | including commercial applications, and to alter it and redistribute it | 
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| 11 | freely, subject to the following restrictions: | 
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| 12 |  | 
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| 13 | 1. The origin of this software must not be misrepresented; you must not | 
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| 14 | claim that you wrote the original software. If you use this software | 
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| 15 | in a product, an acknowledgment in the product documentation would be | 
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| 16 | appreciated but is not required. | 
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| 17 | 2. Altered source versions must be plainly marked as such, and must not be | 
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| 18 | misrepresented as being the original software. | 
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| 19 | 3. This notice may not be removed or altered from any source distribution. | 
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| 20 | */ | 
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| 21 |  | 
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| 22 | /** | 
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| 23 | *  \file SDL_gamecontroller.h | 
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| 24 | * | 
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| 25 | *  Include file for SDL game controller event handling | 
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| 26 | */ | 
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| 27 |  | 
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| 28 | #ifndef SDL_gamecontroller_h_ | 
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| 29 | #define SDL_gamecontroller_h_ | 
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| 30 |  | 
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| 31 | #include "SDL_stdinc.h" | 
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| 32 | #include "SDL_error.h" | 
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| 33 | #include "SDL_rwops.h" | 
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| 34 | #include "SDL_joystick.h" | 
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| 35 |  | 
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| 36 | #include "begin_code.h" | 
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| 37 | /* Set up for C function definitions, even when using C++ */ | 
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| 38 | #ifdef __cplusplus | 
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| 39 | extern "C"{ | 
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| 40 | #endif | 
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| 41 |  | 
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| 42 | /** | 
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| 43 | *  \file SDL_gamecontroller.h | 
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| 44 | * | 
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| 45 | *  In order to use these functions, SDL_Init() must have been called | 
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| 46 | *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system | 
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| 47 | *  for game controllers, and load appropriate drivers. | 
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| 48 | * | 
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| 49 | *  If you would like to receive controller updates while the application | 
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| 50 | *  is in the background, you should set the following hint before calling | 
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| 51 | *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS | 
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| 52 | */ | 
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| 53 |  | 
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| 54 | /** | 
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| 55 | * The gamecontroller structure used to identify an SDL game controller | 
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| 56 | */ | 
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| 57 | struct _SDL_GameController; | 
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| 58 | typedef struct _SDL_GameController SDL_GameController; | 
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| 59 |  | 
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| 60 |  | 
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| 61 | typedef enum | 
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| 62 | { | 
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| 63 | SDL_CONTROLLER_BINDTYPE_NONE = 0, | 
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| 64 | SDL_CONTROLLER_BINDTYPE_BUTTON, | 
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| 65 | SDL_CONTROLLER_BINDTYPE_AXIS, | 
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| 66 | SDL_CONTROLLER_BINDTYPE_HAT | 
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| 67 | } SDL_GameControllerBindType; | 
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| 68 |  | 
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| 69 | /** | 
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| 70 | *  Get the SDL joystick layer binding for this controller button/axis mapping | 
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| 71 | */ | 
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| 72 | typedef struct SDL_GameControllerButtonBind | 
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| 73 | { | 
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| 74 | SDL_GameControllerBindType bindType; | 
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| 75 | union | 
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| 76 | { | 
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| 77 | int button; | 
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| 78 | int axis; | 
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| 79 | struct { | 
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| 80 | int hat; | 
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| 81 | int hat_mask; | 
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| 82 | } hat; | 
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| 83 | } value; | 
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| 84 |  | 
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| 85 | } SDL_GameControllerButtonBind; | 
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| 86 |  | 
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| 87 |  | 
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| 88 | /** | 
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| 89 | *  To count the number of game controllers in the system for the following: | 
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| 90 | *  int nJoysticks = SDL_NumJoysticks(); | 
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| 91 | *  int nGameControllers = 0; | 
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| 92 | *  for (int i = 0; i < nJoysticks; i++) { | 
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| 93 | *      if (SDL_IsGameController(i)) { | 
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| 94 | *          nGameControllers++; | 
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| 95 | *      } | 
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| 96 | *  } | 
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| 97 | * | 
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| 98 | *  Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: | 
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| 99 | *  guid,name,mappings | 
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| 100 | * | 
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| 101 | *  Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. | 
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| 102 | *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. | 
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| 103 | *  The mapping format for joystick is: | 
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| 104 | *      bX - a joystick button, index X | 
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| 105 | *      hX.Y - hat X with value Y | 
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| 106 | *      aX - axis X of the joystick | 
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| 107 | *  Buttons can be used as a controller axis and vice versa. | 
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| 108 | * | 
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| 109 | *  This string shows an example of a valid mapping for a controller | 
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| 110 | *  "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", | 
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| 111 | * | 
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| 112 | */ | 
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| 113 |  | 
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| 114 | /** | 
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| 115 | *  Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() | 
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| 116 | *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt | 
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| 117 | * | 
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| 118 | *  If \c freerw is non-zero, the stream will be closed after being read. | 
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| 119 | * | 
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| 120 | * \return number of mappings added, -1 on error | 
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| 121 | */ | 
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| 122 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); | 
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| 123 |  | 
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| 124 | /** | 
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| 125 | *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform() | 
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| 126 | * | 
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| 127 | *  Convenience macro. | 
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| 128 | */ | 
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| 129 | #define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) | 
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| 130 |  | 
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| 131 | /** | 
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| 132 | *  Add or update an existing mapping configuration | 
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| 133 | * | 
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| 134 | * \return 1 if mapping is added, 0 if updated, -1 on error | 
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| 135 | */ | 
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| 136 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); | 
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| 137 |  | 
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| 138 | /** | 
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| 139 | *  Get the number of mappings installed | 
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| 140 | * | 
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| 141 | *  \return the number of mappings | 
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| 142 | */ | 
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| 143 | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); | 
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| 144 |  | 
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| 145 | /** | 
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| 146 | *  Get the mapping at a particular index. | 
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| 147 | * | 
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| 148 | *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if the index is out of range. | 
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| 149 | */ | 
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| 150 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); | 
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| 151 |  | 
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| 152 | /** | 
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| 153 | *  Get a mapping string for a GUID | 
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| 154 | * | 
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| 155 | *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available | 
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| 156 | */ | 
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| 157 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); | 
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| 158 |  | 
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| 159 | /** | 
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| 160 | *  Get a mapping string for an open GameController | 
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| 161 | * | 
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| 162 | *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available | 
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| 163 | */ | 
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| 164 | extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller); | 
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| 165 |  | 
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| 166 | /** | 
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| 167 | *  Is the joystick on this index supported by the game controller interface? | 
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| 168 | */ | 
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| 169 | extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); | 
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| 170 |  | 
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| 171 | /** | 
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| 172 | *  Get the implementation dependent name of a game controller. | 
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| 173 | *  This can be called before any controllers are opened. | 
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| 174 | *  If no name can be found, this function returns NULL. | 
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| 175 | */ | 
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| 176 | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); | 
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| 177 |  | 
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| 178 | /** | 
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| 179 | *  Open a game controller for use. | 
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| 180 | *  The index passed as an argument refers to the N'th game controller on the system. | 
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| 181 | *  This index is not the value which will identify this controller in future | 
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| 182 | *  controller events.  The joystick's instance id (::SDL_JoystickID) will be | 
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| 183 | *  used there instead. | 
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| 184 | * | 
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| 185 | *  \return A controller identifier, or NULL if an error occurred. | 
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| 186 | */ | 
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| 187 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); | 
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| 188 |  | 
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| 189 | /** | 
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| 190 | * Return the SDL_GameController associated with an instance id. | 
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| 191 | */ | 
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| 192 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); | 
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| 193 |  | 
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| 194 | /** | 
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| 195 | *  Return the name for this currently opened controller | 
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| 196 | */ | 
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| 197 | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); | 
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| 198 |  | 
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| 199 | /** | 
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| 200 | *  Get the USB vendor ID of an opened controller, if available. | 
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| 201 | *  If the vendor ID isn't available this function returns 0. | 
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| 202 | */ | 
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| 203 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); | 
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| 204 |  | 
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| 205 | /** | 
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| 206 | *  Get the USB product ID of an opened controller, if available. | 
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| 207 | *  If the product ID isn't available this function returns 0. | 
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| 208 | */ | 
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| 209 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); | 
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| 210 |  | 
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| 211 | /** | 
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| 212 | *  Get the product version of an opened controller, if available. | 
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| 213 | *  If the product version isn't available this function returns 0. | 
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| 214 | */ | 
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| 215 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); | 
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| 216 |  | 
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| 217 | /** | 
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| 218 | *  Returns SDL_TRUE if the controller has been opened and currently connected, | 
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| 219 | *  or SDL_FALSE if it has not. | 
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| 220 | */ | 
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| 221 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); | 
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| 222 |  | 
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| 223 | /** | 
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| 224 | *  Get the underlying joystick object used by a controller | 
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| 225 | */ | 
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| 226 | extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); | 
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| 227 |  | 
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| 228 | /** | 
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| 229 | *  Enable/disable controller event polling. | 
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| 230 | * | 
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| 231 | *  If controller events are disabled, you must call SDL_GameControllerUpdate() | 
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| 232 | *  yourself and check the state of the controller when you want controller | 
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| 233 | *  information. | 
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| 234 | * | 
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| 235 | *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. | 
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| 236 | */ | 
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| 237 | extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); | 
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| 238 |  | 
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| 239 | /** | 
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| 240 | *  Update the current state of the open game controllers. | 
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| 241 | * | 
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| 242 | *  This is called automatically by the event loop if any game controller | 
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| 243 | *  events are enabled. | 
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| 244 | */ | 
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| 245 | extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); | 
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| 246 |  | 
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| 247 |  | 
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| 248 | /** | 
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| 249 | *  The list of axes available from a controller | 
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| 250 | * | 
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| 251 | *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, | 
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| 252 | *  and are centered within ~8000 of zero, though advanced UI will allow users to set | 
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| 253 | *  or autodetect the dead zone, which varies between controllers. | 
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| 254 | * | 
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| 255 | *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. | 
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| 256 | */ | 
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| 257 | typedef enum | 
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| 258 | { | 
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| 259 | SDL_CONTROLLER_AXIS_INVALID = -1, | 
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| 260 | SDL_CONTROLLER_AXIS_LEFTX, | 
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| 261 | SDL_CONTROLLER_AXIS_LEFTY, | 
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| 262 | SDL_CONTROLLER_AXIS_RIGHTX, | 
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| 263 | SDL_CONTROLLER_AXIS_RIGHTY, | 
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| 264 | SDL_CONTROLLER_AXIS_TRIGGERLEFT, | 
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| 265 | SDL_CONTROLLER_AXIS_TRIGGERRIGHT, | 
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| 266 | SDL_CONTROLLER_AXIS_MAX | 
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| 267 | } SDL_GameControllerAxis; | 
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| 268 |  | 
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| 269 | /** | 
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| 270 | *  turn this string into a axis mapping | 
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| 271 | */ | 
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| 272 | extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); | 
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| 273 |  | 
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| 274 | /** | 
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| 275 | *  turn this axis enum into a string mapping | 
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| 276 | */ | 
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| 277 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); | 
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| 278 |  | 
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| 279 | /** | 
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| 280 | *  Get the SDL joystick layer binding for this controller button mapping | 
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| 281 | */ | 
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| 282 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL | 
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| 283 | SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, | 
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| 284 | SDL_GameControllerAxis axis); | 
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| 285 |  | 
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| 286 | /** | 
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| 287 | *  Get the current state of an axis control on a game controller. | 
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| 288 | * | 
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| 289 | *  The state is a value ranging from -32768 to 32767 (except for the triggers, | 
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| 290 | *  which range from 0 to 32767). | 
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| 291 | * | 
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| 292 | *  The axis indices start at index 0. | 
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| 293 | */ | 
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| 294 | extern DECLSPEC Sint16 SDLCALL | 
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| 295 | SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, | 
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| 296 | SDL_GameControllerAxis axis); | 
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| 297 |  | 
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| 298 | /** | 
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| 299 | *  The list of buttons available from a controller | 
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| 300 | */ | 
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| 301 | typedef enum | 
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| 302 | { | 
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| 303 | SDL_CONTROLLER_BUTTON_INVALID = -1, | 
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| 304 | SDL_CONTROLLER_BUTTON_A, | 
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| 305 | SDL_CONTROLLER_BUTTON_B, | 
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| 306 | SDL_CONTROLLER_BUTTON_X, | 
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| 307 | SDL_CONTROLLER_BUTTON_Y, | 
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| 308 | SDL_CONTROLLER_BUTTON_BACK, | 
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| 309 | SDL_CONTROLLER_BUTTON_GUIDE, | 
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| 310 | SDL_CONTROLLER_BUTTON_START, | 
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| 311 | SDL_CONTROLLER_BUTTON_LEFTSTICK, | 
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| 312 | SDL_CONTROLLER_BUTTON_RIGHTSTICK, | 
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| 313 | SDL_CONTROLLER_BUTTON_LEFTSHOULDER, | 
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| 314 | SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, | 
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| 315 | SDL_CONTROLLER_BUTTON_DPAD_UP, | 
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| 316 | SDL_CONTROLLER_BUTTON_DPAD_DOWN, | 
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| 317 | SDL_CONTROLLER_BUTTON_DPAD_LEFT, | 
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| 318 | SDL_CONTROLLER_BUTTON_DPAD_RIGHT, | 
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| 319 | SDL_CONTROLLER_BUTTON_MAX | 
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| 320 | } SDL_GameControllerButton; | 
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| 321 |  | 
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| 322 | /** | 
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| 323 | *  turn this string into a button mapping | 
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| 324 | */ | 
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| 325 | extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); | 
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| 326 |  | 
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| 327 | /** | 
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| 328 | *  turn this button enum into a string mapping | 
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| 329 | */ | 
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| 330 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); | 
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| 331 |  | 
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| 332 | /** | 
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| 333 | *  Get the SDL joystick layer binding for this controller button mapping | 
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| 334 | */ | 
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| 335 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL | 
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| 336 | SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, | 
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| 337 | SDL_GameControllerButton button); | 
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| 338 |  | 
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| 339 |  | 
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| 340 | /** | 
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| 341 | *  Get the current state of a button on a game controller. | 
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| 342 | * | 
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| 343 | *  The button indices start at index 0. | 
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| 344 | */ | 
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| 345 | extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, | 
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| 346 | SDL_GameControllerButton button); | 
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| 347 |  | 
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| 348 | /** | 
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| 349 | *  Close a controller previously opened with SDL_GameControllerOpen(). | 
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| 350 | */ | 
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| 351 | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); | 
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| 352 |  | 
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| 353 |  | 
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| 354 | /* Ends C function definitions when using C++ */ | 
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| 355 | #ifdef __cplusplus | 
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| 356 | } | 
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| 357 | #endif | 
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| 358 | #include "close_code.h" | 
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| 359 |  | 
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| 360 | #endif /* SDL_gamecontroller_h_ */ | 
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| 361 |  | 
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| 362 | /* vi: set ts=4 sw=4 expandtab: */ | 
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| 363 |  | 
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