1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2018 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_joystick.h" |
35 | |
36 | #include "begin_code.h" |
37 | /* Set up for C function definitions, even when using C++ */ |
38 | #ifdef __cplusplus |
39 | extern "C" { |
40 | #endif |
41 | |
42 | /** |
43 | * \file SDL_gamecontroller.h |
44 | * |
45 | * In order to use these functions, SDL_Init() must have been called |
46 | * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system |
47 | * for game controllers, and load appropriate drivers. |
48 | * |
49 | * If you would like to receive controller updates while the application |
50 | * is in the background, you should set the following hint before calling |
51 | * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
52 | */ |
53 | |
54 | /** |
55 | * The gamecontroller structure used to identify an SDL game controller |
56 | */ |
57 | struct _SDL_GameController; |
58 | typedef struct _SDL_GameController SDL_GameController; |
59 | |
60 | |
61 | typedef enum |
62 | { |
63 | SDL_CONTROLLER_BINDTYPE_NONE = 0, |
64 | SDL_CONTROLLER_BINDTYPE_BUTTON, |
65 | SDL_CONTROLLER_BINDTYPE_AXIS, |
66 | SDL_CONTROLLER_BINDTYPE_HAT |
67 | } SDL_GameControllerBindType; |
68 | |
69 | /** |
70 | * Get the SDL joystick layer binding for this controller button/axis mapping |
71 | */ |
72 | typedef struct SDL_GameControllerButtonBind |
73 | { |
74 | SDL_GameControllerBindType bindType; |
75 | union |
76 | { |
77 | int button; |
78 | int axis; |
79 | struct { |
80 | int hat; |
81 | int hat_mask; |
82 | } hat; |
83 | } value; |
84 | |
85 | } SDL_GameControllerButtonBind; |
86 | |
87 | |
88 | /** |
89 | * To count the number of game controllers in the system for the following: |
90 | * int nJoysticks = SDL_NumJoysticks(); |
91 | * int nGameControllers = 0; |
92 | * for (int i = 0; i < nJoysticks; i++) { |
93 | * if (SDL_IsGameController(i)) { |
94 | * nGameControllers++; |
95 | * } |
96 | * } |
97 | * |
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: |
99 | * guid,name,mappings |
100 | * |
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. |
102 | * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. |
103 | * The mapping format for joystick is: |
104 | * bX - a joystick button, index X |
105 | * hX.Y - hat X with value Y |
106 | * aX - axis X of the joystick |
107 | * Buttons can be used as a controller axis and vice versa. |
108 | * |
109 | * This string shows an example of a valid mapping for a controller |
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", |
111 | * |
112 | */ |
113 | |
114 | /** |
115 | * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() |
116 | * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt |
117 | * |
118 | * If \c freerw is non-zero, the stream will be closed after being read. |
119 | * |
120 | * \return number of mappings added, -1 on error |
121 | */ |
122 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); |
123 | |
124 | /** |
125 | * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
126 | * |
127 | * Convenience macro. |
128 | */ |
129 | #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
130 | |
131 | /** |
132 | * Add or update an existing mapping configuration |
133 | * |
134 | * \return 1 if mapping is added, 0 if updated, -1 on error |
135 | */ |
136 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
137 | |
138 | /** |
139 | * Get the number of mappings installed |
140 | * |
141 | * \return the number of mappings |
142 | */ |
143 | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
144 | |
145 | /** |
146 | * Get the mapping at a particular index. |
147 | * |
148 | * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. |
149 | */ |
150 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
151 | |
152 | /** |
153 | * Get a mapping string for a GUID |
154 | * |
155 | * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available |
156 | */ |
157 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); |
158 | |
159 | /** |
160 | * Get a mapping string for an open GameController |
161 | * |
162 | * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available |
163 | */ |
164 | extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller); |
165 | |
166 | /** |
167 | * Is the joystick on this index supported by the game controller interface? |
168 | */ |
169 | extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
170 | |
171 | /** |
172 | * Get the implementation dependent name of a game controller. |
173 | * This can be called before any controllers are opened. |
174 | * If no name can be found, this function returns NULL. |
175 | */ |
176 | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
177 | |
178 | /** |
179 | * Get the mapping of a game controller. |
180 | * This can be called before any controllers are opened. |
181 | * |
182 | * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available |
183 | */ |
184 | extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); |
185 | |
186 | /** |
187 | * Open a game controller for use. |
188 | * The index passed as an argument refers to the N'th game controller on the system. |
189 | * This index is not the value which will identify this controller in future |
190 | * controller events. The joystick's instance id (::SDL_JoystickID) will be |
191 | * used there instead. |
192 | * |
193 | * \return A controller identifier, or NULL if an error occurred. |
194 | */ |
195 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
196 | |
197 | /** |
198 | * Return the SDL_GameController associated with an instance id. |
199 | */ |
200 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
201 | |
202 | /** |
203 | * Return the name for this currently opened controller |
204 | */ |
205 | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
206 | |
207 | /** |
208 | * Get the player index of an opened game controller, or -1 if it's not available |
209 | * |
210 | * For XInput controllers this returns the XInput user index. |
211 | */ |
212 | extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
213 | |
214 | /** |
215 | * Get the USB vendor ID of an opened controller, if available. |
216 | * If the vendor ID isn't available this function returns 0. |
217 | */ |
218 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); |
219 | |
220 | /** |
221 | * Get the USB product ID of an opened controller, if available. |
222 | * If the product ID isn't available this function returns 0. |
223 | */ |
224 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); |
225 | |
226 | /** |
227 | * Get the product version of an opened controller, if available. |
228 | * If the product version isn't available this function returns 0. |
229 | */ |
230 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); |
231 | |
232 | /** |
233 | * Returns SDL_TRUE if the controller has been opened and currently connected, |
234 | * or SDL_FALSE if it has not. |
235 | */ |
236 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
237 | |
238 | /** |
239 | * Get the underlying joystick object used by a controller |
240 | */ |
241 | extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
242 | |
243 | /** |
244 | * Enable/disable controller event polling. |
245 | * |
246 | * If controller events are disabled, you must call SDL_GameControllerUpdate() |
247 | * yourself and check the state of the controller when you want controller |
248 | * information. |
249 | * |
250 | * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. |
251 | */ |
252 | extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
253 | |
254 | /** |
255 | * Update the current state of the open game controllers. |
256 | * |
257 | * This is called automatically by the event loop if any game controller |
258 | * events are enabled. |
259 | */ |
260 | extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
261 | |
262 | |
263 | /** |
264 | * The list of axes available from a controller |
265 | * |
266 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
267 | * and are centered within ~8000 of zero, though advanced UI will allow users to set |
268 | * or autodetect the dead zone, which varies between controllers. |
269 | * |
270 | * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. |
271 | */ |
272 | typedef enum |
273 | { |
274 | SDL_CONTROLLER_AXIS_INVALID = -1, |
275 | SDL_CONTROLLER_AXIS_LEFTX, |
276 | SDL_CONTROLLER_AXIS_LEFTY, |
277 | SDL_CONTROLLER_AXIS_RIGHTX, |
278 | SDL_CONTROLLER_AXIS_RIGHTY, |
279 | SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
280 | SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
281 | SDL_CONTROLLER_AXIS_MAX |
282 | } SDL_GameControllerAxis; |
283 | |
284 | /** |
285 | * turn this string into a axis mapping |
286 | */ |
287 | extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); |
288 | |
289 | /** |
290 | * turn this axis enum into a string mapping |
291 | */ |
292 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
293 | |
294 | /** |
295 | * Get the SDL joystick layer binding for this controller button mapping |
296 | */ |
297 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
298 | SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
299 | SDL_GameControllerAxis axis); |
300 | |
301 | /** |
302 | * Get the current state of an axis control on a game controller. |
303 | * |
304 | * The state is a value ranging from -32768 to 32767 (except for the triggers, |
305 | * which range from 0 to 32767). |
306 | * |
307 | * The axis indices start at index 0. |
308 | */ |
309 | extern DECLSPEC Sint16 SDLCALL |
310 | SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, |
311 | SDL_GameControllerAxis axis); |
312 | |
313 | /** |
314 | * The list of buttons available from a controller |
315 | */ |
316 | typedef enum |
317 | { |
318 | SDL_CONTROLLER_BUTTON_INVALID = -1, |
319 | SDL_CONTROLLER_BUTTON_A, |
320 | SDL_CONTROLLER_BUTTON_B, |
321 | SDL_CONTROLLER_BUTTON_X, |
322 | SDL_CONTROLLER_BUTTON_Y, |
323 | SDL_CONTROLLER_BUTTON_BACK, |
324 | SDL_CONTROLLER_BUTTON_GUIDE, |
325 | SDL_CONTROLLER_BUTTON_START, |
326 | SDL_CONTROLLER_BUTTON_LEFTSTICK, |
327 | SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
328 | SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
329 | SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
330 | SDL_CONTROLLER_BUTTON_DPAD_UP, |
331 | SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
332 | SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
333 | SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
334 | SDL_CONTROLLER_BUTTON_MAX |
335 | } SDL_GameControllerButton; |
336 | |
337 | /** |
338 | * turn this string into a button mapping |
339 | */ |
340 | extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); |
341 | |
342 | /** |
343 | * turn this button enum into a string mapping |
344 | */ |
345 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
346 | |
347 | /** |
348 | * Get the SDL joystick layer binding for this controller button mapping |
349 | */ |
350 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
351 | SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
352 | SDL_GameControllerButton button); |
353 | |
354 | |
355 | /** |
356 | * Get the current state of a button on a game controller. |
357 | * |
358 | * The button indices start at index 0. |
359 | */ |
360 | extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, |
361 | SDL_GameControllerButton button); |
362 | |
363 | /** |
364 | * Trigger a rumble effect |
365 | * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. |
366 | * |
367 | * \param gamecontroller The controller to vibrate |
368 | * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF |
369 | * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF |
370 | * \param duration_ms The duration of the rumble effect, in milliseconds |
371 | * |
372 | * \return 0, or -1 if rumble isn't supported on this joystick |
373 | */ |
374 | extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
375 | |
376 | /** |
377 | * Close a controller previously opened with SDL_GameControllerOpen(). |
378 | */ |
379 | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
380 | |
381 | |
382 | /* Ends C function definitions when using C++ */ |
383 | #ifdef __cplusplus |
384 | } |
385 | #endif |
386 | #include "close_code.h" |
387 | |
388 | #endif /* SDL_gamecontroller_h_ */ |
389 | |
390 | /* vi: set ts=4 sw=4 expandtab: */ |
391 | |