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
39extern "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 */
57struct _SDL_GameController;
58typedef struct _SDL_GameController SDL_GameController;
59
60
61typedef 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 */
72typedef 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 */
122extern 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 */
136extern 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 */
143extern 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 */
150extern 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 */
157extern 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 */
164extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
165
166/**
167 * Is the joystick on this index supported by the game controller interface?
168 */
169extern 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 */
176extern 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 */
184extern 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 */
195extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
196
197/**
198 * Return the SDL_GameController associated with an instance id.
199 */
200extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
201
202/**
203 * Return the name for this currently opened controller
204 */
205extern 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 */
212extern 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 */
218extern 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 */
224extern 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 */
230extern 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 */
236extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
237
238/**
239 * Get the underlying joystick object used by a controller
240 */
241extern 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 */
252extern 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 */
260extern 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 */
272typedef 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 */
287extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
288
289/**
290 * turn this axis enum into a string mapping
291 */
292extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
293
294/**
295 * Get the SDL joystick layer binding for this controller button mapping
296 */
297extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
298SDL_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 */
309extern DECLSPEC Sint16 SDLCALL
310SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
311 SDL_GameControllerAxis axis);
312
313/**
314 * The list of buttons available from a controller
315 */
316typedef 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 */
340extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
341
342/**
343 * turn this button enum into a string mapping
344 */
345extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
346
347/**
348 * Get the SDL joystick layer binding for this controller button mapping
349 */
350extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
351SDL_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 */
360extern 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 */
374extern 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 */
379extern 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