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420 lines
14 KiB
420 lines
14 KiB
/* |
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Simple DirectMedia Layer |
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely, subject to the following restrictions: |
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1. The origin of this software must not be misrepresented; you must not |
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claim that you wrote the original software. If you use this software |
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in a product, an acknowledgment in the product documentation would be |
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appreciated but is not required. |
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2. Altered source versions must be plainly marked as such, and must not be |
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misrepresented as being the original software. |
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3. This notice may not be removed or altered from any source distribution. |
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*/ |
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/** |
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* \file SDL_gamecontroller.h |
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* |
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* Include file for SDL game controller event handling |
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*/ |
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#ifndef SDL_gamecontroller_h_ |
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#define SDL_gamecontroller_h_ |
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#include "SDL_stdinc.h" |
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#include "SDL_error.h" |
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#include "SDL_rwops.h" |
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#include "SDL_joystick.h" |
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#include "begin_code.h" |
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/* Set up for C function definitions, even when using C++ */ |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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/** |
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* \file SDL_gamecontroller.h |
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* |
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* In order to use these functions, SDL_Init() must have been called |
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* with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system |
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* for game controllers, and load appropriate drivers. |
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* |
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* If you would like to receive controller updates while the application |
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* is in the background, you should set the following hint before calling |
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* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
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*/ |
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/** |
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* The gamecontroller structure used to identify an SDL game controller |
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*/ |
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struct _SDL_GameController; |
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typedef struct _SDL_GameController SDL_GameController; |
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typedef enum |
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{ |
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SDL_CONTROLLER_TYPE_UNKNOWN = 0, |
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SDL_CONTROLLER_TYPE_XBOX360, |
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SDL_CONTROLLER_TYPE_XBOXONE, |
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SDL_CONTROLLER_TYPE_PS3, |
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SDL_CONTROLLER_TYPE_PS4, |
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO |
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} SDL_GameControllerType; |
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typedef enum |
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{ |
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SDL_CONTROLLER_BINDTYPE_NONE = 0, |
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SDL_CONTROLLER_BINDTYPE_BUTTON, |
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SDL_CONTROLLER_BINDTYPE_AXIS, |
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SDL_CONTROLLER_BINDTYPE_HAT |
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} SDL_GameControllerBindType; |
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/** |
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* Get the SDL joystick layer binding for this controller button/axis mapping |
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*/ |
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typedef struct SDL_GameControllerButtonBind |
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{ |
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SDL_GameControllerBindType bindType; |
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union |
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{ |
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int button; |
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int axis; |
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struct { |
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int hat; |
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int hat_mask; |
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} hat; |
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} value; |
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} SDL_GameControllerButtonBind; |
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/** |
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* To count the number of game controllers in the system for the following: |
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* int nJoysticks = SDL_NumJoysticks(); |
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* int nGameControllers = 0; |
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* for (int i = 0; i < nJoysticks; i++) { |
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* if (SDL_IsGameController(i)) { |
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* nGameControllers++; |
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* } |
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* } |
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* |
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* 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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* guid,name,mappings |
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* |
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* 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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* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. |
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* The mapping format for joystick is: |
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* bX - a joystick button, index X |
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* hX.Y - hat X with value Y |
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* aX - axis X of the joystick |
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* Buttons can be used as a controller axis and vice versa. |
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* |
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* This string shows an example of a valid mapping for a controller |
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* "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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* |
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*/ |
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/** |
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* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() |
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* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt |
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* |
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* If \c freerw is non-zero, the stream will be closed after being read. |
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* |
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* \return number of mappings added, -1 on error |
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*/ |
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); |
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/** |
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* Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
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* |
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* Convenience macro. |
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*/ |
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#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
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/** |
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* Add or update an existing mapping configuration |
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* |
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* \return 1 if mapping is added, 0 if updated, -1 on error |
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*/ |
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
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/** |
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* Get the number of mappings installed |
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* |
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* \return the number of mappings |
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*/ |
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extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
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/** |
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* Get the mapping at a particular index. |
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* |
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. |
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*/ |
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
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/** |
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* Get a mapping string for a GUID |
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* |
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available |
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*/ |
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); |
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/** |
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* Get a mapping string for an open GameController |
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* |
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available |
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*/ |
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extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller); |
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/** |
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* Is the joystick on this index supported by the game controller interface? |
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*/ |
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extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
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/** |
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* Get the implementation dependent name of a game controller. |
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* This can be called before any controllers are opened. |
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* If no name can be found, this function returns NULL. |
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*/ |
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extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
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/** |
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* Get the type of a game controller. |
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* This can be called before any controllers are opened. |
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*/ |
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extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); |
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/** |
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* Get the mapping of a game controller. |
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* This can be called before any controllers are opened. |
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* |
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* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available |
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*/ |
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extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); |
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/** |
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* Open a game controller for use. |
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* The index passed as an argument refers to the N'th game controller on the system. |
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* This index is not the value which will identify this controller in future |
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* controller events. The joystick's instance id (::SDL_JoystickID) will be |
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* used there instead. |
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* |
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* \return A controller identifier, or NULL if an error occurred. |
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*/ |
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
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/** |
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* Return the SDL_GameController associated with an instance id. |
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*/ |
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
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/** |
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* Return the SDL_GameController associated with a player index. |
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*/ |
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); |
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/** |
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* Return the name for this currently opened controller |
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*/ |
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extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
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/** |
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* Return the type of this currently opened controller |
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*/ |
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extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); |
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/** |
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* Get the player index of an opened game controller, or -1 if it's not available |
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* |
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* For XInput controllers this returns the XInput user index. |
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*/ |
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extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
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/** |
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* Set the player index of an opened game controller |
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*/ |
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extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); |
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/** |
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* Get the USB vendor ID of an opened controller, if available. |
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* If the vendor ID isn't available this function returns 0. |
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*/ |
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); |
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/** |
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* Get the USB product ID of an opened controller, if available. |
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* If the product ID isn't available this function returns 0. |
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*/ |
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); |
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/** |
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* Get the product version of an opened controller, if available. |
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* If the product version isn't available this function returns 0. |
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*/ |
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); |
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/** |
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* Returns SDL_TRUE if the controller has been opened and currently connected, |
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* or SDL_FALSE if it has not. |
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*/ |
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
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/** |
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* Get the underlying joystick object used by a controller |
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*/ |
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extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
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/** |
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* Enable/disable controller event polling. |
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* |
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* If controller events are disabled, you must call SDL_GameControllerUpdate() |
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* yourself and check the state of the controller when you want controller |
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* information. |
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* |
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* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. |
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*/ |
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extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
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/** |
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* Update the current state of the open game controllers. |
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* |
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* This is called automatically by the event loop if any game controller |
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* events are enabled. |
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*/ |
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extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
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/** |
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* The list of axes available from a controller |
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* |
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* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
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* and are centered within ~8000 of zero, though advanced UI will allow users to set |
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* or autodetect the dead zone, which varies between controllers. |
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* |
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* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. |
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*/ |
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typedef enum |
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{ |
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SDL_CONTROLLER_AXIS_INVALID = -1, |
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SDL_CONTROLLER_AXIS_LEFTX, |
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SDL_CONTROLLER_AXIS_LEFTY, |
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SDL_CONTROLLER_AXIS_RIGHTX, |
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SDL_CONTROLLER_AXIS_RIGHTY, |
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SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
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SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
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SDL_CONTROLLER_AXIS_MAX |
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} SDL_GameControllerAxis; |
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/** |
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* turn this string into a axis mapping |
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*/ |
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extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); |
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/** |
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* turn this axis enum into a string mapping |
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*/ |
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extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
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/** |
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* Get the SDL joystick layer binding for this controller button mapping |
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*/ |
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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
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SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
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SDL_GameControllerAxis axis); |
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/** |
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* Get the current state of an axis control on a game controller. |
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* |
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* The state is a value ranging from -32768 to 32767 (except for the triggers, |
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* which range from 0 to 32767). |
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* |
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* The axis indices start at index 0. |
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*/ |
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extern DECLSPEC Sint16 SDLCALL |
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SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, |
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SDL_GameControllerAxis axis); |
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/** |
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* The list of buttons available from a controller |
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*/ |
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typedef enum |
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{ |
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SDL_CONTROLLER_BUTTON_INVALID = -1, |
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SDL_CONTROLLER_BUTTON_A, |
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SDL_CONTROLLER_BUTTON_B, |
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SDL_CONTROLLER_BUTTON_X, |
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SDL_CONTROLLER_BUTTON_Y, |
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SDL_CONTROLLER_BUTTON_BACK, |
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SDL_CONTROLLER_BUTTON_GUIDE, |
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SDL_CONTROLLER_BUTTON_START, |
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SDL_CONTROLLER_BUTTON_LEFTSTICK, |
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SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
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SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
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SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
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SDL_CONTROLLER_BUTTON_DPAD_UP, |
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SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
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SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
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SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
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SDL_CONTROLLER_BUTTON_MAX |
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} SDL_GameControllerButton; |
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/** |
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* turn this string into a button mapping |
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*/ |
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extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); |
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/** |
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* turn this button enum into a string mapping |
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*/ |
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extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
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/** |
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* Get the SDL joystick layer binding for this controller button mapping |
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*/ |
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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
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SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
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SDL_GameControllerButton button); |
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/** |
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* Get the current state of a button on a game controller. |
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* |
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* The button indices start at index 0. |
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*/ |
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extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, |
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SDL_GameControllerButton button); |
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/** |
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* Trigger a rumble effect |
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* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. |
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* |
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* \param gamecontroller The controller to vibrate |
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* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF |
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* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF |
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* \param duration_ms The duration of the rumble effect, in milliseconds |
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* |
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* \return 0, or -1 if rumble isn't supported on this joystick |
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*/ |
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extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
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/** |
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* Close a controller previously opened with SDL_GameControllerOpen(). |
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*/ |
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extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
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/* Ends C function definitions when using C++ */ |
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#ifdef __cplusplus |
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} |
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#endif |
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#include "close_code.h" |
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#endif /* SDL_gamecontroller_h_ */ |
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/* vi: set ts=4 sw=4 expandtab: */
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