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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * \file SDL_gamecontroller.h
- *
- * Include file for SDL game controller event handling
- */
- #ifndef SDL_gamecontroller_h_
- #define SDL_gamecontroller_h_
- #include "SDL_stdinc.h"
- #include "SDL_error.h"
- #include "SDL_rwops.h"
- #include "SDL_sensor.h"
- #include "SDL_joystick.h"
- #include "begin_code.h"
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * \file SDL_gamecontroller.h
- *
- * In order to use these functions, SDL_Init() must have been called
- * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
- * for game controllers, and load appropriate drivers.
- *
- * If you would like to receive controller updates while the application
- * is in the background, you should set the following hint before calling
- * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
- */
- /**
- * The gamecontroller structure used to identify an SDL game controller
- */
- struct _SDL_GameController;
- typedef struct _SDL_GameController SDL_GameController;
- typedef enum
- {
- SDL_CONTROLLER_TYPE_UNKNOWN = 0,
- SDL_CONTROLLER_TYPE_XBOX360,
- SDL_CONTROLLER_TYPE_XBOXONE,
- SDL_CONTROLLER_TYPE_PS3,
- SDL_CONTROLLER_TYPE_PS4,
- SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
- SDL_CONTROLLER_TYPE_VIRTUAL,
- SDL_CONTROLLER_TYPE_PS5
- } SDL_GameControllerType;
- typedef enum
- {
- SDL_CONTROLLER_BINDTYPE_NONE = 0,
- SDL_CONTROLLER_BINDTYPE_BUTTON,
- SDL_CONTROLLER_BINDTYPE_AXIS,
- SDL_CONTROLLER_BINDTYPE_HAT
- } SDL_GameControllerBindType;
- /**
- * Get the SDL joystick layer binding for this controller button/axis mapping
- */
- typedef struct SDL_GameControllerButtonBind
- {
- SDL_GameControllerBindType bindType;
- union
- {
- int button;
- int axis;
- struct {
- int hat;
- int hat_mask;
- } hat;
- } value;
- } SDL_GameControllerButtonBind;
- /**
- * To count the number of game controllers in the system for the following:
- * int nJoysticks = SDL_NumJoysticks();
- * int nGameControllers = 0;
- * for (int i = 0; i < nJoysticks; i++) {
- * if (SDL_IsGameController(i)) {
- * nGameControllers++;
- * }
- * }
- *
- * 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:
- * guid,name,mappings
- *
- * 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.
- * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
- * The mapping format for joystick is:
- * bX - a joystick button, index X
- * hX.Y - hat X with value Y
- * aX - axis X of the joystick
- * Buttons can be used as a controller axis and vice versa.
- *
- * This string shows an example of a valid mapping for a controller
- * "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",
- *
- */
- /**
- * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
- * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
- *
- * If \c freerw is non-zero, the stream will be closed after being read.
- *
- * \return number of mappings added, -1 on error
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
- /**
- * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
- *
- * Convenience macro.
- */
- #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
- /**
- * Add or update an existing mapping configuration
- *
- * \return 1 if mapping is added, 0 if updated, -1 on error
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
- /**
- * Get the number of mappings installed
- *
- * \return the number of mappings
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
- /**
- * Get the mapping at a particular index.
- *
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
- */
- extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
- /**
- * Get a mapping string for a GUID
- *
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
- */
- extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
- /**
- * Get a mapping string for an open GameController
- *
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
- */
- extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
- /**
- * Is the joystick on this index supported by the game controller interface?
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
- /**
- * Get the implementation dependent name of a game controller.
- * This can be called before any controllers are opened.
- * If no name can be found, this function returns NULL.
- */
- extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
- /**
- * Get the type of a game controller.
- * This can be called before any controllers are opened.
- */
- extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
- /**
- * Get the mapping of a game controller.
- * This can be called before any controllers are opened.
- *
- * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
- */
- extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
- /**
- * Open a game controller for use.
- * The index passed as an argument refers to the N'th game controller on the system.
- * This index is not the value which will identify this controller in future
- * controller events. The joystick's instance id (::SDL_JoystickID) will be
- * used there instead.
- *
- * \return A controller identifier, or NULL if an error occurred.
- */
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
- /**
- * Return the SDL_GameController associated with an instance id.
- */
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
- /**
- * Return the SDL_GameController associated with a player index.
- */
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
- /**
- * Return the name for this currently opened controller
- */
- extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
- /**
- * Return the type of this currently opened controller
- */
- extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
- /**
- * Get the player index of an opened game controller, or -1 if it's not available
- *
- * For XInput controllers this returns the XInput user index.
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
- /**
- * Set the player index of an opened game controller
- */
- extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
- /**
- * Get the USB vendor ID of an opened controller, if available.
- * If the vendor ID isn't available this function returns 0.
- */
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
- /**
- * Get the USB product ID of an opened controller, if available.
- * If the product ID isn't available this function returns 0.
- */
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
- /**
- * Get the product version of an opened controller, if available.
- * If the product version isn't available this function returns 0.
- */
- extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
- /**
- * Get the serial number of an opened controller, if available.
- *
- * Returns the serial number of the controller, or NULL if it is not available.
- */
- extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
- /**
- * Returns SDL_TRUE if the controller has been opened and currently connected,
- * or SDL_FALSE if it has not.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
- /**
- * Get the underlying joystick object used by a controller
- */
- extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
- /**
- * Enable/disable controller event polling.
- *
- * If controller events are disabled, you must call SDL_GameControllerUpdate()
- * yourself and check the state of the controller when you want controller
- * information.
- *
- * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
- /**
- * Update the current state of the open game controllers.
- *
- * This is called automatically by the event loop if any game controller
- * events are enabled.
- */
- extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
- /**
- * The list of axes available from a controller
- *
- * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
- * and are centered within ~8000 of zero, though advanced UI will allow users to set
- * or autodetect the dead zone, which varies between controllers.
- *
- * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
- */
- typedef enum
- {
- SDL_CONTROLLER_AXIS_INVALID = -1,
- SDL_CONTROLLER_AXIS_LEFTX,
- SDL_CONTROLLER_AXIS_LEFTY,
- SDL_CONTROLLER_AXIS_RIGHTX,
- SDL_CONTROLLER_AXIS_RIGHTY,
- SDL_CONTROLLER_AXIS_TRIGGERLEFT,
- SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
- SDL_CONTROLLER_AXIS_MAX
- } SDL_GameControllerAxis;
- /**
- * turn this string into a axis mapping
- */
- extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
- /**
- * turn this axis enum into a string mapping
- */
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
- /**
- * Get the SDL joystick layer binding for this controller button mapping
- */
- extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
- SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
- SDL_GameControllerAxis axis);
- /**
- * Return whether a game controller has a given axis
- */
- extern DECLSPEC SDL_bool SDLCALL
- SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
- /**
- * Get the current state of an axis control on a game controller.
- *
- * The state is a value ranging from -32768 to 32767 (except for the triggers,
- * which range from 0 to 32767).
- *
- * The axis indices start at index 0.
- */
- extern DECLSPEC Sint16 SDLCALL
- SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
- /**
- * The list of buttons available from a controller
- */
- typedef enum
- {
- SDL_CONTROLLER_BUTTON_INVALID = -1,
- SDL_CONTROLLER_BUTTON_A,
- SDL_CONTROLLER_BUTTON_B,
- SDL_CONTROLLER_BUTTON_X,
- SDL_CONTROLLER_BUTTON_Y,
- SDL_CONTROLLER_BUTTON_BACK,
- SDL_CONTROLLER_BUTTON_GUIDE,
- SDL_CONTROLLER_BUTTON_START,
- SDL_CONTROLLER_BUTTON_LEFTSTICK,
- SDL_CONTROLLER_BUTTON_RIGHTSTICK,
- SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
- SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
- SDL_CONTROLLER_BUTTON_DPAD_UP,
- SDL_CONTROLLER_BUTTON_DPAD_DOWN,
- SDL_CONTROLLER_BUTTON_DPAD_LEFT,
- SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
- SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
- SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
- SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
- SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
- SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
- SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
- SDL_CONTROLLER_BUTTON_MAX
- } SDL_GameControllerButton;
- /**
- * turn this string into a button mapping
- */
- extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
- /**
- * turn this button enum into a string mapping
- */
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
- /**
- * Get the SDL joystick layer binding for this controller button mapping
- */
- extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
- SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
- SDL_GameControllerButton button);
- /**
- * Return whether a game controller has a given button
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
- SDL_GameControllerButton button);
- /**
- * Get the current state of a button on a game controller.
- *
- * The button indices start at index 0.
- */
- extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
- SDL_GameControllerButton button);
- /**
- * Get the number of touchpads on a game controller.
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
- /**
- * Get the number of supported simultaneous fingers on a touchpad on a game controller.
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
- /**
- * Get the current state of a finger on a touchpad on a game controller.
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
- /**
- * Return whether a game controller has a particular sensor.
- *
- * \param gamecontroller The controller to query
- * \param type The type of sensor to query
- *
- * \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
- /**
- * Set whether data reporting for a game controller sensor is enabled
- *
- * \param gamecontroller The controller to update
- * \param type The type of sensor to enable/disable
- * \param enabled Whether data reporting should be enabled
- *
- * \return 0 or -1 if an error occurred.
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
- /**
- * Query whether sensor data reporting is enabled for a game controller
- *
- * \param gamecontroller The controller to query
- * \param type The type of sensor to query
- *
- * \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
- /**
- * Get the current state of a game controller sensor.
- *
- * The number of values and interpretation of the data is sensor dependent.
- * See SDL_sensor.h for the details for each type of sensor.
- *
- * \param gamecontroller The controller to query
- * \param type The type of sensor to query
- * \param data A pointer filled with the current sensor state
- * \param num_values The number of values to write to data
- *
- * \return 0 or -1 if an error occurred.
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
- /**
- * Start a rumble effect
- * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
- *
- * \param gamecontroller The controller to vibrate
- * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
- * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
- * \param duration_ms The duration of the rumble effect, in milliseconds
- *
- * \return 0, or -1 if rumble isn't supported on this controller
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
- /**
- * Start a rumble effect in the game controller's triggers
- * Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
- *
- * \param gamecontroller The controller to vibrate
- * \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF
- * \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF
- * \param duration_ms The duration of the rumble effect, in milliseconds
- *
- * \return 0, or -1 if rumble isn't supported on this controller
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
- /**
- * Return whether a controller has an LED
- *
- * \param gamecontroller The controller to query
- *
- * \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
- /**
- * Update a controller's LED color.
- *
- * \param gamecontroller The controller to update
- * \param red The intensity of the red LED
- * \param green The intensity of the green LED
- * \param blue The intensity of the blue LED
- *
- * \return 0, or -1 if this controller does not have a modifiable LED
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
- /**
- * Close a controller previously opened with SDL_GameControllerOpen().
- */
- extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
- #endif /* SDL_gamecontroller_h_ */
- /* vi: set ts=4 sw=4 expandtab: */
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