Atlas - SDL_gamecontroller.h
Home / ext / SDL2 / include Lines: 1 | Size: 13275 bytes [Download] [Show on GitHub] [Search similar files] [Raw] [Raw (proxy)][FILE BEGIN]1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2018 Sam Lantinga <[email protected]> 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 USB vendor ID of an opened controller, if available. 209 * If the vendor ID isn't available this function returns 0. 210 */ 211extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); 212 213/** 214 * Get the USB product ID of an opened controller, if available. 215 * If the product ID isn't available this function returns 0. 216 */ 217extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); 218 219/** 220 * Get the product version of an opened controller, if available. 221 * If the product version isn't available this function returns 0. 222 */ 223extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); 224 225/** 226 * Returns SDL_TRUE if the controller has been opened and currently connected, 227 * or SDL_FALSE if it has not. 228 */ 229extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); 230 231/** 232 * Get the underlying joystick object used by a controller 233 */ 234extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); 235 236/** 237 * Enable/disable controller event polling. 238 * 239 * If controller events are disabled, you must call SDL_GameControllerUpdate() 240 * yourself and check the state of the controller when you want controller 241 * information. 242 * 243 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. 244 */ 245extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); 246 247/** 248 * Update the current state of the open game controllers. 249 * 250 * This is called automatically by the event loop if any game controller 251 * events are enabled. 252 */ 253extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); 254 255 256/** 257 * The list of axes available from a controller 258 * 259 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, 260 * and are centered within ~8000 of zero, though advanced UI will allow users to set 261 * or autodetect the dead zone, which varies between controllers. 262 * 263 * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. 264 */ 265typedef enum 266{ 267 SDL_CONTROLLER_AXIS_INVALID = -1, 268 SDL_CONTROLLER_AXIS_LEFTX, 269 SDL_CONTROLLER_AXIS_LEFTY, 270 SDL_CONTROLLER_AXIS_RIGHTX, 271 SDL_CONTROLLER_AXIS_RIGHTY, 272 SDL_CONTROLLER_AXIS_TRIGGERLEFT, 273 SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 274 SDL_CONTROLLER_AXIS_MAX 275} SDL_GameControllerAxis; 276 277/** 278 * turn this string into a axis mapping 279 */ 280extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); 281 282/** 283 * turn this axis enum into a string mapping 284 */ 285extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); 286 287/** 288 * Get the SDL joystick layer binding for this controller button mapping 289 */ 290extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 291SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, 292 SDL_GameControllerAxis axis); 293 294/** 295 * Get the current state of an axis control on a game controller. 296 * 297 * The state is a value ranging from -32768 to 32767 (except for the triggers, 298 * which range from 0 to 32767). 299 * 300 * The axis indices start at index 0. 301 */ 302extern DECLSPEC Sint16 SDLCALL 303SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, 304 SDL_GameControllerAxis axis); 305 306/** 307 * The list of buttons available from a controller 308 */ 309typedef enum 310{ 311 SDL_CONTROLLER_BUTTON_INVALID = -1, 312 SDL_CONTROLLER_BUTTON_A, 313 SDL_CONTROLLER_BUTTON_B, 314 SDL_CONTROLLER_BUTTON_X, 315 SDL_CONTROLLER_BUTTON_Y, 316 SDL_CONTROLLER_BUTTON_BACK, 317 SDL_CONTROLLER_BUTTON_GUIDE, 318 SDL_CONTROLLER_BUTTON_START, 319 SDL_CONTROLLER_BUTTON_LEFTSTICK, 320 SDL_CONTROLLER_BUTTON_RIGHTSTICK, 321 SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 322 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 323 SDL_CONTROLLER_BUTTON_DPAD_UP, 324 SDL_CONTROLLER_BUTTON_DPAD_DOWN, 325 SDL_CONTROLLER_BUTTON_DPAD_LEFT, 326 SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 327 SDL_CONTROLLER_BUTTON_MAX 328} SDL_GameControllerButton; 329 330/** 331 * turn this string into a button mapping 332 */ 333extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); 334 335/** 336 * turn this button enum into a string mapping 337 */ 338extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); 339 340/** 341 * Get the SDL joystick layer binding for this controller button mapping 342 */ 343extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 344SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 345 SDL_GameControllerButton button); 346 347 348/** 349 * Get the current state of a button on a game controller. 350 * 351 * The button indices start at index 0. 352 */ 353extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, 354 SDL_GameControllerButton button); 355 356/** 357 * Trigger a rumble effect 358 * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. 359 * 360 * \param gamecontroller The controller to vibrate 361 * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF 362 * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF 363 * \param duration_ms The duration of the rumble effect, in milliseconds 364 * 365 * \return 0, or -1 if rumble isn't supported on this joystick 366 */ 367extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); 368 369/** 370 * Close a controller previously opened with SDL_GameControllerOpen(). 371 */ 372extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); 373 374 375/* Ends C function definitions when using C++ */ 376#ifdef __cplusplus 377} 378#endif 379#include "close_code.h" 380 381#endif /* SDL_gamecontroller_h_ */ 382 383/* vi: set ts=4 sw=4 expandtab: */ 384[FILE END](C) 2025 0x4248 (C) 2025 4248 Media and 4248 Systems, All part of 0x4248 See LICENCE files for more information. 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