mirror of
				https://github.com/libsdl-org/SDL.git
				synced 2025-11-04 09:44:35 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			363 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			363 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
  Simple DirectMedia Layer
 | 
						|
  Copyright (C) 1997-2017 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_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_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);
 | 
						|
 | 
						|
/**
 | 
						|
 *  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 name for this currently opened controller
 | 
						|
 */
 | 
						|
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
 | 
						|
 | 
						|
/**
 | 
						|
 *  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);
 | 
						|
 | 
						|
/**
 | 
						|
 *  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);
 | 
						|
 | 
						|
/**
 | 
						|
 *  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_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);
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 *  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);
 | 
						|
 | 
						|
/**
 | 
						|
 *  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: */
 |