| /* | |
| Simple DirectMedia Layer | |
| Copyright (C) 1997-2016 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 | |
| */ | |
| /* Set up for C function definitions, even when using C++ */ | |
| extern "C" { | |
| /** | |
| * \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 | |
| * "341a3608000000000000504944564944,Afterglow 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. | |
| */ | |
| /** | |
| * 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 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); | |
| /** | |
| * 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 | |
| */ | |
| 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++ */ | |
| } | |
| /* vi: set ts=4 sw=4 expandtab: */ | |