| /* |
| Copyright (C) 1997-2025 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. |
| */ |
| |
| /* Gamepad image */ |
| |
| #ifndef gamepadutils_h_ |
| #define gamepadutils_h_ |
| |
| typedef struct GamepadImage GamepadImage; |
| |
| typedef enum |
| { |
| CONTROLLER_MODE_TESTING, |
| CONTROLLER_MODE_BINDING, |
| } ControllerDisplayMode; |
| |
| enum |
| { |
| SDL_GAMEPAD_ELEMENT_INVALID = -1, |
| |
| /* ... SDL_GamepadButton ... */ |
| |
| SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE = SDL_GAMEPAD_BUTTON_COUNT, |
| SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE, |
| SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER, |
| SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER, |
| SDL_GAMEPAD_ELEMENT_AXIS_MAX, |
| |
| SDL_GAMEPAD_ELEMENT_NAME = SDL_GAMEPAD_ELEMENT_AXIS_MAX, |
| SDL_GAMEPAD_ELEMENT_TYPE, |
| SDL_GAMEPAD_ELEMENT_MAX, |
| }; |
| |
| #define HIGHLIGHT_COLOR 224, 255, 255, SDL_ALPHA_OPAQUE |
| #define HIGHLIGHT_TEXTURE_MOD 224, 255, 255 |
| #define PRESSED_COLOR 175, 238, 238, SDL_ALPHA_OPAQUE |
| #define PRESSED_TEXTURE_MOD 175, 238, 238 |
| #define SELECTED_COLOR 224, 255, 224, SDL_ALPHA_OPAQUE |
| #define GYRO_COLOR_RED 255, 0, 0, SDL_ALPHA_OPAQUE |
| #define GYRO_COLOR_GREEN 0, 255, 0, SDL_ALPHA_OPAQUE |
| #define GYRO_COLOR_BLUE 0, 0, 255, SDL_ALPHA_OPAQUE |
| #define GYRO_COLOR_ORANGE 255, 128, 0, SDL_ALPHA_OPAQUE |
| |
| /* Shared layout constants */ |
| #define BUTTON_PADDING 12.0f |
| #define MINIMUM_BUTTON_WIDTH 96.0f |
| |
| /* Symbol */ |
| #define DEGREE_UTF8 "\xC2\xB0" |
| #define SQUARED_UTF8 "\xC2\xB2" |
| #define MICRO_UTF8 "\xC2\xB5" |
| /* Gamepad image display */ |
| |
| extern GamepadImage *CreateGamepadImage(SDL_Renderer *renderer); |
| extern void SetGamepadImagePosition(GamepadImage *ctx, float x, float y); |
| extern void GetGamepadImageArea(GamepadImage *ctx, SDL_FRect *area); |
| extern void GetGamepadTouchpadArea(GamepadImage *ctx, SDL_FRect *area); |
| extern void SetGamepadImageShowingFront(GamepadImage *ctx, bool showing_front); |
| extern SDL_GamepadType GetGamepadImageType(GamepadImage *ctx); |
| extern void SetGamepadImageDisplayMode(GamepadImage *ctx, ControllerDisplayMode display_mode); |
| extern float GetGamepadImageButtonWidth(GamepadImage *ctx); |
| extern float GetGamepadImageButtonHeight(GamepadImage *ctx); |
| extern float GetGamepadImageAxisWidth(GamepadImage *ctx); |
| extern float GetGamepadImageAxisHeight(GamepadImage *ctx); |
| extern int GetGamepadImageElementAt(GamepadImage *ctx, float x, float y); |
| |
| extern void ClearGamepadImage(GamepadImage *ctx); |
| extern void SetGamepadImageElement(GamepadImage *ctx, int element, bool active); |
| |
| extern void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad); |
| extern void RenderGamepadImage(GamepadImage *ctx); |
| extern void DestroyGamepadImage(GamepadImage *ctx); |
| |
| /* Gamepad element display */ |
| |
| typedef struct GamepadDisplay GamepadDisplay; |
| |
| extern GamepadDisplay *CreateGamepadDisplay(SDL_Renderer *renderer); |
| extern void SetGamepadDisplayDisplayMode(GamepadDisplay *ctx, ControllerDisplayMode display_mode); |
| extern void SetGamepadDisplayArea(GamepadDisplay *ctx, const SDL_FRect *area); |
| extern void SetGamepadDisplayGyroDriftCorrection(GamepadDisplay *ctx, float *gyro_drift_correction); |
| extern int GetGamepadDisplayElementAt(GamepadDisplay *ctx, SDL_Gamepad *gamepad, float x, float y); |
| extern void SetGamepadDisplayHighlight(GamepadDisplay *ctx, int element, bool pressed); |
| extern void SetGamepadDisplaySelected(GamepadDisplay *ctx, int element); |
| extern void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad); |
| extern void DestroyGamepadDisplay(GamepadDisplay *ctx); |
| |
| /* Gamepad type display */ |
| |
| enum |
| { |
| SDL_GAMEPAD_TYPE_UNSELECTED = -1 |
| }; |
| |
| typedef struct GamepadTypeDisplay GamepadTypeDisplay; |
| |
| extern GamepadTypeDisplay *CreateGamepadTypeDisplay(SDL_Renderer *renderer); |
| extern void SetGamepadTypeDisplayArea(GamepadTypeDisplay *ctx, const SDL_FRect *area); |
| extern int GetGamepadTypeDisplayAt(GamepadTypeDisplay *ctx, float x, float y); |
| extern void SetGamepadTypeDisplayHighlight(GamepadTypeDisplay *ctx, int type, bool pressed); |
| extern void SetGamepadTypeDisplaySelected(GamepadTypeDisplay *ctx, int type); |
| extern void SetGamepadTypeDisplayRealType(GamepadTypeDisplay *ctx, SDL_GamepadType type); |
| extern void RenderGamepadTypeDisplay(GamepadTypeDisplay *ctx); |
| extern void DestroyGamepadTypeDisplay(GamepadTypeDisplay *ctx); |
| |
| /* Joystick element display */ |
| |
| typedef struct JoystickDisplay JoystickDisplay; |
| |
| extern JoystickDisplay *CreateJoystickDisplay(SDL_Renderer *renderer); |
| extern void SetJoystickDisplayArea(JoystickDisplay *ctx, const SDL_FRect *area); |
| extern char *GetJoystickDisplayElementAt(JoystickDisplay *ctx, SDL_Joystick *joystick, float x, float y); |
| extern void SetJoystickDisplayHighlight(JoystickDisplay *ctx, const char *element, bool pressed); |
| extern void RenderJoystickDisplay(JoystickDisplay *ctx, SDL_Joystick *joystick); |
| extern void DestroyJoystickDisplay(JoystickDisplay *ctx); |
| |
| /* Simple buttons */ |
| |
| typedef struct GamepadButton GamepadButton; |
| |
| extern GamepadButton *CreateGamepadButton(SDL_Renderer *renderer, const char *label); |
| extern void SetGamepadButtonLabel(GamepadButton *ctx, const char *label); |
| extern void SetGamepadButtonArea(GamepadButton *ctx, const SDL_FRect *area); |
| extern void GetGamepadButtonArea(GamepadButton *ctx, SDL_FRect *area); |
| extern void SetGamepadButtonHighlight(GamepadButton *ctx, bool highlight, bool pressed); |
| extern float GetGamepadButtonLabelWidth(GamepadButton *ctx); |
| extern float GetGamepadButtonLabelHeight(GamepadButton *ctx); |
| extern bool GamepadButtonContains(GamepadButton *ctx, float x, float y); |
| extern void RenderGamepadButton(GamepadButton *ctx); |
| extern void DestroyGamepadButton(GamepadButton *ctx); |
| |
| /* Gyro element Display */ |
| |
| /* This is used as the initial noise tolerance threshold. It's set very close to zero to avoid divide by zero while we're evaluating the noise profile. Each controller may have a very different noise profile.*/ |
| #define ACCELEROMETER_NOISE_THRESHOLD 1e-6f |
| /* The value below is based on observation of a Dualshock controller. Of all gamepads observed, the Dualshock (PS4) tends to have one of the noisiest accelerometers. Increase this threshold if a controller is failing to pass the noise profiling stage while stationary on a table. */ |
| #define ACCELEROMETER_MAX_NOISE_G 0.075f |
| #define ACCELEROMETER_MAX_NOISE_G_SQ (ACCELEROMETER_MAX_NOISE_G * ACCELEROMETER_MAX_NOISE_G) |
| |
| /* Gyro Calibration Phases */ |
| typedef enum |
| { |
| GYRO_CALIBRATION_PHASE_OFF, /* Calibration has not yet been evaluated - signal to the user to put the controller on a flat surface before beginning the calibration process */ |
| GYRO_CALIBRATION_PHASE_NOISE_PROFILING, /* Find the max accelerometer noise for a fixed period */ |
| GYRO_CALIBRATION_PHASE_DRIFT_PROFILING, /* Find the drift while the accelerometer is below the accelerometer noise tolerance */ |
| GYRO_CALIBRATION_PHASE_COMPLETE, /* Calibration has finished */ |
| } EGyroCalibrationPhase; |
| |
| typedef struct Quaternion Quaternion; |
| typedef struct GyroDisplay GyroDisplay; |
| |
| extern void InitCirclePoints3D(void); |
| extern GyroDisplay *CreateGyroDisplay(SDL_Renderer *renderer); |
| extern void SetGyroDisplayArea(GyroDisplay *ctx, const SDL_FRect *area); |
| extern void SetGamepadDisplayIMUValues(GyroDisplay *ctx, float *gyro_drift_solution, float *euler_displacement_angles, Quaternion *gyro_quaternion, int reported_senor_rate_hz, int estimated_sensor_rate_hz, EGyroCalibrationPhase calibration_phase, float drift_calibration_progress_frac, float accelerometer_noise_sq, float accelerometer_noise_tolerance_sq); |
| extern GamepadButton *GetGyroResetButton(GyroDisplay *ctx); |
| extern GamepadButton *GetGyroCalibrateButton(GyroDisplay *ctx); |
| extern void RenderGyroDisplay(GyroDisplay *ctx, GamepadDisplay *gamepadElements, SDL_Gamepad *gamepad); |
| extern void DestroyGyroDisplay(GyroDisplay *ctx); |
| |
| /* Working with mappings and bindings */ |
| |
| /* Return whether a mapping has any bindings */ |
| extern bool MappingHasBindings(const char *mapping); |
| |
| /* Return true if the mapping has a controller name */ |
| extern bool MappingHasName(const char *mapping); |
| |
| /* Return the name from a mapping, which should be freed using SDL_free(), or NULL if there is no name specified */ |
| extern char *GetMappingName(const char *mapping); |
| |
| /* Set the name in a mapping, freeing the mapping passed in and returning a new mapping */ |
| extern char *SetMappingName(char *mapping, const char *name); |
| |
| /* Get the friendly string for an SDL_GamepadType */ |
| extern const char *GetGamepadTypeString(SDL_GamepadType type); |
| |
| /* Return the type from a mapping, which should be freed using SDL_free(), or NULL if there is no type specified */ |
| extern SDL_GamepadType GetMappingType(const char *mapping); |
| |
| /* Set the type in a mapping, freeing the mapping passed in and returning a new mapping */ |
| extern char *SetMappingType(char *mapping, SDL_GamepadType type); |
| |
| /* Return true if a mapping has this element bound */ |
| extern bool MappingHasElement(const char *mapping, int element); |
| |
| /* Get the binding for an element, which should be freed using SDL_free(), or NULL if the element isn't bound */ |
| extern char *GetElementBinding(const char *mapping, int element); |
| |
| /* Set the binding for an element, or NULL to clear it, freeing the mapping passed in and returning a new mapping */ |
| extern char *SetElementBinding(char *mapping, int element, const char *binding); |
| |
| /* Get the element for a binding, or SDL_GAMEPAD_ELEMENT_INVALID if that binding isn't used */ |
| extern int GetElementForBinding(char *mapping, const char *binding); |
| |
| /* Return true if a mapping contains this binding */ |
| extern bool MappingHasBinding(const char *mapping, const char *binding); |
| |
| /* Clear any previous binding */ |
| extern char *ClearMappingBinding(char *mapping, const char *binding); |
| |
| #endif /* gamepadutils_h_ */ |