| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2022 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_CONTROLLER_TYPE_AMAZON_LUNA, |
| SDL_CONTROLLER_TYPE_GOOGLE_STADIA, |
| SDL_CONTROLLER_TYPE_NVIDIA_SHIELD, |
| SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, |
| SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, |
| SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR |
| } 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: |
| * |
| * ```c |
| * 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 |
| * |
| * ```c |
| * "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 Game Controller mappings from a seekable SDL data stream. |
| * |
| * You can call this function several times, if needed, to load different |
| * database files. |
| * |
| * If a new mapping is loaded for an already known controller GUID, the later |
| * version will overwrite the one currently loaded. |
| * |
| * Mappings not belonging to the current platform or with no platform field |
| * specified will be ignored (i.e. mappings for Linux will be ignored in |
| * Windows, etc). |
| * |
| * This function will load the text database entirely in memory before |
| * processing it, so take this into consideration if you are in a memory |
| * constrained environment. |
| * |
| * \param rw the data stream for the mappings to be added |
| * \param freerw non-zero to close the stream after being read |
| * \returns the number of mappings added or -1 on error; call SDL_GetError() |
| * for more information. |
| * |
| * \since This function is available since SDL 2.0.2. |
| * |
| * \sa SDL_GameControllerAddMapping |
| * \sa SDL_GameControllerAddMappingsFromFile |
| * \sa SDL_GameControllerMappingForGUID |
| */ |
| 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 support for controllers that SDL is unaware of or to cause an existing |
| * controller to have a different binding. |
| * |
| * The mapping string has the format "GUID,name,mapping", 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 all |
| * 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 axes and vice versa. |
| * |
| * This string shows an example of a valid mapping for a controller: |
| * |
| * ```c |
| * "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" |
| * ``` |
| * |
| * \param mappingString the mapping string |
| * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, |
| * -1 on error; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerMapping |
| * \sa SDL_GameControllerMappingForGUID |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
| |
| /** |
| * Get the number of mappings installed. |
| * |
| * \returns the number of mappings. |
| * |
| * \since This function is available since SDL 2.0.6. |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
| |
| /** |
| * Get the mapping at a particular index. |
| * |
| * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
| * the index is out of range. |
| * |
| * \since This function is available since SDL 2.0.6. |
| */ |
| extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
| |
| /** |
| * Get the game controller mapping string for a given GUID. |
| * |
| * The returned string must be freed with SDL_free(). |
| * |
| * \param guid a structure containing the GUID for which a mapping is desired |
| * \returns a mapping string or NULL on error; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_JoystickGetDeviceGUID |
| * \sa SDL_JoystickGetGUID |
| */ |
| extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); |
| |
| /** |
| * Get the current mapping of a Game Controller. |
| * |
| * The returned string must be freed with SDL_free(). |
| * |
| * Details about mappings are discussed with SDL_GameControllerAddMapping(). |
| * |
| * \param gamecontroller the game controller you want to get the current |
| * mapping for |
| * \returns a string that has the controller's mapping or NULL if no mapping |
| * is available; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerAddMapping |
| * \sa SDL_GameControllerMappingForGUID |
| */ |
| extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); |
| |
| /** |
| * Check if the given joystick is supported by the game controller interface. |
| * |
| * `joystick_index` is the same as the `device_index` passed to |
| * SDL_JoystickOpen(). |
| * |
| * \param joystick_index the device_index of a device, up to |
| * SDL_NumJoysticks() |
| * \returns SDL_TRUE if the given joystick is supported by the game controller |
| * interface, SDL_FALSE if it isn't or it's an invalid index. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerNameForIndex |
| * \sa SDL_GameControllerOpen |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
| |
| /** |
| * Get the implementation dependent name for the game controller. |
| * |
| * This function can be called before any controllers are opened. |
| * |
| * `joystick_index` is the same as the `device_index` passed to |
| * SDL_JoystickOpen(). |
| * |
| * \param joystick_index the device_index of a device, from zero to |
| * SDL_NumJoysticks()-1 |
| * \returns the implementation-dependent name for the game controller, or NULL |
| * if there is no name or the index is invalid. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerName |
| * \sa SDL_GameControllerOpen |
| * \sa SDL_IsGameController |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
| |
| /** |
| * Get the implementation dependent path for the game controller. |
| * |
| * This function can be called before any controllers are opened. |
| * |
| * `joystick_index` is the same as the `device_index` passed to |
| * SDL_JoystickOpen(). |
| * |
| * \param joystick_index the device_index of a device, from zero to |
| * SDL_NumJoysticks()-1 |
| * \returns the implementation-dependent path for the game controller, or NULL |
| * if there is no path or the index is invalid. |
| * |
| * \since This function is available since SDL 2.24.0. |
| * |
| * \sa SDL_GameControllerPath |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index); |
| |
| /** |
| * Get the type of a game controller. |
| * |
| * This can be called before any controllers are opened. |
| * |
| * \param joystick_index the device_index of a device, from zero to |
| * SDL_NumJoysticks()-1 |
| * \returns the controller type. |
| * |
| * \since This function is available since SDL 2.0.12. |
| */ |
| 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. |
| * |
| * \param joystick_index the device_index of a device, from zero to |
| * SDL_NumJoysticks()-1 |
| * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
| * no mapping is available. |
| * |
| * \since This function is available since SDL 2.0.9. |
| */ |
| extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); |
| |
| /** |
| * Open a game controller for use. |
| * |
| * `joystick_index` is the same as the `device_index` passed to |
| * SDL_JoystickOpen(). |
| * |
| * 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. |
| * |
| * \param joystick_index the device_index of a device, up to |
| * SDL_NumJoysticks() |
| * \returns a gamecontroller identifier or NULL if an error occurred; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerClose |
| * \sa SDL_GameControllerNameForIndex |
| * \sa SDL_IsGameController |
| */ |
| extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
| |
| /** |
| * Get the SDL_GameController associated with an instance id. |
| * |
| * \param joyid the instance id to get the SDL_GameController for |
| * \returns an SDL_GameController on success or NULL on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 2.0.4. |
| */ |
| extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
| |
| /** |
| * Get the SDL_GameController associated with a player index. |
| * |
| * Please note that the player index is _not_ the device index, nor is it the |
| * instance id! |
| * |
| * \param player_index the player index, which is not the device index or the |
| * instance id! |
| * \returns the SDL_GameController associated with a player index. |
| * |
| * \since This function is available since SDL 2.0.12. |
| * |
| * \sa SDL_GameControllerGetPlayerIndex |
| * \sa SDL_GameControllerSetPlayerIndex |
| */ |
| extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); |
| |
| /** |
| * Get the implementation-dependent name for an opened game controller. |
| * |
| * This is the same name as returned by SDL_GameControllerNameForIndex(), but |
| * it takes a controller identifier instead of the (unstable) device index. |
| * |
| * \param gamecontroller a game controller identifier previously returned by |
| * SDL_GameControllerOpen() |
| * \returns the implementation dependent name for the game controller, or NULL |
| * if there is no name or the identifier passed is invalid. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerNameForIndex |
| * \sa SDL_GameControllerOpen |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
| |
| /** |
| * Get the implementation-dependent path for an opened game controller. |
| * |
| * This is the same path as returned by SDL_GameControllerNameForIndex(), but |
| * it takes a controller identifier instead of the (unstable) device index. |
| * |
| * \param gamecontroller a game controller identifier previously returned by |
| * SDL_GameControllerOpen() |
| * \returns the implementation dependent path for the game controller, or NULL |
| * if there is no path or the identifier passed is invalid. |
| * |
| * \since This function is available since SDL 2.24.0. |
| * |
| * \sa SDL_GameControllerPathForIndex |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller); |
| |
| /** |
| * Get the type of this currently opened controller |
| * |
| * This is the same name as returned by SDL_GameControllerTypeForIndex(), but |
| * it takes a controller identifier instead of the (unstable) device index. |
| * |
| * \param gamecontroller the game controller object to query. |
| * \returns the controller type. |
| * |
| * \since This function is available since SDL 2.0.12. |
| */ |
| extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); |
| |
| /** |
| * Get the player index of an opened game controller. |
| * |
| * For XInput controllers this returns the XInput user index. |
| * |
| * \param gamecontroller the game controller object to query. |
| * \returns the player index for controller, or -1 if it's not available. |
| * |
| * \since This function is available since SDL 2.0.9. |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
| |
| /** |
| * Set the player index of an opened game controller. |
| * |
| * \param gamecontroller the game controller object to adjust. |
| * \param player_index Player index to assign to this controller, or -1 to |
| * clear the player index and turn off player LEDs. |
| * |
| * \since This function is available since SDL 2.0.12. |
| */ |
| 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. |
| * |
| * \param gamecontroller the game controller object to query. |
| * \return the USB vendor ID, or zero if unavailable. |
| * |
| * \since This function is available since SDL 2.0.6. |
| */ |
| 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. |
| * |
| * \param gamecontroller the game controller object to query. |
| * \return the USB product ID, or zero if unavailable. |
| * |
| * \since This function is available since SDL 2.0.6. |
| */ |
| 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. |
| * |
| * \param gamecontroller the game controller object to query. |
| * \return the USB product version, or zero if unavailable. |
| * |
| * \since This function is available since SDL 2.0.6. |
| */ |
| extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); |
| |
| /** |
| * Get the firmware version of an opened controller, if available. |
| * |
| * If the firmware version isn't available this function returns 0. |
| * |
| * \param gamecontroller the game controller object to query. |
| * \return the controller firmware version, or zero if unavailable. |
| * |
| * \since This function is available since SDL 2.24.0. |
| */ |
| extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(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. |
| * |
| * \param gamecontroller the game controller object to query. |
| * \return the serial number, or NULL if unavailable. |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); |
| |
| /** |
| * Check if a controller has been opened and is currently connected. |
| * |
| * \param gamecontroller a game controller identifier previously returned by |
| * SDL_GameControllerOpen() |
| * \returns SDL_TRUE if the controller has been opened and is currently |
| * connected, or SDL_FALSE if not. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerClose |
| * \sa SDL_GameControllerOpen |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
| |
| /** |
| * Get the Joystick ID from a Game Controller. |
| * |
| * This function will give you a SDL_Joystick object, which allows you to use |
| * the SDL_Joystick functions with a SDL_GameController object. This would be |
| * useful for getting a joystick's position at any given time, even if it |
| * hasn't moved (moving it would produce an event, which would have the axis' |
| * value). |
| * |
| * The pointer returned is owned by the SDL_GameController. You should not |
| * call SDL_JoystickClose() on it, for example, since doing so will likely |
| * cause SDL to crash. |
| * |
| * \param gamecontroller the game controller object that you want to get a |
| * joystick from |
| * \returns a SDL_Joystick object; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 2.0.0. |
| */ |
| extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
| |
| /** |
| * Query or change current state of Game Controller events. |
| * |
| * If controller events are disabled, you must call SDL_GameControllerUpdate() |
| * yourself and check the state of the controller when you want controller |
| * information. |
| * |
| * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, |
| * and 1 will have any effect. Other numbers will just be returned. |
| * |
| * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` |
| * \returns the same value passed to the function, with exception to -1 |
| * (SDL_QUERY), which will return the current state. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_JoystickEventState |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
| |
| /** |
| * Manually pump game controller updates if not using the loop. |
| * |
| * This function is called automatically by the event loop if events are |
| * enabled. Under such circumstances, it will not be necessary to call this |
| * function. |
| * |
| * \since This function is available since SDL 2.0.0. |
| */ |
| 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; |
| |
| /** |
| * Convert a string into SDL_GameControllerAxis enum. |
| * |
| * This function is called internally to translate SDL_GameController mapping |
| * strings for the underlying joystick device into the consistent |
| * SDL_GameController mapping. You do not normally need to call this function |
| * unless you are parsing SDL_GameController mappings in your own code. |
| * |
| * Note specially that "righttrigger" and "lefttrigger" map to |
| * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, |
| * respectively. |
| * |
| * \param str string representing a SDL_GameController axis |
| * \returns the SDL_GameControllerAxis enum corresponding to the input string, |
| * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerGetStringForAxis |
| */ |
| extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); |
| |
| /** |
| * Convert from an SDL_GameControllerAxis enum to a string. |
| * |
| * The caller should not SDL_free() the returned string. |
| * |
| * \param axis an enum value for a given SDL_GameControllerAxis |
| * \returns a string for the given axis, or NULL if an invalid axis is |
| * specified. The string returned is of the format used by |
| * SDL_GameController mapping strings. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerGetAxisFromString |
| */ |
| extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
| |
| /** |
| * Get the SDL joystick layer binding for a controller axis mapping. |
| * |
| * \param gamecontroller a game controller |
| * \param axis an axis enum value (one of the SDL_GameControllerAxis values) |
| * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
| * (like the given Controller axis doesn't exist on the device), its |
| * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerGetBindForButton |
| */ |
| extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
| SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
| SDL_GameControllerAxis axis); |
| |
| /** |
| * Query whether a game controller has a given axis. |
| * |
| * This merely reports whether the controller's mapping defined this axis, as |
| * that is all the information SDL has about the physical device. |
| * |
| * \param gamecontroller a game controller |
| * \param axis an axis enum value (an SDL_GameControllerAxis value) |
| * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| 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 axis indices start at index 0. |
| * |
| * The state is a value ranging from -32768 to 32767. Triggers, however, range |
| * from 0 to 32767 (they never return a negative value). |
| * |
| * \param gamecontroller a game controller |
| * \param axis an axis index (one of the SDL_GameControllerAxis values) |
| * \returns axis state (including 0) on success or 0 (also) on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerGetButton |
| */ |
| 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, Amazon Luna microphone 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; |
| |
| /** |
| * Convert a string into an SDL_GameControllerButton enum. |
| * |
| * This function is called internally to translate SDL_GameController mapping |
| * strings for the underlying joystick device into the consistent |
| * SDL_GameController mapping. You do not normally need to call this function |
| * unless you are parsing SDL_GameController mappings in your own code. |
| * |
| * \param str string representing a SDL_GameController axis |
| * \returns the SDL_GameControllerButton enum corresponding to the input |
| * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
| * |
| * \since This function is available since SDL 2.0.0. |
| */ |
| extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); |
| |
| /** |
| * Convert from an SDL_GameControllerButton enum to a string. |
| * |
| * The caller should not SDL_free() the returned string. |
| * |
| * \param button an enum value for a given SDL_GameControllerButton |
| * \returns a string for the given button, or NULL if an invalid axis is |
| * specified. The string returned is of the format used by |
| * SDL_GameController mapping strings. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerGetButtonFromString |
| */ |
| extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
| |
| /** |
| * Get the SDL joystick layer binding for a controller button mapping. |
| * |
| * \param gamecontroller a game controller |
| * \param button an button enum value (an SDL_GameControllerButton value) |
| * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
| * (like the given Controller button doesn't exist on the device), |
| * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerGetBindForAxis |
| */ |
| extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
| SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
| SDL_GameControllerButton button); |
| |
| /** |
| * Query whether a game controller has a given button. |
| * |
| * This merely reports whether the controller's mapping defined this button, |
| * as that is all the information SDL has about the physical device. |
| * |
| * \param gamecontroller a game controller |
| * \param button a button enum value (an SDL_GameControllerButton value) |
| * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, |
| SDL_GameControllerButton button); |
| |
| /** |
| * Get the current state of a button on a game controller. |
| * |
| * \param gamecontroller a game controller |
| * \param button a button index (one of the SDL_GameControllerButton values) |
| * \returns 1 for pressed state or 0 for not pressed state or error; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerGetAxis |
| */ |
| extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, |
| SDL_GameControllerButton button); |
| |
| /** |
| * Get the number of touchpads on a game controller. |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); |
| |
| /** |
| * Get the number of supported simultaneous fingers on a touchpad on a game |
| * controller. |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| 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. |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| 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 |
| * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| 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 |
| * \returns 0 or -1 if an error occurred. |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| 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 |
| * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); |
| |
| /** |
| * Get the data rate (number of events per second) of a game controller |
| * sensor. |
| * |
| * \param gamecontroller The controller to query |
| * \param type The type of sensor to query |
| * \return the data rate, or 0.0f if the data rate is not available. |
| * |
| * \since This function is available since SDL 2.0.16. |
| */ |
| extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(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. |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); |
| |
| /** |
| * Start a rumble effect on a game controller. |
| * |
| * 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 |
| * \returns 0, or -1 if rumble isn't supported on this controller |
| * |
| * \since This function is available since SDL 2.0.9. |
| * |
| * \sa SDL_GameControllerHasRumble |
| */ |
| 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. |
| * |
| * Note that this is rumbling of the _triggers_ and not the game controller as |
| * a whole. This is currently only supported on Xbox One controllers. If you |
| * want the (more common) whole-controller rumble, use |
| * SDL_GameControllerRumble() instead. |
| * |
| * \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 |
| * \returns 0, or -1 if trigger rumble isn't supported on this controller |
| * |
| * \since This function is available since SDL 2.0.14. |
| * |
| * \sa SDL_GameControllerHasRumbleTriggers |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); |
| |
| /** |
| * Query whether a game controller has an LED. |
| * |
| * \param gamecontroller The controller to query |
| * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a |
| * modifiable LED |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); |
| |
| /** |
| * Query whether a game controller has rumble support. |
| * |
| * \param gamecontroller The controller to query |
| * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble |
| * support |
| * |
| * \since This function is available since SDL 2.0.18. |
| * |
| * \sa SDL_GameControllerRumble |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); |
| |
| /** |
| * Query whether a game controller has rumble support on triggers. |
| * |
| * \param gamecontroller The controller to query |
| * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger |
| * rumble support |
| * |
| * \since This function is available since SDL 2.0.18. |
| * |
| * \sa SDL_GameControllerRumbleTriggers |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller); |
| |
| /** |
| * Update a game 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 |
| * \returns 0, or -1 if this controller does not have a modifiable LED |
| * |
| * \since This function is available since SDL 2.0.14. |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); |
| |
| /** |
| * Send a controller specific effect packet |
| * |
| * \param gamecontroller The controller to affect |
| * \param data The data to send to the controller |
| * \param size The size of the data to send to the controller |
| * \returns 0, or -1 if this controller or driver doesn't support effect |
| * packets |
| * |
| * \since This function is available since SDL 2.0.16. |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size); |
| |
| /** |
| * Close a game controller previously opened with SDL_GameControllerOpen(). |
| * |
| * \param gamecontroller a game controller identifier previously returned by |
| * SDL_GameControllerOpen() |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GameControllerOpen |
| */ |
| extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
| |
| /** |
| * Return the sfSymbolsName for a given button on a game controller on Apple |
| * platforms. |
| * |
| * \param gamecontroller the controller to query |
| * \param button a button on the game controller |
| * \returns the sfSymbolsName or NULL if the name can't be found |
| * |
| * \since This function is available since SDL 2.0.18. |
| * |
| * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis |
| */ |
| extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); |
| |
| /** |
| * Return the sfSymbolsName for a given axis on a game controller on Apple |
| * platforms. |
| * |
| * \param gamecontroller the controller to query |
| * \param axis an axis on the game controller |
| * \returns the sfSymbolsName or NULL if the name can't be found |
| * |
| * \since This function is available since SDL 2.0.18. |
| * |
| * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton |
| */ |
| extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
| |
| |
| /* 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: */ |