| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2021 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_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: |
| * 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); |
| |
| /** |
| * Get the type of a game controller. |
| * This can be called before any controllers are opened. |
| */ |
| 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. |
| * |
| * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available |
| */ |
| extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(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 SDL_GameController associated with a player index. |
| */ |
| extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); |
| |
| /** |
| * Return the name for this currently opened controller |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
| |
| /** |
| * Return the type of this currently opened controller |
| */ |
| extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); |
| |
| /** |
| * Get the player index of an opened game controller, or -1 if it's not available |
| * |
| * For XInput controllers this returns the XInput user index. |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
| |
| /** |
| * Set the player index of an opened game controller |
| */ |
| 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. |
| */ |
| 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); |
| |
| /** |
| * Get the serial number of an opened controller, if available. |
| * |
| * Returns the serial number of the controller, or NULL if it is not available. |
| */ |
| extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(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); |
| |
| /** |
| * Return whether a game controller has a given axis |
| */ |
| 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 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_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture 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; |
| |
| /** |
| * 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); |
| |
| /** |
| * Return whether a game controller has a given button |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(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); |
| |
| /** |
| * Get the number of touchpads on a game controller. |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); |
| |
| /** |
| * Get the number of supported simultaneous fingers on a touchpad on a game controller. |
| */ |
| 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. |
| */ |
| 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 |
| * |
| * \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise. |
| */ |
| 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 |
| * |
| * \return 0 or -1 if an error occurred. |
| */ |
| 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 |
| * |
| * \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(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. |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); |
| |
| /** |
| * Start a rumble effect |
| * 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 |
| * |
| * \return 0, or -1 if rumble isn't supported on this controller |
| */ |
| 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. |
| * |
| * \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 |
| * |
| * \return 0, or -1 if rumble isn't supported on this controller |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); |
| |
| /** |
| * Return whether a controller has an LED |
| * |
| * \param gamecontroller The controller to query |
| * |
| * \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); |
| |
| /** |
| * Update a 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 |
| * |
| * \return 0, or -1 if this controller does not have a modifiable LED |
| */ |
| extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); |
| |
| /** |
| * 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: */ |