include/SDL_gamecontroller.h
author Sam Lantinga <slouken@libsdl.org>
Sat, 18 May 2013 12:48:50 -0700
changeset 7190 11612d544fcd
parent 7174 3dfec8235a71
child 7191 75360622e65f
permissions -rw-r--r--
Added mobile application events, with implementations for iOS and Android
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 
    22 /**
    23  *  \file SDL_gamecontroller.h
    24  *
    25  *  Include file for SDL game controller event handling
    26  */
    27 
    28 #ifndef _SDL_gamecontroller_h
    29 #define _SDL_gamecontroller_h
    30 
    31 #include "SDL_stdinc.h"
    32 #include "SDL_error.h"
    33 #include "SDL_joystick.h"
    34 
    35 #include "begin_code.h"
    36 /* Set up for C function definitions, even when using C++ */
    37 #ifdef __cplusplus
    38 /* *INDENT-OFF* */
    39 extern "C" {
    40 /* *INDENT-ON* */
    41 #endif
    42 
    43 /**
    44  *  \file SDL_gamecontroller.h
    45  *
    46  *  In order to use these functions, SDL_Init() must have been called
    47  *  with the ::SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
    48  *  for game controllers, and load appropriate drivers.
    49  */
    50 
    51 /* The gamecontroller structure used to identify an SDL game controller */
    52 struct _SDL_GameController;
    53 typedef struct _SDL_GameController SDL_GameController;
    54 
    55 
    56 typedef enum
    57 {
    58 	SDL_CONTROLLER_BINDTYPE_NONE = 0,
    59 	SDL_CONTROLLER_BINDTYPE_BUTTON,
    60 	SDL_CONTROLLER_BINDTYPE_AXIS,
    61 	SDL_CONTROLLER_BINDTYPE_HAT
    62 } SDL_GameControllerBindType;
    63 
    64 /**
    65  *  Get the SDL joystick layer binding for this controller button/axis mapping
    66  */
    67 typedef struct SDL_GameControllerButtonBind
    68 {
    69 	SDL_GameControllerBindType bindType;
    70 	union
    71 	{
    72 		int button;
    73 		int axis;
    74 		struct {
    75             int hat;
    76             int hat_mask;
    77         } hat;
    78 	} value;
    79 
    80 } SDL_GameControllerButtonBind;
    81 
    82 
    83 /**
    84  *  To count the number of game controllers in the system for the following:
    85  *	int nJoysticks = SDL_NumJoysticks();
    86  *	int nGameControllers = 0;
    87  *	for ( int i = 0; i < nJoysticks; i++ ) {
    88  *		if ( SDL_IsGameController(i) ) {
    89  *			nGameControllers++;
    90  *		}
    91  *  }
    92  *
    93  *  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:
    94  *	guid,name,mappings
    95  *
    96  *  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.
    97  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
    98  *	The mapping format for joystick is:
    99  *		bX - a joystick button, index X
   100  *		hX.Y - hat X with value Y
   101  *		aX - axis X of the joystick
   102  *  Buttons can be used as a controller axis and vice versa.
   103  *
   104  *  This string shows an example of a valid mapping for a controller
   105  * 	"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",
   106  *
   107  */
   108 
   109 /**
   110  *  Add or update an existing mapping configuration
   111  *
   112  * \return 1 if mapping is added, 0 if updated, -1 on error
   113  */
   114 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
   115 
   116 /**
   117  *  Get a mapping string for a GUID
   118  *
   119  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
   120  */
   121 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
   122 
   123 /**
   124  *  Get a mapping string for an open GameController
   125  *
   126  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
   127  */
   128 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
   129 
   130 /**
   131  *  Is the joystick on this index supported by the game controller interface?
   132  */
   133 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
   134 
   135 
   136 /**
   137  *  Get the implementation dependent name of a game controller.
   138  *  This can be called before any controllers are opened.
   139  *  If no name can be found, this function returns NULL.
   140  */
   141 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
   142 
   143 /**
   144  *  Open a game controller for use.
   145  *  The index passed as an argument refers to the N'th game controller on the system.
   146  *  This index is the value which will identify this controller in future controller
   147  *  events.
   148  *
   149  *  \return A controller identifier, or NULL if an error occurred.
   150  */
   151 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   152 
   153 /**
   154  *  Return the name for this currently opened controller
   155  */
   156 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   157 
   158 /**
   159  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   160  *  or SDL_FALSE if it has not.
   161  */
   162 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   163 
   164 /**
   165  *  Get the underlying joystick object used by a controller
   166  */
   167 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   168 
   169 /**
   170  *  Enable/disable controller event polling.
   171  *
   172  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   173  *  yourself and check the state of the controller when you want controller
   174  *  information.
   175  *
   176  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   177  */
   178 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   179 
   180 /**
   181  *  Update the current state of the open game controllers.
   182  *  
   183  *  This is called automatically by the event loop if any game controller
   184  *  events are enabled.
   185  */
   186 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   187 
   188 
   189 /**
   190  *  The list of axes available from a controller
   191  */
   192 typedef enum
   193 {
   194 	SDL_CONTROLLER_AXIS_INVALID = -1,
   195 	SDL_CONTROLLER_AXIS_LEFTX,
   196 	SDL_CONTROLLER_AXIS_LEFTY,
   197 	SDL_CONTROLLER_AXIS_RIGHTX,
   198 	SDL_CONTROLLER_AXIS_RIGHTY,
   199 	SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   200 	SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   201 	SDL_CONTROLLER_AXIS_MAX
   202 } SDL_GameControllerAxis;
   203 
   204 /**
   205  *  turn this string into a axis mapping
   206  */
   207 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   208 
   209 /**
   210  *  turn this axis enum into a string mapping
   211  */
   212 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
   213 
   214 /**
   215  *  Get the SDL joystick layer binding for this controller button mapping
   216  */
   217 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   218 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   219                                  SDL_GameControllerAxis axis);
   220 
   221 /**
   222  *  Get the current state of an axis control on a game controller.
   223  *
   224  *  The state is a value ranging from -32768 to 32767.
   225  *
   226  *  The axis indices start at index 0.
   227  */
   228 extern DECLSPEC Sint16 SDLCALL
   229 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   230                           SDL_GameControllerAxis axis);
   231 
   232 /**
   233  *  The list of buttons available from a controller
   234  */
   235 typedef enum
   236 {
   237 	SDL_CONTROLLER_BUTTON_INVALID = -1,
   238 	SDL_CONTROLLER_BUTTON_A,
   239 	SDL_CONTROLLER_BUTTON_B,
   240 	SDL_CONTROLLER_BUTTON_X,
   241 	SDL_CONTROLLER_BUTTON_Y,
   242 	SDL_CONTROLLER_BUTTON_BACK,
   243 	SDL_CONTROLLER_BUTTON_GUIDE,
   244 	SDL_CONTROLLER_BUTTON_START,
   245 	SDL_CONTROLLER_BUTTON_LEFTSTICK,
   246 	SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   247 	SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   248 	SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   249 	SDL_CONTROLLER_BUTTON_DPAD_UP,
   250 	SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   251 	SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   252 	SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   253 	SDL_CONTROLLER_BUTTON_MAX
   254 } SDL_GameControllerButton;
   255 
   256 /**
   257  *  turn this string into a button mapping
   258  */
   259 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   260 
   261 /**
   262  *  turn this button enum into a string mapping
   263  */
   264 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
   265 
   266 /**
   267  *  Get the SDL joystick layer binding for this controller button mapping
   268  */
   269 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   270 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   271                                    SDL_GameControllerButton button);
   272 
   273 
   274 /**
   275  *  Get the current state of a button on a game controller.
   276  *
   277  *  The button indices start at index 0.
   278  */
   279 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   280                                                           SDL_GameControllerButton button);
   281 
   282 /**
   283  *  Close a controller previously opened with SDL_GameControllerOpen().
   284  */
   285 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   286 
   287 
   288 /* Ends C function definitions when using C++ */
   289 #ifdef __cplusplus
   290 /* *INDENT-OFF* */
   291 }
   292 /* *INDENT-ON* */
   293 #endif
   294 #include "close_code.h"
   295 
   296 #endif /* _SDL_gamecontroller_h */
   297 
   298 /* vi: set ts=4 sw=4 expandtab: */