include/SDL_gamecontroller.h
author Sam Lantinga <slouken@libsdl.org>
Sun, 09 Mar 2014 11:06:11 -0700
changeset 8582 c3e9a2b93517
parent 7341 675c85d46f30
child 8042 7863121cb7d5
permissions -rw-r--r--
Fixed line endings on WinRT source code
     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 extern "C" {
    39 #endif
    40 
    41 /**
    42  *  \file SDL_gamecontroller.h
    43  *
    44  *  In order to use these functions, SDL_Init() must have been called
    45  *  with the ::SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
    46  *  for game controllers, and load appropriate drivers.
    47  *
    48  *  If you would like to receive controller updates while the application
    49  *  is in the background, you should set the following hint before calling
    50  *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
    51  */
    52 
    53 /* The gamecontroller structure used to identify an SDL game controller */
    54 struct _SDL_GameController;
    55 typedef struct _SDL_GameController SDL_GameController;
    56 
    57 
    58 typedef enum
    59 {
    60     SDL_CONTROLLER_BINDTYPE_NONE = 0,
    61     SDL_CONTROLLER_BINDTYPE_BUTTON,
    62     SDL_CONTROLLER_BINDTYPE_AXIS,
    63     SDL_CONTROLLER_BINDTYPE_HAT
    64 } SDL_GameControllerBindType;
    65 
    66 /**
    67  *  Get the SDL joystick layer binding for this controller button/axis mapping
    68  */
    69 typedef struct SDL_GameControllerButtonBind
    70 {
    71     SDL_GameControllerBindType bindType;
    72     union
    73     {
    74         int button;
    75         int axis;
    76         struct {
    77             int hat;
    78             int hat_mask;
    79         } hat;
    80     } value;
    81 
    82 } SDL_GameControllerButtonBind;
    83 
    84 
    85 /**
    86  *  To count the number of game controllers in the system for the following:
    87  *  int nJoysticks = SDL_NumJoysticks();
    88  *  int nGameControllers = 0;
    89  *  for ( int i = 0; i < nJoysticks; i++ ) {
    90  *      if ( SDL_IsGameController(i) ) {
    91  *          nGameControllers++;
    92  *      }
    93  *  }
    94  *
    95  *  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:
    96  *  guid,name,mappings
    97  *
    98  *  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.
    99  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
   100  *  The mapping format for joystick is:
   101  *      bX - a joystick button, index X
   102  *      hX.Y - hat X with value Y
   103  *      aX - axis X of the joystick
   104  *  Buttons can be used as a controller axis and vice versa.
   105  *
   106  *  This string shows an example of a valid mapping for a controller
   107  *  "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",
   108  *
   109  */
   110 
   111 /**
   112  *  Add or update an existing mapping configuration
   113  *
   114  * \return 1 if mapping is added, 0 if updated, -1 on error
   115  */
   116 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
   117 
   118 /**
   119  *  Get a mapping string for a GUID
   120  *
   121  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
   122  */
   123 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
   124 
   125 /**
   126  *  Get a mapping string for an open GameController
   127  *
   128  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
   129  */
   130 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
   131 
   132 /**
   133  *  Is the joystick on this index supported by the game controller interface?
   134  */
   135 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
   136 
   137 
   138 /**
   139  *  Get the implementation dependent name of a game controller.
   140  *  This can be called before any controllers are opened.
   141  *  If no name can be found, this function returns NULL.
   142  */
   143 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
   144 
   145 /**
   146  *  Open a game controller for use.
   147  *  The index passed as an argument refers to the N'th game controller on the system.
   148  *  This index is the value which will identify this controller in future controller
   149  *  events.
   150  *
   151  *  \return A controller identifier, or NULL if an error occurred.
   152  */
   153 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   154 
   155 /**
   156  *  Return the name for this currently opened controller
   157  */
   158 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   159 
   160 /**
   161  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   162  *  or SDL_FALSE if it has not.
   163  */
   164 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   165 
   166 /**
   167  *  Get the underlying joystick object used by a controller
   168  */
   169 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   170 
   171 /**
   172  *  Enable/disable controller event polling.
   173  *
   174  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   175  *  yourself and check the state of the controller when you want controller
   176  *  information.
   177  *
   178  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   179  */
   180 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   181 
   182 /**
   183  *  Update the current state of the open game controllers.
   184  *
   185  *  This is called automatically by the event loop if any game controller
   186  *  events are enabled.
   187  */
   188 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   189 
   190 
   191 /**
   192  *  The list of axes available from a controller
   193  */
   194 typedef enum
   195 {
   196     SDL_CONTROLLER_AXIS_INVALID = -1,
   197     SDL_CONTROLLER_AXIS_LEFTX,
   198     SDL_CONTROLLER_AXIS_LEFTY,
   199     SDL_CONTROLLER_AXIS_RIGHTX,
   200     SDL_CONTROLLER_AXIS_RIGHTY,
   201     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   202     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   203     SDL_CONTROLLER_AXIS_MAX
   204 } SDL_GameControllerAxis;
   205 
   206 /**
   207  *  turn this string into a axis mapping
   208  */
   209 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   210 
   211 /**
   212  *  turn this axis enum into a string mapping
   213  */
   214 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
   215 
   216 /**
   217  *  Get the SDL joystick layer binding for this controller button mapping
   218  */
   219 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   220 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   221                                  SDL_GameControllerAxis axis);
   222 
   223 /**
   224  *  Get the current state of an axis control on a game controller.
   225  *
   226  *  The state is a value ranging from -32768 to 32767.
   227  *
   228  *  The axis indices start at index 0.
   229  */
   230 extern DECLSPEC Sint16 SDLCALL
   231 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   232                           SDL_GameControllerAxis axis);
   233 
   234 /**
   235  *  The list of buttons available from a controller
   236  */
   237 typedef enum
   238 {
   239     SDL_CONTROLLER_BUTTON_INVALID = -1,
   240     SDL_CONTROLLER_BUTTON_A,
   241     SDL_CONTROLLER_BUTTON_B,
   242     SDL_CONTROLLER_BUTTON_X,
   243     SDL_CONTROLLER_BUTTON_Y,
   244     SDL_CONTROLLER_BUTTON_BACK,
   245     SDL_CONTROLLER_BUTTON_GUIDE,
   246     SDL_CONTROLLER_BUTTON_START,
   247     SDL_CONTROLLER_BUTTON_LEFTSTICK,
   248     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   249     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   250     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   251     SDL_CONTROLLER_BUTTON_DPAD_UP,
   252     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   253     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   254     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   255     SDL_CONTROLLER_BUTTON_MAX
   256 } SDL_GameControllerButton;
   257 
   258 /**
   259  *  turn this string into a button mapping
   260  */
   261 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   262 
   263 /**
   264  *  turn this button enum into a string mapping
   265  */
   266 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
   267 
   268 /**
   269  *  Get the SDL joystick layer binding for this controller button mapping
   270  */
   271 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   272 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   273                                    SDL_GameControllerButton button);
   274 
   275 
   276 /**
   277  *  Get the current state of a button on a game controller.
   278  *
   279  *  The button indices start at index 0.
   280  */
   281 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   282                                                           SDL_GameControllerButton button);
   283 
   284 /**
   285  *  Close a controller previously opened with SDL_GameControllerOpen().
   286  */
   287 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   288 
   289 
   290 /* Ends C function definitions when using C++ */
   291 #ifdef __cplusplus
   292 }
   293 #endif
   294 #include "close_code.h"
   295 
   296 #endif /* _SDL_gamecontroller_h */
   297 
   298 /* vi: set ts=4 sw=4 expandtab: */