include/SDL_gamecontroller.h
author Marius Gripsgard <marius@ubports.com>
Sat, 13 Jan 2018 01:58:11 +0100
changeset 11826 13d922b387db
parent 11811 5d94cb6b24d3
permissions -rw-r--r--
Mir: Handle close window events
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2018 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_rwops.h"
    34 #include "SDL_joystick.h"
    35 
    36 #include "begin_code.h"
    37 /* Set up for C function definitions, even when using C++ */
    38 #ifdef __cplusplus
    39 extern "C" {
    40 #endif
    41 
    42 /**
    43  *  \file SDL_gamecontroller.h
    44  *
    45  *  In order to use these functions, SDL_Init() must have been called
    46  *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
    47  *  for game controllers, and load appropriate drivers.
    48  *
    49  *  If you would like to receive controller updates while the application
    50  *  is in the background, you should set the following hint before calling
    51  *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
    52  */
    53 
    54 /**
    55  * The gamecontroller structure used to identify an SDL game controller
    56  */
    57 struct _SDL_GameController;
    58 typedef struct _SDL_GameController SDL_GameController;
    59 
    60 
    61 typedef enum
    62 {
    63     SDL_CONTROLLER_BINDTYPE_NONE = 0,
    64     SDL_CONTROLLER_BINDTYPE_BUTTON,
    65     SDL_CONTROLLER_BINDTYPE_AXIS,
    66     SDL_CONTROLLER_BINDTYPE_HAT
    67 } SDL_GameControllerBindType;
    68 
    69 /**
    70  *  Get the SDL joystick layer binding for this controller button/axis mapping
    71  */
    72 typedef struct SDL_GameControllerButtonBind
    73 {
    74     SDL_GameControllerBindType bindType;
    75     union
    76     {
    77         int button;
    78         int axis;
    79         struct {
    80             int hat;
    81             int hat_mask;
    82         } hat;
    83     } value;
    84 
    85 } SDL_GameControllerButtonBind;
    86 
    87 
    88 /**
    89  *  To count the number of game controllers in the system for the following:
    90  *  int nJoysticks = SDL_NumJoysticks();
    91  *  int nGameControllers = 0;
    92  *  for (int i = 0; i < nJoysticks; i++) {
    93  *      if (SDL_IsGameController(i)) {
    94  *          nGameControllers++;
    95  *      }
    96  *  }
    97  *
    98  *  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:
    99  *  guid,name,mappings
   100  *
   101  *  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.
   102  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
   103  *  The mapping format for joystick is:
   104  *      bX - a joystick button, index X
   105  *      hX.Y - hat X with value Y
   106  *      aX - axis X of the joystick
   107  *  Buttons can be used as a controller axis and vice versa.
   108  *
   109  *  This string shows an example of a valid mapping for a controller
   110  *  "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",
   111  *
   112  */
   113 
   114 /**
   115  *  Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
   116  *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
   117  *
   118  *  If \c freerw is non-zero, the stream will be closed after being read.
   119  * 
   120  * \return number of mappings added, -1 on error
   121  */
   122 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
   123 
   124 /**
   125  *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
   126  *
   127  *  Convenience macro.
   128  */
   129 #define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
   130 
   131 /**
   132  *  Add or update an existing mapping configuration
   133  *
   134  * \return 1 if mapping is added, 0 if updated, -1 on error
   135  */
   136 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
   137 
   138 /**
   139  *  Get the number of mappings installed
   140  *
   141  *  \return the number of mappings
   142  */
   143 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
   144 
   145 /**
   146  *  Get the mapping at a particular index.
   147  *
   148  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if the index is out of range.
   149  */
   150 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
   151 
   152 /**
   153  *  Get a mapping string for a GUID
   154  *
   155  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
   156  */
   157 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
   158 
   159 /**
   160  *  Get a mapping string for an open GameController
   161  *
   162  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
   163  */
   164 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
   165 
   166 /**
   167  *  Is the joystick on this index supported by the game controller interface?
   168  */
   169 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
   170 
   171 /**
   172  *  Get the implementation dependent name of a game controller.
   173  *  This can be called before any controllers are opened.
   174  *  If no name can be found, this function returns NULL.
   175  */
   176 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
   177 
   178 /**
   179  *  Open a game controller for use.
   180  *  The index passed as an argument refers to the N'th game controller on the system.
   181  *  This index is not the value which will identify this controller in future
   182  *  controller events.  The joystick's instance id (::SDL_JoystickID) will be
   183  *  used there instead.
   184  *
   185  *  \return A controller identifier, or NULL if an error occurred.
   186  */
   187 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   188 
   189 /**
   190  * Return the SDL_GameController associated with an instance id.
   191  */
   192 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
   193 
   194 /**
   195  *  Return the name for this currently opened controller
   196  */
   197 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   198 
   199 /**
   200  *  Get the USB vendor ID of an opened controller, if available.
   201  *  If the vendor ID isn't available this function returns 0.
   202  */
   203 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
   204 
   205 /**
   206  *  Get the USB product ID of an opened controller, if available.
   207  *  If the product ID isn't available this function returns 0.
   208  */
   209 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
   210 
   211 /**
   212  *  Get the product version of an opened controller, if available.
   213  *  If the product version isn't available this function returns 0.
   214  */
   215 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
   216 
   217 /**
   218  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   219  *  or SDL_FALSE if it has not.
   220  */
   221 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   222 
   223 /**
   224  *  Get the underlying joystick object used by a controller
   225  */
   226 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   227 
   228 /**
   229  *  Enable/disable controller event polling.
   230  *
   231  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   232  *  yourself and check the state of the controller when you want controller
   233  *  information.
   234  *
   235  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   236  */
   237 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   238 
   239 /**
   240  *  Update the current state of the open game controllers.
   241  *
   242  *  This is called automatically by the event loop if any game controller
   243  *  events are enabled.
   244  */
   245 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   246 
   247 
   248 /**
   249  *  The list of axes available from a controller
   250  *
   251  *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
   252  *  and are centered within ~8000 of zero, though advanced UI will allow users to set
   253  *  or autodetect the dead zone, which varies between controllers.
   254  *
   255  *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
   256  */
   257 typedef enum
   258 {
   259     SDL_CONTROLLER_AXIS_INVALID = -1,
   260     SDL_CONTROLLER_AXIS_LEFTX,
   261     SDL_CONTROLLER_AXIS_LEFTY,
   262     SDL_CONTROLLER_AXIS_RIGHTX,
   263     SDL_CONTROLLER_AXIS_RIGHTY,
   264     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   265     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   266     SDL_CONTROLLER_AXIS_MAX
   267 } SDL_GameControllerAxis;
   268 
   269 /**
   270  *  turn this string into a axis mapping
   271  */
   272 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   273 
   274 /**
   275  *  turn this axis enum into a string mapping
   276  */
   277 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
   278 
   279 /**
   280  *  Get the SDL joystick layer binding for this controller button mapping
   281  */
   282 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   283 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   284                                  SDL_GameControllerAxis axis);
   285 
   286 /**
   287  *  Get the current state of an axis control on a game controller.
   288  *
   289  *  The state is a value ranging from -32768 to 32767 (except for the triggers,
   290  *  which range from 0 to 32767).
   291  *
   292  *  The axis indices start at index 0.
   293  */
   294 extern DECLSPEC Sint16 SDLCALL
   295 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   296                           SDL_GameControllerAxis axis);
   297 
   298 /**
   299  *  The list of buttons available from a controller
   300  */
   301 typedef enum
   302 {
   303     SDL_CONTROLLER_BUTTON_INVALID = -1,
   304     SDL_CONTROLLER_BUTTON_A,
   305     SDL_CONTROLLER_BUTTON_B,
   306     SDL_CONTROLLER_BUTTON_X,
   307     SDL_CONTROLLER_BUTTON_Y,
   308     SDL_CONTROLLER_BUTTON_BACK,
   309     SDL_CONTROLLER_BUTTON_GUIDE,
   310     SDL_CONTROLLER_BUTTON_START,
   311     SDL_CONTROLLER_BUTTON_LEFTSTICK,
   312     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   313     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   314     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   315     SDL_CONTROLLER_BUTTON_DPAD_UP,
   316     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   317     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   318     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   319     SDL_CONTROLLER_BUTTON_MAX
   320 } SDL_GameControllerButton;
   321 
   322 /**
   323  *  turn this string into a button mapping
   324  */
   325 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   326 
   327 /**
   328  *  turn this button enum into a string mapping
   329  */
   330 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
   331 
   332 /**
   333  *  Get the SDL joystick layer binding for this controller button mapping
   334  */
   335 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   336 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   337                                    SDL_GameControllerButton button);
   338 
   339 
   340 /**
   341  *  Get the current state of a button on a game controller.
   342  *
   343  *  The button indices start at index 0.
   344  */
   345 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   346                                                           SDL_GameControllerButton button);
   347 
   348 /**
   349  *  Close a controller previously opened with SDL_GameControllerOpen().
   350  */
   351 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   352 
   353 
   354 /* Ends C function definitions when using C++ */
   355 #ifdef __cplusplus
   356 }
   357 #endif
   358 #include "close_code.h"
   359 
   360 #endif /* SDL_gamecontroller_h_ */
   361 
   362 /* vi: set ts=4 sw=4 expandtab: */