include/SDL_gamecontroller.h
author Sam Lantinga <slouken@libsdl.org>
Tue, 23 Oct 2018 12:40:25 -0700
changeset 12354 7846ac86d46e
parent 12088 399cc39583cc
permissions -rw-r--r--
Fixed reinitializing the SDL joystick subsystem on Android
     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  *  Get the mapping of a game controller.
   180  *  This can be called before any controllers are opened.
   181  *
   182  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
   183  */
   184 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
   185 
   186 /**
   187  *  Open a game controller for use.
   188  *  The index passed as an argument refers to the N'th game controller on the system.
   189  *  This index is not the value which will identify this controller in future
   190  *  controller events.  The joystick's instance id (::SDL_JoystickID) will be
   191  *  used there instead.
   192  *
   193  *  \return A controller identifier, or NULL if an error occurred.
   194  */
   195 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   196 
   197 /**
   198  * Return the SDL_GameController associated with an instance id.
   199  */
   200 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
   201 
   202 /**
   203  *  Return the name for this currently opened controller
   204  */
   205 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   206 
   207 /**
   208  *  Get the USB vendor ID of an opened controller, if available.
   209  *  If the vendor ID isn't available this function returns 0.
   210  */
   211 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
   212 
   213 /**
   214  *  Get the USB product ID of an opened controller, if available.
   215  *  If the product ID isn't available this function returns 0.
   216  */
   217 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
   218 
   219 /**
   220  *  Get the product version of an opened controller, if available.
   221  *  If the product version isn't available this function returns 0.
   222  */
   223 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
   224 
   225 /**
   226  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   227  *  or SDL_FALSE if it has not.
   228  */
   229 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   230 
   231 /**
   232  *  Get the underlying joystick object used by a controller
   233  */
   234 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   235 
   236 /**
   237  *  Enable/disable controller event polling.
   238  *
   239  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   240  *  yourself and check the state of the controller when you want controller
   241  *  information.
   242  *
   243  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   244  */
   245 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   246 
   247 /**
   248  *  Update the current state of the open game controllers.
   249  *
   250  *  This is called automatically by the event loop if any game controller
   251  *  events are enabled.
   252  */
   253 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   254 
   255 
   256 /**
   257  *  The list of axes available from a controller
   258  *
   259  *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
   260  *  and are centered within ~8000 of zero, though advanced UI will allow users to set
   261  *  or autodetect the dead zone, which varies between controllers.
   262  *
   263  *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
   264  */
   265 typedef enum
   266 {
   267     SDL_CONTROLLER_AXIS_INVALID = -1,
   268     SDL_CONTROLLER_AXIS_LEFTX,
   269     SDL_CONTROLLER_AXIS_LEFTY,
   270     SDL_CONTROLLER_AXIS_RIGHTX,
   271     SDL_CONTROLLER_AXIS_RIGHTY,
   272     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   273     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   274     SDL_CONTROLLER_AXIS_MAX
   275 } SDL_GameControllerAxis;
   276 
   277 /**
   278  *  turn this string into a axis mapping
   279  */
   280 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   281 
   282 /**
   283  *  turn this axis enum into a string mapping
   284  */
   285 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
   286 
   287 /**
   288  *  Get the SDL joystick layer binding for this controller button mapping
   289  */
   290 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   291 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   292                                  SDL_GameControllerAxis axis);
   293 
   294 /**
   295  *  Get the current state of an axis control on a game controller.
   296  *
   297  *  The state is a value ranging from -32768 to 32767 (except for the triggers,
   298  *  which range from 0 to 32767).
   299  *
   300  *  The axis indices start at index 0.
   301  */
   302 extern DECLSPEC Sint16 SDLCALL
   303 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   304                           SDL_GameControllerAxis axis);
   305 
   306 /**
   307  *  The list of buttons available from a controller
   308  */
   309 typedef enum
   310 {
   311     SDL_CONTROLLER_BUTTON_INVALID = -1,
   312     SDL_CONTROLLER_BUTTON_A,
   313     SDL_CONTROLLER_BUTTON_B,
   314     SDL_CONTROLLER_BUTTON_X,
   315     SDL_CONTROLLER_BUTTON_Y,
   316     SDL_CONTROLLER_BUTTON_BACK,
   317     SDL_CONTROLLER_BUTTON_GUIDE,
   318     SDL_CONTROLLER_BUTTON_START,
   319     SDL_CONTROLLER_BUTTON_LEFTSTICK,
   320     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   321     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   322     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   323     SDL_CONTROLLER_BUTTON_DPAD_UP,
   324     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   325     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   326     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   327     SDL_CONTROLLER_BUTTON_MAX
   328 } SDL_GameControllerButton;
   329 
   330 /**
   331  *  turn this string into a button mapping
   332  */
   333 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   334 
   335 /**
   336  *  turn this button enum into a string mapping
   337  */
   338 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
   339 
   340 /**
   341  *  Get the SDL joystick layer binding for this controller button mapping
   342  */
   343 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   344 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   345                                    SDL_GameControllerButton button);
   346 
   347 
   348 /**
   349  *  Get the current state of a button on a game controller.
   350  *
   351  *  The button indices start at index 0.
   352  */
   353 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   354                                                           SDL_GameControllerButton button);
   355 
   356 /**
   357  *  Trigger a rumble effect
   358  *  Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
   359  *
   360  *  \param gamecontroller The controller to vibrate
   361  *  \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
   362  *  \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
   363  *  \param duration_ms The duration of the rumble effect, in milliseconds
   364  *
   365  *  \return 0, or -1 if rumble isn't supported on this joystick
   366  */
   367 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
   368 
   369 /**
   370  *  Close a controller previously opened with SDL_GameControllerOpen().
   371  */
   372 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   373 
   374 
   375 /* Ends C function definitions when using C++ */
   376 #ifdef __cplusplus
   377 }
   378 #endif
   379 #include "close_code.h"
   380 
   381 #endif /* SDL_gamecontroller_h_ */
   382 
   383 /* vi: set ts=4 sw=4 expandtab: */