/* Simple DirectMedia Layer Copyright (C) 1997-2013 Sam Lantinga 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_joystick.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ extern "C" { /* *INDENT-ON* */ #endif /** * \file SDL_gamecontroller.h * * In order to use these functions, SDL_Init() must have been called * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system * for game controllers, and load appropriate drivers. */ /* The gamecontroller structure used to identify an SDL game controller */ struct _SDL_GameController; typedef struct _SDL_GameController SDL_GameController; 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 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 * "341a3608000000000000504944564944,Aferglow 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", * */ /** * 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); /** * 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 the value which will identify this controller in future controller * events. * * \return A controller identifier, or NULL if an error occurred. */ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); /** * Return the name for this currently opened controller */ extern DECLSPEC const char *SDLCALL SDL_GameControllerName(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 axii available from a controller */ 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); /** * Get the SDL joystick layer binding for this controller button mapping */ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis(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. * * 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_MAX } SDL_GameControllerButton; /** * turn this string into a button mapping */ extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); /** * Get the SDL joystick layer binding for this controller button mapping */ extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton(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); /** * 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 /* *INDENT-OFF* */ } /* *INDENT-ON* */ #endif #include "close_code.h" #endif /* _SDL_gamecontroller_h */ /* vi: set ts=4 sw=4 expandtab: */