include/SDL_gamecontroller.h
author Sam Lantinga <slouken@libsdl.org>
Tue, 26 Feb 2013 20:41:28 -0800
changeset 6932 361bebe92c66
parent 6919 c9c75d062fa8
child 6964 c8aa24f05042
permissions -rw-r--r--
Fixed gcc pedantic warnings in public headers
     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 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,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",
   106  *
   107  */
   108 
   109 
   110 /**
   111  *  Is the joystick on this index supported by the game controller interface?
   112  */
   113 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
   114 
   115 
   116 /**
   117  *  Get the implementation dependent name of a game controller.
   118  *  This can be called before any controllers are opened.
   119  *  If no name can be found, this function returns NULL.
   120  */
   121 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
   122 
   123 /**
   124  *  Open a game controller for use.
   125  *  The index passed as an argument refers to the N'th game controller on the system.
   126  *  This index is the value which will identify this controller in future controller
   127  *  events.
   128  *
   129  *  \return A controller identifier, or NULL if an error occurred.
   130  */
   131 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   132 
   133 /**
   134  *  Return the name for this currently opened controller
   135  */
   136 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   137 
   138 /**
   139  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   140  *  or SDL_FALSE if it has not.
   141  */
   142 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   143 
   144 /**
   145  *  Get the underlying joystick object used by a controller
   146  */
   147 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   148 
   149 /**
   150  *  Enable/disable controller event polling.
   151  *
   152  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   153  *  yourself and check the state of the controller when you want controller
   154  *  information.
   155  *
   156  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   157  */
   158 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   159 
   160 /**
   161  *  Update the current state of the open game controllers.
   162  *  
   163  *  This is called automatically by the event loop if any game controller
   164  *  events are enabled.
   165  */
   166 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   167 
   168 
   169 /**
   170  *  The list of axii available from a controller
   171  */
   172 typedef enum
   173 {
   174 	SDL_CONTROLLER_AXIS_INVALID = -1,
   175 	SDL_CONTROLLER_AXIS_LEFTX,
   176 	SDL_CONTROLLER_AXIS_LEFTY,
   177 	SDL_CONTROLLER_AXIS_RIGHTX,
   178 	SDL_CONTROLLER_AXIS_RIGHTY,
   179 	SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   180 	SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   181 	SDL_CONTROLLER_AXIS_MAX
   182 } SDL_GameControllerAxis;
   183 
   184 /**
   185  *  turn this string into a axis mapping
   186  */
   187 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   188 
   189 /**
   190  *  Get the SDL joystick layer binding for this controller button mapping
   191  */
   192 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   193 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   194                                  SDL_GameControllerAxis axis);
   195 
   196 /**
   197  *  Get the current state of an axis control on a game controller.
   198  *
   199  *  The state is a value ranging from -32768 to 32767.
   200  *
   201  *  The axis indices start at index 0.
   202  */
   203 extern DECLSPEC Sint16 SDLCALL
   204 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   205                           SDL_GameControllerAxis axis);
   206 
   207 /**
   208  *  The list of buttons available from a controller
   209  */
   210 typedef enum
   211 {
   212 	SDL_CONTROLLER_BUTTON_INVALID = -1,
   213 	SDL_CONTROLLER_BUTTON_A,
   214 	SDL_CONTROLLER_BUTTON_B,
   215 	SDL_CONTROLLER_BUTTON_X,
   216 	SDL_CONTROLLER_BUTTON_Y,
   217 	SDL_CONTROLLER_BUTTON_BACK,
   218 	SDL_CONTROLLER_BUTTON_GUIDE,
   219 	SDL_CONTROLLER_BUTTON_START,
   220 	SDL_CONTROLLER_BUTTON_LEFTSTICK,
   221 	SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   222 	SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   223 	SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   224 	SDL_CONTROLLER_BUTTON_DPAD_UP,
   225 	SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   226 	SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   227 	SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   228 	SDL_CONTROLLER_BUTTON_MAX
   229 } SDL_GameControllerButton;
   230 
   231 /**
   232  *  turn this string into a button mapping
   233  */
   234 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   235 
   236 
   237 /**
   238  *  Get the SDL joystick layer binding for this controller button mapping
   239  */
   240 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   241 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   242                                    SDL_GameControllerButton button);
   243 
   244 
   245 /**
   246  *  Get the current state of a button on a game controller.
   247  *
   248  *  The button indices start at index 0.
   249  */
   250 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   251                                                           SDL_GameControllerButton button);
   252 
   253 /**
   254  *  Close a controller previously opened with SDL_GameControllerOpen().
   255  */
   256 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   257 
   258 
   259 /* Ends C function definitions when using C++ */
   260 #ifdef __cplusplus
   261 /* *INDENT-OFF* */
   262 }
   263 /* *INDENT-ON* */
   264 #endif
   265 #include "close_code.h"
   266 
   267 #endif /* _SDL_gamecontroller_h */
   268 
   269 /* vi: set ts=4 sw=4 expandtab: */