Fixed a typo (thanks, Ethan!).
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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.
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:
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.
23 * \file SDL_gamecontroller.h
25 * Include file for SDL game controller event handling
28 #ifndef _SDL_gamecontroller_h
29 #define _SDL_gamecontroller_h
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_joystick.h"
35 #include "begin_code.h"
36 /* Set up for C function definitions, even when using C++ */
44 * \file SDL_gamecontroller.h
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.
51 /* The gamecontroller structure used to identify an SDL game controller */
52 struct _SDL_GameController;
53 typedef struct _SDL_GameController SDL_GameController;
58 SDL_CONTROLLER_BINDTYPE_NONE = 0,
59 SDL_CONTROLLER_BINDTYPE_BUTTON,
60 SDL_CONTROLLER_BINDTYPE_AXIS,
61 SDL_CONTROLLER_BINDTYPE_HAT
62 } SDL_GameControllerBindType;
65 * Get the SDL joystick layer binding for this controller button/axis mapping
67 typedef struct SDL_GameControllerButtonBind
69 SDL_GameControllerBindType bindType;
80 } SDL_GameControllerButtonBind;
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) ) {
93 * 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 * 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.
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",
110 * Add or update an existing mapping configuration
112 * \return 1 if mapping is added, 0 if updated, -1 on error
114 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
117 * Get a mapping string for a GUID
119 * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
121 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
124 * Get a mapping string for an open GameController
126 * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
128 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
131 * Is the joystick on this index supported by the game controller interface?
133 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
137 * Get the implementation dependent name of a game controller.
138 * This can be called before any controllers are opened.
139 * If no name can be found, this function returns NULL.
141 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
144 * Open a game controller for use.
145 * The index passed as an argument refers to the N'th game controller on the system.
146 * This index is the value which will identify this controller in future controller
149 * \return A controller identifier, or NULL if an error occurred.
151 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
154 * Return the name for this currently opened controller
156 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
159 * Returns SDL_TRUE if the controller has been opened and currently connected,
160 * or SDL_FALSE if it has not.
162 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
165 * Get the underlying joystick object used by a controller
167 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
170 * Enable/disable controller event polling.
172 * If controller events are disabled, you must call SDL_GameControllerUpdate()
173 * yourself and check the state of the controller when you want controller
176 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
178 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
181 * Update the current state of the open game controllers.
183 * This is called automatically by the event loop if any game controller
184 * events are enabled.
186 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
190 * The list of axii available from a controller
194 SDL_CONTROLLER_AXIS_INVALID = -1,
195 SDL_CONTROLLER_AXIS_LEFTX,
196 SDL_CONTROLLER_AXIS_LEFTY,
197 SDL_CONTROLLER_AXIS_RIGHTX,
198 SDL_CONTROLLER_AXIS_RIGHTY,
199 SDL_CONTROLLER_AXIS_TRIGGERLEFT,
200 SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
201 SDL_CONTROLLER_AXIS_MAX
202 } SDL_GameControllerAxis;
205 * turn this string into a axis mapping
207 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
210 * turn this axis enum into a string mapping
212 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
215 * Get the SDL joystick layer binding for this controller button mapping
217 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
218 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
219 SDL_GameControllerAxis axis);
222 * Get the current state of an axis control on a game controller.
224 * The state is a value ranging from -32768 to 32767.
226 * The axis indices start at index 0.
228 extern DECLSPEC Sint16 SDLCALL
229 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
230 SDL_GameControllerAxis axis);
233 * The list of buttons available from a controller
237 SDL_CONTROLLER_BUTTON_INVALID = -1,
238 SDL_CONTROLLER_BUTTON_A,
239 SDL_CONTROLLER_BUTTON_B,
240 SDL_CONTROLLER_BUTTON_X,
241 SDL_CONTROLLER_BUTTON_Y,
242 SDL_CONTROLLER_BUTTON_BACK,
243 SDL_CONTROLLER_BUTTON_GUIDE,
244 SDL_CONTROLLER_BUTTON_START,
245 SDL_CONTROLLER_BUTTON_LEFTSTICK,
246 SDL_CONTROLLER_BUTTON_RIGHTSTICK,
247 SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
248 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
249 SDL_CONTROLLER_BUTTON_DPAD_UP,
250 SDL_CONTROLLER_BUTTON_DPAD_DOWN,
251 SDL_CONTROLLER_BUTTON_DPAD_LEFT,
252 SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
253 SDL_CONTROLLER_BUTTON_MAX
254 } SDL_GameControllerButton;
257 * turn this string into a button mapping
259 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
262 * turn this button enum into a string mapping
264 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
267 * Get the SDL joystick layer binding for this controller button mapping
269 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
270 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
271 SDL_GameControllerButton button);
275 * Get the current state of a button on a game controller.
277 * The button indices start at index 0.
279 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
280 SDL_GameControllerButton button);
283 * Close a controller previously opened with SDL_GameControllerOpen().
285 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
288 /* Ends C function definitions when using C++ */
294 #include "close_code.h"
296 #endif /* _SDL_gamecontroller_h */
298 /* vi: set ts=4 sw=4 expandtab: */