include/SDL_gamecontroller.h
author Ryan C. Gordon <icculus@icculus.org>
Fri, 20 Mar 2015 21:57:15 -0400
changeset 9414 669bf9fb901e
parent 9359 3d0af39849fa
child 9569 162adf32623f
permissions -rw-r--r--
Several corrections to the CMake project files (thanks, Ozkan!).

Fixes Bugzilla #2732.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2014 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 /* The gamecontroller structure used to identify an SDL game controller */
    55 struct _SDL_GameController;
    56 typedef struct _SDL_GameController SDL_GameController;
    57 
    58 
    59 typedef enum
    60 {
    61     SDL_CONTROLLER_BINDTYPE_NONE = 0,
    62     SDL_CONTROLLER_BINDTYPE_BUTTON,
    63     SDL_CONTROLLER_BINDTYPE_AXIS,
    64     SDL_CONTROLLER_BINDTYPE_HAT
    65 } SDL_GameControllerBindType;
    66 
    67 /**
    68  *  Get the SDL joystick layer binding for this controller button/axis mapping
    69  */
    70 typedef struct SDL_GameControllerButtonBind
    71 {
    72     SDL_GameControllerBindType bindType;
    73     union
    74     {
    75         int button;
    76         int axis;
    77         struct {
    78             int hat;
    79             int hat_mask;
    80         } hat;
    81     } value;
    82 
    83 } SDL_GameControllerButtonBind;
    84 
    85 
    86 /**
    87  *  To count the number of game controllers in the system for the following:
    88  *  int nJoysticks = SDL_NumJoysticks();
    89  *  int nGameControllers = 0;
    90  *  for ( int i = 0; i < nJoysticks; i++ ) {
    91  *      if ( SDL_IsGameController(i) ) {
    92  *          nGameControllers++;
    93  *      }
    94  *  }
    95  *
    96  *  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:
    97  *  guid,name,mappings
    98  *
    99  *  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.
   100  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
   101  *  The mapping format for joystick is:
   102  *      bX - a joystick button, index X
   103  *      hX.Y - hat X with value Y
   104  *      aX - axis X of the joystick
   105  *  Buttons can be used as a controller axis and vice versa.
   106  *
   107  *  This string shows an example of a valid mapping for a controller
   108  *  "341a3608000000000000504944564944,Afterglow 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",
   109  *
   110  */
   111 
   112 /**
   113  *  Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
   114  *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
   115  *
   116  *  If \c freerw is non-zero, the stream will be closed after being read.
   117  * 
   118  * \return number of mappings added, -1 on error
   119  */
   120 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
   121 
   122 /**
   123  *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
   124  *
   125  *  Convenience macro.
   126  */
   127 #define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
   128 
   129 /**
   130  *  Add or update an existing mapping configuration
   131  *
   132  * \return 1 if mapping is added, 0 if updated, -1 on error
   133  */
   134 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
   135 
   136 /**
   137  *  Get a mapping string for a GUID
   138  *
   139  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
   140  */
   141 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
   142 
   143 /**
   144  *  Get a mapping string for an open GameController
   145  *
   146  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
   147  */
   148 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
   149 
   150 /**
   151  *  Is the joystick on this index supported by the game controller interface?
   152  */
   153 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
   154 
   155 
   156 /**
   157  *  Get the implementation dependent name of a game controller.
   158  *  This can be called before any controllers are opened.
   159  *  If no name can be found, this function returns NULL.
   160  */
   161 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
   162 
   163 /**
   164  *  Open a game controller for use.
   165  *  The index passed as an argument refers to the N'th game controller on the system.
   166  *  This index is the value which will identify this controller in future controller
   167  *  events.
   168  *
   169  *  \return A controller identifier, or NULL if an error occurred.
   170  */
   171 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   172 
   173 /**
   174  *  Return the name for this currently opened controller
   175  */
   176 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   177 
   178 /**
   179  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   180  *  or SDL_FALSE if it has not.
   181  */
   182 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   183 
   184 /**
   185  *  Get the underlying joystick object used by a controller
   186  */
   187 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   188 
   189 /**
   190  *  Enable/disable controller event polling.
   191  *
   192  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   193  *  yourself and check the state of the controller when you want controller
   194  *  information.
   195  *
   196  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   197  */
   198 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   199 
   200 /**
   201  *  Update the current state of the open game controllers.
   202  *
   203  *  This is called automatically by the event loop if any game controller
   204  *  events are enabled.
   205  */
   206 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   207 
   208 
   209 /**
   210  *  The list of axes available from a controller
   211  */
   212 typedef enum
   213 {
   214     SDL_CONTROLLER_AXIS_INVALID = -1,
   215     SDL_CONTROLLER_AXIS_LEFTX,
   216     SDL_CONTROLLER_AXIS_LEFTY,
   217     SDL_CONTROLLER_AXIS_RIGHTX,
   218     SDL_CONTROLLER_AXIS_RIGHTY,
   219     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   220     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   221     SDL_CONTROLLER_AXIS_MAX
   222 } SDL_GameControllerAxis;
   223 
   224 /**
   225  *  turn this string into a axis mapping
   226  */
   227 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   228 
   229 /**
   230  *  turn this axis enum into a string mapping
   231  */
   232 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
   233 
   234 /**
   235  *  Get the SDL joystick layer binding for this controller button mapping
   236  */
   237 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   238 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   239                                  SDL_GameControllerAxis axis);
   240 
   241 /**
   242  *  Get the current state of an axis control on a game controller.
   243  *
   244  *  The state is a value ranging from -32768 to 32767 (except for the triggers,
   245  *  which range from 0 to 32767).
   246  *
   247  *  The axis indices start at index 0.
   248  */
   249 extern DECLSPEC Sint16 SDLCALL
   250 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   251                           SDL_GameControllerAxis axis);
   252 
   253 /**
   254  *  The list of buttons available from a controller
   255  */
   256 typedef enum
   257 {
   258     SDL_CONTROLLER_BUTTON_INVALID = -1,
   259     SDL_CONTROLLER_BUTTON_A,
   260     SDL_CONTROLLER_BUTTON_B,
   261     SDL_CONTROLLER_BUTTON_X,
   262     SDL_CONTROLLER_BUTTON_Y,
   263     SDL_CONTROLLER_BUTTON_BACK,
   264     SDL_CONTROLLER_BUTTON_GUIDE,
   265     SDL_CONTROLLER_BUTTON_START,
   266     SDL_CONTROLLER_BUTTON_LEFTSTICK,
   267     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   268     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   269     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   270     SDL_CONTROLLER_BUTTON_DPAD_UP,
   271     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   272     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   273     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   274     SDL_CONTROLLER_BUTTON_MAX
   275 } SDL_GameControllerButton;
   276 
   277 /**
   278  *  turn this string into a button mapping
   279  */
   280 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   281 
   282 /**
   283  *  turn this button enum into a string mapping
   284  */
   285 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
   286 
   287 /**
   288  *  Get the SDL joystick layer binding for this controller button mapping
   289  */
   290 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   291 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   292                                    SDL_GameControllerButton button);
   293 
   294 
   295 /**
   296  *  Get the current state of a button on a game controller.
   297  *
   298  *  The button indices start at index 0.
   299  */
   300 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   301                                                           SDL_GameControllerButton button);
   302 
   303 /**
   304  *  Close a controller previously opened with SDL_GameControllerOpen().
   305  */
   306 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   307 
   308 
   309 /* Ends C function definitions when using C++ */
   310 #ifdef __cplusplus
   311 }
   312 #endif
   313 #include "close_code.h"
   314 
   315 #endif /* _SDL_gamecontroller_h */
   316 
   317 /* vi: set ts=4 sw=4 expandtab: */