include/SDL_gamecontroller.h
author Alex Szpakowski <slime73@gmail.com>
Fri, 18 Mar 2016 22:15:53 -0300
changeset 10121 6b6ded44e6e0
parent 9998 f67cf37e9cd4
child 10213 f97a7faf0b58
permissions -rw-r--r--
Windows CMake: don't try to link dxguid, it's unavailable when using Visual Studio's XP-compatible toolset.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2016 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 not the value which will identify this controller in future
   167  *  controller events.  The joystick's instance id (::SDL_JoystickID) will be
   168  *  used there instead.
   169  *
   170  *  \return A controller identifier, or NULL if an error occurred.
   171  */
   172 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   173 
   174 /**
   175  * Return the SDL_GameController associated with an instance id.
   176  */
   177 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
   178 
   179 /**
   180  *  Return the name for this currently opened controller
   181  */
   182 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   183 
   184 /**
   185  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   186  *  or SDL_FALSE if it has not.
   187  */
   188 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   189 
   190 /**
   191  *  Get the underlying joystick object used by a controller
   192  */
   193 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   194 
   195 /**
   196  *  Enable/disable controller event polling.
   197  *
   198  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   199  *  yourself and check the state of the controller when you want controller
   200  *  information.
   201  *
   202  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   203  */
   204 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   205 
   206 /**
   207  *  Update the current state of the open game controllers.
   208  *
   209  *  This is called automatically by the event loop if any game controller
   210  *  events are enabled.
   211  */
   212 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   213 
   214 
   215 /**
   216  *  The list of axes available from a controller
   217  */
   218 typedef enum
   219 {
   220     SDL_CONTROLLER_AXIS_INVALID = -1,
   221     SDL_CONTROLLER_AXIS_LEFTX,
   222     SDL_CONTROLLER_AXIS_LEFTY,
   223     SDL_CONTROLLER_AXIS_RIGHTX,
   224     SDL_CONTROLLER_AXIS_RIGHTY,
   225     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   226     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   227     SDL_CONTROLLER_AXIS_MAX
   228 } SDL_GameControllerAxis;
   229 
   230 /**
   231  *  turn this string into a axis mapping
   232  */
   233 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   234 
   235 /**
   236  *  turn this axis enum into a string mapping
   237  */
   238 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
   239 
   240 /**
   241  *  Get the SDL joystick layer binding for this controller button mapping
   242  */
   243 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   244 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   245                                  SDL_GameControllerAxis axis);
   246 
   247 /**
   248  *  Get the current state of an axis control on a game controller.
   249  *
   250  *  The state is a value ranging from -32768 to 32767 (except for the triggers,
   251  *  which range from 0 to 32767).
   252  *
   253  *  The axis indices start at index 0.
   254  */
   255 extern DECLSPEC Sint16 SDLCALL
   256 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   257                           SDL_GameControllerAxis axis);
   258 
   259 /**
   260  *  The list of buttons available from a controller
   261  */
   262 typedef enum
   263 {
   264     SDL_CONTROLLER_BUTTON_INVALID = -1,
   265     SDL_CONTROLLER_BUTTON_A,
   266     SDL_CONTROLLER_BUTTON_B,
   267     SDL_CONTROLLER_BUTTON_X,
   268     SDL_CONTROLLER_BUTTON_Y,
   269     SDL_CONTROLLER_BUTTON_BACK,
   270     SDL_CONTROLLER_BUTTON_GUIDE,
   271     SDL_CONTROLLER_BUTTON_START,
   272     SDL_CONTROLLER_BUTTON_LEFTSTICK,
   273     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   274     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   275     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   276     SDL_CONTROLLER_BUTTON_DPAD_UP,
   277     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   278     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   279     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   280     SDL_CONTROLLER_BUTTON_MAX
   281 } SDL_GameControllerButton;
   282 
   283 /**
   284  *  turn this string into a button mapping
   285  */
   286 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   287 
   288 /**
   289  *  turn this button enum into a string mapping
   290  */
   291 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
   292 
   293 /**
   294  *  Get the SDL joystick layer binding for this controller button mapping
   295  */
   296 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   297 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   298                                    SDL_GameControllerButton button);
   299 
   300 
   301 /**
   302  *  Get the current state of a button on a game controller.
   303  *
   304  *  The button indices start at index 0.
   305  */
   306 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   307                                                           SDL_GameControllerButton button);
   308 
   309 /**
   310  *  Close a controller previously opened with SDL_GameControllerOpen().
   311  */
   312 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   313 
   314 
   315 /* Ends C function definitions when using C++ */
   316 #ifdef __cplusplus
   317 }
   318 #endif
   319 #include "close_code.h"
   320 
   321 #endif /* _SDL_gamecontroller_h */
   322 
   323 /* vi: set ts=4 sw=4 expandtab: */