include/SDL_gamecontroller.h
author Jørgen P. Tjernø <jorgen@valvesoftware.com>
Tue, 12 Feb 2013 17:07:21 -0800
changeset 6871 bd681c870ccf
parent 6795 f445268492a7
child 6873 f042ae287155
permissions -rw-r--r--
Check bounds in SDL_IsGameController. Switch two functions to SDL_bool.

Switches SDL_GameControllerGetAttached and SDL_IsGameController to
return SDL_bool, instead of int.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2012 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_CONTROLLER_BINDTYPE;
    63 /**
    64  *  get the sdl joystick layer binding for this controller button/axis mapping
    65  */
    66 struct _SDL_GameControllerHatBind
    67 {
    68 	int hat;
    69 	int hat_mask;
    70 };
    71 
    72 typedef struct _SDL_GameControllerButtonBind
    73 {
    74 	SDL_CONTROLLER_BINDTYPE m_eBindType;
    75 	union
    76 	{
    77 		int button;
    78 		int axis;
    79 		struct _SDL_GameControllerHatBind hat;
    80 	};
    81 
    82 } SDL_GameControllerButtonBind;
    83 
    84 
    85 /**
    86  *  To count the number of game controllers in the system for the following:
    87  *	int nJoysticks = SDL_NumJoysticks();
    88  *	int nGameControllers = 0;
    89  *	for ( int i = 0; i < nJoysticks; i++ ) {
    90  *		if ( SDL_IsGameController(i) ) {
    91  *			nGameControllers++;
    92  *		}
    93  *  }
    94  *
    95  *  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:
    96  *	guid,name,mappings
    97  *
    98  *  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.
    99  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
   100  *	The mapping format for joystick is: 
   101  *		bX - a joystick button, index X
   102  *		hX.Y - hat X with value Y
   103  *		aX - axis X of the joystick
   104  *  Buttons can be used as a controller axis and vice versa.
   105  *
   106  *  This string shows an example of a valid mapping for a controller
   107  * 	"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",
   108  *
   109  */
   110 
   111 
   112 /**
   113  *  Is the joystick on this index supported by the game controller interface?
   114  *		returns 1 if supported, 0 otherwise.
   115  */
   116 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
   117 
   118 
   119 /**
   120  *  Get the implementation dependent name of a game controller.
   121  *  This can be called before any controllers are opened.
   122  *  If no name can be found, this function returns NULL.
   123  */
   124 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
   125 
   126 /**
   127  *  Open a game controller for use.  
   128  *  The index passed as an argument refers to the N'th game controller on the system.  
   129  *  This index is the value which will identify this controller in future controller
   130  *  events.
   131  *  
   132  *  \return A controller identifier, or NULL if an error occurred.
   133  */
   134 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   135 
   136 /**
   137  *  Return the name for this currently opened controller
   138  */
   139 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController * gamecontroller);
   140 	
   141 /**
   142  *  Returns 1 if the controller has been opened and currently connected, or 0 if it has not.
   143  */
   144 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController * gamecontroller);
   145 
   146 /**
   147  *  Get the underlying joystick object used by a controller
   148  */
   149 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller);
   150 
   151 /**
   152  *  Enable/disable controller event polling.
   153  *  
   154  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   155  *  yourself and check the state of the controller when you want controller
   156  *  information.
   157  *  
   158  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   159  */
   160 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   161 
   162 /**
   163  *  The list of axii available from a controller
   164  */
   165 typedef enum 
   166 {
   167 	SDL_CONTROLLER_AXIS_INVALID = -1,
   168 	SDL_CONTROLLER_AXIS_LEFTX,
   169 	SDL_CONTROLLER_AXIS_LEFTY,
   170 	SDL_CONTROLLER_AXIS_RIGHTX,
   171 	SDL_CONTROLLER_AXIS_RIGHTY,
   172 	SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   173 	SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   174 	SDL_CONTROLLER_AXIS_MAX
   175 } SDL_CONTROLLER_AXIS;
   176 
   177 /**
   178  *  turn this string into a axis mapping
   179  */
   180 extern DECLSPEC SDL_CONTROLLER_AXIS SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   181 
   182 /**
   183  *  get the sdl joystick layer binding for this controller button mapping
   184  */
   185 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_CONTROLLER_AXIS button);
   186 
   187 /**
   188  *  Get the current state of an axis control on a game controller.
   189  *  
   190  *  The state is a value ranging from -32768 to 32767.
   191  *  
   192  *  The axis indices start at index 0.
   193  */
   194 extern DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis(SDL_GameController * gamecontroller,
   195                                                    SDL_CONTROLLER_AXIS axis);
   196 
   197 /**
   198  *  The list of buttons available from a controller
   199  */
   200 typedef enum
   201 {
   202 	SDL_CONTROLLER_BUTTON_INVALID = -1,
   203 	SDL_CONTROLLER_BUTTON_A,
   204 	SDL_CONTROLLER_BUTTON_B,
   205 	SDL_CONTROLLER_BUTTON_X,
   206 	SDL_CONTROLLER_BUTTON_Y,
   207 	SDL_CONTROLLER_BUTTON_BACK,
   208 	SDL_CONTROLLER_BUTTON_GUIDE,
   209 	SDL_CONTROLLER_BUTTON_START,
   210 	SDL_CONTROLLER_BUTTON_LEFTSTICK,
   211 	SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   212 	SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   213 	SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   214 	SDL_CONTROLLER_BUTTON_DPAD_UP,
   215 	SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   216 	SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   217 	SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   218 	SDL_CONTROLLER_BUTTON_MAX
   219 } SDL_CONTROLLER_BUTTON;
   220 
   221 /**
   222  *  turn this string into a button mapping
   223  */
   224 extern DECLSPEC SDL_CONTROLLER_BUTTON SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   225 
   226 
   227 /**
   228  *  get the sdl joystick layer binding for this controller button mapping
   229  */
   230 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_CONTROLLER_BUTTON button);
   231 
   232 
   233 /**
   234  *  Get the current state of a button on a game controller.
   235  *  
   236  *  The button indices start at index 0.
   237  */
   238 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController * gamecontroller,
   239                                                     SDL_CONTROLLER_BUTTON button);
   240 
   241 /**
   242  *  Close a controller previously opened with SDL_GameControllerOpen().
   243  */
   244 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController * gamecontrollerk);
   245 
   246 
   247 /* Ends C function definitions when using C++ */
   248 #ifdef __cplusplus
   249 /* *INDENT-OFF* */
   250 }
   251 /* *INDENT-ON* */
   252 #endif
   253 #include "close_code.h"
   254 
   255 #endif /* _SDL_gamecontroller_h */
   256 
   257 /* vi: set ts=4 sw=4 expandtab: */