include/SDL_gamecontroller.h
author Ryan C. Gordon <icculus@icculus.org>
Mon, 25 Feb 2013 01:51:21 -0500
changeset 6919 c9c75d062fa8
parent 6917 47dc155b774d
child 6932 361bebe92c66
permissions -rw-r--r--
Added SDL_GameControllerUpdate().
     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 struct _SDL_GameControllerHatBind
    68 {
    69 	int hat;
    70 	int hat_mask;
    71 };
    72 
    73 typedef struct _SDL_GameControllerButtonBind
    74 {
    75 	SDL_GameControllerBindType m_eBindType;
    76 	union
    77 	{
    78 		int button;
    79 		int axis;
    80 		struct _SDL_GameControllerHatBind hat;
    81 	};
    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 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,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",
   109  *
   110  */
   111 
   112 
   113 /**
   114  *  Is the joystick on this index supported by the game controller interface?
   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 SDL_TRUE if the controller has been opened and currently connected,
   143  *  or SDL_FALSE if it has not.
   144  */
   145 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   146 
   147 /**
   148  *  Get the underlying joystick object used by a controller
   149  */
   150 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   151 
   152 /**
   153  *  Enable/disable controller event polling.
   154  *
   155  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   156  *  yourself and check the state of the controller when you want controller
   157  *  information.
   158  *
   159  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   160  */
   161 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   162 
   163 /**
   164  *  Update the current state of the open game controllers.
   165  *  
   166  *  This is called automatically by the event loop if any game controller
   167  *  events are enabled.
   168  */
   169 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   170 
   171 
   172 /**
   173  *  The list of axii available from a controller
   174  */
   175 typedef enum
   176 {
   177 	SDL_CONTROLLER_AXIS_INVALID = -1,
   178 	SDL_CONTROLLER_AXIS_LEFTX,
   179 	SDL_CONTROLLER_AXIS_LEFTY,
   180 	SDL_CONTROLLER_AXIS_RIGHTX,
   181 	SDL_CONTROLLER_AXIS_RIGHTY,
   182 	SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   183 	SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   184 	SDL_CONTROLLER_AXIS_MAX
   185 } SDL_GameControllerAxis;
   186 
   187 /**
   188  *  turn this string into a axis mapping
   189  */
   190 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   191 
   192 /**
   193  *  get the sdl joystick layer binding for this controller button mapping
   194  */
   195 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   196 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   197                                  SDL_GameControllerAxis axis);
   198 
   199 /**
   200  *  Get the current state of an axis control on a game controller.
   201  *
   202  *  The state is a value ranging from -32768 to 32767.
   203  *
   204  *  The axis indices start at index 0.
   205  */
   206 extern DECLSPEC Sint16 SDLCALL
   207 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   208                           SDL_GameControllerAxis axis);
   209 
   210 /**
   211  *  The list of buttons available from a controller
   212  */
   213 typedef enum
   214 {
   215 	SDL_CONTROLLER_BUTTON_INVALID = -1,
   216 	SDL_CONTROLLER_BUTTON_A,
   217 	SDL_CONTROLLER_BUTTON_B,
   218 	SDL_CONTROLLER_BUTTON_X,
   219 	SDL_CONTROLLER_BUTTON_Y,
   220 	SDL_CONTROLLER_BUTTON_BACK,
   221 	SDL_CONTROLLER_BUTTON_GUIDE,
   222 	SDL_CONTROLLER_BUTTON_START,
   223 	SDL_CONTROLLER_BUTTON_LEFTSTICK,
   224 	SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   225 	SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   226 	SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   227 	SDL_CONTROLLER_BUTTON_DPAD_UP,
   228 	SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   229 	SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   230 	SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   231 	SDL_CONTROLLER_BUTTON_MAX
   232 } SDL_GameControllerButton;
   233 
   234 /**
   235  *  turn this string into a button mapping
   236  */
   237 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   238 
   239 
   240 /**
   241  *  get the sdl joystick layer binding for this controller button mapping
   242  */
   243 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   244 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   245                                    SDL_GameControllerButton button);
   246 
   247 
   248 /**
   249  *  Get the current state of a button on a game controller.
   250  *
   251  *  The button indices start at index 0.
   252  */
   253 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   254                                                           SDL_GameControllerButton button);
   255 
   256 /**
   257  *  Close a controller previously opened with SDL_GameControllerOpen().
   258  */
   259 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   260 
   261 
   262 /* Ends C function definitions when using C++ */
   263 #ifdef __cplusplus
   264 /* *INDENT-OFF* */
   265 }
   266 /* *INDENT-ON* */
   267 #endif
   268 #include "close_code.h"
   269 
   270 #endif /* _SDL_gamecontroller_h */
   271 
   272 /* vi: set ts=4 sw=4 expandtab: */