include/SDL_gamecontroller.h
author Ozkan Sezer <sezeroz@gmail.com>
Sun, 05 Jul 2020 22:33:10 +0300
changeset 13943 2eec032757ce
parent 13621 958bd91f4f4c
permissions -rw-r--r--
configure: corretly print --enable-arm-simd default value.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2020 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 /**
    55  * The gamecontroller structure used to identify an SDL game controller
    56  */
    57 struct _SDL_GameController;
    58 typedef struct _SDL_GameController SDL_GameController;
    59 
    60 typedef enum
    61 {
    62     SDL_CONTROLLER_TYPE_UNKNOWN = 0,
    63     SDL_CONTROLLER_TYPE_XBOX360,
    64     SDL_CONTROLLER_TYPE_XBOXONE,
    65     SDL_CONTROLLER_TYPE_PS3,
    66     SDL_CONTROLLER_TYPE_PS4,
    67     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
    68     SDL_CONTROLLER_TYPE_VIRTUAL
    69 } SDL_GameControllerType;
    70 
    71 typedef enum
    72 {
    73     SDL_CONTROLLER_BINDTYPE_NONE = 0,
    74     SDL_CONTROLLER_BINDTYPE_BUTTON,
    75     SDL_CONTROLLER_BINDTYPE_AXIS,
    76     SDL_CONTROLLER_BINDTYPE_HAT
    77 } SDL_GameControllerBindType;
    78 
    79 /**
    80  *  Get the SDL joystick layer binding for this controller button/axis mapping
    81  */
    82 typedef struct SDL_GameControllerButtonBind
    83 {
    84     SDL_GameControllerBindType bindType;
    85     union
    86     {
    87         int button;
    88         int axis;
    89         struct {
    90             int hat;
    91             int hat_mask;
    92         } hat;
    93     } value;
    94 
    95 } SDL_GameControllerButtonBind;
    96 
    97 
    98 /**
    99  *  To count the number of game controllers in the system for the following:
   100  *  int nJoysticks = SDL_NumJoysticks();
   101  *  int nGameControllers = 0;
   102  *  for (int i = 0; i < nJoysticks; i++) {
   103  *      if (SDL_IsGameController(i)) {
   104  *          nGameControllers++;
   105  *      }
   106  *  }
   107  *
   108  *  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:
   109  *  guid,name,mappings
   110  *
   111  *  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.
   112  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
   113  *  The mapping format for joystick is:
   114  *      bX - a joystick button, index X
   115  *      hX.Y - hat X with value Y
   116  *      aX - axis X of the joystick
   117  *  Buttons can be used as a controller axis and vice versa.
   118  *
   119  *  This string shows an example of a valid mapping for a controller
   120  *  "03000000341a00003608000000000000,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",
   121  *
   122  */
   123 
   124 /**
   125  *  Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
   126  *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
   127  *
   128  *  If \c freerw is non-zero, the stream will be closed after being read.
   129  * 
   130  * \return number of mappings added, -1 on error
   131  */
   132 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
   133 
   134 /**
   135  *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
   136  *
   137  *  Convenience macro.
   138  */
   139 #define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
   140 
   141 /**
   142  *  Add or update an existing mapping configuration
   143  *
   144  * \return 1 if mapping is added, 0 if updated, -1 on error
   145  */
   146 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
   147 
   148 /**
   149  *  Get the number of mappings installed
   150  *
   151  *  \return the number of mappings
   152  */
   153 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
   154 
   155 /**
   156  *  Get the mapping at a particular index.
   157  *
   158  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if the index is out of range.
   159  */
   160 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
   161 
   162 /**
   163  *  Get a mapping string for a GUID
   164  *
   165  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
   166  */
   167 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
   168 
   169 /**
   170  *  Get a mapping string for an open GameController
   171  *
   172  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
   173  */
   174 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
   175 
   176 /**
   177  *  Is the joystick on this index supported by the game controller interface?
   178  */
   179 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
   180 
   181 /**
   182  *  Get the implementation dependent name of a game controller.
   183  *  This can be called before any controllers are opened.
   184  *  If no name can be found, this function returns NULL.
   185  */
   186 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
   187 
   188 /**
   189  *  Get the type of a game controller.
   190  *  This can be called before any controllers are opened.
   191  */
   192 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
   193 
   194 /**
   195  *  Get the mapping of a game controller.
   196  *  This can be called before any controllers are opened.
   197  *
   198  *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
   199  */
   200 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
   201 
   202 /**
   203  *  Open a game controller for use.
   204  *  The index passed as an argument refers to the N'th game controller on the system.
   205  *  This index is not the value which will identify this controller in future
   206  *  controller events.  The joystick's instance id (::SDL_JoystickID) will be
   207  *  used there instead.
   208  *
   209  *  \return A controller identifier, or NULL if an error occurred.
   210  */
   211 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   212 
   213 /**
   214  * Return the SDL_GameController associated with an instance id.
   215  */
   216 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
   217 
   218 /**
   219  * Return the SDL_GameController associated with a player index.
   220  */
   221 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
   222 
   223 /**
   224  *  Return the name for this currently opened controller
   225  */
   226 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   227 
   228 /**
   229  *  Return the type of this currently opened controller
   230  */
   231 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
   232 
   233 /**
   234  *  Get the player index of an opened game controller, or -1 if it's not available
   235  *
   236  *  For XInput controllers this returns the XInput user index.
   237  */
   238 extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
   239 
   240 /**
   241  *  Set the player index of an opened game controller
   242  */
   243 extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
   244 
   245 /**
   246  *  Get the USB vendor ID of an opened controller, if available.
   247  *  If the vendor ID isn't available this function returns 0.
   248  */
   249 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
   250 
   251 /**
   252  *  Get the USB product ID of an opened controller, if available.
   253  *  If the product ID isn't available this function returns 0.
   254  */
   255 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
   256 
   257 /**
   258  *  Get the product version of an opened controller, if available.
   259  *  If the product version isn't available this function returns 0.
   260  */
   261 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
   262 
   263 /**
   264  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   265  *  or SDL_FALSE if it has not.
   266  */
   267 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   268 
   269 /**
   270  *  Get the underlying joystick object used by a controller
   271  */
   272 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   273 
   274 /**
   275  *  Enable/disable controller event polling.
   276  *
   277  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   278  *  yourself and check the state of the controller when you want controller
   279  *  information.
   280  *
   281  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   282  */
   283 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   284 
   285 /**
   286  *  Update the current state of the open game controllers.
   287  *
   288  *  This is called automatically by the event loop if any game controller
   289  *  events are enabled.
   290  */
   291 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   292 
   293 
   294 /**
   295  *  The list of axes available from a controller
   296  *
   297  *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
   298  *  and are centered within ~8000 of zero, though advanced UI will allow users to set
   299  *  or autodetect the dead zone, which varies between controllers.
   300  *
   301  *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
   302  */
   303 typedef enum
   304 {
   305     SDL_CONTROLLER_AXIS_INVALID = -1,
   306     SDL_CONTROLLER_AXIS_LEFTX,
   307     SDL_CONTROLLER_AXIS_LEFTY,
   308     SDL_CONTROLLER_AXIS_RIGHTX,
   309     SDL_CONTROLLER_AXIS_RIGHTY,
   310     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   311     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   312     SDL_CONTROLLER_AXIS_MAX
   313 } SDL_GameControllerAxis;
   314 
   315 /**
   316  *  turn this string into a axis mapping
   317  */
   318 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   319 
   320 /**
   321  *  turn this axis enum into a string mapping
   322  */
   323 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
   324 
   325 /**
   326  *  Get the SDL joystick layer binding for this controller button mapping
   327  */
   328 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   329 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   330                                  SDL_GameControllerAxis axis);
   331 
   332 /**
   333  *  Get the current state of an axis control on a game controller.
   334  *
   335  *  The state is a value ranging from -32768 to 32767 (except for the triggers,
   336  *  which range from 0 to 32767).
   337  *
   338  *  The axis indices start at index 0.
   339  */
   340 extern DECLSPEC Sint16 SDLCALL
   341 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   342                           SDL_GameControllerAxis axis);
   343 
   344 /**
   345  *  The list of buttons available from a controller
   346  */
   347 typedef enum
   348 {
   349     SDL_CONTROLLER_BUTTON_INVALID = -1,
   350     SDL_CONTROLLER_BUTTON_A,
   351     SDL_CONTROLLER_BUTTON_B,
   352     SDL_CONTROLLER_BUTTON_X,
   353     SDL_CONTROLLER_BUTTON_Y,
   354     SDL_CONTROLLER_BUTTON_BACK,
   355     SDL_CONTROLLER_BUTTON_GUIDE,
   356     SDL_CONTROLLER_BUTTON_START,
   357     SDL_CONTROLLER_BUTTON_LEFTSTICK,
   358     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   359     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   360     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   361     SDL_CONTROLLER_BUTTON_DPAD_UP,
   362     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   363     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   364     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   365     SDL_CONTROLLER_BUTTON_MAX
   366 } SDL_GameControllerButton;
   367 
   368 /**
   369  *  turn this string into a button mapping
   370  */
   371 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   372 
   373 /**
   374  *  turn this button enum into a string mapping
   375  */
   376 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
   377 
   378 /**
   379  *  Get the SDL joystick layer binding for this controller button mapping
   380  */
   381 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   382 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   383                                    SDL_GameControllerButton button);
   384 
   385 
   386 /**
   387  *  Get the current state of a button on a game controller.
   388  *
   389  *  The button indices start at index 0.
   390  */
   391 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   392                                                           SDL_GameControllerButton button);
   393 
   394 /**
   395  *  Trigger a rumble effect
   396  *  Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
   397  *
   398  *  \param gamecontroller The controller to vibrate
   399  *  \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
   400  *  \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
   401  *  \param duration_ms The duration of the rumble effect, in milliseconds
   402  *
   403  *  \return 0, or -1 if rumble isn't supported on this joystick
   404  */
   405 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
   406 
   407 /**
   408  *  Close a controller previously opened with SDL_GameControllerOpen().
   409  */
   410 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   411 
   412 
   413 /* Ends C function definitions when using C++ */
   414 #ifdef __cplusplus
   415 }
   416 #endif
   417 #include "close_code.h"
   418 
   419 #endif /* SDL_gamecontroller_h_ */
   420 
   421 /* vi: set ts=4 sw=4 expandtab: */