include/SDL_gamecontroller.h
author Gabriel Jacobo <gabomdq@gmail.com>
Tue, 03 Dec 2013 12:01:28 -0300
changeset 8046 e7c89b29932a
parent 8042 7863121cb7d5
child 8051 a6981e0b9fe2
permissions -rw-r--r--
Adds SDL_GameControllerAddMappingsFromRW, updates controllermap

SDL_GameControllerAddMappingsFromFile is now a convenience macro.

controllermap can now skip bindings by pressing space or clicking/touching the
screen.
     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 extern "C" {
    39 #endif
    40 
    41 /**
    42  *  \file SDL_gamecontroller.h
    43  *
    44  *  In order to use these functions, SDL_Init() must have been called
    45  *  with the ::SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
    46  *  for game controllers, and load appropriate drivers.
    47  *
    48  *  If you would like to receive controller updates while the application
    49  *  is in the background, you should set the following hint before calling
    50  *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
    51  */
    52 
    53 /* The gamecontroller structure used to identify an SDL game controller */
    54 struct _SDL_GameController;
    55 typedef struct _SDL_GameController SDL_GameController;
    56 
    57 
    58 typedef enum
    59 {
    60     SDL_CONTROLLER_BINDTYPE_NONE = 0,
    61     SDL_CONTROLLER_BINDTYPE_BUTTON,
    62     SDL_CONTROLLER_BINDTYPE_AXIS,
    63     SDL_CONTROLLER_BINDTYPE_HAT
    64 } SDL_GameControllerBindType;
    65 
    66 /**
    67  *  Get the SDL joystick layer binding for this controller button/axis mapping
    68  */
    69 typedef struct SDL_GameControllerButtonBind
    70 {
    71     SDL_GameControllerBindType bindType;
    72     union
    73     {
    74         int button;
    75         int axis;
    76         struct {
    77             int hat;
    78             int hat_mask;
    79         } hat;
    80     } value;
    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 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:
    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,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",
   108  *
   109  */
   110 
   111 /**
   112  *  Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
   113  *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
   114  *
   115  *  If \c freerw is non-zero, the stream will be closed after being read.
   116  * 
   117  * \return number of mappings added, -1 on error
   118  */
   119 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
   120 
   121 /**
   122  *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
   123  *
   124  *  Convenience macro.
   125  */
   126 #define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
   127 
   128 /**
   129  *  Add or update an existing mapping configuration
   130  *
   131  * \return 1 if mapping is added, 0 if updated, -1 on error
   132  */
   133 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
   134 
   135 /**
   136  *  Get a mapping string for a GUID
   137  *
   138  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
   139  */
   140 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
   141 
   142 /**
   143  *  Get a mapping string for an open GameController
   144  *
   145  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
   146  */
   147 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
   148 
   149 /**
   150  *  Is the joystick on this index supported by the game controller interface?
   151  */
   152 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
   153 
   154 
   155 /**
   156  *  Get the implementation dependent name of a game controller.
   157  *  This can be called before any controllers are opened.
   158  *  If no name can be found, this function returns NULL.
   159  */
   160 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
   161 
   162 /**
   163  *  Open a game controller for use.
   164  *  The index passed as an argument refers to the N'th game controller on the system.
   165  *  This index is the value which will identify this controller in future controller
   166  *  events.
   167  *
   168  *  \return A controller identifier, or NULL if an error occurred.
   169  */
   170 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   171 
   172 /**
   173  *  Return the name for this currently opened controller
   174  */
   175 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   176 
   177 /**
   178  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   179  *  or SDL_FALSE if it has not.
   180  */
   181 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   182 
   183 /**
   184  *  Get the underlying joystick object used by a controller
   185  */
   186 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   187 
   188 /**
   189  *  Enable/disable controller event polling.
   190  *
   191  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   192  *  yourself and check the state of the controller when you want controller
   193  *  information.
   194  *
   195  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   196  */
   197 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   198 
   199 /**
   200  *  Update the current state of the open game controllers.
   201  *
   202  *  This is called automatically by the event loop if any game controller
   203  *  events are enabled.
   204  */
   205 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   206 
   207 
   208 /**
   209  *  The list of axes available from a controller
   210  */
   211 typedef enum
   212 {
   213     SDL_CONTROLLER_AXIS_INVALID = -1,
   214     SDL_CONTROLLER_AXIS_LEFTX,
   215     SDL_CONTROLLER_AXIS_LEFTY,
   216     SDL_CONTROLLER_AXIS_RIGHTX,
   217     SDL_CONTROLLER_AXIS_RIGHTY,
   218     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   219     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   220     SDL_CONTROLLER_AXIS_MAX
   221 } SDL_GameControllerAxis;
   222 
   223 /**
   224  *  turn this string into a axis mapping
   225  */
   226 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   227 
   228 /**
   229  *  turn this axis enum into a string mapping
   230  */
   231 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
   232 
   233 /**
   234  *  Get the SDL joystick layer binding for this controller button mapping
   235  */
   236 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   237 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   238                                  SDL_GameControllerAxis axis);
   239 
   240 /**
   241  *  Get the current state of an axis control on a game controller.
   242  *
   243  *  The state is a value ranging from -32768 to 32767.
   244  *
   245  *  The axis indices start at index 0.
   246  */
   247 extern DECLSPEC Sint16 SDLCALL
   248 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   249                           SDL_GameControllerAxis axis);
   250 
   251 /**
   252  *  The list of buttons available from a controller
   253  */
   254 typedef enum
   255 {
   256     SDL_CONTROLLER_BUTTON_INVALID = -1,
   257     SDL_CONTROLLER_BUTTON_A,
   258     SDL_CONTROLLER_BUTTON_B,
   259     SDL_CONTROLLER_BUTTON_X,
   260     SDL_CONTROLLER_BUTTON_Y,
   261     SDL_CONTROLLER_BUTTON_BACK,
   262     SDL_CONTROLLER_BUTTON_GUIDE,
   263     SDL_CONTROLLER_BUTTON_START,
   264     SDL_CONTROLLER_BUTTON_LEFTSTICK,
   265     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   266     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   267     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   268     SDL_CONTROLLER_BUTTON_DPAD_UP,
   269     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   270     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   271     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   272     SDL_CONTROLLER_BUTTON_MAX
   273 } SDL_GameControllerButton;
   274 
   275 /**
   276  *  turn this string into a button mapping
   277  */
   278 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   279 
   280 /**
   281  *  turn this button enum into a string mapping
   282  */
   283 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
   284 
   285 /**
   286  *  Get the SDL joystick layer binding for this controller button mapping
   287  */
   288 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   289 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   290                                    SDL_GameControllerButton button);
   291 
   292 
   293 /**
   294  *  Get the current state of a button on a game controller.
   295  *
   296  *  The button indices start at index 0.
   297  */
   298 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   299                                                           SDL_GameControllerButton button);
   300 
   301 /**
   302  *  Close a controller previously opened with SDL_GameControllerOpen().
   303  */
   304 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   305 
   306 
   307 /* Ends C function definitions when using C++ */
   308 #ifdef __cplusplus
   309 }
   310 #endif
   311 #include "close_code.h"
   312 
   313 #endif /* _SDL_gamecontroller_h */
   314 
   315 /* vi: set ts=4 sw=4 expandtab: */