include/SDL_gamecontroller.h
author Jørgen P. Tjernø <jorgen@valvesoftware.com>
Wed, 13 Feb 2013 17:19:21 -0800
changeset 6873 f042ae287155
parent 6871 bd681c870ccf
child 6885 700f1b25f77f
permissions -rw-r--r--
New SDL_MSBIndex, updated VS projects, cleanup gamecontroller.

- Updated Visual Studio 2010 project with SDL 2.0 library names
- Don't use a 256 byte LUT, but rather <32 bytes of data on the stack.
- Cleanups in SDL_gamecontroller.h
     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  */
   115 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
   116 
   117 
   118 /**
   119  *  Get the implementation dependent name of a game controller.
   120  *  This can be called before any controllers are opened.
   121  *  If no name can be found, this function returns NULL.
   122  */
   123 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
   124 
   125 /**
   126  *  Open a game controller for use.
   127  *  The index passed as an argument refers to the N'th game controller on the system.
   128  *  This index is the value which will identify this controller in future controller
   129  *  events.
   130  *
   131  *  \return A controller identifier, or NULL if an error occurred.
   132  */
   133 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   134 
   135 /**
   136  *  Return the name for this currently opened controller
   137  */
   138 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   139 
   140 /**
   141  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   142  *  or SDL_FALSE 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
   186 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   187                                  SDL_CONTROLLER_AXIS button);
   188 
   189 /**
   190  *  Get the current state of an axis control on a game controller.
   191  *
   192  *  The state is a value ranging from -32768 to 32767.
   193  *
   194  *  The axis indices start at index 0.
   195  */
   196 extern DECLSPEC Sint16 SDLCALL
   197 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   198                           SDL_CONTROLLER_AXIS axis);
   199 
   200 /**
   201  *  The list of buttons available from a controller
   202  */
   203 typedef enum
   204 {
   205 	SDL_CONTROLLER_BUTTON_INVALID = -1,
   206 	SDL_CONTROLLER_BUTTON_A,
   207 	SDL_CONTROLLER_BUTTON_B,
   208 	SDL_CONTROLLER_BUTTON_X,
   209 	SDL_CONTROLLER_BUTTON_Y,
   210 	SDL_CONTROLLER_BUTTON_BACK,
   211 	SDL_CONTROLLER_BUTTON_GUIDE,
   212 	SDL_CONTROLLER_BUTTON_START,
   213 	SDL_CONTROLLER_BUTTON_LEFTSTICK,
   214 	SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   215 	SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   216 	SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   217 	SDL_CONTROLLER_BUTTON_DPAD_UP,
   218 	SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   219 	SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   220 	SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   221 	SDL_CONTROLLER_BUTTON_MAX
   222 } SDL_CONTROLLER_BUTTON;
   223 
   224 /**
   225  *  turn this string into a button mapping
   226  */
   227 extern DECLSPEC SDL_CONTROLLER_BUTTON SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   228 
   229 
   230 /**
   231  *  get the sdl joystick layer binding for this controller button mapping
   232  */
   233 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   234 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   235                                    SDL_CONTROLLER_BUTTON button);
   236 
   237 
   238 /**
   239  *  Get the current state of a button on a game controller.
   240  *
   241  *  The button indices start at index 0.
   242  */
   243 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   244                                                           SDL_CONTROLLER_BUTTON button);
   245 
   246 /**
   247  *  Close a controller previously opened with SDL_GameControllerOpen().
   248  */
   249 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   250 
   251 
   252 /* Ends C function definitions when using C++ */
   253 #ifdef __cplusplus
   254 /* *INDENT-OFF* */
   255 }
   256 /* *INDENT-ON* */
   257 #endif
   258 #include "close_code.h"
   259 
   260 #endif /* _SDL_gamecontroller_h */
   261 
   262 /* vi: set ts=4 sw=4 expandtab: */