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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * \file SDL_gamecontroller.h
- *
- * Include file for SDL game controller event handling
- */
- #ifndef _SDL_gamecontroller_h
- #define _SDL_gamecontroller_h
- #include "SDL_stdinc.h"
- #include "SDL_error.h"
- #include "SDL_joystick.h"
- #include "begin_code.h"
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * \file SDL_gamecontroller.h
- *
- * In order to use these functions, SDL_Init() must have been called
- * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
- * for game controllers, and load appropriate drivers.
- *
- * If you would like to receive controller updates while the application
- * is in the background, you should set the following hint before calling
- * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
- */
- /* The gamecontroller structure used to identify an SDL game controller */
- struct _SDL_GameController;
- typedef struct _SDL_GameController SDL_GameController;
- typedef enum
- {
- SDL_CONTROLLER_BINDTYPE_NONE = 0,
- SDL_CONTROLLER_BINDTYPE_BUTTON,
- SDL_CONTROLLER_BINDTYPE_AXIS,
- SDL_CONTROLLER_BINDTYPE_HAT
- } SDL_GameControllerBindType;
- /**
- * Get the SDL joystick layer binding for this controller button/axis mapping
- */
- typedef struct SDL_GameControllerButtonBind
- {
- SDL_GameControllerBindType bindType;
- union
- {
- int button;
- int axis;
- struct {
- int hat;
- int hat_mask;
- } hat;
- } value;
- } SDL_GameControllerButtonBind;
- /**
- * To count the number of game controllers in the system for the following:
- * int nJoysticks = SDL_NumJoysticks();
- * int nGameControllers = 0;
- * for ( int i = 0; i < nJoysticks; i++ ) {
- * if ( SDL_IsGameController(i) ) {
- * nGameControllers++;
- * }
- * }
- *
- * 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:
- * guid,name,mappings
- *
- * 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.
- * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
- * The mapping format for joystick is:
- * bX - a joystick button, index X
- * hX.Y - hat X with value Y
- * aX - axis X of the joystick
- * Buttons can be used as a controller axis and vice versa.
- *
- * This string shows an example of a valid mapping for a controller
- * "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",
- *
- */
- /**
- * Add or update an existing mapping configuration
- *
- * \return 1 if mapping is added, 0 if updated, -1 on error
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
- /**
- * Get a mapping string for a GUID
- *
- * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
- */
- extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
- /**
- * Get a mapping string for an open GameController
- *
- * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
- */
- extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
- /**
- * Is the joystick on this index supported by the game controller interface?
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
- /**
- * Get the implementation dependent name of a game controller.
- * This can be called before any controllers are opened.
- * If no name can be found, this function returns NULL.
- */
- extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
- /**
- * Open a game controller for use.
- * The index passed as an argument refers to the N'th game controller on the system.
- * This index is the value which will identify this controller in future controller
- * events.
- *
- * \return A controller identifier, or NULL if an error occurred.
- */
- extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
- /**
- * Return the name for this currently opened controller
- */
- extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
- /**
- * Returns SDL_TRUE if the controller has been opened and currently connected,
- * or SDL_FALSE if it has not.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
- /**
- * Get the underlying joystick object used by a controller
- */
- extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
- /**
- * Enable/disable controller event polling.
- *
- * If controller events are disabled, you must call SDL_GameControllerUpdate()
- * yourself and check the state of the controller when you want controller
- * information.
- *
- * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
- */
- extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
- /**
- * Update the current state of the open game controllers.
- *
- * This is called automatically by the event loop if any game controller
- * events are enabled.
- */
- extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
- /**
- * The list of axes available from a controller
- */
- typedef enum
- {
- SDL_CONTROLLER_AXIS_INVALID = -1,
- SDL_CONTROLLER_AXIS_LEFTX,
- SDL_CONTROLLER_AXIS_LEFTY,
- SDL_CONTROLLER_AXIS_RIGHTX,
- SDL_CONTROLLER_AXIS_RIGHTY,
- SDL_CONTROLLER_AXIS_TRIGGERLEFT,
- SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
- SDL_CONTROLLER_AXIS_MAX
- } SDL_GameControllerAxis;
- /**
- * turn this string into a axis mapping
- */
- extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
- /**
- * turn this axis enum into a string mapping
- */
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
- /**
- * Get the SDL joystick layer binding for this controller button mapping
- */
- extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
- SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
- SDL_GameControllerAxis axis);
- /**
- * Get the current state of an axis control on a game controller.
- *
- * The state is a value ranging from -32768 to 32767.
- *
- * The axis indices start at index 0.
- */
- extern DECLSPEC Sint16 SDLCALL
- SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
- SDL_GameControllerAxis axis);
- /**
- * The list of buttons available from a controller
- */
- typedef enum
- {
- SDL_CONTROLLER_BUTTON_INVALID = -1,
- SDL_CONTROLLER_BUTTON_A,
- SDL_CONTROLLER_BUTTON_B,
- SDL_CONTROLLER_BUTTON_X,
- SDL_CONTROLLER_BUTTON_Y,
- SDL_CONTROLLER_BUTTON_BACK,
- SDL_CONTROLLER_BUTTON_GUIDE,
- SDL_CONTROLLER_BUTTON_START,
- SDL_CONTROLLER_BUTTON_LEFTSTICK,
- SDL_CONTROLLER_BUTTON_RIGHTSTICK,
- SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
- SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
- SDL_CONTROLLER_BUTTON_DPAD_UP,
- SDL_CONTROLLER_BUTTON_DPAD_DOWN,
- SDL_CONTROLLER_BUTTON_DPAD_LEFT,
- SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
- SDL_CONTROLLER_BUTTON_MAX
- } SDL_GameControllerButton;
- /**
- * turn this string into a button mapping
- */
- extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
- /**
- * turn this button enum into a string mapping
- */
- extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
- /**
- * Get the SDL joystick layer binding for this controller button mapping
- */
- extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
- SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
- SDL_GameControllerButton button);
- /**
- * Get the current state of a button on a game controller.
- *
- * The button indices start at index 0.
- */
- extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
- SDL_GameControllerButton button);
- /**
- * Close a controller previously opened with SDL_GameControllerOpen().
- */
- extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
- #endif /* _SDL_gamecontroller_h */
- /* vi: set ts=4 sw=4 expandtab: */
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