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| | |
| | | /* |
| | | Simple DirectMedia Layer |
| | | Copyright (C) 1997-2014 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_rwops.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", |
| | | * |
| | | */ |
| | | |
| | | /** |
| | | * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() |
| | | * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt |
| | | * |
| | | * If \c freerw is non-zero, the stream will be closed after being read. |
| | | * |
| | | * \return number of mappings added, -1 on error |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw ); |
| | | |
| | | /** |
| | | * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
| | | * |
| | | * Convenience macro. |
| | | */ |
| | | #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
| | | |
| | | /** |
| | | * 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: */ |