1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2016 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 /* The gamecontroller structure used to identify an SDL game controller */ 55 struct _SDL_GameController; 56 typedef struct _SDL_GameController SDL_GameController; 57 58 59 typedef enum 60 { 61 SDL_CONTROLLER_BINDTYPE_NONE = 0, 62 SDL_CONTROLLER_BINDTYPE_BUTTON, 63 SDL_CONTROLLER_BINDTYPE_AXIS, 64 SDL_CONTROLLER_BINDTYPE_HAT 65 } SDL_GameControllerBindType; 66 67 /** 68 * Get the SDL joystick layer binding for this controller button/axis mapping 69 */ 70 typedef struct SDL_GameControllerButtonBind 71 { 72 SDL_GameControllerBindType bindType; 73 union 74 { 75 int button; 76 int axis; 77 struct { 78 int hat; 79 int hat_mask; 80 } hat; 81 } value; 82 83 } SDL_GameControllerButtonBind; 84 85 86 /** 87 * To count the number of game controllers in the system for the following: 88 * int nJoysticks = SDL_NumJoysticks(); 89 * int nGameControllers = 0; 90 * for ( int i = 0; i < nJoysticks; i++ ) { 91 * if ( SDL_IsGameController(i) ) { 92 * nGameControllers++; 93 * } 94 * } 95 * 96 * 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: 97 * guid,name,mappings 98 * 99 * 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. 100 * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. 101 * The mapping format for joystick is: 102 * bX - a joystick button, index X 103 * hX.Y - hat X with value Y 104 * aX - axis X of the joystick 105 * Buttons can be used as a controller axis and vice versa. 106 * 107 * This string shows an example of a valid mapping for a controller 108 * "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", 109 * 110 */ 111 112 /** 113 * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() 114 * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt 115 * 116 * If \c freerw is non-zero, the stream will be closed after being read. 117 * 118 * \return number of mappings added, -1 on error 119 */ 120 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw ); 121 122 /** 123 * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() 124 * 125 * Convenience macro. 126 */ 127 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) 128 129 /** 130 * Add or update an existing mapping configuration 131 * 132 * \return 1 if mapping is added, 0 if updated, -1 on error 133 */ 134 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString ); 135 136 /** 137 * Get a mapping string for a GUID 138 * 139 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 140 */ 141 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid ); 142 143 /** 144 * Get a mapping string for an open GameController 145 * 146 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 147 */ 148 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller ); 149 150 /** 151 * Is the joystick on this index supported by the game controller interface? 152 */ 153 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); 154 155 156 /** 157 * Get the implementation dependent name of a game controller. 158 * This can be called before any controllers are opened. 159 * If no name can be found, this function returns NULL. 160 */ 161 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); 162 163 /** 164 * Open a game controller for use. 165 * The index passed as an argument refers to the N'th game controller on the system. 166 * This index is not the value which will identify this controller in future 167 * controller events. The joystick's instance id (::SDL_JoystickID) will be 168 * used there instead. 169 * 170 * \return A controller identifier, or NULL if an error occurred. 171 */ 172 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); 173 174 /** 175 * Return the SDL_GameController associated with an instance id. 176 */ 177 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); 178 179 /** 180 * Return the name for this currently opened controller 181 */ 182 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); 183 184 /** 185 * Returns SDL_TRUE if the controller has been opened and currently connected, 186 * or SDL_FALSE if it has not. 187 */ 188 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); 189 190 /** 191 * Get the underlying joystick object used by a controller 192 */ 193 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); 194 195 /** 196 * Enable/disable controller event polling. 197 * 198 * If controller events are disabled, you must call SDL_GameControllerUpdate() 199 * yourself and check the state of the controller when you want controller 200 * information. 201 * 202 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. 203 */ 204 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); 205 206 /** 207 * Update the current state of the open game controllers. 208 * 209 * This is called automatically by the event loop if any game controller 210 * events are enabled. 211 */ 212 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); 213 214 215 /** 216 * The list of axes available from a controller 217 */ 218 typedef enum 219 { 220 SDL_CONTROLLER_AXIS_INVALID = -1, 221 SDL_CONTROLLER_AXIS_LEFTX, 222 SDL_CONTROLLER_AXIS_LEFTY, 223 SDL_CONTROLLER_AXIS_RIGHTX, 224 SDL_CONTROLLER_AXIS_RIGHTY, 225 SDL_CONTROLLER_AXIS_TRIGGERLEFT, 226 SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 227 SDL_CONTROLLER_AXIS_MAX 228 } SDL_GameControllerAxis; 229 230 /** 231 * turn this string into a axis mapping 232 */ 233 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); 234 235 /** 236 * turn this axis enum into a string mapping 237 */ 238 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); 239 240 /** 241 * Get the SDL joystick layer binding for this controller button mapping 242 */ 243 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 244 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, 245 SDL_GameControllerAxis axis); 246 247 /** 248 * Get the current state of an axis control on a game controller. 249 * 250 * The state is a value ranging from -32768 to 32767 (except for the triggers, 251 * which range from 0 to 32767). 252 * 253 * The axis indices start at index 0. 254 */ 255 extern DECLSPEC Sint16 SDLCALL 256 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, 257 SDL_GameControllerAxis axis); 258 259 /** 260 * The list of buttons available from a controller 261 */ 262 typedef enum 263 { 264 SDL_CONTROLLER_BUTTON_INVALID = -1, 265 SDL_CONTROLLER_BUTTON_A, 266 SDL_CONTROLLER_BUTTON_B, 267 SDL_CONTROLLER_BUTTON_X, 268 SDL_CONTROLLER_BUTTON_Y, 269 SDL_CONTROLLER_BUTTON_BACK, 270 SDL_CONTROLLER_BUTTON_GUIDE, 271 SDL_CONTROLLER_BUTTON_START, 272 SDL_CONTROLLER_BUTTON_LEFTSTICK, 273 SDL_CONTROLLER_BUTTON_RIGHTSTICK, 274 SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 275 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 276 SDL_CONTROLLER_BUTTON_DPAD_UP, 277 SDL_CONTROLLER_BUTTON_DPAD_DOWN, 278 SDL_CONTROLLER_BUTTON_DPAD_LEFT, 279 SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 280 SDL_CONTROLLER_BUTTON_MAX 281 } SDL_GameControllerButton; 282 283 /** 284 * turn this string into a button mapping 285 */ 286 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); 287 288 /** 289 * turn this button enum into a string mapping 290 */ 291 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); 292 293 /** 294 * Get the SDL joystick layer binding for this controller button mapping 295 */ 296 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 297 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 298 SDL_GameControllerButton button); 299 300 301 /** 302 * Get the current state of a button on a game controller. 303 * 304 * The button indices start at index 0. 305 */ 306 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, 307 SDL_GameControllerButton button); 308 309 /** 310 * Close a controller previously opened with SDL_GameControllerOpen(). 311 */ 312 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); 313 314 315 /* Ends C function definitions when using C++ */ 316 #ifdef __cplusplus 317 } 318 #endif 319 #include "close_code.h" 320 321 #endif /* _SDL_gamecontroller_h */ 322 323 /* vi: set ts=4 sw=4 expandtab: */ 324