cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

SDL_gamecontroller.h (10496B)


      1/*
      2  Simple DirectMedia Layer
      3  Copyright (C) 1997-2014 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
     39extern "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_JOYSTICK 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 */
     55struct _SDL_GameController;
     56typedef struct _SDL_GameController SDL_GameController;
     57
     58
     59typedef 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 */
     70typedef 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 */
    120extern 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 */
    134extern 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 */
    141extern 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 */
    148extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
    149
    150/**
    151 *  Is the joystick on this index supported by the game controller interface?
    152 */
    153extern 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 */
    161extern 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 the value which will identify this controller in future controller
    167 *  events.
    168 *
    169 *  \return A controller identifier, or NULL if an error occurred.
    170 */
    171extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
    172
    173/**
    174 *  Return the name for this currently opened controller
    175 */
    176extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
    177
    178/**
    179 *  Returns SDL_TRUE if the controller has been opened and currently connected,
    180 *  or SDL_FALSE if it has not.
    181 */
    182extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
    183
    184/**
    185 *  Get the underlying joystick object used by a controller
    186 */
    187extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
    188
    189/**
    190 *  Enable/disable controller event polling.
    191 *
    192 *  If controller events are disabled, you must call SDL_GameControllerUpdate()
    193 *  yourself and check the state of the controller when you want controller
    194 *  information.
    195 *
    196 *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
    197 */
    198extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
    199
    200/**
    201 *  Update the current state of the open game controllers.
    202 *
    203 *  This is called automatically by the event loop if any game controller
    204 *  events are enabled.
    205 */
    206extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
    207
    208
    209/**
    210 *  The list of axes available from a controller
    211 */
    212typedef enum
    213{
    214    SDL_CONTROLLER_AXIS_INVALID = -1,
    215    SDL_CONTROLLER_AXIS_LEFTX,
    216    SDL_CONTROLLER_AXIS_LEFTY,
    217    SDL_CONTROLLER_AXIS_RIGHTX,
    218    SDL_CONTROLLER_AXIS_RIGHTY,
    219    SDL_CONTROLLER_AXIS_TRIGGERLEFT,
    220    SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
    221    SDL_CONTROLLER_AXIS_MAX
    222} SDL_GameControllerAxis;
    223
    224/**
    225 *  turn this string into a axis mapping
    226 */
    227extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
    228
    229/**
    230 *  turn this axis enum into a string mapping
    231 */
    232extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
    233
    234/**
    235 *  Get the SDL joystick layer binding for this controller button mapping
    236 */
    237extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
    238SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
    239                                 SDL_GameControllerAxis axis);
    240
    241/**
    242 *  Get the current state of an axis control on a game controller.
    243 *
    244 *  The state is a value ranging from -32768 to 32767.
    245 *
    246 *  The axis indices start at index 0.
    247 */
    248extern DECLSPEC Sint16 SDLCALL
    249SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
    250                          SDL_GameControllerAxis axis);
    251
    252/**
    253 *  The list of buttons available from a controller
    254 */
    255typedef enum
    256{
    257    SDL_CONTROLLER_BUTTON_INVALID = -1,
    258    SDL_CONTROLLER_BUTTON_A,
    259    SDL_CONTROLLER_BUTTON_B,
    260    SDL_CONTROLLER_BUTTON_X,
    261    SDL_CONTROLLER_BUTTON_Y,
    262    SDL_CONTROLLER_BUTTON_BACK,
    263    SDL_CONTROLLER_BUTTON_GUIDE,
    264    SDL_CONTROLLER_BUTTON_START,
    265    SDL_CONTROLLER_BUTTON_LEFTSTICK,
    266    SDL_CONTROLLER_BUTTON_RIGHTSTICK,
    267    SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
    268    SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
    269    SDL_CONTROLLER_BUTTON_DPAD_UP,
    270    SDL_CONTROLLER_BUTTON_DPAD_DOWN,
    271    SDL_CONTROLLER_BUTTON_DPAD_LEFT,
    272    SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
    273    SDL_CONTROLLER_BUTTON_MAX
    274} SDL_GameControllerButton;
    275
    276/**
    277 *  turn this string into a button mapping
    278 */
    279extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
    280
    281/**
    282 *  turn this button enum into a string mapping
    283 */
    284extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
    285
    286/**
    287 *  Get the SDL joystick layer binding for this controller button mapping
    288 */
    289extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
    290SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
    291                                   SDL_GameControllerButton button);
    292
    293
    294/**
    295 *  Get the current state of a button on a game controller.
    296 *
    297 *  The button indices start at index 0.
    298 */
    299extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
    300                                                          SDL_GameControllerButton button);
    301
    302/**
    303 *  Close a controller previously opened with SDL_GameControllerOpen().
    304 */
    305extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
    306
    307
    308/* Ends C function definitions when using C++ */
    309#ifdef __cplusplus
    310}
    311#endif
    312#include "close_code.h"
    313
    314#endif /* _SDL_gamecontroller_h */
    315
    316/* vi: set ts=4 sw=4 expandtab: */