SDL_gamecontroller.h (14508B)
1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 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_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/** 55 * The gamecontroller structure used to identify an SDL game controller 56 */ 57struct _SDL_GameController; 58typedef struct _SDL_GameController SDL_GameController; 59 60typedef enum 61{ 62 SDL_CONTROLLER_TYPE_UNKNOWN = 0, 63 SDL_CONTROLLER_TYPE_XBOX360, 64 SDL_CONTROLLER_TYPE_XBOXONE, 65 SDL_CONTROLLER_TYPE_PS3, 66 SDL_CONTROLLER_TYPE_PS4, 67 SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO 68} SDL_GameControllerType; 69 70typedef enum 71{ 72 SDL_CONTROLLER_BINDTYPE_NONE = 0, 73 SDL_CONTROLLER_BINDTYPE_BUTTON, 74 SDL_CONTROLLER_BINDTYPE_AXIS, 75 SDL_CONTROLLER_BINDTYPE_HAT 76} SDL_GameControllerBindType; 77 78/** 79 * Get the SDL joystick layer binding for this controller button/axis mapping 80 */ 81typedef struct SDL_GameControllerButtonBind 82{ 83 SDL_GameControllerBindType bindType; 84 union 85 { 86 int button; 87 int axis; 88 struct { 89 int hat; 90 int hat_mask; 91 } hat; 92 } value; 93 94} SDL_GameControllerButtonBind; 95 96 97/** 98 * To count the number of game controllers in the system for the following: 99 * int nJoysticks = SDL_NumJoysticks(); 100 * int nGameControllers = 0; 101 * for (int i = 0; i < nJoysticks; i++) { 102 * if (SDL_IsGameController(i)) { 103 * nGameControllers++; 104 * } 105 * } 106 * 107 * 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: 108 * guid,name,mappings 109 * 110 * 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. 111 * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. 112 * The mapping format for joystick is: 113 * bX - a joystick button, index X 114 * hX.Y - hat X with value Y 115 * aX - axis X of the joystick 116 * Buttons can be used as a controller axis and vice versa. 117 * 118 * This string shows an example of a valid mapping for a controller 119 * "03000000341a00003608000000000000,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", 120 * 121 */ 122 123/** 124 * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() 125 * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt 126 * 127 * If \c freerw is non-zero, the stream will be closed after being read. 128 * 129 * \return number of mappings added, -1 on error 130 */ 131extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); 132 133/** 134 * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() 135 * 136 * Convenience macro. 137 */ 138#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) 139 140/** 141 * Add or update an existing mapping configuration 142 * 143 * \return 1 if mapping is added, 0 if updated, -1 on error 144 */ 145extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); 146 147/** 148 * Get the number of mappings installed 149 * 150 * \return the number of mappings 151 */ 152extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); 153 154/** 155 * Get the mapping at a particular index. 156 * 157 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. 158 */ 159extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); 160 161/** 162 * Get a mapping string for a GUID 163 * 164 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 165 */ 166extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); 167 168/** 169 * Get a mapping string for an open GameController 170 * 171 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 172 */ 173extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller); 174 175/** 176 * Is the joystick on this index supported by the game controller interface? 177 */ 178extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); 179 180/** 181 * Get the implementation dependent name of a game controller. 182 * This can be called before any controllers are opened. 183 * If no name can be found, this function returns NULL. 184 */ 185extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); 186 187/** 188 * Get the type of a game controller. 189 * This can be called before any controllers are opened. 190 */ 191extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); 192 193/** 194 * Get the mapping of a game controller. 195 * This can be called before any controllers are opened. 196 * 197 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 198 */ 199extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); 200 201/** 202 * Open a game controller for use. 203 * The index passed as an argument refers to the N'th game controller on the system. 204 * This index is not the value which will identify this controller in future 205 * controller events. The joystick's instance id (::SDL_JoystickID) will be 206 * used there instead. 207 * 208 * \return A controller identifier, or NULL if an error occurred. 209 */ 210extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); 211 212/** 213 * Return the SDL_GameController associated with an instance id. 214 */ 215extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); 216 217/** 218 * Return the SDL_GameController associated with a player index. 219 */ 220extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); 221 222/** 223 * Return the name for this currently opened controller 224 */ 225extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); 226 227/** 228 * Return the type of this currently opened controller 229 */ 230extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); 231 232/** 233 * Get the player index of an opened game controller, or -1 if it's not available 234 * 235 * For XInput controllers this returns the XInput user index. 236 */ 237extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); 238 239/** 240 * Set the player index of an opened game controller 241 */ 242extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); 243 244/** 245 * Get the USB vendor ID of an opened controller, if available. 246 * If the vendor ID isn't available this function returns 0. 247 */ 248extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); 249 250/** 251 * Get the USB product ID of an opened controller, if available. 252 * If the product ID isn't available this function returns 0. 253 */ 254extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); 255 256/** 257 * Get the product version of an opened controller, if available. 258 * If the product version isn't available this function returns 0. 259 */ 260extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); 261 262/** 263 * Returns SDL_TRUE if the controller has been opened and currently connected, 264 * or SDL_FALSE if it has not. 265 */ 266extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); 267 268/** 269 * Get the underlying joystick object used by a controller 270 */ 271extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); 272 273/** 274 * Enable/disable controller event polling. 275 * 276 * If controller events are disabled, you must call SDL_GameControllerUpdate() 277 * yourself and check the state of the controller when you want controller 278 * information. 279 * 280 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. 281 */ 282extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); 283 284/** 285 * Update the current state of the open game controllers. 286 * 287 * This is called automatically by the event loop if any game controller 288 * events are enabled. 289 */ 290extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); 291 292 293/** 294 * The list of axes available from a controller 295 * 296 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, 297 * and are centered within ~8000 of zero, though advanced UI will allow users to set 298 * or autodetect the dead zone, which varies between controllers. 299 * 300 * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. 301 */ 302typedef enum 303{ 304 SDL_CONTROLLER_AXIS_INVALID = -1, 305 SDL_CONTROLLER_AXIS_LEFTX, 306 SDL_CONTROLLER_AXIS_LEFTY, 307 SDL_CONTROLLER_AXIS_RIGHTX, 308 SDL_CONTROLLER_AXIS_RIGHTY, 309 SDL_CONTROLLER_AXIS_TRIGGERLEFT, 310 SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 311 SDL_CONTROLLER_AXIS_MAX 312} SDL_GameControllerAxis; 313 314/** 315 * turn this string into a axis mapping 316 */ 317extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); 318 319/** 320 * turn this axis enum into a string mapping 321 */ 322extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); 323 324/** 325 * Get the SDL joystick layer binding for this controller button mapping 326 */ 327extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 328SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, 329 SDL_GameControllerAxis axis); 330 331/** 332 * Get the current state of an axis control on a game controller. 333 * 334 * The state is a value ranging from -32768 to 32767 (except for the triggers, 335 * which range from 0 to 32767). 336 * 337 * The axis indices start at index 0. 338 */ 339extern DECLSPEC Sint16 SDLCALL 340SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, 341 SDL_GameControllerAxis axis); 342 343/** 344 * The list of buttons available from a controller 345 */ 346typedef enum 347{ 348 SDL_CONTROLLER_BUTTON_INVALID = -1, 349 SDL_CONTROLLER_BUTTON_A, 350 SDL_CONTROLLER_BUTTON_B, 351 SDL_CONTROLLER_BUTTON_X, 352 SDL_CONTROLLER_BUTTON_Y, 353 SDL_CONTROLLER_BUTTON_BACK, 354 SDL_CONTROLLER_BUTTON_GUIDE, 355 SDL_CONTROLLER_BUTTON_START, 356 SDL_CONTROLLER_BUTTON_LEFTSTICK, 357 SDL_CONTROLLER_BUTTON_RIGHTSTICK, 358 SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 359 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 360 SDL_CONTROLLER_BUTTON_DPAD_UP, 361 SDL_CONTROLLER_BUTTON_DPAD_DOWN, 362 SDL_CONTROLLER_BUTTON_DPAD_LEFT, 363 SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 364 SDL_CONTROLLER_BUTTON_MAX 365} SDL_GameControllerButton; 366 367/** 368 * turn this string into a button mapping 369 */ 370extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); 371 372/** 373 * turn this button enum into a string mapping 374 */ 375extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); 376 377/** 378 * Get the SDL joystick layer binding for this controller button mapping 379 */ 380extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 381SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 382 SDL_GameControllerButton button); 383 384 385/** 386 * Get the current state of a button on a game controller. 387 * 388 * The button indices start at index 0. 389 */ 390extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, 391 SDL_GameControllerButton button); 392 393/** 394 * Trigger a rumble effect 395 * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. 396 * 397 * \param gamecontroller The controller to vibrate 398 * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF 399 * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF 400 * \param duration_ms The duration of the rumble effect, in milliseconds 401 * 402 * \return 0, or -1 if rumble isn't supported on this joystick 403 */ 404extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); 405 406/** 407 * Close a controller previously opened with SDL_GameControllerOpen(). 408 */ 409extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); 410 411 412/* Ends C function definitions when using C++ */ 413#ifdef __cplusplus 414} 415#endif 416#include "close_code.h" 417 418#endif /* SDL_gamecontroller_h_ */ 419 420/* vi: set ts=4 sw=4 expandtab: */