| | |
| | | /* |
| | | Simple DirectMedia Layer |
| | | Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org> |
| | | Copyright (C) 1997-2020 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 |
| | |
| | | * Include file for SDL game controller event handling |
| | | */ |
| | | |
| | | #ifndef _SDL_gamecontroller_h |
| | | #define _SDL_gamecontroller_h |
| | | #ifndef SDL_gamecontroller_h_ |
| | | #define SDL_gamecontroller_h_ |
| | | |
| | | #include "SDL_stdinc.h" |
| | | #include "SDL_error.h" |
| | |
| | | * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
| | | */ |
| | | |
| | | /* The gamecontroller structure used to identify an SDL game controller */ |
| | | /** |
| | | * The gamecontroller structure used to identify an SDL game controller |
| | | */ |
| | | struct _SDL_GameController; |
| | | typedef struct _SDL_GameController SDL_GameController; |
| | | |
| | | typedef enum |
| | | { |
| | | SDL_CONTROLLER_TYPE_UNKNOWN = 0, |
| | | SDL_CONTROLLER_TYPE_XBOX360, |
| | | SDL_CONTROLLER_TYPE_XBOXONE, |
| | | SDL_CONTROLLER_TYPE_PS3, |
| | | SDL_CONTROLLER_TYPE_PS4, |
| | | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO |
| | | } SDL_GameControllerType; |
| | | |
| | | typedef enum |
| | | { |
| | |
| | | * 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) ) { |
| | | * for (int i = 0; i < nJoysticks; i++) { |
| | | * if (SDL_IsGameController(i)) { |
| | | * nGameControllers++; |
| | | * } |
| | | * } |
| | |
| | | * 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", |
| | | * "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", |
| | | * |
| | | */ |
| | | |
| | |
| | | * |
| | | * \return number of mappings added, -1 on error |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw ); |
| | | 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() |
| | |
| | | * |
| | | * \return 1 if mapping is added, 0 if updated, -1 on error |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString ); |
| | | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
| | | |
| | | /** |
| | | * Get the number of mappings installed |
| | | * |
| | | * \return the number of mappings |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
| | | |
| | | /** |
| | | * Get the mapping at a particular index. |
| | | * |
| | | * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. |
| | | */ |
| | | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
| | | |
| | | /** |
| | | * 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 ); |
| | | 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 ); |
| | | 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. |
| | |
| | | * If no name can be found, this function returns NULL. |
| | | */ |
| | | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
| | | |
| | | /** |
| | | * Get the type of a game controller. |
| | | * This can be called before any controllers are opened. |
| | | */ |
| | | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); |
| | | |
| | | /** |
| | | * Get the mapping of a game controller. |
| | | * This can be called before any controllers are opened. |
| | | * |
| | | * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available |
| | | */ |
| | | extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); |
| | | |
| | | /** |
| | | * Open a game controller for use. |
| | |
| | | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
| | | |
| | | /** |
| | | * Return the SDL_GameController associated with a player index. |
| | | */ |
| | | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); |
| | | |
| | | /** |
| | | * Return the name for this currently opened controller |
| | | */ |
| | | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
| | | |
| | | /** |
| | | * Return the type of this currently opened controller |
| | | */ |
| | | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); |
| | | |
| | | /** |
| | | * Get the player index of an opened game controller, or -1 if it's not available |
| | | * |
| | | * For XInput controllers this returns the XInput user index. |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
| | | |
| | | /** |
| | | * Set the player index of an opened game controller |
| | | */ |
| | | extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); |
| | | |
| | | /** |
| | | * Get the USB vendor ID of an opened controller, if available. |
| | | * If the vendor ID isn't available this function returns 0. |
| | | */ |
| | | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); |
| | | |
| | | /** |
| | | * Get the USB product ID of an opened controller, if available. |
| | | * If the product ID isn't available this function returns 0. |
| | | */ |
| | | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); |
| | | |
| | | /** |
| | | * Get the product version of an opened controller, if available. |
| | | * If the product version isn't available this function returns 0. |
| | | */ |
| | | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); |
| | | |
| | | /** |
| | | * Returns SDL_TRUE if the controller has been opened and currently connected, |
| | |
| | | |
| | | /** |
| | | * The list of axes available from a controller |
| | | * |
| | | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
| | | * and are centered within ~8000 of zero, though advanced UI will allow users to set |
| | | * or autodetect the dead zone, which varies between controllers. |
| | | * |
| | | * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. |
| | | */ |
| | | typedef enum |
| | | { |
| | |
| | | SDL_GameControllerButton button); |
| | | |
| | | /** |
| | | * Trigger a rumble effect |
| | | * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. |
| | | * |
| | | * \param gamecontroller The controller to vibrate |
| | | * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF |
| | | * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF |
| | | * \param duration_ms The duration of the rumble effect, in milliseconds |
| | | * |
| | | * \return 0, or -1 if rumble isn't supported on this joystick |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
| | | |
| | | /** |
| | | * Close a controller previously opened with SDL_GameControllerOpen(). |
| | | */ |
| | | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
| | |
| | | #endif |
| | | #include "close_code.h" |
| | | |
| | | #endif /* _SDL_gamecontroller_h */ |
| | | #endif /* SDL_gamecontroller_h_ */ |
| | | |
| | | /* vi: set ts=4 sw=4 expandtab: */ |