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871 lines
32 KiB
C
871 lines
32 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_gamecontroller.h
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*
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* Include file for SDL game controller event handling
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*/
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#ifndef SDL_gamecontroller_h_
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#define SDL_gamecontroller_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_rwops.h"
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#include "SDL_sensor.h"
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#include "SDL_joystick.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \file SDL_gamecontroller.h
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*
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* In order to use these functions, SDL_Init() must have been called
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* with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
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* for game controllers, and load appropriate drivers.
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*
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* If you would like to receive controller updates while the application
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* is in the background, you should set the following hint before calling
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* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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*/
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/**
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* The gamecontroller structure used to identify an SDL game controller
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*/
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struct _SDL_GameController;
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typedef struct _SDL_GameController SDL_GameController;
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typedef enum
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{
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SDL_CONTROLLER_TYPE_UNKNOWN = 0,
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SDL_CONTROLLER_TYPE_XBOX360,
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SDL_CONTROLLER_TYPE_XBOXONE,
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SDL_CONTROLLER_TYPE_PS3,
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SDL_CONTROLLER_TYPE_PS4,
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SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
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SDL_CONTROLLER_TYPE_VIRTUAL,
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SDL_CONTROLLER_TYPE_PS5,
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SDL_CONTROLLER_TYPE_AMAZON_LUNA,
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SDL_CONTROLLER_TYPE_GOOGLE_STADIA
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} SDL_GameControllerType;
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typedef enum
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{
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SDL_CONTROLLER_BINDTYPE_NONE = 0,
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SDL_CONTROLLER_BINDTYPE_BUTTON,
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SDL_CONTROLLER_BINDTYPE_AXIS,
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SDL_CONTROLLER_BINDTYPE_HAT
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} SDL_GameControllerBindType;
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/**
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* Get the SDL joystick layer binding for this controller button/axis mapping
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*/
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typedef struct SDL_GameControllerButtonBind
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{
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SDL_GameControllerBindType bindType;
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union
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{
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int button;
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int axis;
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struct {
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int hat;
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int hat_mask;
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} hat;
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} value;
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} SDL_GameControllerButtonBind;
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/**
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* To count the number of game controllers in the system for the following:
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*
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* ```c
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* int nJoysticks = SDL_NumJoysticks();
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* int nGameControllers = 0;
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* for (int i = 0; i < nJoysticks; i++) {
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* if (SDL_IsGameController(i)) {
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* nGameControllers++;
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* }
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* }
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* ```
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*
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* 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:
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* guid,name,mappings
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*
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* 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.
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* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
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* The mapping format for joystick is:
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* bX - a joystick button, index X
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* hX.Y - hat X with value Y
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* aX - axis X of the joystick
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* Buttons can be used as a controller axis and vice versa.
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*
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* This string shows an example of a valid mapping for a controller
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*
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* ```c
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* "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",
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* ```
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*/
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/**
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* Load a set of Game Controller mappings from a seekable SDL data stream.
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*
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* You can call this function several times, if needed, to load different
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* database files.
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*
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* If a new mapping is loaded for an already known controller GUID, the later
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* version will overwrite the one currently loaded.
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*
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* Mappings not belonging to the current platform or with no platform field
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* specified will be ignored (i.e. mappings for Linux will be ignored in
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* Windows, etc).
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*
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* This function will load the text database entirely in memory before
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* processing it, so take this into consideration if you are in a memory
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* constrained environment.
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*
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* \param rw the data stream for the mappings to be added
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* \param freerw non-zero to close the stream after being read
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* \returns the number of mappings added or -1 on error; call SDL_GetError()
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* for more information.
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*
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* \since This function is available since SDL 2.0.2.
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*
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* \sa SDL_GameControllerAddMapping
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* \sa SDL_GameControllerAddMappingsFromFile
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* \sa SDL_GameControllerMappingForGUID
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
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/**
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* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
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*
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* Convenience macro.
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*/
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#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
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/**
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* Add support for controllers that SDL is unaware of or to cause an existing
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* controller to have a different binding.
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*
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* The mapping string has the format "GUID,name,mapping", where GUID is the
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* string value from SDL_JoystickGetGUIDString(), name is the human readable
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* string for the device and mappings are controller mappings to joystick
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* ones. Under Windows there is a reserved GUID of "xinput" that covers all
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* XInput devices. The mapping format for joystick is: {| |bX |a joystick
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* button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
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* |} Buttons can be used as a controller axes and vice versa.
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*
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* This string shows an example of a valid mapping for a controller:
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*
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* ```c
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* "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"
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* ```
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*
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* \param mappingString the mapping string
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* \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
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* -1 on error; call SDL_GetError() for more information.
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*
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* \sa SDL_GameControllerMapping
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* \sa SDL_GameControllerMappingForGUID
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
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/**
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* Get the number of mappings installed.
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*
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* \returns the number of mappings.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
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/**
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* Get the mapping at a particular index.
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*
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* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
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* the index is out of range.
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*/
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
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/**
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* Get the game controller mapping string for a given GUID.
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*
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* The returned string must be freed with SDL_free().
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*
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* \param guid a structure containing the GUID for which a mapping is desired
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* \returns a mapping string or NULL on error; call SDL_GetError() for more
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* information.
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*
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* \sa SDL_JoystickGetDeviceGUID
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* \sa SDL_JoystickGetGUID
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*/
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extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
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/**
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* Get the current mapping of a Game Controller.
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*
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* The returned string must be freed with SDL_free().
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*
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* Details about mappings are discussed with SDL_GameControllerAddMapping().
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*
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* \param gamecontroller the game controller you want to get the current
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* mapping for
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* \returns a string that has the controller's mapping or NULL if no mapping
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* is available; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GameControllerAddMapping
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* \sa SDL_GameControllerMappingForGUID
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*/
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extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
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/**
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* Check if the given joystick is supported by the game controller interface.
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*
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* `joystick_index` is the same as the `device_index` passed to
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* SDL_JoystickOpen().
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*
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* \param joystick_index the device_index of a device, up to
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* SDL_NumJoysticks()
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* \returns SDL_TRUE if the given joystick is supported by the game controller
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* interface, SDL_FALSE if it isn't or it's an invalid index.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GameControllerNameForIndex
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* \sa SDL_GameControllerOpen
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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/**
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* Get the implementation dependent name for the game controller.
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*
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* This function can be called before any controllers are opened.
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*
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* `joystick_index` is the same as the `device_index` passed to
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* SDL_JoystickOpen().
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*
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* \param joystick_index the device_index of a device, from zero to
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* SDL_NumJoysticks()-1
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* \returns the implementation-dependent name for the game controller, or NULL
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* if there is no name or the index is invalid.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GameControllerName
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* \sa SDL_GameControllerOpen
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* \sa SDL_IsGameController
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
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/**
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* Get the type of a game controller.
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*
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* This can be called before any controllers are opened.
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*
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* \param joystick_index the device_index of a device, from zero to
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* SDL_NumJoysticks()-1
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* \returns the controller type.
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*/
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extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
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/**
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* Get the mapping of a game controller.
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*
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* This can be called before any controllers are opened.
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*
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* \param joystick_index the device_index of a device, from zero to
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* SDL_NumJoysticks()-1
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* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
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* no mapping is available.
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*/
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extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
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/**
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* Open a game controller for use.
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*
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* `joystick_index` is the same as the `device_index` passed to
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* SDL_JoystickOpen().
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*
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* The index passed as an argument refers to the N'th game controller on the
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* system. This index is not the value which will identify this controller in
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* future controller events. The joystick's instance id (SDL_JoystickID) will
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* be used there instead.
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*
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* \param joystick_index the device_index of a device, up to
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* SDL_NumJoysticks()
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* \returns a gamecontroller identifier or NULL if an error occurred; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GameControllerClose
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* \sa SDL_GameControllerNameForIndex
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* \sa SDL_IsGameController
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*/
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
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/**
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* Get the SDL_GameController associated with an instance id.
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*
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* \param joyid the instance id to get the SDL_GameController for
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* \returns an SDL_GameController on success or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.4.
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*/
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
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/**
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* Get the SDL_GameController associated with a player index.
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*
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* Please note that the player index is _not_ the device index, nor is it the
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* instance id!
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*
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* \param player_index the player index, which is not the device index or the
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* instance id!
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* \returns the SDL_GameController associated with a player index.
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*
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* \sa SDL_GameControllerGetPlayerIndex
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* \sa SDL_GameControllerSetPlayerIndex
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*/
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
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/**
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* Get the implementation-dependent name for an opened game controller.
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*
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* This is the same name as returned by SDL_GameControllerNameForIndex(), but
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* it takes a controller identifier instead of the (unstable) device index.
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*
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* \param gamecontroller a game controller identifier previously returned by
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* SDL_GameControllerOpen()
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* \returns the implementation dependent name for the game controller, or NULL
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* if there is no name or the identifier passed is invalid.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GameControllerNameForIndex
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* \sa SDL_GameControllerOpen
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
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/**
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* Get the type of this currently opened controller
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*
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* This is the same name as returned by SDL_GameControllerTypeForIndex(), but
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* it takes a controller identifier instead of the (unstable) device index.
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*
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* \param gamecontroller the game controller object to query.
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* \returns the controller type.
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*/
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extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
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/**
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* Get the player index of an opened game controller.
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*
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* For XInput controllers this returns the XInput user index.
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*
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* \param gamecontroller the game controller object to query.
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* \returns the player index for controller, or -1 if it's not available.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
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/**
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* Set the player index of an opened game controller.
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*
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* \param gamecontroller the game controller object to adjust.
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* \param player_index Player index to assign to this controller.
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*/
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extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
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/**
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* Get the USB vendor ID of an opened controller, if available.
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*
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* If the vendor ID isn't available this function returns 0.
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*
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* \param gamecontroller the game controller object to query.
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* \return the USB vendor ID, or zero if unavailable.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
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/**
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* Get the USB product ID of an opened controller, if available.
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*
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* If the product ID isn't available this function returns 0.
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*
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* \param gamecontroller the game controller object to query.
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* \return the USB product ID, or zero if unavailable.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
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/**
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* Get the product version of an opened controller, if available.
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*
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* If the product version isn't available this function returns 0.
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*
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* \param gamecontroller the game controller object to query.
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* \return the USB product version, or zero if unavailable.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
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/**
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* Get the serial number of an opened controller, if available.
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*
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* Returns the serial number of the controller, or NULL if it is not
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* available.
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*
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* \param gamecontroller the game controller object to query.
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* \return the serial number, or NULL if unavailable.
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*/
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extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
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/**
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* Check if a controller has been opened and is currently connected.
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*
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* \param gamecontroller a game controller identifier previously returned by
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* SDL_GameControllerOpen()
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* \returns SDL_TRUE if the controller has been opened and is currently
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* connected, or SDL_FALSE if not.
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*
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* \sa SDL_GameControllerClose
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* \sa SDL_GameControllerOpen
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
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/**
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* Get the Joystick ID from a Game Controller.
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*
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* This function will give you a SDL_Joystick object, which allows you to use
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* the SDL_Joystick functions with a SDL_GameController object. This would be
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* useful for getting a joystick's position at any given time, even if it
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* hasn't moved (moving it would produce an event, which would have the axis'
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* value).
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*
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* The pointer returned is owned by the SDL_GameController. You should not
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* call SDL_JoystickClose() on it, for example, since doing so will likely
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* cause SDL to crash.
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*
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* \param gamecontroller the game controller object that you want to get a
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* joystick from
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* \returns a SDL_Joystick object; call SDL_GetError() for more information.
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*/
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extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
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/**
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* Query or change current state of Game Controller events.
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*
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* If controller events are disabled, you must call SDL_GameControllerUpdate()
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* yourself and check the state of the controller when you want controller
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* information.
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*
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* Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
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* and 1 will have any effect. Other numbers will just be returned.
|
|
*
|
|
* \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
|
|
* \returns the same value passed to the function, with exception to -1
|
|
* (SDL_QUERY), which will return the current state.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_JoystickEventState
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
|
|
|
|
/**
|
|
* Manually pump game controller updates if not using the loop.
|
|
*
|
|
* This function is called automatically by the event loop if events are
|
|
* enabled. Under such circumstances, it will not be necessary to call this
|
|
* function.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
|
|
|
|
|
|
/**
|
|
* 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_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;
|
|
|
|
/**
|
|
* Convert a string into SDL_GameControllerAxis enum.
|
|
*
|
|
* This function is called internally to translate SDL_GameController mapping
|
|
* strings for the underlying joystick device into the consistent
|
|
* SDL_GameController mapping. You do not normally need to call this function
|
|
* unless you are parsing SDL_GameController mappings in your own code.
|
|
*
|
|
* Note specially that "righttrigger" and "lefttrigger" map to
|
|
* `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
|
|
* respectively.
|
|
*
|
|
* \param str string representing a SDL_GameController axis
|
|
* \returns the SDL_GameControllerAxis enum corresponding to the input string,
|
|
* or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
|
|
*
|
|
* \sa SDL_GameControllerGetStringForAxis
|
|
*/
|
|
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
|
|
|
|
/**
|
|
* Convert from an SDL_GameControllerAxis enum to a string.
|
|
*
|
|
* The caller should not SDL_free() the returned string.
|
|
*
|
|
* \param axis an enum value for a given SDL_GameControllerAxis
|
|
* \returns a string for the given axis, or NULL if an invalid axis is
|
|
* specified. The string returned is of the format used by
|
|
* SDL_GameController mapping strings.
|
|
*
|
|
* \sa SDL_GameControllerGetAxisFromString
|
|
*/
|
|
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
|
|
|
|
/**
|
|
* Get the SDL joystick layer binding for a controller axis mapping.
|
|
*
|
|
* \param gamecontroller a game controller
|
|
* \param axis an axis enum value (one of the SDL_GameControllerAxis values)
|
|
* \returns a SDL_GameControllerButtonBind describing the bind. On failure
|
|
* (like the given Controller axis doesn't exist on the device), its
|
|
* `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_GameControllerGetBindForButton
|
|
*/
|
|
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
|
|
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
|
|
SDL_GameControllerAxis axis);
|
|
|
|
/**
|
|
* Query whether a game controller has a given axis.
|
|
*
|
|
* This merely reports whether the controller's mapping defined this axis, as
|
|
* that is all the information SDL has about the physical device.
|
|
*
|
|
* \param gamecontroller a game controller
|
|
* \param axis an axis enum value (an SDL_GameControllerAxis value)
|
|
* \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL
|
|
SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
|
|
|
/**
|
|
* Get the current state of an axis control on a game controller.
|
|
*
|
|
* The axis indices start at index 0.
|
|
*
|
|
* The state is a value ranging from -32768 to 32767. Triggers, however, range
|
|
* from 0 to 32767 (they never return a negative value).
|
|
*
|
|
* \param gamecontroller a game controller
|
|
* \param axis an axis index (one of the SDL_GameControllerAxis values)
|
|
* \returns axis state (including 0) on success or 0 (also) on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_GameControllerGetButton
|
|
*/
|
|
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_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
|
|
SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
|
|
SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
|
|
SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
|
|
SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
|
|
SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
|
|
SDL_CONTROLLER_BUTTON_MAX
|
|
} SDL_GameControllerButton;
|
|
|
|
/**
|
|
* Convert a string into an SDL_GameControllerButton enum.
|
|
*
|
|
* This function is called internally to translate SDL_GameController mapping
|
|
* strings for the underlying joystick device into the consistent
|
|
* SDL_GameController mapping. You do not normally need to call this function
|
|
* unless you are parsing SDL_GameController mappings in your own code.
|
|
*
|
|
* \param str string representing a SDL_GameController axis
|
|
* \returns the SDL_GameControllerButton enum corresponding to the input
|
|
* string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
|
|
*/
|
|
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
|
|
|
|
/**
|
|
* Convert from an SDL_GameControllerButton enum to a string.
|
|
*
|
|
* The caller should not SDL_free() the returned string.
|
|
*
|
|
* \param button an enum value for a given SDL_GameControllerButton
|
|
* \returns a string for the given button, or NULL if an invalid axis is
|
|
* specified. The string returned is of the format used by
|
|
* SDL_GameController mapping strings.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_GameControllerGetButtonFromString
|
|
*/
|
|
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
|
|
|
|
/**
|
|
* Get the SDL joystick layer binding for a controller button mapping.
|
|
*
|
|
* \param gamecontroller a game controller
|
|
* \param button an button enum value (an SDL_GameControllerButton value)
|
|
* \returns a SDL_GameControllerButtonBind describing the bind. On failure
|
|
* (like the given Controller button doesn't exist on the device),
|
|
* its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_GameControllerGetBindForAxis
|
|
*/
|
|
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
|
|
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
|
|
SDL_GameControllerButton button);
|
|
|
|
/**
|
|
* Query whether a game controller has a given button.
|
|
*
|
|
* This merely reports whether the controller's mapping defined this button,
|
|
* as that is all the information SDL has about the physical device.
|
|
*
|
|
* \param gamecontroller a game controller
|
|
* \param button a button enum value (an SDL_GameControllerButton value)
|
|
* \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
|
|
SDL_GameControllerButton button);
|
|
|
|
/**
|
|
* Get the current state of a button on a game controller.
|
|
*
|
|
* \param gamecontroller a game controller
|
|
* \param button a button index (one of the SDL_GameControllerButton values)
|
|
* \returns 1 for pressed state or 0 for not pressed state or error; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_GameControllerGetAxis
|
|
*/
|
|
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
|
|
SDL_GameControllerButton button);
|
|
|
|
/**
|
|
* Get the number of touchpads on a game controller.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
|
|
|
|
/**
|
|
* Get the number of supported simultaneous fingers on a touchpad on a game
|
|
* controller.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
|
|
|
|
/**
|
|
* Get the current state of a finger on a touchpad on a game controller.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
|
|
|
|
/**
|
|
* Return whether a game controller has a particular sensor.
|
|
*
|
|
* \param gamecontroller The controller to query
|
|
* \param type The type of sensor to query
|
|
* \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
|
|
|
|
/**
|
|
* Set whether data reporting for a game controller sensor is enabled.
|
|
*
|
|
* \param gamecontroller The controller to update
|
|
* \param type The type of sensor to enable/disable
|
|
* \param enabled Whether data reporting should be enabled
|
|
* \returns 0 or -1 if an error occurred.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
|
|
|
|
/**
|
|
* Query whether sensor data reporting is enabled for a game controller.
|
|
*
|
|
* \param gamecontroller The controller to query
|
|
* \param type The type of sensor to query
|
|
* \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
|
|
|
|
/**
|
|
* Get the data rate (number of events per second) of a game controller
|
|
* sensor.
|
|
*
|
|
* \param gamecontroller The controller to query
|
|
* \param type The type of sensor to query
|
|
* \return the data rate, or 0.0f if the data rate is not available.
|
|
*/
|
|
extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
|
|
|
|
/**
|
|
* Get the current state of a game controller sensor.
|
|
*
|
|
* The number of values and interpretation of the data is sensor dependent.
|
|
* See SDL_sensor.h for the details for each type of sensor.
|
|
*
|
|
* \param gamecontroller The controller to query
|
|
* \param type The type of sensor to query
|
|
* \param data A pointer filled with the current sensor state
|
|
* \param num_values The number of values to write to data
|
|
* \return 0 or -1 if an error occurred.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
|
|
|
|
/**
|
|
* Start a rumble effect on a game controller.
|
|
*
|
|
* 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
|
|
* \returns 0, or -1 if rumble isn't supported on this controller
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
|
|
|
|
/**
|
|
* Start a rumble effect in the game controller's triggers.
|
|
*
|
|
* Each call to this function cancels any previous trigger rumble effect, and
|
|
* calling it with 0 intensity stops any rumbling.
|
|
*
|
|
* Note that this is rumbling of the _triggers_ and not the game controller as
|
|
* a whole. The first controller to offer this feature was the PlayStation 5's
|
|
* DualShock 5.
|
|
*
|
|
* \param gamecontroller The controller to vibrate
|
|
* \param left_rumble The intensity of the left trigger rumble motor, from 0
|
|
* to 0xFFFF
|
|
* \param right_rumble The intensity of the right trigger rumble motor, from 0
|
|
* to 0xFFFF
|
|
* \param duration_ms The duration of the rumble effect, in milliseconds
|
|
* \returns 0, or -1 if trigger rumble isn't supported on this controller
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
|
|
|
|
/**
|
|
* Query whether a game controller has an LED.
|
|
*
|
|
* \param gamecontroller The controller to query
|
|
* \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
|
|
* modifiable LED
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
|
|
|
|
/**
|
|
* Update a game controller's LED color.
|
|
*
|
|
* \param gamecontroller The controller to update
|
|
* \param red The intensity of the red LED
|
|
* \param green The intensity of the green LED
|
|
* \param blue The intensity of the blue LED
|
|
* \returns 0, or -1 if this controller does not have a modifiable LED
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
|
|
|
|
/**
|
|
* Send a controller specific effect packet
|
|
*
|
|
* \param gamecontroller The controller to affect
|
|
* \param data The data to send to the controller
|
|
* \param size The size of the data to send to the controller
|
|
* \returns 0, or -1 if this controller or driver doesn't support effect
|
|
* packets
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
|
|
|
|
/**
|
|
* Close a game controller previously opened with SDL_GameControllerOpen().
|
|
*
|
|
* \param gamecontroller a game controller identifier previously returned by
|
|
* SDL_GameControllerOpen()
|
|
*
|
|
* \sa 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: */
|