import sys from ctypes import (Structure, Union, c_int, c_char_p, c_void_p, c_float, POINTER, create_string_buffer) from .dll import _bind from .dll import version as sdl_version from .stdinc import SDL_bool, Sint16, Uint32, Uint16, Uint8 from .joystick import (SDL_JoystickGUID, SDL_Joystick, SDL_JoystickID, SDL_JoystickGetGUIDString) from .rwops import SDL_RWops, SDL_RWFromFile from .sensor import SDL_SensorType __all__ = [ # Structs & Opaque Types "SDL_GameController", "SDL_GameControllerButtonBind", # Enums "SDL_GameControllerType", "SDL_CONTROLLER_TYPE_UNKNOWN", "SDL_CONTROLLER_TYPE_XBOX360", "SDL_CONTROLLER_TYPE_XBOXONE", "SDL_CONTROLLER_TYPE_PS3", "SDL_CONTROLLER_TYPE_PS4", "SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO", "SDL_CONTROLLER_TYPE_VIRTUAL", "SDL_CONTROLLER_TYPE_PS5", "SDL_CONTROLLER_TYPE_AMAZON_LUNA", "SDL_CONTROLLER_TYPE_GOOGLE_STADIA", "SDL_GameControllerBindType", "SDL_CONTROLLER_BINDTYPE_NONE", "SDL_CONTROLLER_BINDTYPE_BUTTON", "SDL_CONTROLLER_BINDTYPE_AXIS", "SDL_CONTROLLER_BINDTYPE_HAT", "SDL_GameControllerAxis", "SDL_CONTROLLER_AXIS_INVALID", "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_GameControllerButton", "SDL_CONTROLLER_BUTTON_INVALID", "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", "SDL_CONTROLLER_BUTTON_PADDLE1", "SDL_CONTROLLER_BUTTON_PADDLE2", "SDL_CONTROLLER_BUTTON_PADDLE3", "SDL_CONTROLLER_BUTTON_PADDLE4", "SDL_CONTROLLER_BUTTON_TOUCHPAD", "SDL_CONTROLLER_BUTTON_MAX", # Macro Functions "SDL_GameControllerAddMappingsFromFile", # Functions "SDL_GameControllerAddMappingsFromRW", "SDL_GameControllerAddMapping", "SDL_GameControllerNumMappings", "SDL_GameControllerMappingForIndex", "SDL_GameControllerMappingForGUID", "SDL_GameControllerMapping", "SDL_IsGameController", "SDL_GameControllerNameForIndex", "SDL_GameControllerTypeForIndex", "SDL_GameControllerMappingForDeviceIndex", "SDL_GameControllerOpen", "SDL_GameControllerFromInstanceID", "SDL_GameControllerFromPlayerIndex", "SDL_GameControllerName", "SDL_GameControllerGetType", "SDL_GameControllerGetPlayerIndex", "SDL_GameControllerSetPlayerIndex", "SDL_GameControllerGetVendor", "SDL_GameControllerGetProduct", "SDL_GameControllerGetProductVersion", "SDL_GameControllerGetSerial", "SDL_GameControllerGetAttached", "SDL_GameControllerGetJoystick", "SDL_GameControllerEventState", "SDL_GameControllerUpdate", "SDL_GameControllerGetAxisFromString", "SDL_GameControllerGetStringForAxis", "SDL_GameControllerGetBindForAxis", "SDL_GameControllerHasAxis", "SDL_GameControllerGetAxis", "SDL_GameControllerGetButtonFromString", "SDL_GameControllerGetStringForButton", "SDL_GameControllerGetBindForButton", "SDL_GameControllerHasButton", "SDL_GameControllerGetButton", "SDL_GameControllerGetNumTouchpads", "SDL_GameControllerGetNumTouchpadFingers", "SDL_GameControllerGetTouchpadFinger", "SDL_GameControllerHasSensor", "SDL_GameControllerSetSensorEnabled", "SDL_GameControllerIsSensorEnabled", "SDL_GameControllerGetSensorDataRate", "SDL_GameControllerGetSensorData", "SDL_GameControllerRumble", "SDL_GameControllerRumbleTriggers", "SDL_GameControllerHasLED", "SDL_GameControllerSetLED", "SDL_GameControllerSendEffect", "SDL_GameControllerClose" ] class SDL_GameController(c_void_p): pass SDL_GameControllerBindType = c_int SDL_CONTROLLER_BINDTYPE_NONE = 0 SDL_CONTROLLER_BINDTYPE_BUTTON = 1 SDL_CONTROLLER_BINDTYPE_AXIS = 2 SDL_CONTROLLER_BINDTYPE_HAT = 3 SDL_GameControllerType = c_int SDL_CONTROLLER_TYPE_UNKNOWN = 0 SDL_CONTROLLER_TYPE_XBOX360 = 1 SDL_CONTROLLER_TYPE_XBOXONE = 2 SDL_CONTROLLER_TYPE_PS3 = 3 SDL_CONTROLLER_TYPE_PS4 = 4 SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO = 5 SDL_CONTROLLER_TYPE_VIRTUAL = 6 SDL_CONTROLLER_TYPE_PS5 = 7 SDL_CONTROLLER_TYPE_AMAZON_LUNA = 8 SDL_CONTROLLER_TYPE_GOOGLE_STADIA = 9 class _gchat(Structure): _fields_ = [("hat", c_int), ("hat_mask", c_int)] class _gcvalue(Union): _fields_ = [("button", c_int), ("axis", c_int), ("hat", _gchat)] class SDL_GameControllerButtonBind(Structure): _fields_ = [("bindType", SDL_GameControllerBindType), ("value", _gcvalue)] SDL_GameControllerAddMapping = _bind("SDL_GameControllerAddMapping", [c_char_p], c_int) SDL_GameControllerMapping = _bind("SDL_GameControllerMapping", [POINTER(SDL_GameController)], c_char_p) SDL_IsGameController = _bind("SDL_IsGameController", [c_int], SDL_bool) SDL_GameControllerNameForIndex = _bind("SDL_GameControllerNameForIndex", [c_int], c_char_p) SDL_GameControllerTypeForIndex = _bind("SDL_GameControllerTypeForIndex", [c_int], SDL_GameControllerType, added='2.0.12') SDL_GameControllerOpen = _bind("SDL_GameControllerOpen", [c_int], POINTER(SDL_GameController)) SDL_GameControllerName = _bind("SDL_GameControllerName", [POINTER(SDL_GameController)], c_char_p) SDL_GameControllerGetType = _bind("SDL_GameControllerGetType", [POINTER(SDL_GameController)], SDL_GameControllerType, added='2.0.12') SDL_GameControllerGetAttached = _bind("SDL_GameControllerGetAttached", [POINTER(SDL_GameController)], SDL_bool) SDL_GameControllerGetJoystick = _bind("SDL_GameControllerGetJoystick", [POINTER(SDL_GameController)], POINTER(SDL_Joystick)) SDL_GameControllerEventState = _bind("SDL_GameControllerEventState", [c_int], c_int) SDL_GameControllerUpdate = _bind("SDL_GameControllerUpdate") SDL_GameControllerAxis = c_int SDL_CONTROLLER_AXIS_INVALID = -1 SDL_CONTROLLER_AXIS_LEFTX = 0 SDL_CONTROLLER_AXIS_LEFTY = 1 SDL_CONTROLLER_AXIS_RIGHTX = 2 SDL_CONTROLLER_AXIS_RIGHTY = 3 SDL_CONTROLLER_AXIS_TRIGGERLEFT = 4 SDL_CONTROLLER_AXIS_TRIGGERRIGHT = 5 SDL_CONTROLLER_AXIS_MAX = 6 SDL_GameControllerGetAxisFromString = _bind("SDL_GameControllerGetAxisFromString", [c_char_p], SDL_GameControllerAxis) SDL_GameControllerGetStringForAxis = _bind("SDL_GameControllerGetStringForAxis", [SDL_GameControllerAxis], c_char_p) SDL_GameControllerGetBindForAxis = _bind("SDL_GameControllerGetBindForAxis", [POINTER(SDL_GameController), SDL_GameControllerAxis], SDL_GameControllerButtonBind) SDL_GameControllerHasAxis = _bind("SDL_GameControllerHasAxis", [POINTER(SDL_GameController), SDL_GameControllerAxis], SDL_bool, added='2.0.14') SDL_GameControllerGetAxis = _bind("SDL_GameControllerGetAxis", [POINTER(SDL_GameController), SDL_GameControllerAxis], Sint16) SDL_GameControllerButton = c_int SDL_CONTROLLER_BUTTON_INVALID = -1 SDL_CONTROLLER_BUTTON_A = 0 SDL_CONTROLLER_BUTTON_B = 1 SDL_CONTROLLER_BUTTON_X = 2 SDL_CONTROLLER_BUTTON_Y = 3 SDL_CONTROLLER_BUTTON_BACK = 4 SDL_CONTROLLER_BUTTON_GUIDE = 5 SDL_CONTROLLER_BUTTON_START = 6 SDL_CONTROLLER_BUTTON_LEFTSTICK = 7 SDL_CONTROLLER_BUTTON_RIGHTSTICK = 8 SDL_CONTROLLER_BUTTON_LEFTSHOULDER = 9 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER = 10 SDL_CONTROLLER_BUTTON_DPAD_UP = 11 SDL_CONTROLLER_BUTTON_DPAD_DOWN = 12 SDL_CONTROLLER_BUTTON_DPAD_LEFT = 13 SDL_CONTROLLER_BUTTON_DPAD_RIGHT = 14 SDL_CONTROLLER_BUTTON_MISC1 = 15 SDL_CONTROLLER_BUTTON_PADDLE1 = 16 SDL_CONTROLLER_BUTTON_PADDLE2 = 17 SDL_CONTROLLER_BUTTON_PADDLE3 = 18 SDL_CONTROLLER_BUTTON_PADDLE4 = 19 SDL_CONTROLLER_BUTTON_TOUCHPAD = 20 SDL_CONTROLLER_BUTTON_MAX = 21 if sdl_version < 2014: SDL_CONTROLLER_BUTTON_MAX = 15 # For backwards compatibility SDL_GameControllerGetButtonFromString = _bind("SDL_GameControllerGetButtonFromString", [c_char_p], SDL_GameControllerButton) SDL_GameControllerGetStringForButton = _bind("SDL_GameControllerGetStringForButton", [SDL_GameControllerButton], c_char_p) SDL_GameControllerGetBindForButton = _bind("SDL_GameControllerGetBindForButton", [POINTER(SDL_GameController), SDL_GameControllerButton], SDL_GameControllerButtonBind) SDL_GameControllerHasButton = _bind("SDL_GameControllerHasButton", [POINTER(SDL_GameController), SDL_GameControllerButton], SDL_bool, added='2.0.14') SDL_GameControllerGetButton = _bind("SDL_GameControllerGetButton", [POINTER(SDL_GameController), SDL_GameControllerButton], Uint8) SDL_GameControllerGetNumTouchpads = _bind("SDL_GameControllerGetNumTouchpads", [POINTER(SDL_GameController)], c_int, added='2.0.14') SDL_GameControllerGetNumTouchpadFingers = _bind("SDL_GameControllerGetNumTouchpadFingers", [POINTER(SDL_GameController), c_int], c_int, added='2.0.14') SDL_GameControllerGetTouchpadFinger = _bind("SDL_GameControllerGetTouchpadFinger", [POINTER(SDL_GameController), c_int, c_int, POINTER(Uint8), POINTER(c_float), POINTER(c_float), POINTER(c_float)], c_int, added='2.0.14') SDL_GameControllerHasSensor = _bind("SDL_GameControllerHasSensor", [POINTER(SDL_GameController), SDL_SensorType], SDL_bool, added='2.0.14') SDL_GameControllerSetSensorEnabled = _bind("SDL_GameControllerSetSensorEnabled", [POINTER(SDL_GameController), SDL_SensorType, SDL_bool], c_int, added='2.0.14') SDL_GameControllerIsSensorEnabled = _bind("SDL_GameControllerIsSensorEnabled", [POINTER(SDL_GameController), SDL_SensorType], SDL_bool, added='2.0.14') SDL_GameControllerGetSensorDataRate = _bind("SDL_GameControllerGetSensorDataRate", [POINTER(SDL_GameController), SDL_SensorType], c_float, added='2.0.16') # TODO: Read how GetSensorData is implemented to figure out how the # of floats is determined SDL_GameControllerGetSensorData = _bind("SDL_GameControllerGetSensorData", [POINTER(SDL_GameController), SDL_SensorType, POINTER(c_float), c_int], c_int, added='2.0.14') SDL_GameControllerClose = _bind("SDL_GameControllerClose", [POINTER(SDL_GameController)]) SDL_GameControllerAddMappingsFromRW = _bind("SDL_GameControllerAddMappingsFromRW", [POINTER(SDL_RWops), c_int], c_int) SDL_GameControllerAddMappingsFromFile = lambda fname: SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(fname, b"rb"), 1) SDL_GameControllerFromInstanceID = _bind("SDL_GameControllerFromInstanceID", [SDL_JoystickID], POINTER(SDL_GameController)) SDL_GameControllerFromPlayerIndex = _bind("SDL_GameControllerFromPlayerIndex", [c_int], POINTER(SDL_GameController), added='2.0.12') SDL_GameControllerGetPlayerIndex = _bind("SDL_GameControllerGetPlayerIndex", [POINTER(SDL_GameController)], c_int, added='2.0.9') SDL_GameControllerSetPlayerIndex = _bind("SDL_GameControllerSetPlayerIndex", [POINTER(SDL_GameController), c_int], added='2.0.12') SDL_GameControllerGetVendor = _bind("SDL_GameControllerGetVendor", [POINTER(SDL_GameController)], Uint16, added='2.0.6') SDL_GameControllerGetProduct = _bind("SDL_GameControllerGetProduct", [POINTER(SDL_GameController)], Uint16, added='2.0.6') SDL_GameControllerGetProductVersion = _bind("SDL_GameControllerGetProductVersion", [POINTER(SDL_GameController)], Uint16, added='2.0.6') SDL_GameControllerGetSerial = _bind("SDL_GameControllerGetSerial", [POINTER(SDL_GameController)], c_char_p, added='2.0.14') SDL_GameControllerNumMappings = _bind("SDL_GameControllerNumMappings", None, c_int, added='2.0.6') SDL_GameControllerMappingForIndex = _bind("SDL_GameControllerMappingForIndex", [c_int], c_char_p, added='2.0.6') SDL_GameControllerMappingForDeviceIndex = _bind("SDL_GameControllerMappingForDeviceIndex", [c_int], c_char_p, added='2.0.9') SDL_GameControllerRumble = _bind("SDL_GameControllerRumble", [POINTER(SDL_GameController), Uint16, Uint16, Uint32], c_int, added='2.0.9') SDL_GameControllerRumbleTriggers = _bind("SDL_GameControllerRumbleTriggers", [POINTER(SDL_GameController), Uint16, Uint16, Uint32], c_int, added='2.0.14') SDL_GameControllerHasLED = _bind("SDL_GameControllerHasLED", [POINTER(SDL_GameController)], SDL_bool, added='2.0.14') SDL_GameControllerSetLED = _bind("SDL_GameControllerSetLED", [POINTER(SDL_GameController), Uint8, Uint8, Uint8], c_int, added='2.0.14') SDL_GameControllerSendEffect = _bind("SDL_GameControllerSendEffect", [POINTER(SDL_GameController), c_void_p, c_int], c_int, added='2.0.16') # Reimplemented w/ other functions due to crash-causing ctypes bug (fixed in 3.8) if sys.version_info >= (3, 8, 0, 'final'): SDL_GameControllerMappingForGUID = _bind("SDL_GameControllerMappingForGUID", [SDL_JoystickGUID], c_char_p) else: def SDL_GameControllerMappingForGUID(guid): buff = create_string_buffer(33) SDL_JoystickGetGUIDString(guid, buff, 33) # Get GUID string guid_str = buff.value # Iterate over controller mappings and look for a GUID match # Note: iterates in reverse, so user-defined mappings are checked first num = SDL_GameControllerNumMappings() for i in range(num - 1, -1, -1): m = SDL_GameControllerMappingForIndex(i) if m.split(b',')[0] == guid_str: return m return None