1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2018 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 39 extern "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 */ 57 struct _SDL_GameController; 58 typedef struct _SDL_GameController SDL_GameController; 59 60 61 typedef enum 62 { 63 SDL_CONTROLLER_BINDTYPE_NONE = 0, 64 SDL_CONTROLLER_BINDTYPE_BUTTON, 65 SDL_CONTROLLER_BINDTYPE_AXIS, 66 SDL_CONTROLLER_BINDTYPE_HAT 67 } SDL_GameControllerBindType; 68 69 /** 70 * Get the SDL joystick layer binding for this controller button/axis mapping 71 */ 72 typedef struct SDL_GameControllerButtonBind 73 { 74 SDL_GameControllerBindType bindType; 75 union 76 { 77 int button; 78 int axis; 79 struct { 80 int hat; 81 int hat_mask; 82 } hat; 83 } value; 84 85 } SDL_GameControllerButtonBind; 86 87 88 /** 89 * To count the number of game controllers in the system for the following: 90 * int nJoysticks = SDL_NumJoysticks(); 91 * int nGameControllers = 0; 92 * for (int i = 0; i < nJoysticks; i++) { 93 * if (SDL_IsGameController(i)) { 94 * nGameControllers++; 95 * } 96 * } 97 * 98 * 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: 99 * guid,name,mappings 100 * 101 * 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. 102 * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. 103 * The mapping format for joystick is: 104 * bX - a joystick button, index X 105 * hX.Y - hat X with value Y 106 * aX - axis X of the joystick 107 * Buttons can be used as a controller axis and vice versa. 108 * 109 * This string shows an example of a valid mapping for a controller 110 * "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", 111 * 112 */ 113 114 /** 115 * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() 116 * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt 117 * 118 * If \c freerw is non-zero, the stream will be closed after being read. 119 * 120 * \return number of mappings added, -1 on error 121 */ 122 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); 123 124 /** 125 * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() 126 * 127 * Convenience macro. 128 */ 129 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) 130 131 /** 132 * Add or update an existing mapping configuration 133 * 134 * \return 1 if mapping is added, 0 if updated, -1 on error 135 */ 136 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); 137 138 /** 139 * Get the number of mappings installed 140 * 141 * \return the number of mappings 142 */ 143 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); 144 145 /** 146 * Get the mapping at a particular index. 147 * 148 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. 149 */ 150 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); 151 152 /** 153 * Get a mapping string for a GUID 154 * 155 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 156 */ 157 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); 158 159 /** 160 * Get a mapping string for an open GameController 161 * 162 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 163 */ 164 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller); 165 166 /** 167 * Is the joystick on this index supported by the game controller interface? 168 */ 169 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); 170 171 /** 172 * Get the implementation dependent name of a game controller. 173 * This can be called before any controllers are opened. 174 * If no name can be found, this function returns NULL. 175 */ 176 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); 177 178 /** 179 * Get the mapping of a game controller. 180 * This can be called before any controllers are opened. 181 * 182 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 183 */ 184 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); 185 186 /** 187 * Open a game controller for use. 188 * The index passed as an argument refers to the N'th game controller on the system. 189 * This index is not the value which will identify this controller in future 190 * controller events. The joystick's instance id (::SDL_JoystickID) will be 191 * used there instead. 192 * 193 * \return A controller identifier, or NULL if an error occurred. 194 */ 195 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); 196 197 /** 198 * Return the SDL_GameController associated with an instance id. 199 */ 200 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); 201 202 /** 203 * Return the name for this currently opened controller 204 */ 205 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); 206 207 /** 208 * Get the player index of an opened game controller, or -1 if it's not available 209 * 210 * For XInput controllers this returns the XInput user index. 211 */ 212 extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); 213 214 /** 215 * Get the USB vendor ID of an opened controller, if available. 216 * If the vendor ID isn't available this function returns 0. 217 */ 218 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); 219 220 /** 221 * Get the USB product ID of an opened controller, if available. 222 * If the product ID isn't available this function returns 0. 223 */ 224 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); 225 226 /** 227 * Get the product version of an opened controller, if available. 228 * If the product version isn't available this function returns 0. 229 */ 230 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); 231 232 /** 233 * Returns SDL_TRUE if the controller has been opened and currently connected, 234 * or SDL_FALSE if it has not. 235 */ 236 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); 237 238 /** 239 * Get the underlying joystick object used by a controller 240 */ 241 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); 242 243 /** 244 * Enable/disable controller event polling. 245 * 246 * If controller events are disabled, you must call SDL_GameControllerUpdate() 247 * yourself and check the state of the controller when you want controller 248 * information. 249 * 250 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. 251 */ 252 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); 253 254 /** 255 * Update the current state of the open game controllers. 256 * 257 * This is called automatically by the event loop if any game controller 258 * events are enabled. 259 */ 260 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); 261 262 263 /** 264 * The list of axes available from a controller 265 * 266 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, 267 * and are centered within ~8000 of zero, though advanced UI will allow users to set 268 * or autodetect the dead zone, which varies between controllers. 269 * 270 * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. 271 */ 272 typedef enum 273 { 274 SDL_CONTROLLER_AXIS_INVALID = -1, 275 SDL_CONTROLLER_AXIS_LEFTX, 276 SDL_CONTROLLER_AXIS_LEFTY, 277 SDL_CONTROLLER_AXIS_RIGHTX, 278 SDL_CONTROLLER_AXIS_RIGHTY, 279 SDL_CONTROLLER_AXIS_TRIGGERLEFT, 280 SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 281 SDL_CONTROLLER_AXIS_MAX 282 } SDL_GameControllerAxis; 283 284 /** 285 * turn this string into a axis mapping 286 */ 287 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); 288 289 /** 290 * turn this axis enum into a string mapping 291 */ 292 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); 293 294 /** 295 * Get the SDL joystick layer binding for this controller button mapping 296 */ 297 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 298 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, 299 SDL_GameControllerAxis axis); 300 301 /** 302 * Get the current state of an axis control on a game controller. 303 * 304 * The state is a value ranging from -32768 to 32767 (except for the triggers, 305 * which range from 0 to 32767). 306 * 307 * The axis indices start at index 0. 308 */ 309 extern DECLSPEC Sint16 SDLCALL 310 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, 311 SDL_GameControllerAxis axis); 312 313 /** 314 * The list of buttons available from a controller 315 */ 316 typedef enum 317 { 318 SDL_CONTROLLER_BUTTON_INVALID = -1, 319 SDL_CONTROLLER_BUTTON_A, 320 SDL_CONTROLLER_BUTTON_B, 321 SDL_CONTROLLER_BUTTON_X, 322 SDL_CONTROLLER_BUTTON_Y, 323 SDL_CONTROLLER_BUTTON_BACK, 324 SDL_CONTROLLER_BUTTON_GUIDE, 325 SDL_CONTROLLER_BUTTON_START, 326 SDL_CONTROLLER_BUTTON_LEFTSTICK, 327 SDL_CONTROLLER_BUTTON_RIGHTSTICK, 328 SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 329 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 330 SDL_CONTROLLER_BUTTON_DPAD_UP, 331 SDL_CONTROLLER_BUTTON_DPAD_DOWN, 332 SDL_CONTROLLER_BUTTON_DPAD_LEFT, 333 SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 334 SDL_CONTROLLER_BUTTON_MAX 335 } SDL_GameControllerButton; 336 337 /** 338 * turn this string into a button mapping 339 */ 340 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); 341 342 /** 343 * turn this button enum into a string mapping 344 */ 345 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); 346 347 /** 348 * Get the SDL joystick layer binding for this controller button mapping 349 */ 350 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 351 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 352 SDL_GameControllerButton button); 353 354 355 /** 356 * Get the current state of a button on a game controller. 357 * 358 * The button indices start at index 0. 359 */ 360 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, 361 SDL_GameControllerButton button); 362 363 /** 364 * Trigger a rumble effect 365 * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. 366 * 367 * \param gamecontroller The controller to vibrate 368 * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF 369 * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF 370 * \param duration_ms The duration of the rumble effect, in milliseconds 371 * 372 * \return 0, or -1 if rumble isn't supported on this joystick 373 */ 374 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); 375 376 /** 377 * Close a controller previously opened with SDL_GameControllerOpen(). 378 */ 379 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); 380 381 382 /* Ends C function definitions when using C++ */ 383 #ifdef __cplusplus 384 } 385 #endif 386 #include "close_code.h" 387 388 #endif /* SDL_gamecontroller_h_ */ 389 390 /* vi: set ts=4 sw=4 expandtab: */ 391