1 /*
2   Simple DirectMedia Layer
3   Copyright (C) 1997-2013 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_joystick.h"
34 
35 #include "begin_code.h"
36 /* Set up for C function definitions, even when using C++ */
37 #ifdef __cplusplus
38 extern "C" {
39 #endif
40 
41 /**
42  *  \file SDL_gamecontroller.h
43  *
44  *  In order to use these functions, SDL_Init() must have been called
45  *  with the ::SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
46  *  for game controllers, and load appropriate drivers.
47  */
48 
49 /* The gamecontroller structure used to identify an SDL game controller */
50 struct _SDL_GameController;
51 typedef struct _SDL_GameController SDL_GameController;
52 
53 
54 typedef enum
55 {
56     SDL_CONTROLLER_BINDTYPE_NONE = 0,
57     SDL_CONTROLLER_BINDTYPE_BUTTON,
58     SDL_CONTROLLER_BINDTYPE_AXIS,
59     SDL_CONTROLLER_BINDTYPE_HAT
60 } SDL_GameControllerBindType;
61 
62 /**
63  *  Get the SDL joystick layer binding for this controller button/axis mapping
64  */
65 typedef struct SDL_GameControllerButtonBind
66 {
67     SDL_GameControllerBindType bindType;
68     union
69     {
70         int button;
71         int axis;
72         struct {
73             int hat;
74             int hat_mask;
75         } hat;
76     } value;
77 
78 } SDL_GameControllerButtonBind;
79 
80 
81 /**
82  *  To count the number of game controllers in the system for the following:
83  *  int nJoysticks = SDL_NumJoysticks();
84  *  int nGameControllers = 0;
85  *  for ( int i = 0; i < nJoysticks; i++ ) {
86  *      if ( SDL_IsGameController(i) ) {
87  *          nGameControllers++;
88  *      }
89  *  }
90  *
91  *  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:
92  *  guid,name,mappings
93  *
94  *  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.
95  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
96  *  The mapping format for joystick is:
97  *      bX - a joystick button, index X
98  *      hX.Y - hat X with value Y
99  *      aX - axis X of the joystick
100  *  Buttons can be used as a controller axis and vice versa.
101  *
102  *  This string shows an example of a valid mapping for a controller
103  *  "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",
104  *
105  */
106 
107 /**
108  *  Add or update an existing mapping configuration
109  *
110  * \return 1 if mapping is added, 0 if updated, -1 on error
111  */
112 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
113 
114 /**
115  *  Get a mapping string for a GUID
116  *
117  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
118  */
119 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
120 
121 /**
122  *  Get a mapping string for an open GameController
123  *
124  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
125  */
126 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
127 
128 /**
129  *  Is the joystick on this index supported by the game controller interface?
130  */
131 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
132 
133 
134 /**
135  *  Get the implementation dependent name of a game controller.
136  *  This can be called before any controllers are opened.
137  *  If no name can be found, this function returns NULL.
138  */
139 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
140 
141 /**
142  *  Open a game controller for use.
143  *  The index passed as an argument refers to the N'th game controller on the system.
144  *  This index is the value which will identify this controller in future controller
145  *  events.
146  *
147  *  \return A controller identifier, or NULL if an error occurred.
148  */
149 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
150 
151 /**
152  *  Return the name for this currently opened controller
153  */
154 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
155 
156 /**
157  *  Returns SDL_TRUE if the controller has been opened and currently connected,
158  *  or SDL_FALSE if it has not.
159  */
160 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
161 
162 /**
163  *  Get the underlying joystick object used by a controller
164  */
165 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
166 
167 /**
168  *  Enable/disable controller event polling.
169  *
170  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
171  *  yourself and check the state of the controller when you want controller
172  *  information.
173  *
174  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
175  */
176 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
177 
178 /**
179  *  Update the current state of the open game controllers.
180  *
181  *  This is called automatically by the event loop if any game controller
182  *  events are enabled.
183  */
184 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
185 
186 
187 /**
188  *  The list of axes available from a controller
189  */
190 typedef enum
191 {
192     SDL_CONTROLLER_AXIS_INVALID = -1,
193     SDL_CONTROLLER_AXIS_LEFTX,
194     SDL_CONTROLLER_AXIS_LEFTY,
195     SDL_CONTROLLER_AXIS_RIGHTX,
196     SDL_CONTROLLER_AXIS_RIGHTY,
197     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
198     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
199     SDL_CONTROLLER_AXIS_MAX
200 } SDL_GameControllerAxis;
201 
202 /**
203  *  turn this string into a axis mapping
204  */
205 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
206 
207 /**
208  *  turn this axis enum into a string mapping
209  */
210 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
211 
212 /**
213  *  Get the SDL joystick layer binding for this controller button mapping
214  */
215 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
216 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
217                                  SDL_GameControllerAxis axis);
218 
219 /**
220  *  Get the current state of an axis control on a game controller.
221  *
222  *  The state is a value ranging from -32768 to 32767.
223  *
224  *  The axis indices start at index 0.
225  */
226 extern DECLSPEC Sint16 SDLCALL
227 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
228                           SDL_GameControllerAxis axis);
229 
230 /**
231  *  The list of buttons available from a controller
232  */
233 typedef enum
234 {
235     SDL_CONTROLLER_BUTTON_INVALID = -1,
236     SDL_CONTROLLER_BUTTON_A,
237     SDL_CONTROLLER_BUTTON_B,
238     SDL_CONTROLLER_BUTTON_X,
239     SDL_CONTROLLER_BUTTON_Y,
240     SDL_CONTROLLER_BUTTON_BACK,
241     SDL_CONTROLLER_BUTTON_GUIDE,
242     SDL_CONTROLLER_BUTTON_START,
243     SDL_CONTROLLER_BUTTON_LEFTSTICK,
244     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
245     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
246     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
247     SDL_CONTROLLER_BUTTON_DPAD_UP,
248     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
249     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
250     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
251     SDL_CONTROLLER_BUTTON_MAX
252 } SDL_GameControllerButton;
253 
254 /**
255  *  turn this string into a button mapping
256  */
257 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
258 
259 /**
260  *  turn this button enum into a string mapping
261  */
262 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
263 
264 /**
265  *  Get the SDL joystick layer binding for this controller button mapping
266  */
267 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
268 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
269                                    SDL_GameControllerButton button);
270 
271 
272 /**
273  *  Get the current state of a button on a game controller.
274  *
275  *  The button indices start at index 0.
276  */
277 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
278                                                           SDL_GameControllerButton button);
279 
280 /**
281  *  Close a controller previously opened with SDL_GameControllerOpen().
282  */
283 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
284 
285 
286 /* Ends C function definitions when using C++ */
287 #ifdef __cplusplus
288 }
289 #endif
290 #include "close_code.h"
291 
292 #endif /* _SDL_gamecontroller_h */
293 
294 /* vi: set ts=4 sw=4 expandtab: */
295