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