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1001 lines
36 KiB
1001 lines
36 KiB
/* |
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Simple DirectMedia Layer |
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Copyright (C) 1997-2022 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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* \since This function is available since SDL 2.0.0. |
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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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* \since This function is available since SDL 2.0.6. |
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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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* \since This function is available since SDL 2.0.6. |
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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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* \since This function is available since SDL 2.0.0. |
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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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* \since This function is available since SDL 2.0.12. |
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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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* \since This function is available since SDL 2.0.9. |
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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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* \since This function is available since SDL 2.0.12. |
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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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* \since This function is available since SDL 2.0.12. |
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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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* \since This function is available since SDL 2.0.9. |
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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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* \since This function is available since SDL 2.0.12. |
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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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* \since This function is available since SDL 2.0.6. |
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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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* \since This function is available since SDL 2.0.6. |
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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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* \since This function is available since SDL 2.0.6. |
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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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* \since This function is available since SDL 2.0.14. |
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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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* \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_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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* \since This function is available since SDL 2.0.0. |
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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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/** |
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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. |
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* |
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* \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` |
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* \returns the same value passed to the function, with exception to -1 |
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* (SDL_QUERY), which will return the current state. |
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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_JoystickEventState |
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*/ |
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extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
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|
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/** |
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* Manually pump game controller updates if not using the loop. |
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* |
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* This function is called automatically by the event loop if events are |
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* enabled. Under such circumstances, it will not be necessary to call this |
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* function. |
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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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extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
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|
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/** |
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* The list of axes available from a controller |
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* |
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* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
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* and are centered within ~8000 of zero, though advanced UI will allow users to set |
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* or autodetect the dead zone, which varies between controllers. |
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* |
|
* 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. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \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. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \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. |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
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. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
*/ |
|
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. |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
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. |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); |
|
|
|
/** |
|
* Get the number of supported simultaneous fingers on a touchpad on a game |
|
* controller. |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
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. |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
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. |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
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. |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
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. |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
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. |
|
* |
|
* \since This function is available since SDL 2.0.16. |
|
*/ |
|
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. |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
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 |
|
* |
|
* \since This function is available since SDL 2.0.9. |
|
* |
|
* \sa SDL_GameControllerHasRumble |
|
*/ |
|
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 |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
* |
|
* \sa SDL_GameControllerHasRumbleTriggers |
|
*/ |
|
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 |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); |
|
|
|
/** |
|
* Query whether a game controller has rumble support. |
|
* |
|
* \param gamecontroller The controller to query |
|
* \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble |
|
* support |
|
* |
|
* \since This function is available since SDL 2.0.18. |
|
* |
|
* \sa SDL_GameControllerRumble |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); |
|
|
|
/** |
|
* Query whether a game controller has rumble support on triggers. |
|
* |
|
* \param gamecontroller The controller to query |
|
* \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger |
|
* rumble support |
|
* |
|
* \since This function is available since SDL 2.0.18. |
|
* |
|
* \sa SDL_GameControllerRumbleTriggers |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(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 |
|
* |
|
* \since This function is available since SDL 2.0.14. |
|
*/ |
|
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 |
|
* |
|
* \since This function is available since SDL 2.0.16. |
|
*/ |
|
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() |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_GameControllerOpen |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
|
|
|
/** |
|
* Return the sfSymbolsName for a given button on a game controller on Apple |
|
* platforms. |
|
* |
|
* \param gamecontroller the controller to query |
|
* \param button a button on the game controller |
|
* \returns the sfSymbolsName or NULL if the name can't be found |
|
* |
|
* \since This function is available since SDL 2.0.18. |
|
* |
|
* \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis |
|
*/ |
|
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); |
|
|
|
/** |
|
* Return the sfSymbolsName for a given axis on a game controller on Apple |
|
* platforms. |
|
* |
|
* \param gamecontroller the controller to query |
|
* \param axis an axis on the game controller |
|
* \returns the sfSymbolsName or NULL if the name can't be found |
|
* |
|
* \since This function is available since SDL 2.0.18. |
|
* |
|
* \sa SDL_GameControllerGetAppleSFSymbolsNameForButton |
|
*/ |
|
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
|
|
|
|
|
/* 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: */
|
|
|