sdl2_frt/include/SDL_gamecontroller.h

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/*
Simple DirectMedia Layer
2021-01-02 19:25:38 +01:00
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_gamecontroller.h
*
* Include file for SDL game controller event handling
*/
#ifndef SDL_gamecontroller_h_
#define SDL_gamecontroller_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_joystick.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_gamecontroller.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
* for game controllers, and load appropriate drivers.
*
* If you would like to receive controller updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/**
* The gamecontroller structure used to identify an SDL game controller
*/
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
typedef enum
{
SDL_CONTROLLER_TYPE_UNKNOWN = 0,
SDL_CONTROLLER_TYPE_XBOX360,
SDL_CONTROLLER_TYPE_XBOXONE,
SDL_CONTROLLER_TYPE_PS3,
SDL_CONTROLLER_TYPE_PS4,
Fixed bug 5028 - Virtual Joysticks (new joystick backend) David Ludwig I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps. The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one. Use of virtual joysticks goes as such: 1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index. 2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual). 3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent). Here is a listing of the new, public APIs, at present and subject to change: ------------------------------------------------------------ /** * Attaches a new virtual joystick. * Returns the joystick's device index, or -1 if an error occurred. */ extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats); /** * Detaches a virtual joystick * Returns 0 on success, or -1 if an error occurred. */ extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index); /** * Indicates whether or not a virtual-joystick is at a given device index. */ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index); /** * Set values on an opened, virtual-joystick's controls. * Returns 0 on success, -1 on error. */ extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value); ------------------------------------------------------------ Miscellaneous notes on the initial patch, which are also subject to change: 1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical? 2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions). 3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8. 4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above). 5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate. 6. the initial patch is based off of SDL 2.0.12 7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1 Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 03:08:45 +01:00
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
SDL_CONTROLLER_TYPE_VIRTUAL,
SDL_CONTROLLER_TYPE_PS5
} SDL_GameControllerType;
typedef enum
{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;
/**
* Get the SDL joystick layer binding for this controller button/axis mapping
*/
typedef struct SDL_GameControllerButtonBind
{
SDL_GameControllerBindType bindType;
union
{
int button;
int axis;
struct {
int hat;
int hat_mask;
} hat;
} value;
} SDL_GameControllerButtonBind;
/**
* To count the number of game controllers in the system for the following:
* int nJoysticks = SDL_NumJoysticks();
* int nGameControllers = 0;
* for (int i = 0; i < nJoysticks; i++) {
* if (SDL_IsGameController(i)) {
* nGameControllers++;
* }
* }
*
* 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:
* guid,name,mappings
*
* 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.
* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
* The mapping format for joystick is:
* bX - a joystick button, index X
* hX.Y - hat X with value Y
* aX - axis X of the joystick
* Buttons can be used as a controller axis and vice versa.
*
* This string shows an example of a valid mapping for a controller
* "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",
*
*/
/**
* Load a set of Game Controller mappings from a seekable SDL data stream.
*
* You can call this function several times, if needed, to load different
* database files.
*
* If a new mapping is loaded for an already known controller GUID, the later
* version will overwrite the one currently loaded.
*
* Mappings not belonging to the current platform or with no platform field
* specified will be ignored (i.e. mappings for Linux will be ignored in
* Windows, etc).
*
* This function will load the text database entirely in memory before
* processing it, so take this into consideration if you are in a memory
* constrained environment.
*
* \param rw the data stream for the mappings to be added
* \param freerw non-zero to close the stream after being read
* \returns the number of mappings added or -1 on error; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_GameControllerAddMapping
* \sa SDL_GameControllerAddMappingsFromFile
* \sa SDL_GameControllerMappingForGUID
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
/**
* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
*
* Convenience macro.
*/
#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
/**
* Add support for controllers that SDL is unaware of or
* to cause an existing controller to have a different binding.
*
* The mapping string has the format "GUID,name,mapping", 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. Under Windows there is a reserved GUID of "xinput" that covers all
* XInput devices. The mapping format for joystick is: {| |bX |a joystick
* button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
* |} Buttons can be used as a controller axes and vice versa.
*
* This string shows an example of a valid mapping for a controller:
*
* ```
* "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"
* ```
*
* \param mappingString the mapping string
* \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
* -1 on error; call SDL_GetError() for more information.
*
* \sa SDL_GameControllerMapping
* \sa SDL_GameControllerMappingForGUID
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
/**
* Get the number of mappings installed.
*
* \returns the number of mappings.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
/**
* Get the mapping at a particular index.
*
* \returns the mapping string. Must be freed with SDL_free().
* Returns NULL if the index is out of range.
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
/**
* Get the game controller mapping string for a given GUID.
*
* The returned string must be freed with SDL_free().
*
* \param guid a structure containing the GUID for which a mapping is desired
* \returns a mapping string or NULL on error; call SDL_GetError() for more
* information.
*
* \sa SDL_JoystickGetDeviceGUID
* \sa SDL_JoystickGetGUID
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
/**
* Get the current mapping of a Game Controller.
*
* The returned string must be freed with SDL_free().
*
* Details about mappings are discussed with SDL_GameControllerAddMapping().
*
* \param gamecontroller the game controller you want to get the current
* mapping for
* \returns a string that has the controller's mapping or NULL if no mapping
* is available; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerAddMapping
* \sa SDL_GameControllerMappingForGUID
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
/**
* Check if the given joystick is supported by the game controller interface.
*
* `joystick_index` is the same as the `device_index` passed to
* SDL_JoystickOpen().
*
* \param joystick_index the device_index of a device, up to
* SDL_NumJoysticks()
* \returns SDL_TRUE if the given joystick is supported by the game controller
* interface, SDL_FALSE if it isn't or it's an invalid index.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerNameForIndex
* \sa SDL_GameControllerOpen
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
/**
* Get the implementation dependent name for the game
* controller.
*
* This function can be called before any controllers are opened.
*
* `joystick_index` is the same as the `device_index` passed to
* SDL_JoystickOpen().
*
* \param joystick_index the device_index of a device, from zero to
* SDL_NumJoysticks()-1
* \returns the implementation-dependent name for the game controller, or NULL
* if there is no name or the index is invalid.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerName
* \sa SDL_GameControllerOpen
* \sa SDL_IsGameController
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Get the type of a game controller.
*
* This can be called before any controllers are opened.
*
* \param joystick_index the device_index of a device, from zero to
* SDL_NumJoysticks()-1
* \returns the controller type.
*/
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
/**
* Get the mapping of a game controller.
*
* This can be called before any controllers are opened.
*
* \param joystick_index the device_index of a device, from zero to
* SDL_NumJoysticks()-1
* \returns the mapping string. Must be freed with SDL_free(). Returns NULL
* if no mapping is available.
*/
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
/**
* Open a game controller for use.
*
* `joystick_index` is the same as the `device_index` passed to
* SDL_JoystickOpen().
*
* The index passed as an argument refers to the N'th game controller on the
* system. This index is not the value which will identify this controller in
* future controller events. The joystick's instance id (SDL_JoystickID) will
* be used there instead.
*
* \param joystick_index the device_index of a device, up to
* SDL_NumJoysticks()
* \returns a gamecontroller identifier or NULL if an error occurred; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerClose
* \sa SDL_GameControllerNameForIndex
* \sa SDL_IsGameController
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
/**
* Get the SDL_GameController associated with an instance id.
*
* \param joyid the instance id to get the SDL_GameController for
* \returns an SDL_GameController on success or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.4.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
/**
* Get the SDL_GameController associated with a player index.
*
* Please note that the player index is _not_ the device index, nor is it
* the instance id!
*
* \param player_index the player index, which is not the device index or
* the instance id!
* \returns the SDL_GameController associated with a player index.
*
* \sa SDL_GameControllerGetPlayerIndex
* \sa SDL_GameControllerSetPlayerIndex
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
/**
* Get the implementation-dependent name for an opened game controller.
*
* This is the same name as returned by SDL_GameControllerNameForIndex(), but
* it takes a controller identifier instead of the (unstable) device index.
*
* \param gamecontroller a game controller identifier previously returned by
* SDL_GameControllerOpen()
* \returns the implementation dependent name for the game controller, or NULL
* if there is no name or the identifier passed is invalid.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerNameForIndex
* \sa SDL_GameControllerOpen
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Get the type of this currently opened controller
*
* This is the same name as returned by SDL_GameControllerTypeForIndex(), but
* it takes a controller identifier instead of the (unstable) device index.
*
* \param gamecontroller the game controller object to query.
* \returns the controller type.
*/
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
/**
* Get the player index of an opened game controller.
*
* For XInput controllers this returns the XInput user index.
*
* \param gamecontroller the game controller object to query.
* \returns player index for controller, or -1 if it's not available.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
/**
* Set the player index of an opened game controller.
*
* \param gamecontroller the game controller object to adjust.
* \param player_index Player index to assign to this controller.
*/
extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
/**
* Get the USB vendor ID of an opened controller, if available.
*
* If the vendor ID isn't available this function returns 0.
*
* \param gamecontroller the game controller object to query.
* \return USB vendor ID, or zero if unavailable.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
/**
* Get the USB product ID of an opened controller, if available.
*
* If the product ID isn't available this function returns 0.
*
* \param gamecontroller the game controller object to query.
* \return USB product ID, or zero if unavailable.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
/**
* Get the product version of an opened controller, if available.
*
* If the product version isn't available this function returns 0.
*
* \param gamecontroller the game controller object to query.
* \return USB product version, or zero if unavailable.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
/**
* Get the serial number of an opened controller, if available.
*
* Returns the serial number of the controller, or NULL if it is not available.
*
* \param gamecontroller the game controller object to query.
* \return Serial number, or NULL if unavailable.
*/
extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
/**
* Check if a controller has been opened and is currently connected.
*
* \param gamecontroller a game controller identifier previously returned by
* SDL_GameControllerOpen()
* \returns SDL_TRUE if the controller has been opened and is currently
* connected, or SDL_FALSE if not.
*
* \sa SDL_GameControllerClose
* \sa SDL_GameControllerOpen
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
/**
* Get the Joystick ID from a Game Controller.
*
* This function will give you a SDL_Joystick object, which allows you to use
* the SDL_Joystick functions with a SDL_GameController object. This would be
* useful for getting a joystick's position at any given time, even if it
* hasn't moved (moving it would produce an event, which would have the axis'
* value).
*
* The pointer returned is owned by the SDL_GameController. You should not
* call SDL_JoystickClose() on it, for example, since doing so will likely
* cause SDL to crash.
*
* \param gamecontroller the game controller object that you want to get a
* joystick from
* \returns a SDL_Joystick object; call SDL_GetError() for more information.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
/**
* Query or change current state of Game Controller events.
*
* If controller events are disabled, you must call SDL_GameControllerUpdate()
* yourself and check the state of the controller when you want controller
* information.
*
* Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
* and 1 will have any effect. Other numbers will just be returned.
*
* \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
* \returns the same value passed to the function, with exception to -1
* (SDL_QUERY), which will return the current state.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickEventState
*/
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
/**
* Manually pump game controller updates if not using the loop.
*
* This function is called automatically by the event loop if events are
* enabled. Under such circumstances, it will not be necessary to call this
* function.
*/
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
/**
* The list of axes available from a controller
*
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
* and are centered within ~8000 of zero, though advanced UI will allow users to set
* or autodetect the dead zone, which varies between controllers.
*
* 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.
*
* \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.
*
* \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.
*
* \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.
*/
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 */
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.
*
*/
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.
*/
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.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
/**
* Get the number of supported simultaneous fingers on a touchpad on a game controller.
*/
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.
*/
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.
*/
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.
*/
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.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(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.
*/
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
*/
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
*/
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
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(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
*/
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
/**
* Close a game controller previously opened with SDL_GameControllerOpen().
*
* \param gamecontroller a game controller identifier previously returned by
* SDL_GameControllerOpen()
*
* \sa SDL_GameControllerOpen
*/
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_gamecontroller_h_ */
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