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1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20 */
21
22 /**
23 * \file SDL_gamecontroller.h
24 *
25 * Include file for SDL game controller event handling
26 */
27
28 #ifndef _SDL_gamecontroller_h
29 #define _SDL_gamecontroller_h
30
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_joystick.h"
34
35 #include "begin_code.h"
36 /* Set up for C function definitions, even when using C++ */
37 #ifdef __cplusplus
38 extern "C" {
39 #endif
40
41 /**
42 * \file SDL_gamecontroller.h
43 *
44 * In order to use these functions, SDL_Init() must have been called
45 * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
46 * for game controllers, and load appropriate drivers.
47 *
48 * If you would like to receive controller updates while the application
49 * is in the background, you should set the following hint before calling
50 * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
51 */
52
53 /* The gamecontroller structure used to identify an SDL game controller */
54 struct _SDL_GameController;
55 typedef struct _SDL_GameController SDL_GameController;
56
57
58 typedef enum
59 {
60 SDL_CONTROLLER_BINDTYPE_NONE = 0,
61 SDL_CONTROLLER_BINDTYPE_BUTTON,
62 SDL_CONTROLLER_BINDTYPE_AXIS,
63 SDL_CONTROLLER_BINDTYPE_HAT
64 } SDL_GameControllerBindType;
65
66 /**
67 * Get the SDL joystick layer binding for this controller button/axis mapping
68 */
69 typedef struct SDL_GameControllerButtonBind
70 {
71 SDL_GameControllerBindType bindType;
72 union
73 {
74 int button;
75 int axis;
76 struct {
77 int hat;
78 int hat_mask;
79 } hat;
80 } value;
81
82 } SDL_GameControllerButtonBind;
83
84
85 /**
86 * To count the number of game controllers in the system for the following:
87 * int nJoysticks = SDL_NumJoysticks();
88 * int nGameControllers = 0;
89 * for ( int i = 0; i < nJoysticks; i++ ) {
90 * if ( SDL_IsGameController(i) ) {
91 * nGameControllers++;
92 * }
93 * }
94 *
95 * 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:
96 * guid,name,mappings
97 *
98 * 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.
99 * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
100 * The mapping format for joystick is:
101 * bX - a joystick button, index X
102 * hX.Y - hat X with value Y
103 * aX - axis X of the joystick
104 * Buttons can be used as a controller axis and vice versa.
105 *
106 * This string shows an example of a valid mapping for a controller
107 * "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",
108 *
109 */
110
111 /**
112 * Add or update an existing mapping configuration
113 *
114 * \return 1 if mapping is added, 0 if updated, -1 on error
115 */
116 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
117
118 /**
119 * Get a mapping string for a GUID
120 *
121 * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
122 */
123 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
124
125 /**
126 * Get a mapping string for an open GameController
127 *
128 * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
129 */
130 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
131
132 /**
133 * Is the joystick on this index supported by the game controller interface?
134 */
135 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
136
137
138 /**
139 * Get the implementation dependent name of a game controller.
140 * This can be called before any controllers are opened.
141 * If no name can be found, this function returns NULL.
142 */
143 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
144
145 /**
146 * Open a game controller for use.
147 * The index passed as an argument refers to the N'th game controller on the system.
148 * This index is the value which will identify this controller in future controller
149 * events.
150 *
151 * \return A controller identifier, or NULL if an error occurred.
152 */
153 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
154
155 /**
156 * Return the name for this currently opened controller
157 */
158 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
159
160 /**
161 * Returns SDL_TRUE if the controller has been opened and currently connected,
162 * or SDL_FALSE if it has not.
163 */
164 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
165
166 /**
167 * Get the underlying joystick object used by a controller
168 */
169 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
170
171 /**
172 * Enable/disable controller event polling.
173 *
174 * If controller events are disabled, you must call SDL_GameControllerUpdate()
175 * yourself and check the state of the controller when you want controller
176 * information.
177 *
178 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
179 */
180 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
181
182 /**
183 * Update the current state of the open game controllers.
184 *
185 * This is called automatically by the event loop if any game controller
186 * events are enabled.
187 */
188 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
189
190
191 /**
192 * The list of axes available from a controller
193 */
194 typedef enum
195 {
196 SDL_CONTROLLER_AXIS_INVALID = -1,
197 SDL_CONTROLLER_AXIS_LEFTX,
198 SDL_CONTROLLER_AXIS_LEFTY,
199 SDL_CONTROLLER_AXIS_RIGHTX,
200 SDL_CONTROLLER_AXIS_RIGHTY,
201 SDL_CONTROLLER_AXIS_TRIGGERLEFT,
202 SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
203 SDL_CONTROLLER_AXIS_MAX
204 } SDL_GameControllerAxis;
205
206 /**
207 * turn this string into a axis mapping
208 */
209 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
210
211 /**
212 * turn this axis enum into a string mapping
213 */
214 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
215
216 /**
217 * Get the SDL joystick layer binding for this controller button mapping
218 */
219 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
220 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
221 SDL_GameControllerAxis axis);
222
223 /**
224 * Get the current state of an axis control on a game controller.
225 *
226 * The state is a value ranging from -32768 to 32767.
227 *
228 * The axis indices start at index 0.
229 */
230 extern DECLSPEC Sint16 SDLCALL
231 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
232 SDL_GameControllerAxis axis);
233
234 /**
235 * The list of buttons available from a controller
236 */
237 typedef enum
238 {
239 SDL_CONTROLLER_BUTTON_INVALID = -1,
240 SDL_CONTROLLER_BUTTON_A,
241 SDL_CONTROLLER_BUTTON_B,
242 SDL_CONTROLLER_BUTTON_X,
243 SDL_CONTROLLER_BUTTON_Y,
244 SDL_CONTROLLER_BUTTON_BACK,
245 SDL_CONTROLLER_BUTTON_GUIDE,
246 SDL_CONTROLLER_BUTTON_START,
247 SDL_CONTROLLER_BUTTON_LEFTSTICK,
248 SDL_CONTROLLER_BUTTON_RIGHTSTICK,
249 SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
250 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
251 SDL_CONTROLLER_BUTTON_DPAD_UP,
252 SDL_CONTROLLER_BUTTON_DPAD_DOWN,
253 SDL_CONTROLLER_BUTTON_DPAD_LEFT,
254 SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
255 SDL_CONTROLLER_BUTTON_MAX
256 } SDL_GameControllerButton;
257
258 /**
259 * turn this string into a button mapping
260 */
261 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
262
263 /**
264 * turn this button enum into a string mapping
265 */
266 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
267
268 /**
269 * Get the SDL joystick layer binding for this controller button mapping
270 */
271 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
272 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
273 SDL_GameControllerButton button);
274
275
276 /**
277 * Get the current state of a button on a game controller.
278 *
279 * The button indices start at index 0.
280 */
281 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
282 SDL_GameControllerButton button);
283
284 /**
285 * Close a controller previously opened with SDL_GameControllerOpen().
286 */
287 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
288
289
290 /* Ends C function definitions when using C++ */
291 #ifdef __cplusplus
292 }
293 #endif
294 #include "close_code.h"
295
296 #endif /* _SDL_gamecontroller_h */
297
298 /* vi: set ts=4 sw=4 expandtab: */