1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2022 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_rwops.h" |
34 | #include "SDL_sensor.h" |
35 | #include "SDL_joystick.h" |
36 | |
37 | #include "begin_code.h" |
38 | /* Set up for C function definitions, even when using C++ */ |
39 | #ifdef __cplusplus |
40 | extern "C" { |
41 | #endif |
42 | |
43 | /** |
44 | * \file SDL_gamecontroller.h |
45 | * |
46 | * In order to use these functions, SDL_Init() must have been called |
47 | * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system |
48 | * for game controllers, and load appropriate drivers. |
49 | * |
50 | * If you would like to receive controller updates while the application |
51 | * is in the background, you should set the following hint before calling |
52 | * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
53 | */ |
54 | |
55 | /** |
56 | * The gamecontroller structure used to identify an SDL game controller |
57 | */ |
58 | struct _SDL_GameController; |
59 | typedef struct _SDL_GameController SDL_GameController; |
60 | |
61 | typedef enum |
62 | { |
63 | SDL_CONTROLLER_TYPE_UNKNOWN = 0, |
64 | SDL_CONTROLLER_TYPE_XBOX360, |
65 | SDL_CONTROLLER_TYPE_XBOXONE, |
66 | SDL_CONTROLLER_TYPE_PS3, |
67 | SDL_CONTROLLER_TYPE_PS4, |
68 | SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO, |
69 | SDL_CONTROLLER_TYPE_VIRTUAL, |
70 | SDL_CONTROLLER_TYPE_PS5, |
71 | SDL_CONTROLLER_TYPE_AMAZON_LUNA, |
72 | SDL_CONTROLLER_TYPE_GOOGLE_STADIA |
73 | } SDL_GameControllerType; |
74 | |
75 | typedef enum |
76 | { |
77 | SDL_CONTROLLER_BINDTYPE_NONE = 0, |
78 | SDL_CONTROLLER_BINDTYPE_BUTTON, |
79 | SDL_CONTROLLER_BINDTYPE_AXIS, |
80 | SDL_CONTROLLER_BINDTYPE_HAT |
81 | } SDL_GameControllerBindType; |
82 | |
83 | /** |
84 | * Get the SDL joystick layer binding for this controller button/axis mapping |
85 | */ |
86 | typedef struct SDL_GameControllerButtonBind |
87 | { |
88 | SDL_GameControllerBindType bindType; |
89 | union |
90 | { |
91 | int button; |
92 | int axis; |
93 | struct { |
94 | int hat; |
95 | int hat_mask; |
96 | } hat; |
97 | } value; |
98 | |
99 | } SDL_GameControllerButtonBind; |
100 | |
101 | |
102 | /** |
103 | * To count the number of game controllers in the system for the following: |
104 | * |
105 | * ```c |
106 | * int nJoysticks = SDL_NumJoysticks(); |
107 | * int nGameControllers = 0; |
108 | * for (int i = 0; i < nJoysticks; i++) { |
109 | * if (SDL_IsGameController(i)) { |
110 | * nGameControllers++; |
111 | * } |
112 | * } |
113 | * ``` |
114 | * |
115 | * 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: |
116 | * guid,name,mappings |
117 | * |
118 | * 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. |
119 | * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. |
120 | * The mapping format for joystick is: |
121 | * bX - a joystick button, index X |
122 | * hX.Y - hat X with value Y |
123 | * aX - axis X of the joystick |
124 | * Buttons can be used as a controller axis and vice versa. |
125 | * |
126 | * This string shows an example of a valid mapping for a controller |
127 | * |
128 | * ```c |
129 | * "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", |
130 | * ``` |
131 | */ |
132 | |
133 | /** |
134 | * Load a set of Game Controller mappings from a seekable SDL data stream. |
135 | * |
136 | * You can call this function several times, if needed, to load different |
137 | * database files. |
138 | * |
139 | * If a new mapping is loaded for an already known controller GUID, the later |
140 | * version will overwrite the one currently loaded. |
141 | * |
142 | * Mappings not belonging to the current platform or with no platform field |
143 | * specified will be ignored (i.e. mappings for Linux will be ignored in |
144 | * Windows, etc). |
145 | * |
146 | * This function will load the text database entirely in memory before |
147 | * processing it, so take this into consideration if you are in a memory |
148 | * constrained environment. |
149 | * |
150 | * \param rw the data stream for the mappings to be added |
151 | * \param freerw non-zero to close the stream after being read |
152 | * \returns the number of mappings added or -1 on error; call SDL_GetError() |
153 | * for more information. |
154 | * |
155 | * \since This function is available since SDL 2.0.2. |
156 | * |
157 | * \sa SDL_GameControllerAddMapping |
158 | * \sa SDL_GameControllerAddMappingsFromFile |
159 | * \sa SDL_GameControllerMappingForGUID |
160 | */ |
161 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); |
162 | |
163 | /** |
164 | * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() |
165 | * |
166 | * Convenience macro. |
167 | */ |
168 | #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
169 | |
170 | /** |
171 | * Add support for controllers that SDL is unaware of or to cause an existing |
172 | * controller to have a different binding. |
173 | * |
174 | * The mapping string has the format "GUID,name,mapping", where GUID is the |
175 | * string value from SDL_JoystickGetGUIDString(), name is the human readable |
176 | * string for the device and mappings are controller mappings to joystick |
177 | * ones. Under Windows there is a reserved GUID of "xinput" that covers all |
178 | * XInput devices. The mapping format for joystick is: {| |bX |a joystick |
179 | * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick |
180 | * |} Buttons can be used as a controller axes and vice versa. |
181 | * |
182 | * This string shows an example of a valid mapping for a controller: |
183 | * |
184 | * ```c |
185 | * "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" |
186 | * ``` |
187 | * |
188 | * \param mappingString the mapping string |
189 | * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, |
190 | * -1 on error; call SDL_GetError() for more information. |
191 | * |
192 | * \since This function is available since SDL 2.0.0. |
193 | * |
194 | * \sa SDL_GameControllerMapping |
195 | * \sa SDL_GameControllerMappingForGUID |
196 | */ |
197 | extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); |
198 | |
199 | /** |
200 | * Get the number of mappings installed. |
201 | * |
202 | * \returns the number of mappings. |
203 | * |
204 | * \since This function is available since SDL 2.0.6. |
205 | */ |
206 | extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); |
207 | |
208 | /** |
209 | * Get the mapping at a particular index. |
210 | * |
211 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
212 | * the index is out of range. |
213 | * |
214 | * \since This function is available since SDL 2.0.6. |
215 | */ |
216 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); |
217 | |
218 | /** |
219 | * Get the game controller mapping string for a given GUID. |
220 | * |
221 | * The returned string must be freed with SDL_free(). |
222 | * |
223 | * \param guid a structure containing the GUID for which a mapping is desired |
224 | * \returns a mapping string or NULL on error; call SDL_GetError() for more |
225 | * information. |
226 | * |
227 | * \since This function is available since SDL 2.0.0. |
228 | * |
229 | * \sa SDL_JoystickGetDeviceGUID |
230 | * \sa SDL_JoystickGetGUID |
231 | */ |
232 | extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); |
233 | |
234 | /** |
235 | * Get the current mapping of a Game Controller. |
236 | * |
237 | * The returned string must be freed with SDL_free(). |
238 | * |
239 | * Details about mappings are discussed with SDL_GameControllerAddMapping(). |
240 | * |
241 | * \param gamecontroller the game controller you want to get the current |
242 | * mapping for |
243 | * \returns a string that has the controller's mapping or NULL if no mapping |
244 | * is available; call SDL_GetError() for more information. |
245 | * |
246 | * \since This function is available since SDL 2.0.0. |
247 | * |
248 | * \sa SDL_GameControllerAddMapping |
249 | * \sa SDL_GameControllerMappingForGUID |
250 | */ |
251 | extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); |
252 | |
253 | /** |
254 | * Check if the given joystick is supported by the game controller interface. |
255 | * |
256 | * `joystick_index` is the same as the `device_index` passed to |
257 | * SDL_JoystickOpen(). |
258 | * |
259 | * \param joystick_index the device_index of a device, up to |
260 | * SDL_NumJoysticks() |
261 | * \returns SDL_TRUE if the given joystick is supported by the game controller |
262 | * interface, SDL_FALSE if it isn't or it's an invalid index. |
263 | * |
264 | * \since This function is available since SDL 2.0.0. |
265 | * |
266 | * \sa SDL_GameControllerNameForIndex |
267 | * \sa SDL_GameControllerOpen |
268 | */ |
269 | extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); |
270 | |
271 | /** |
272 | * Get the implementation dependent name for the game controller. |
273 | * |
274 | * This function can be called before any controllers are opened. |
275 | * |
276 | * `joystick_index` is the same as the `device_index` passed to |
277 | * SDL_JoystickOpen(). |
278 | * |
279 | * \param joystick_index the device_index of a device, from zero to |
280 | * SDL_NumJoysticks()-1 |
281 | * \returns the implementation-dependent name for the game controller, or NULL |
282 | * if there is no name or the index is invalid. |
283 | * |
284 | * \since This function is available since SDL 2.0.0. |
285 | * |
286 | * \sa SDL_GameControllerName |
287 | * \sa SDL_GameControllerOpen |
288 | * \sa SDL_IsGameController |
289 | */ |
290 | extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); |
291 | |
292 | /** |
293 | * Get the type of a game controller. |
294 | * |
295 | * This can be called before any controllers are opened. |
296 | * |
297 | * \param joystick_index the device_index of a device, from zero to |
298 | * SDL_NumJoysticks()-1 |
299 | * \returns the controller type. |
300 | * |
301 | * \since This function is available since SDL 2.0.12. |
302 | */ |
303 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); |
304 | |
305 | /** |
306 | * Get the mapping of a game controller. |
307 | * |
308 | * This can be called before any controllers are opened. |
309 | * |
310 | * \param joystick_index the device_index of a device, from zero to |
311 | * SDL_NumJoysticks()-1 |
312 | * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if |
313 | * no mapping is available. |
314 | * |
315 | * \since This function is available since SDL 2.0.9. |
316 | */ |
317 | extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); |
318 | |
319 | /** |
320 | * Open a game controller for use. |
321 | * |
322 | * `joystick_index` is the same as the `device_index` passed to |
323 | * SDL_JoystickOpen(). |
324 | * |
325 | * The index passed as an argument refers to the N'th game controller on the |
326 | * system. This index is not the value which will identify this controller in |
327 | * future controller events. The joystick's instance id (SDL_JoystickID) will |
328 | * be used there instead. |
329 | * |
330 | * \param joystick_index the device_index of a device, up to |
331 | * SDL_NumJoysticks() |
332 | * \returns a gamecontroller identifier or NULL if an error occurred; call |
333 | * SDL_GetError() for more information. |
334 | * |
335 | * \since This function is available since SDL 2.0.0. |
336 | * |
337 | * \sa SDL_GameControllerClose |
338 | * \sa SDL_GameControllerNameForIndex |
339 | * \sa SDL_IsGameController |
340 | */ |
341 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); |
342 | |
343 | /** |
344 | * Get the SDL_GameController associated with an instance id. |
345 | * |
346 | * \param joyid the instance id to get the SDL_GameController for |
347 | * \returns an SDL_GameController on success or NULL on failure; call |
348 | * SDL_GetError() for more information. |
349 | * |
350 | * \since This function is available since SDL 2.0.4. |
351 | */ |
352 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); |
353 | |
354 | /** |
355 | * Get the SDL_GameController associated with a player index. |
356 | * |
357 | * Please note that the player index is _not_ the device index, nor is it the |
358 | * instance id! |
359 | * |
360 | * \param player_index the player index, which is not the device index or the |
361 | * instance id! |
362 | * \returns the SDL_GameController associated with a player index. |
363 | * |
364 | * \since This function is available since SDL 2.0.12. |
365 | * |
366 | * \sa SDL_GameControllerGetPlayerIndex |
367 | * \sa SDL_GameControllerSetPlayerIndex |
368 | */ |
369 | extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); |
370 | |
371 | /** |
372 | * Get the implementation-dependent name for an opened game controller. |
373 | * |
374 | * This is the same name as returned by SDL_GameControllerNameForIndex(), but |
375 | * it takes a controller identifier instead of the (unstable) device index. |
376 | * |
377 | * \param gamecontroller a game controller identifier previously returned by |
378 | * SDL_GameControllerOpen() |
379 | * \returns the implementation dependent name for the game controller, or NULL |
380 | * if there is no name or the identifier passed is invalid. |
381 | * |
382 | * \since This function is available since SDL 2.0.0. |
383 | * |
384 | * \sa SDL_GameControllerNameForIndex |
385 | * \sa SDL_GameControllerOpen |
386 | */ |
387 | extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); |
388 | |
389 | /** |
390 | * Get the type of this currently opened controller |
391 | * |
392 | * This is the same name as returned by SDL_GameControllerTypeForIndex(), but |
393 | * it takes a controller identifier instead of the (unstable) device index. |
394 | * |
395 | * \param gamecontroller the game controller object to query. |
396 | * \returns the controller type. |
397 | * |
398 | * \since This function is available since SDL 2.0.12. |
399 | */ |
400 | extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); |
401 | |
402 | /** |
403 | * Get the player index of an opened game controller. |
404 | * |
405 | * For XInput controllers this returns the XInput user index. |
406 | * |
407 | * \param gamecontroller the game controller object to query. |
408 | * \returns the player index for controller, or -1 if it's not available. |
409 | * |
410 | * \since This function is available since SDL 2.0.9. |
411 | */ |
412 | extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); |
413 | |
414 | /** |
415 | * Set the player index of an opened game controller. |
416 | * |
417 | * \param gamecontroller the game controller object to adjust. |
418 | * \param player_index Player index to assign to this controller. |
419 | * |
420 | * \since This function is available since SDL 2.0.12. |
421 | */ |
422 | extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); |
423 | |
424 | /** |
425 | * Get the USB vendor ID of an opened controller, if available. |
426 | * |
427 | * If the vendor ID isn't available this function returns 0. |
428 | * |
429 | * \param gamecontroller the game controller object to query. |
430 | * \return the USB vendor ID, or zero if unavailable. |
431 | * |
432 | * \since This function is available since SDL 2.0.6. |
433 | */ |
434 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); |
435 | |
436 | /** |
437 | * Get the USB product ID of an opened controller, if available. |
438 | * |
439 | * If the product ID isn't available this function returns 0. |
440 | * |
441 | * \param gamecontroller the game controller object to query. |
442 | * \return the USB product ID, or zero if unavailable. |
443 | * |
444 | * \since This function is available since SDL 2.0.6. |
445 | */ |
446 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); |
447 | |
448 | /** |
449 | * Get the product version of an opened controller, if available. |
450 | * |
451 | * If the product version isn't available this function returns 0. |
452 | * |
453 | * \param gamecontroller the game controller object to query. |
454 | * \return the USB product version, or zero if unavailable. |
455 | * |
456 | * \since This function is available since SDL 2.0.6. |
457 | */ |
458 | extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); |
459 | |
460 | /** |
461 | * Get the serial number of an opened controller, if available. |
462 | * |
463 | * Returns the serial number of the controller, or NULL if it is not |
464 | * available. |
465 | * |
466 | * \param gamecontroller the game controller object to query. |
467 | * \return the serial number, or NULL if unavailable. |
468 | * |
469 | * \since This function is available since SDL 2.0.14. |
470 | */ |
471 | extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); |
472 | |
473 | /** |
474 | * Check if a controller has been opened and is currently connected. |
475 | * |
476 | * \param gamecontroller a game controller identifier previously returned by |
477 | * SDL_GameControllerOpen() |
478 | * \returns SDL_TRUE if the controller has been opened and is currently |
479 | * connected, or SDL_FALSE if not. |
480 | * |
481 | * \since This function is available since SDL 2.0.0. |
482 | * |
483 | * \sa SDL_GameControllerClose |
484 | * \sa SDL_GameControllerOpen |
485 | */ |
486 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); |
487 | |
488 | /** |
489 | * Get the Joystick ID from a Game Controller. |
490 | * |
491 | * This function will give you a SDL_Joystick object, which allows you to use |
492 | * the SDL_Joystick functions with a SDL_GameController object. This would be |
493 | * useful for getting a joystick's position at any given time, even if it |
494 | * hasn't moved (moving it would produce an event, which would have the axis' |
495 | * value). |
496 | * |
497 | * The pointer returned is owned by the SDL_GameController. You should not |
498 | * call SDL_JoystickClose() on it, for example, since doing so will likely |
499 | * cause SDL to crash. |
500 | * |
501 | * \param gamecontroller the game controller object that you want to get a |
502 | * joystick from |
503 | * \returns a SDL_Joystick object; call SDL_GetError() for more information. |
504 | * |
505 | * \since This function is available since SDL 2.0.0. |
506 | */ |
507 | extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); |
508 | |
509 | /** |
510 | * Query or change current state of Game Controller events. |
511 | * |
512 | * If controller events are disabled, you must call SDL_GameControllerUpdate() |
513 | * yourself and check the state of the controller when you want controller |
514 | * information. |
515 | * |
516 | * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, |
517 | * and 1 will have any effect. Other numbers will just be returned. |
518 | * |
519 | * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` |
520 | * \returns the same value passed to the function, with exception to -1 |
521 | * (SDL_QUERY), which will return the current state. |
522 | * |
523 | * \since This function is available since SDL 2.0.0. |
524 | * |
525 | * \sa SDL_JoystickEventState |
526 | */ |
527 | extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); |
528 | |
529 | /** |
530 | * Manually pump game controller updates if not using the loop. |
531 | * |
532 | * This function is called automatically by the event loop if events are |
533 | * enabled. Under such circumstances, it will not be necessary to call this |
534 | * function. |
535 | * |
536 | * \since This function is available since SDL 2.0.0. |
537 | */ |
538 | extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); |
539 | |
540 | |
541 | /** |
542 | * The list of axes available from a controller |
543 | * |
544 | * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, |
545 | * and are centered within ~8000 of zero, though advanced UI will allow users to set |
546 | * or autodetect the dead zone, which varies between controllers. |
547 | * |
548 | * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. |
549 | */ |
550 | typedef enum |
551 | { |
552 | SDL_CONTROLLER_AXIS_INVALID = -1, |
553 | SDL_CONTROLLER_AXIS_LEFTX, |
554 | SDL_CONTROLLER_AXIS_LEFTY, |
555 | SDL_CONTROLLER_AXIS_RIGHTX, |
556 | SDL_CONTROLLER_AXIS_RIGHTY, |
557 | SDL_CONTROLLER_AXIS_TRIGGERLEFT, |
558 | SDL_CONTROLLER_AXIS_TRIGGERRIGHT, |
559 | SDL_CONTROLLER_AXIS_MAX |
560 | } SDL_GameControllerAxis; |
561 | |
562 | /** |
563 | * Convert a string into SDL_GameControllerAxis enum. |
564 | * |
565 | * This function is called internally to translate SDL_GameController mapping |
566 | * strings for the underlying joystick device into the consistent |
567 | * SDL_GameController mapping. You do not normally need to call this function |
568 | * unless you are parsing SDL_GameController mappings in your own code. |
569 | * |
570 | * Note specially that "righttrigger" and "lefttrigger" map to |
571 | * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, |
572 | * respectively. |
573 | * |
574 | * \param str string representing a SDL_GameController axis |
575 | * \returns the SDL_GameControllerAxis enum corresponding to the input string, |
576 | * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
577 | * |
578 | * \since This function is available since SDL 2.0.0. |
579 | * |
580 | * \sa SDL_GameControllerGetStringForAxis |
581 | */ |
582 | extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str); |
583 | |
584 | /** |
585 | * Convert from an SDL_GameControllerAxis enum to a string. |
586 | * |
587 | * The caller should not SDL_free() the returned string. |
588 | * |
589 | * \param axis an enum value for a given SDL_GameControllerAxis |
590 | * \returns a string for the given axis, or NULL if an invalid axis is |
591 | * specified. The string returned is of the format used by |
592 | * SDL_GameController mapping strings. |
593 | * |
594 | * \since This function is available since SDL 2.0.0. |
595 | * |
596 | * \sa SDL_GameControllerGetAxisFromString |
597 | */ |
598 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); |
599 | |
600 | /** |
601 | * Get the SDL joystick layer binding for a controller axis mapping. |
602 | * |
603 | * \param gamecontroller a game controller |
604 | * \param axis an axis enum value (one of the SDL_GameControllerAxis values) |
605 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
606 | * (like the given Controller axis doesn't exist on the device), its |
607 | * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
608 | * |
609 | * \since This function is available since SDL 2.0.0. |
610 | * |
611 | * \sa SDL_GameControllerGetBindForButton |
612 | */ |
613 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
614 | SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, |
615 | SDL_GameControllerAxis axis); |
616 | |
617 | /** |
618 | * Query whether a game controller has a given axis. |
619 | * |
620 | * This merely reports whether the controller's mapping defined this axis, as |
621 | * that is all the information SDL has about the physical device. |
622 | * |
623 | * \param gamecontroller a game controller |
624 | * \param axis an axis enum value (an SDL_GameControllerAxis value) |
625 | * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. |
626 | * |
627 | * \since This function is available since SDL 2.0.14. |
628 | */ |
629 | extern DECLSPEC SDL_bool SDLCALL |
630 | SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
631 | |
632 | /** |
633 | * Get the current state of an axis control on a game controller. |
634 | * |
635 | * The axis indices start at index 0. |
636 | * |
637 | * The state is a value ranging from -32768 to 32767. Triggers, however, range |
638 | * from 0 to 32767 (they never return a negative value). |
639 | * |
640 | * \param gamecontroller a game controller |
641 | * \param axis an axis index (one of the SDL_GameControllerAxis values) |
642 | * \returns axis state (including 0) on success or 0 (also) on failure; call |
643 | * SDL_GetError() for more information. |
644 | * |
645 | * \since This function is available since SDL 2.0.0. |
646 | * |
647 | * \sa SDL_GameControllerGetButton |
648 | */ |
649 | extern DECLSPEC Sint16 SDLCALL |
650 | SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
651 | |
652 | /** |
653 | * The list of buttons available from a controller |
654 | */ |
655 | typedef enum |
656 | { |
657 | SDL_CONTROLLER_BUTTON_INVALID = -1, |
658 | SDL_CONTROLLER_BUTTON_A, |
659 | SDL_CONTROLLER_BUTTON_B, |
660 | SDL_CONTROLLER_BUTTON_X, |
661 | SDL_CONTROLLER_BUTTON_Y, |
662 | SDL_CONTROLLER_BUTTON_BACK, |
663 | SDL_CONTROLLER_BUTTON_GUIDE, |
664 | SDL_CONTROLLER_BUTTON_START, |
665 | SDL_CONTROLLER_BUTTON_LEFTSTICK, |
666 | SDL_CONTROLLER_BUTTON_RIGHTSTICK, |
667 | SDL_CONTROLLER_BUTTON_LEFTSHOULDER, |
668 | SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, |
669 | SDL_CONTROLLER_BUTTON_DPAD_UP, |
670 | SDL_CONTROLLER_BUTTON_DPAD_DOWN, |
671 | SDL_CONTROLLER_BUTTON_DPAD_LEFT, |
672 | SDL_CONTROLLER_BUTTON_DPAD_RIGHT, |
673 | SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */ |
674 | SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */ |
675 | SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */ |
676 | SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */ |
677 | SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */ |
678 | SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ |
679 | SDL_CONTROLLER_BUTTON_MAX |
680 | } SDL_GameControllerButton; |
681 | |
682 | /** |
683 | * Convert a string into an SDL_GameControllerButton enum. |
684 | * |
685 | * This function is called internally to translate SDL_GameController mapping |
686 | * strings for the underlying joystick device into the consistent |
687 | * SDL_GameController mapping. You do not normally need to call this function |
688 | * unless you are parsing SDL_GameController mappings in your own code. |
689 | * |
690 | * \param str string representing a SDL_GameController axis |
691 | * \returns the SDL_GameControllerButton enum corresponding to the input |
692 | * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. |
693 | * |
694 | * \since This function is available since SDL 2.0.0. |
695 | */ |
696 | extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str); |
697 | |
698 | /** |
699 | * Convert from an SDL_GameControllerButton enum to a string. |
700 | * |
701 | * The caller should not SDL_free() the returned string. |
702 | * |
703 | * \param button an enum value for a given SDL_GameControllerButton |
704 | * \returns a string for the given button, or NULL if an invalid axis is |
705 | * specified. The string returned is of the format used by |
706 | * SDL_GameController mapping strings. |
707 | * |
708 | * \since This function is available since SDL 2.0.0. |
709 | * |
710 | * \sa SDL_GameControllerGetButtonFromString |
711 | */ |
712 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); |
713 | |
714 | /** |
715 | * Get the SDL joystick layer binding for a controller button mapping. |
716 | * |
717 | * \param gamecontroller a game controller |
718 | * \param button an button enum value (an SDL_GameControllerButton value) |
719 | * \returns a SDL_GameControllerButtonBind describing the bind. On failure |
720 | * (like the given Controller button doesn't exist on the device), |
721 | * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. |
722 | * |
723 | * \since This function is available since SDL 2.0.0. |
724 | * |
725 | * \sa SDL_GameControllerGetBindForAxis |
726 | */ |
727 | extern DECLSPEC SDL_GameControllerButtonBind SDLCALL |
728 | SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, |
729 | SDL_GameControllerButton button); |
730 | |
731 | /** |
732 | * Query whether a game controller has a given button. |
733 | * |
734 | * This merely reports whether the controller's mapping defined this button, |
735 | * as that is all the information SDL has about the physical device. |
736 | * |
737 | * \param gamecontroller a game controller |
738 | * \param button a button enum value (an SDL_GameControllerButton value) |
739 | * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. |
740 | * |
741 | * \since This function is available since SDL 2.0.14. |
742 | */ |
743 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, |
744 | SDL_GameControllerButton button); |
745 | |
746 | /** |
747 | * Get the current state of a button on a game controller. |
748 | * |
749 | * \param gamecontroller a game controller |
750 | * \param button a button index (one of the SDL_GameControllerButton values) |
751 | * \returns 1 for pressed state or 0 for not pressed state or error; call |
752 | * SDL_GetError() for more information. |
753 | * |
754 | * \since This function is available since SDL 2.0.0. |
755 | * |
756 | * \sa SDL_GameControllerGetAxis |
757 | */ |
758 | extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, |
759 | SDL_GameControllerButton button); |
760 | |
761 | /** |
762 | * Get the number of touchpads on a game controller. |
763 | * |
764 | * \since This function is available since SDL 2.0.14. |
765 | */ |
766 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); |
767 | |
768 | /** |
769 | * Get the number of supported simultaneous fingers on a touchpad on a game |
770 | * controller. |
771 | * |
772 | * \since This function is available since SDL 2.0.14. |
773 | */ |
774 | extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); |
775 | |
776 | /** |
777 | * Get the current state of a finger on a touchpad on a game controller. |
778 | * |
779 | * \since This function is available since SDL 2.0.14. |
780 | */ |
781 | extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); |
782 | |
783 | /** |
784 | * Return whether a game controller has a particular sensor. |
785 | * |
786 | * \param gamecontroller The controller to query |
787 | * \param type The type of sensor to query |
788 | * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. |
789 | * |
790 | * \since This function is available since SDL 2.0.14. |
791 | */ |
792 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); |
793 | |
794 | /** |
795 | * Set whether data reporting for a game controller sensor is enabled. |
796 | * |
797 | * \param gamecontroller The controller to update |
798 | * \param type The type of sensor to enable/disable |
799 | * \param enabled Whether data reporting should be enabled |
800 | * \returns 0 or -1 if an error occurred. |
801 | * |
802 | * \since This function is available since SDL 2.0.14. |
803 | */ |
804 | extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); |
805 | |
806 | /** |
807 | * Query whether sensor data reporting is enabled for a game controller. |
808 | * |
809 | * \param gamecontroller The controller to query |
810 | * \param type The type of sensor to query |
811 | * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. |
812 | * |
813 | * \since This function is available since SDL 2.0.14. |
814 | */ |
815 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); |
816 | |
817 | /** |
818 | * Get the data rate (number of events per second) of a game controller |
819 | * sensor. |
820 | * |
821 | * \param gamecontroller The controller to query |
822 | * \param type The type of sensor to query |
823 | * \return the data rate, or 0.0f if the data rate is not available. |
824 | * |
825 | * \since This function is available since SDL 2.0.16. |
826 | */ |
827 | extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type); |
828 | |
829 | /** |
830 | * Get the current state of a game controller sensor. |
831 | * |
832 | * The number of values and interpretation of the data is sensor dependent. |
833 | * See SDL_sensor.h for the details for each type of sensor. |
834 | * |
835 | * \param gamecontroller The controller to query |
836 | * \param type The type of sensor to query |
837 | * \param data A pointer filled with the current sensor state |
838 | * \param num_values The number of values to write to data |
839 | * \return 0 or -1 if an error occurred. |
840 | * |
841 | * \since This function is available since SDL 2.0.14. |
842 | */ |
843 | extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); |
844 | |
845 | /** |
846 | * Start a rumble effect on a game controller. |
847 | * |
848 | * Each call to this function cancels any previous rumble effect, and calling |
849 | * it with 0 intensity stops any rumbling. |
850 | * |
851 | * \param gamecontroller The controller to vibrate |
852 | * \param low_frequency_rumble The intensity of the low frequency (left) |
853 | * rumble motor, from 0 to 0xFFFF |
854 | * \param high_frequency_rumble The intensity of the high frequency (right) |
855 | * rumble motor, from 0 to 0xFFFF |
856 | * \param duration_ms The duration of the rumble effect, in milliseconds |
857 | * \returns 0, or -1 if rumble isn't supported on this controller |
858 | * |
859 | * \since This function is available since SDL 2.0.9. |
860 | * |
861 | * \sa SDL_GameControllerHasRumble |
862 | */ |
863 | extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); |
864 | |
865 | /** |
866 | * Start a rumble effect in the game controller's triggers. |
867 | * |
868 | * Each call to this function cancels any previous trigger rumble effect, and |
869 | * calling it with 0 intensity stops any rumbling. |
870 | * |
871 | * Note that this is rumbling of the _triggers_ and not the game controller as |
872 | * a whole. The first controller to offer this feature was the PlayStation 5's |
873 | * DualShock 5. |
874 | * |
875 | * \param gamecontroller The controller to vibrate |
876 | * \param left_rumble The intensity of the left trigger rumble motor, from 0 |
877 | * to 0xFFFF |
878 | * \param right_rumble The intensity of the right trigger rumble motor, from 0 |
879 | * to 0xFFFF |
880 | * \param duration_ms The duration of the rumble effect, in milliseconds |
881 | * \returns 0, or -1 if trigger rumble isn't supported on this controller |
882 | * |
883 | * \since This function is available since SDL 2.0.14. |
884 | * |
885 | * \sa SDL_GameControllerHasRumbleTriggers |
886 | */ |
887 | extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); |
888 | |
889 | /** |
890 | * Query whether a game controller has an LED. |
891 | * |
892 | * \param gamecontroller The controller to query |
893 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a |
894 | * modifiable LED |
895 | * |
896 | * \since This function is available since SDL 2.0.14. |
897 | */ |
898 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); |
899 | |
900 | /** |
901 | * Query whether a game controller has rumble support. |
902 | * |
903 | * \param gamecontroller The controller to query |
904 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble |
905 | * support |
906 | * |
907 | * \since This function is available since SDL 2.0.18. |
908 | * |
909 | * \sa SDL_GameControllerRumble |
910 | */ |
911 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); |
912 | |
913 | /** |
914 | * Query whether a game controller has rumble support on triggers. |
915 | * |
916 | * \param gamecontroller The controller to query |
917 | * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger |
918 | * rumble support |
919 | * |
920 | * \since This function is available since SDL 2.0.18. |
921 | * |
922 | * \sa SDL_GameControllerRumbleTriggers |
923 | */ |
924 | extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller); |
925 | |
926 | /** |
927 | * Update a game controller's LED color. |
928 | * |
929 | * \param gamecontroller The controller to update |
930 | * \param red The intensity of the red LED |
931 | * \param green The intensity of the green LED |
932 | * \param blue The intensity of the blue LED |
933 | * \returns 0, or -1 if this controller does not have a modifiable LED |
934 | * |
935 | * \since This function is available since SDL 2.0.14. |
936 | */ |
937 | extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); |
938 | |
939 | /** |
940 | * Send a controller specific effect packet |
941 | * |
942 | * \param gamecontroller The controller to affect |
943 | * \param data The data to send to the controller |
944 | * \param size The size of the data to send to the controller |
945 | * \returns 0, or -1 if this controller or driver doesn't support effect |
946 | * packets |
947 | * |
948 | * \since This function is available since SDL 2.0.16. |
949 | */ |
950 | extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size); |
951 | |
952 | /** |
953 | * Close a game controller previously opened with SDL_GameControllerOpen(). |
954 | * |
955 | * \param gamecontroller a game controller identifier previously returned by |
956 | * SDL_GameControllerOpen() |
957 | * |
958 | * \since This function is available since SDL 2.0.0. |
959 | * |
960 | * \sa SDL_GameControllerOpen |
961 | */ |
962 | extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); |
963 | |
964 | /** |
965 | * Return the sfSymbolsName for a given button on a game controller on Apple |
966 | * platforms. |
967 | * |
968 | * \param gamecontroller the controller to query |
969 | * \param button a button on the game controller |
970 | * \returns the sfSymbolsName or NULL if the name can't be found |
971 | * |
972 | * \since This function is available since SDL 2.0.18. |
973 | * |
974 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis |
975 | */ |
976 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); |
977 | |
978 | /** |
979 | * Return the sfSymbolsName for a given axis on a game controller on Apple |
980 | * platforms. |
981 | * |
982 | * \param gamecontroller the controller to query |
983 | * \param axis an axis on the game controller |
984 | * \returns the sfSymbolsName or NULL if the name can't be found |
985 | * |
986 | * \since This function is available since SDL 2.0.18. |
987 | * |
988 | * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton |
989 | */ |
990 | extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); |
991 | |
992 | |
993 | /* Ends C function definitions when using C++ */ |
994 | #ifdef __cplusplus |
995 | } |
996 | #endif |
997 | #include "close_code.h" |
998 | |
999 | #endif /* SDL_gamecontroller_h_ */ |
1000 | |
1001 | /* vi: set ts=4 sw=4 expandtab: */ |
1002 | |