1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 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_joystick.h" 35 36 #include "begin_code.h" 37 /* Set up for C function definitions, even when using C++ */ 38 #ifdef __cplusplus 39 extern "C" { 40 #endif 41 42 /** 43 * \file SDL_gamecontroller.h 44 * 45 * In order to use these functions, SDL_Init() must have been called 46 * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system 47 * for game controllers, and load appropriate drivers. 48 * 49 * If you would like to receive controller updates while the application 50 * is in the background, you should set the following hint before calling 51 * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS 52 */ 53 54 /** 55 * The gamecontroller structure used to identify an SDL game controller 56 */ 57 struct _SDL_GameController; 58 typedef struct _SDL_GameController SDL_GameController; 59 60 typedef enum 61 { 62 SDL_CONTROLLER_TYPE_UNKNOWN = 0, 63 SDL_CONTROLLER_TYPE_XBOX360, 64 SDL_CONTROLLER_TYPE_XBOXONE, 65 SDL_CONTROLLER_TYPE_PS3, 66 SDL_CONTROLLER_TYPE_PS4, 67 SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO, 68 SDL_CONTROLLER_TYPE_VIRTUAL 69 } SDL_GameControllerType; 70 71 typedef enum 72 { 73 SDL_CONTROLLER_BINDTYPE_NONE = 0, 74 SDL_CONTROLLER_BINDTYPE_BUTTON, 75 SDL_CONTROLLER_BINDTYPE_AXIS, 76 SDL_CONTROLLER_BINDTYPE_HAT 77 } SDL_GameControllerBindType; 78 79 /** 80 * Get the SDL joystick layer binding for this controller button/axis mapping 81 */ 82 typedef struct SDL_GameControllerButtonBind 83 { 84 SDL_GameControllerBindType bindType; 85 union 86 { 87 int button; 88 int axis; 89 struct { 90 int hat; 91 int hat_mask; 92 } hat; 93 } value; 94 95 } SDL_GameControllerButtonBind; 96 97 98 /** 99 * To count the number of game controllers in the system for the following: 100 * int nJoysticks = SDL_NumJoysticks(); 101 * int nGameControllers = 0; 102 * for (int i = 0; i < nJoysticks; i++) { 103 * if (SDL_IsGameController(i)) { 104 * nGameControllers++; 105 * } 106 * } 107 * 108 * 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: 109 * guid,name,mappings 110 * 111 * 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. 112 * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. 113 * The mapping format for joystick is: 114 * bX - a joystick button, index X 115 * hX.Y - hat X with value Y 116 * aX - axis X of the joystick 117 * Buttons can be used as a controller axis and vice versa. 118 * 119 * This string shows an example of a valid mapping for a controller 120 * "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", 121 * 122 */ 123 124 /** 125 * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() 126 * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt 127 * 128 * If \c freerw is non-zero, the stream will be closed after being read. 129 * 130 * \return number of mappings added, -1 on error 131 */ 132 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); 133 134 /** 135 * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() 136 * 137 * Convenience macro. 138 */ 139 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) 140 141 /** 142 * Add or update an existing mapping configuration 143 * 144 * \return 1 if mapping is added, 0 if updated, -1 on error 145 */ 146 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); 147 148 /** 149 * Get the number of mappings installed 150 * 151 * \return the number of mappings 152 */ 153 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); 154 155 /** 156 * Get the mapping at a particular index. 157 * 158 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. 159 */ 160 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); 161 162 /** 163 * Get a mapping string for a GUID 164 * 165 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 166 */ 167 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); 168 169 /** 170 * Get a mapping string for an open GameController 171 * 172 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 173 */ 174 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller); 175 176 /** 177 * Is the joystick on this index supported by the game controller interface? 178 */ 179 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); 180 181 /** 182 * Get the implementation dependent name of a game controller. 183 * This can be called before any controllers are opened. 184 * If no name can be found, this function returns NULL. 185 */ 186 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); 187 188 /** 189 * Get the type of a game controller. 190 * This can be called before any controllers are opened. 191 */ 192 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); 193 194 /** 195 * Get the mapping of a game controller. 196 * This can be called before any controllers are opened. 197 * 198 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 199 */ 200 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); 201 202 /** 203 * Open a game controller for use. 204 * The index passed as an argument refers to the N'th game controller on the system. 205 * This index is not the value which will identify this controller in future 206 * controller events. The joystick's instance id (::SDL_JoystickID) will be 207 * used there instead. 208 * 209 * \return A controller identifier, or NULL if an error occurred. 210 */ 211 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); 212 213 /** 214 * Return the SDL_GameController associated with an instance id. 215 */ 216 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); 217 218 /** 219 * Return the SDL_GameController associated with a player index. 220 */ 221 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); 222 223 /** 224 * Return the name for this currently opened controller 225 */ 226 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); 227 228 /** 229 * Return the type of this currently opened controller 230 */ 231 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); 232 233 /** 234 * Get the player index of an opened game controller, or -1 if it's not available 235 * 236 * For XInput controllers this returns the XInput user index. 237 */ 238 extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); 239 240 /** 241 * Set the player index of an opened game controller 242 */ 243 extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); 244 245 /** 246 * Get the USB vendor ID of an opened controller, if available. 247 * If the vendor ID isn't available this function returns 0. 248 */ 249 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); 250 251 /** 252 * Get the USB product ID of an opened controller, if available. 253 * If the product ID isn't available this function returns 0. 254 */ 255 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); 256 257 /** 258 * Get the product version of an opened controller, if available. 259 * If the product version isn't available this function returns 0. 260 */ 261 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); 262 263 /** 264 * Returns SDL_TRUE if the controller has been opened and currently connected, 265 * or SDL_FALSE if it has not. 266 */ 267 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); 268 269 /** 270 * Get the underlying joystick object used by a controller 271 */ 272 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); 273 274 /** 275 * Enable/disable controller event polling. 276 * 277 * If controller events are disabled, you must call SDL_GameControllerUpdate() 278 * yourself and check the state of the controller when you want controller 279 * information. 280 * 281 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. 282 */ 283 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); 284 285 /** 286 * Update the current state of the open game controllers. 287 * 288 * This is called automatically by the event loop if any game controller 289 * events are enabled. 290 */ 291 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); 292 293 294 /** 295 * The list of axes available from a controller 296 * 297 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, 298 * and are centered within ~8000 of zero, though advanced UI will allow users to set 299 * or autodetect the dead zone, which varies between controllers. 300 * 301 * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. 302 */ 303 typedef enum 304 { 305 SDL_CONTROLLER_AXIS_INVALID = -1, 306 SDL_CONTROLLER_AXIS_LEFTX, 307 SDL_CONTROLLER_AXIS_LEFTY, 308 SDL_CONTROLLER_AXIS_RIGHTX, 309 SDL_CONTROLLER_AXIS_RIGHTY, 310 SDL_CONTROLLER_AXIS_TRIGGERLEFT, 311 SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 312 SDL_CONTROLLER_AXIS_MAX 313 } SDL_GameControllerAxis; 314 315 /** 316 * turn this string into a axis mapping 317 */ 318 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); 319 320 /** 321 * turn this axis enum into a string mapping 322 */ 323 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); 324 325 /** 326 * Get the SDL joystick layer binding for this controller button mapping 327 */ 328 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 329 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, 330 SDL_GameControllerAxis axis); 331 332 /** 333 * Get the current state of an axis control on a game controller. 334 * 335 * The state is a value ranging from -32768 to 32767 (except for the triggers, 336 * which range from 0 to 32767). 337 * 338 * The axis indices start at index 0. 339 */ 340 extern DECLSPEC Sint16 SDLCALL 341 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, 342 SDL_GameControllerAxis axis); 343 344 /** 345 * The list of buttons available from a controller 346 */ 347 typedef enum 348 { 349 SDL_CONTROLLER_BUTTON_INVALID = -1, 350 SDL_CONTROLLER_BUTTON_A, 351 SDL_CONTROLLER_BUTTON_B, 352 SDL_CONTROLLER_BUTTON_X, 353 SDL_CONTROLLER_BUTTON_Y, 354 SDL_CONTROLLER_BUTTON_BACK, 355 SDL_CONTROLLER_BUTTON_GUIDE, 356 SDL_CONTROLLER_BUTTON_START, 357 SDL_CONTROLLER_BUTTON_LEFTSTICK, 358 SDL_CONTROLLER_BUTTON_RIGHTSTICK, 359 SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 360 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 361 SDL_CONTROLLER_BUTTON_DPAD_UP, 362 SDL_CONTROLLER_BUTTON_DPAD_DOWN, 363 SDL_CONTROLLER_BUTTON_DPAD_LEFT, 364 SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 365 SDL_CONTROLLER_BUTTON_MAX 366 } SDL_GameControllerButton; 367 368 /** 369 * turn this string into a button mapping 370 */ 371 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); 372 373 /** 374 * turn this button enum into a string mapping 375 */ 376 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); 377 378 /** 379 * Get the SDL joystick layer binding for this controller button mapping 380 */ 381 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 382 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 383 SDL_GameControllerButton button); 384 385 386 /** 387 * Get the current state of a button on a game controller. 388 * 389 * The button indices start at index 0. 390 */ 391 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, 392 SDL_GameControllerButton button); 393 394 /** 395 * Trigger a rumble effect 396 * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. 397 * 398 * \param gamecontroller The controller to vibrate 399 * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF 400 * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF 401 * \param duration_ms The duration of the rumble effect, in milliseconds 402 * 403 * \return 0, or -1 if rumble isn't supported on this joystick 404 */ 405 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); 406 407 /** 408 * Close a controller previously opened with SDL_GameControllerOpen(). 409 */ 410 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); 411 412 413 /* Ends C function definitions when using C++ */ 414 #ifdef __cplusplus 415 } 416 #endif 417 #include "close_code.h" 418 419 #endif /* SDL_gamecontroller_h_ */ 420 421 /* vi: set ts=4 sw=4 expandtab: */ 422