1 /*
2   Simple DirectMedia Layer
3   Copyright (C) 1997-2025 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 /* WIKI CATEGORY: GameController */
23 
24 /**
25  * # CategoryGameController
26  *
27  * Include file for SDL game controller event handling
28  */
29 
30 #ifndef SDL_gamecontroller_h_
31 #define SDL_gamecontroller_h_
32 
33 #include "SDL_stdinc.h"
34 #include "SDL_error.h"
35 #include "SDL_rwops.h"
36 #include "SDL_sensor.h"
37 #include "SDL_joystick.h"
38 
39 #include "begin_code.h"
40 /* Set up for C function definitions, even when using C++ */
41 #ifdef __cplusplus
42 extern "C" {
43 #endif
44 
45 /**
46  *  \file SDL_gamecontroller.h
47  *
48  *  In order to use these functions, SDL_Init() must have been called
49  *  with the SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
50  *  for game controllers, and load appropriate drivers.
51  *
52  *  If you would like to receive controller updates while the application
53  *  is in the background, you should set the following hint before calling
54  *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
55  */
56 
57 /**
58  * The gamecontroller structure used to identify an SDL game controller
59  */
60 struct _SDL_GameController;
61 typedef struct _SDL_GameController SDL_GameController;
62 
63 typedef enum SDL_GameControllerType
64 {
65     SDL_CONTROLLER_TYPE_UNKNOWN = 0,
66     SDL_CONTROLLER_TYPE_XBOX360,
67     SDL_CONTROLLER_TYPE_XBOXONE,
68     SDL_CONTROLLER_TYPE_PS3,
69     SDL_CONTROLLER_TYPE_PS4,
70     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
71     SDL_CONTROLLER_TYPE_VIRTUAL,
72     SDL_CONTROLLER_TYPE_PS5,
73     SDL_CONTROLLER_TYPE_AMAZON_LUNA,
74     SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
75     SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
76     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
77     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
78     SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
79     SDL_CONTROLLER_TYPE_MAX
80 } SDL_GameControllerType;
81 
82 typedef enum SDL_GameControllerBindType
83 {
84     SDL_CONTROLLER_BINDTYPE_NONE = 0,
85     SDL_CONTROLLER_BINDTYPE_BUTTON,
86     SDL_CONTROLLER_BINDTYPE_AXIS,
87     SDL_CONTROLLER_BINDTYPE_HAT
88 } SDL_GameControllerBindType;
89 
90 /**
91  * Get the SDL joystick layer binding for this controller button/axis mapping
92  */
93 typedef struct SDL_GameControllerButtonBind
94 {
95     SDL_GameControllerBindType bindType;
96     union
97     {
98         int button;
99         int axis;
100         struct {
101             int hat;
102             int hat_mask;
103         } hat;
104     } value;
105 
106 } SDL_GameControllerButtonBind;
107 
108 
109 /**
110  *  To count the number of game controllers in the system for the following:
111  *
112  *  ```c
113  *  int nJoysticks = SDL_NumJoysticks();
114  *  int nGameControllers = 0;
115  *  for (int i = 0; i < nJoysticks; i++)
116  {
117  *      if (SDL_IsGameController(i))
118  {
119  *          nGameControllers++;
120  *      }
121  *  }
122  *  ```
123  *
124  *  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:
125  *  guid,name,mappings
126  *
127  *  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.
128  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
129  *  The mapping format for joystick is:
130  *      bX - a joystick button, index X
131  *      hX.Y - hat X with value Y
132  *      aX - axis X of the joystick
133  *  Buttons can be used as a controller axis and vice versa.
134  *
135  *  This string shows an example of a valid mapping for a controller
136  *
137  * ```c
138  * "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",
139  * ```
140  */
141 
142 /**
143  * Load a set of Game Controller mappings from a seekable SDL data stream.
144  *
145  * You can call this function several times, if needed, to load different
146  * database files.
147  *
148  * If a new mapping is loaded for an already known controller GUID, the later
149  * version will overwrite the one currently loaded.
150  *
151  * If this function is called before SDL_Init, SDL will generate an
152  * SDL_CONTROLLERDEVICEADDED event for matching controllers that are plugged
153  * in at the time that SDL_Init is called.
154  *
155  * Mappings not belonging to the current platform or with no platform field
156  * specified will be ignored (i.e. mappings for Linux will be ignored in
157  * Windows, etc).
158  *
159  * This function will load the text database entirely in memory before
160  * processing it, so take this into consideration if you are in a memory
161  * constrained environment.
162  *
163  * \param rw the data stream for the mappings to be added.
164  * \param freerw non-zero to close the stream after being read.
165  * \returns the number of mappings added or -1 on error; call SDL_GetError()
166  *          for more information.
167  *
168  * \since This function is available since SDL 2.0.2.
169  *
170  * \sa SDL_GameControllerAddMapping
171  * \sa SDL_GameControllerAddMappingsFromFile
172  * \sa SDL_GameControllerMappingForGUID
173  * \sa SDL_CONTROLLERDEVICEADDED
174  */
175 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
176 
177 /**
178  * Load a set of mappings from a file, filtered by the current
179  * SDL_GetPlatform()
180  *
181  * Convenience macro.
182  */
183 #define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
184 
185 /**
186  * Add support for controllers that SDL is unaware of or to cause an existing
187  * controller to have a different binding.
188  *
189  * The mapping string has the format "GUID,name,mapping", where GUID is the
190  * string value from SDL_JoystickGetGUIDString(), name is the human readable
191  * string for the device and mappings are controller mappings to joystick
192  * ones. Under Windows there is a reserved GUID of "xinput" that covers all
193  * XInput devices. The mapping format for joystick is: {| |bX |a joystick
194  * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
195  * |} Buttons can be used as a controller axes and vice versa.
196  *
197  * This string shows an example of a valid mapping for a controller:
198  *
199  * ```c
200  * "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"
201  * ```
202  *
203  * If this function is called before SDL_Init, SDL will generate an
204  * SDL_CONTROLLERDEVICEADDED event for matching controllers that are plugged
205  * in at the time that SDL_Init is called.
206  *
207  * \param mappingString the mapping string.
208  * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
209  *          -1 on error; call SDL_GetError() for more information.
210  *
211  * \since This function is available since SDL 2.0.0.
212  *
213  * \sa SDL_GameControllerMapping
214  * \sa SDL_GameControllerMappingForGUID
215  * \sa SDL_CONTROLLERDEVICEADDED
216  */
217 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
218 
219 /**
220  * Get the number of mappings installed.
221  *
222  * \returns the number of mappings.
223  *
224  * \since This function is available since SDL 2.0.6.
225  */
226 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
227 
228 /**
229  * Get the mapping at a particular index.
230  *
231  * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
232  *          the index is out of range.
233  *
234  * \since This function is available since SDL 2.0.6.
235  */
236 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
237 
238 /**
239  * Get the game controller mapping string for a given GUID.
240  *
241  * The returned string must be freed with SDL_free().
242  *
243  * \param guid a structure containing the GUID for which a mapping is desired.
244  * \returns a mapping string or NULL on error; call SDL_GetError() for more
245  *          information.
246  *
247  * \since This function is available since SDL 2.0.0.
248  *
249  * \sa SDL_JoystickGetDeviceGUID
250  * \sa SDL_JoystickGetGUID
251  */
252 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
253 
254 /**
255  * Get the current mapping of a Game Controller.
256  *
257  * The returned string must be freed with SDL_free().
258  *
259  * Details about mappings are discussed with SDL_GameControllerAddMapping().
260  *
261  * \param gamecontroller the game controller you want to get the current
262  *                       mapping for.
263  * \returns a string that has the controller's mapping or NULL if no mapping
264  *          is available; call SDL_GetError() for more information.
265  *
266  * \since This function is available since SDL 2.0.0.
267  *
268  * \sa SDL_GameControllerAddMapping
269  * \sa SDL_GameControllerMappingForGUID
270  */
271 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
272 
273 /**
274  * Check if the given joystick is supported by the game controller interface.
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, up to
280  *                       SDL_NumJoysticks().
281  * \returns SDL_TRUE if the given joystick is supported by the game controller
282  *          interface, SDL_FALSE if it isn't or it's an invalid index.
283  *
284  * \since This function is available since SDL 2.0.0.
285  *
286  * \sa SDL_GameControllerNameForIndex
287  * \sa SDL_GameControllerOpen
288  */
289 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
290 
291 /**
292  * Get the implementation dependent name for the game controller.
293  *
294  * This function can be called before any controllers are opened.
295  *
296  * `joystick_index` is the same as the `device_index` passed to
297  * SDL_JoystickOpen().
298  *
299  * \param joystick_index the device_index of a device, from zero to
300  *                       SDL_NumJoysticks()-1.
301  * \returns the implementation-dependent name for the game controller, or NULL
302  *          if there is no name or the index is invalid.
303  *
304  * \since This function is available since SDL 2.0.0.
305  *
306  * \sa SDL_GameControllerName
307  * \sa SDL_GameControllerOpen
308  * \sa SDL_IsGameController
309  */
310 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
311 
312 /**
313  * Get the implementation dependent path for the game controller.
314  *
315  * This function can be called before any controllers are opened.
316  *
317  * `joystick_index` is the same as the `device_index` passed to
318  * SDL_JoystickOpen().
319  *
320  * \param joystick_index the device_index of a device, from zero to
321  *                       SDL_NumJoysticks()-1.
322  * \returns the implementation-dependent path for the game controller, or NULL
323  *          if there is no path or the index is invalid.
324  *
325  * \since This function is available since SDL 2.24.0.
326  *
327  * \sa SDL_GameControllerPath
328  */
329 extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
330 
331 /**
332  * Get the type of a game controller.
333  *
334  * This can be called before any controllers are opened.
335  *
336  * \param joystick_index the device_index of a device, from zero to
337  *                       SDL_NumJoysticks()-1.
338  * \returns the controller type.
339  *
340  * \since This function is available since SDL 2.0.12.
341  */
342 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
343 
344 /**
345  * Get the mapping of a game controller.
346  *
347  * This can be called before any controllers are opened.
348  *
349  * \param joystick_index the device_index of a device, from zero to
350  *                       SDL_NumJoysticks()-1.
351  * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
352  *          no mapping is available.
353  *
354  * \since This function is available since SDL 2.0.9.
355  */
356 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
357 
358 /**
359  * Open a game controller for use.
360  *
361  * `joystick_index` is the same as the `device_index` passed to
362  * SDL_JoystickOpen().
363  *
364  * The index passed as an argument refers to the N'th game controller on the
365  * system. This index is not the value which will identify this controller in
366  * future controller events. The joystick's instance id (SDL_JoystickID) will
367  * be used there instead.
368  *
369  * \param joystick_index the device_index of a device, up to
370  *                       SDL_NumJoysticks().
371  * \returns a gamecontroller identifier or NULL if an error occurred; call
372  *          SDL_GetError() for more information.
373  *
374  * \since This function is available since SDL 2.0.0.
375  *
376  * \sa SDL_GameControllerClose
377  * \sa SDL_GameControllerNameForIndex
378  * \sa SDL_IsGameController
379  */
380 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
381 
382 /**
383  * Get the SDL_GameController associated with an instance id.
384  *
385  * \param joyid the instance id to get the SDL_GameController for.
386  * \returns an SDL_GameController on success or NULL on failure; call
387  *          SDL_GetError() for more information.
388  *
389  * \since This function is available since SDL 2.0.4.
390  */
391 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
392 
393 /**
394  * Get the SDL_GameController associated with a player index.
395  *
396  * Please note that the player index is _not_ the device index, nor is it the
397  * instance id!
398  *
399  * \param player_index the player index, which is not the device index or the
400  *                     instance id!
401  * \returns the SDL_GameController associated with a player index.
402  *
403  * \since This function is available since SDL 2.0.12.
404  *
405  * \sa SDL_GameControllerGetPlayerIndex
406  * \sa SDL_GameControllerSetPlayerIndex
407  */
408 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
409 
410 /**
411  * Get the implementation-dependent name for an opened game controller.
412  *
413  * This is the same name as returned by SDL_GameControllerNameForIndex(), but
414  * it takes a controller identifier instead of the (unstable) device index.
415  *
416  * \param gamecontroller a game controller identifier previously returned by
417  *                       SDL_GameControllerOpen().
418  * \returns the implementation dependent name for the game controller, or NULL
419  *          if there is no name or the identifier passed is invalid.
420  *
421  * \since This function is available since SDL 2.0.0.
422  *
423  * \sa SDL_GameControllerNameForIndex
424  * \sa SDL_GameControllerOpen
425  */
426 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
427 
428 /**
429  * Get the implementation-dependent path for an opened game controller.
430  *
431  * This is the same path as returned by SDL_GameControllerNameForIndex(), but
432  * it takes a controller identifier instead of the (unstable) device index.
433  *
434  * \param gamecontroller a game controller identifier previously returned by
435  *                       SDL_GameControllerOpen().
436  * \returns the implementation dependent path for the game controller, or NULL
437  *          if there is no path or the identifier passed is invalid.
438  *
439  * \since This function is available since SDL 2.24.0.
440  *
441  * \sa SDL_GameControllerPathForIndex
442  */
443 extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
444 
445 /**
446  * Get the type of this currently opened controller
447  *
448  * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
449  * it takes a controller identifier instead of the (unstable) device index.
450  *
451  * \param gamecontroller the game controller object to query.
452  * \returns the controller type.
453  *
454  * \since This function is available since SDL 2.0.12.
455  */
456 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
457 
458 /**
459  * Get the player index of an opened game controller.
460  *
461  * For XInput controllers this returns the XInput user index.
462  *
463  * \param gamecontroller the game controller object to query.
464  * \returns the player index for controller, or -1 if it's not available.
465  *
466  * \since This function is available since SDL 2.0.9.
467  */
468 extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
469 
470 /**
471  * Set the player index of an opened game controller.
472  *
473  * \param gamecontroller the game controller object to adjust.
474  * \param player_index Player index to assign to this controller, or -1 to
475  *                     clear the player index and turn off player LEDs.
476  *
477  * \since This function is available since SDL 2.0.12.
478  */
479 extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
480 
481 /**
482  * Get the USB vendor ID of an opened controller, if available.
483  *
484  * If the vendor ID isn't available this function returns 0.
485  *
486  * \param gamecontroller the game controller object to query.
487  * \return the USB vendor ID, or zero if unavailable.
488  *
489  * \since This function is available since SDL 2.0.6.
490  */
491 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
492 
493 /**
494  * Get the USB product ID of an opened controller, if available.
495  *
496  * If the product ID isn't available this function returns 0.
497  *
498  * \param gamecontroller the game controller object to query.
499  * \return the USB product ID, or zero if unavailable.
500  *
501  * \since This function is available since SDL 2.0.6.
502  */
503 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
504 
505 /**
506  * Get the product version of an opened controller, if available.
507  *
508  * If the product version isn't available this function returns 0.
509  *
510  * \param gamecontroller the game controller object to query.
511  * \return the USB product version, or zero if unavailable.
512  *
513  * \since This function is available since SDL 2.0.6.
514  */
515 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
516 
517 /**
518  * Get the firmware version of an opened controller, if available.
519  *
520  * If the firmware version isn't available this function returns 0.
521  *
522  * \param gamecontroller the game controller object to query.
523  * \return the controller firmware version, or zero if unavailable.
524  *
525  * \since This function is available since SDL 2.24.0.
526  */
527 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
528 
529 /**
530  * Get the serial number of an opened controller, if available.
531  *
532  * Returns the serial number of the controller, or NULL if it is not
533  * available.
534  *
535  * \param gamecontroller the game controller object to query.
536  * \return the serial number, or NULL if unavailable.
537  *
538  * \since This function is available since SDL 2.0.14.
539  */
540 extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
541 
542 /**
543  * Get the Steam Input handle of an opened controller, if available.
544  *
545  * Returns an InputHandle_t for the controller that can be used with Steam
546  * Input API: https://partner.steamgames.com/doc/api/ISteamInput
547  *
548  * \param gamecontroller the game controller object to query.
549  * \returns the gamepad handle, or 0 if unavailable.
550  *
551  * \since This function is available since SDL 2.30.0.
552  */
553 extern DECLSPEC Uint64 SDLCALL SDL_GameControllerGetSteamHandle(SDL_GameController *gamecontroller);
554 
555 
556 /**
557  * Check if a controller has been opened and is currently connected.
558  *
559  * \param gamecontroller a game controller identifier previously returned by
560  *                       SDL_GameControllerOpen().
561  * \returns SDL_TRUE if the controller has been opened and is currently
562  *          connected, or SDL_FALSE if not.
563  *
564  * \since This function is available since SDL 2.0.0.
565  *
566  * \sa SDL_GameControllerClose
567  * \sa SDL_GameControllerOpen
568  */
569 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
570 
571 /**
572  * Get the Joystick ID from a Game Controller.
573  *
574  * This function will give you a SDL_Joystick object, which allows you to use
575  * the SDL_Joystick functions with a SDL_GameController object. This would be
576  * useful for getting a joystick's position at any given time, even if it
577  * hasn't moved (moving it would produce an event, which would have the axis'
578  * value).
579  *
580  * The pointer returned is owned by the SDL_GameController. You should not
581  * call SDL_JoystickClose() on it, for example, since doing so will likely
582  * cause SDL to crash.
583  *
584  * \param gamecontroller the game controller object that you want to get a
585  *                       joystick from.
586  * \returns a SDL_Joystick object; call SDL_GetError() for more information.
587  *
588  * \since This function is available since SDL 2.0.0.
589  */
590 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
591 
592 /**
593  * Query or change current state of Game Controller events.
594  *
595  * If controller events are disabled, you must call SDL_GameControllerUpdate()
596  * yourself and check the state of the controller when you want controller
597  * information.
598  *
599  * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
600  * and 1 will have any effect. Other numbers will just be returned.
601  *
602  * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`.
603  * \returns the same value passed to the function, with exception to -1
604  *          (SDL_QUERY), which will return the current state.
605  *
606  * \since This function is available since SDL 2.0.0.
607  *
608  * \sa SDL_JoystickEventState
609  */
610 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
611 
612 /**
613  * Manually pump game controller updates if not using the loop.
614  *
615  * This function is called automatically by the event loop if events are
616  * enabled. Under such circumstances, it will not be necessary to call this
617  * function.
618  *
619  * \since This function is available since SDL 2.0.0.
620  */
621 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
622 
623 
624 /**
625  * The list of axes available from a controller
626  *
627  * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to
628  * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though
629  * advanced UI will allow users to set or autodetect the dead zone, which
630  * varies between controllers.
631  *
632  * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
633  * pressed) when reported by SDL_GameControllerGetAxis(). Note that this is
634  * not the same range that will be reported by the lower-level
635  * SDL_GetJoystickAxis().
636  */
637 typedef enum SDL_GameControllerAxis
638 {
639     SDL_CONTROLLER_AXIS_INVALID = -1,
640     SDL_CONTROLLER_AXIS_LEFTX,
641     SDL_CONTROLLER_AXIS_LEFTY,
642     SDL_CONTROLLER_AXIS_RIGHTX,
643     SDL_CONTROLLER_AXIS_RIGHTY,
644     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
645     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
646     SDL_CONTROLLER_AXIS_MAX
647 } SDL_GameControllerAxis;
648 
649 /**
650  * Convert a string into SDL_GameControllerAxis enum.
651  *
652  * This function is called internally to translate SDL_GameController mapping
653  * strings for the underlying joystick device into the consistent
654  * SDL_GameController mapping. You do not normally need to call this function
655  * unless you are parsing SDL_GameController mappings in your own code.
656  *
657  * Note specially that "righttrigger" and "lefttrigger" map to
658  * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
659  * respectively.
660  *
661  * \param str string representing a SDL_GameController axis.
662  * \returns the SDL_GameControllerAxis enum corresponding to the input string,
663  *          or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
664  *
665  * \since This function is available since SDL 2.0.0.
666  *
667  * \sa SDL_GameControllerGetStringForAxis
668  */
669 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
670 
671 /**
672  * Convert from an SDL_GameControllerAxis enum to a string.
673  *
674  * The caller should not SDL_free() the returned string.
675  *
676  * \param axis an enum value for a given SDL_GameControllerAxis.
677  * \returns a string for the given axis, or NULL if an invalid axis is
678  *          specified. The string returned is of the format used by
679  *          SDL_GameController mapping strings.
680  *
681  * \since This function is available since SDL 2.0.0.
682  *
683  * \sa SDL_GameControllerGetAxisFromString
684  */
685 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
686 
687 /**
688  * Get the SDL joystick layer binding for a controller axis mapping.
689  *
690  * \param gamecontroller a game controller.
691  * \param axis an axis enum value (one of the SDL_GameControllerAxis values).
692  * \returns a SDL_GameControllerButtonBind describing the bind. On failure
693  *          (like the given Controller axis doesn't exist on the device), its
694  *          `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
695  *
696  * \since This function is available since SDL 2.0.0.
697  *
698  * \sa SDL_GameControllerGetBindForButton
699  */
700 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
701 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
702                                  SDL_GameControllerAxis axis);
703 
704 /**
705  * Query whether a game controller has a given axis.
706  *
707  * This merely reports whether the controller's mapping defined this axis, as
708  * that is all the information SDL has about the physical device.
709  *
710  * \param gamecontroller a game controller.
711  * \param axis an axis enum value (an SDL_GameControllerAxis value).
712  * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
713  *
714  * \since This function is available since SDL 2.0.14.
715  */
716 extern DECLSPEC SDL_bool SDLCALL
717 SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
718 
719 /**
720  * Get the current state of an axis control on a game controller.
721  *
722  * The axis indices start at index 0.
723  *
724  * For thumbsticks, the state is a value ranging from -32768 (up/left) to
725  * 32767 (down/right).
726  *
727  * Triggers range from 0 when released to 32767 when fully pressed, and never
728  * return a negative value. Note that this differs from the value reported by
729  * the lower-level SDL_JoystickGetAxis(), which normally uses the full range.
730  *
731  * \param gamecontroller a game controller.
732  * \param axis an axis index (one of the SDL_GameControllerAxis values).
733  * \returns axis state (including 0) on success or 0 (also) on failure; call
734  *          SDL_GetError() for more information.
735  *
736  * \since This function is available since SDL 2.0.0.
737  *
738  * \sa SDL_GameControllerGetButton
739  */
740 extern DECLSPEC Sint16 SDLCALL
741 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
742 
743 /**
744  * The list of buttons available from a controller
745  */
746 typedef enum SDL_GameControllerButton
747 {
748     SDL_CONTROLLER_BUTTON_INVALID = -1,
749     SDL_CONTROLLER_BUTTON_A,
750     SDL_CONTROLLER_BUTTON_B,
751     SDL_CONTROLLER_BUTTON_X,
752     SDL_CONTROLLER_BUTTON_Y,
753     SDL_CONTROLLER_BUTTON_BACK,
754     SDL_CONTROLLER_BUTTON_GUIDE,
755     SDL_CONTROLLER_BUTTON_START,
756     SDL_CONTROLLER_BUTTON_LEFTSTICK,
757     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
758     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
759     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
760     SDL_CONTROLLER_BUTTON_DPAD_UP,
761     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
762     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
763     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
764     SDL_CONTROLLER_BUTTON_MISC1,    /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
765     SDL_CONTROLLER_BUTTON_PADDLE1,  /* Xbox Elite paddle P1 (upper left, facing the back) */
766     SDL_CONTROLLER_BUTTON_PADDLE2,  /* Xbox Elite paddle P3 (upper right, facing the back) */
767     SDL_CONTROLLER_BUTTON_PADDLE3,  /* Xbox Elite paddle P2 (lower left, facing the back) */
768     SDL_CONTROLLER_BUTTON_PADDLE4,  /* Xbox Elite paddle P4 (lower right, facing the back) */
769     SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
770     SDL_CONTROLLER_BUTTON_MAX
771 } SDL_GameControllerButton;
772 
773 /**
774  * Convert a string into an SDL_GameControllerButton enum.
775  *
776  * This function is called internally to translate SDL_GameController mapping
777  * strings for the underlying joystick device into the consistent
778  * SDL_GameController mapping. You do not normally need to call this function
779  * unless you are parsing SDL_GameController mappings in your own code.
780  *
781  * \param str string representing a SDL_GameController axis.
782  * \returns the SDL_GameControllerButton enum corresponding to the input
783  *          string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
784  *
785  * \since This function is available since SDL 2.0.0.
786  */
787 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
788 
789 /**
790  * Convert from an SDL_GameControllerButton enum to a string.
791  *
792  * The caller should not SDL_free() the returned string.
793  *
794  * \param button an enum value for a given SDL_GameControllerButton.
795  * \returns a string for the given button, or NULL if an invalid button is
796  *          specified. The string returned is of the format used by
797  *          SDL_GameController mapping strings.
798  *
799  * \since This function is available since SDL 2.0.0.
800  *
801  * \sa SDL_GameControllerGetButtonFromString
802  */
803 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
804 
805 /**
806  * Get the SDL joystick layer binding for a controller button mapping.
807  *
808  * \param gamecontroller a game controller.
809  * \param button an button enum value (an SDL_GameControllerButton value).
810  * \returns a SDL_GameControllerButtonBind describing the bind. On failure
811  *          (like the given Controller button doesn't exist on the device),
812  *          its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
813  *
814  * \since This function is available since SDL 2.0.0.
815  *
816  * \sa SDL_GameControllerGetBindForAxis
817  */
818 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
819 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
820                                    SDL_GameControllerButton button);
821 
822 /**
823  * Query whether a game controller has a given button.
824  *
825  * This merely reports whether the controller's mapping defined this button,
826  * as that is all the information SDL has about the physical device.
827  *
828  * \param gamecontroller a game controller.
829  * \param button a button enum value (an SDL_GameControllerButton value).
830  * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
831  *
832  * \since This function is available since SDL 2.0.14.
833  */
834 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
835                                                              SDL_GameControllerButton button);
836 
837 /**
838  * Get the current state of a button on a game controller.
839  *
840  * \param gamecontroller a game controller.
841  * \param button a button index (one of the SDL_GameControllerButton values).
842  * \returns 1 for pressed state or 0 for not pressed state or error; call
843  *          SDL_GetError() for more information.
844  *
845  * \since This function is available since SDL 2.0.0.
846  *
847  * \sa SDL_GameControllerGetAxis
848  */
849 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
850                                                           SDL_GameControllerButton button);
851 
852 /**
853  * Get the number of touchpads on a game controller.
854  *
855  * \since This function is available since SDL 2.0.14.
856  */
857 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
858 
859 /**
860  * Get the number of supported simultaneous fingers on a touchpad on a game
861  * controller.
862  *
863  * \since This function is available since SDL 2.0.14.
864  */
865 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
866 
867 /**
868  * Get the current state of a finger on a touchpad on a game controller.
869  *
870  * \since This function is available since SDL 2.0.14.
871  */
872 extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
873 
874 /**
875  * Return whether a game controller has a particular sensor.
876  *
877  * \param gamecontroller The controller to query.
878  * \param type The type of sensor to query.
879  * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
880  *
881  * \since This function is available since SDL 2.0.14.
882  */
883 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
884 
885 /**
886  * Set whether data reporting for a game controller sensor is enabled.
887  *
888  * \param gamecontroller The controller to update.
889  * \param type The type of sensor to enable/disable.
890  * \param enabled Whether data reporting should be enabled.
891  * \returns 0 or -1 if an error occurred.
892  *
893  * \since This function is available since SDL 2.0.14.
894  */
895 extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
896 
897 /**
898  * Query whether sensor data reporting is enabled for a game controller.
899  *
900  * \param gamecontroller The controller to query.
901  * \param type The type of sensor to query.
902  * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
903  *
904  * \since This function is available since SDL 2.0.14.
905  */
906 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
907 
908 /**
909  * Get the data rate (number of events per second) of a game controller
910  * sensor.
911  *
912  * \param gamecontroller The controller to query.
913  * \param type The type of sensor to query.
914  * \return the data rate, or 0.0f if the data rate is not available.
915  *
916  * \since This function is available since SDL 2.0.16.
917  */
918 extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
919 
920 /**
921  * Get the current state of a game controller sensor.
922  *
923  * The number of values and interpretation of the data is sensor dependent.
924  * See SDL_sensor.h for the details for each type of sensor.
925  *
926  * \param gamecontroller The controller to query.
927  * \param type The type of sensor to query.
928  * \param data A pointer filled with the current sensor state.
929  * \param num_values The number of values to write to data.
930  * \return 0 or -1 if an error occurred.
931  *
932  * \since This function is available since SDL 2.0.14.
933  */
934 extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
935 
936 /**
937  * Get the current state of a game controller sensor with the timestamp of the
938  * last update.
939  *
940  * The number of values and interpretation of the data is sensor dependent.
941  * See SDL_sensor.h for the details for each type of sensor.
942  *
943  * \param gamecontroller The controller to query.
944  * \param type The type of sensor to query.
945  * \param timestamp A pointer filled with the timestamp in microseconds of the
946  *                  current sensor reading if available, or 0 if not.
947  * \param data A pointer filled with the current sensor state.
948  * \param num_values The number of values to write to data.
949  * \return 0 or -1 if an error occurred.
950  *
951  * \since This function is available since SDL 2.26.0.
952  */
953 extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
954 
955 /**
956  * Start a rumble effect on a game controller.
957  *
958  * Each call to this function cancels any previous rumble effect, and calling
959  * it with 0 intensity stops any rumbling.
960  *
961  * \param gamecontroller The controller to vibrate.
962  * \param low_frequency_rumble The intensity of the low frequency (left)
963  *                             rumble motor, from 0 to 0xFFFF.
964  * \param high_frequency_rumble The intensity of the high frequency (right)
965  *                              rumble motor, from 0 to 0xFFFF.
966  * \param duration_ms The duration of the rumble effect, in milliseconds.
967  * \returns 0, or -1 if rumble isn't supported on this controller.
968  *
969  * \since This function is available since SDL 2.0.9.
970  *
971  * \sa SDL_GameControllerHasRumble
972  */
973 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
974 
975 /**
976  * Start a rumble effect in the game controller's triggers.
977  *
978  * Each call to this function cancels any previous trigger rumble effect, and
979  * calling it with 0 intensity stops any rumbling.
980  *
981  * Note that this is rumbling of the _triggers_ and not the game controller as
982  * a whole. This is currently only supported on Xbox One controllers. If you
983  * want the (more common) whole-controller rumble, use
984  * SDL_GameControllerRumble() instead.
985  *
986  * \param gamecontroller The controller to vibrate.
987  * \param left_rumble The intensity of the left trigger rumble motor, from 0
988  *                    to 0xFFFF.
989  * \param right_rumble The intensity of the right trigger rumble motor, from 0
990  *                     to 0xFFFF.
991  * \param duration_ms The duration of the rumble effect, in milliseconds.
992  * \returns 0, or -1 if trigger rumble isn't supported on this controller.
993  *
994  * \since This function is available since SDL 2.0.14.
995  *
996  * \sa SDL_GameControllerHasRumbleTriggers
997  */
998 extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
999 
1000 /**
1001  * Query whether a game controller has an LED.
1002  *
1003  * \param gamecontroller The controller to query.
1004  * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
1005  *          modifiable LED.
1006  *
1007  * \since This function is available since SDL 2.0.14.
1008  */
1009 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
1010 
1011 /**
1012  * Query whether a game controller has rumble support.
1013  *
1014  * \param gamecontroller The controller to query.
1015  * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
1016  *          support.
1017  *
1018  * \since This function is available since SDL 2.0.18.
1019  *
1020  * \sa SDL_GameControllerRumble
1021  */
1022 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
1023 
1024 /**
1025  * Query whether a game controller has rumble support on triggers.
1026  *
1027  * \param gamecontroller The controller to query.
1028  * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
1029  *          rumble support.
1030  *
1031  * \since This function is available since SDL 2.0.18.
1032  *
1033  * \sa SDL_GameControllerRumbleTriggers
1034  */
1035 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
1036 
1037 /**
1038  * Update a game controller's LED color.
1039  *
1040  * \param gamecontroller The controller to update.
1041  * \param red The intensity of the red LED.
1042  * \param green The intensity of the green LED.
1043  * \param blue The intensity of the blue LED.
1044  * \returns 0, or -1 if this controller does not have a modifiable LED.
1045  *
1046  * \since This function is available since SDL 2.0.14.
1047  */
1048 extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
1049 
1050 /**
1051  * Send a controller specific effect packet
1052  *
1053  * \param gamecontroller The controller to affect.
1054  * \param data The data to send to the controller.
1055  * \param size The size of the data to send to the controller.
1056  * \returns 0, or -1 if this controller or driver doesn't support effect
1057  *          packets.
1058  *
1059  * \since This function is available since SDL 2.0.16.
1060  */
1061 extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
1062 
1063 /**
1064  * Close a game controller previously opened with SDL_GameControllerOpen().
1065  *
1066  * \param gamecontroller a game controller identifier previously returned by
1067  *                       SDL_GameControllerOpen().
1068  *
1069  * \since This function is available since SDL 2.0.0.
1070  *
1071  * \sa SDL_GameControllerOpen
1072  */
1073 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
1074 
1075 /**
1076  * Return the sfSymbolsName for a given button on a game controller on Apple
1077  * platforms.
1078  *
1079  * \param gamecontroller the controller to query.
1080  * \param button a button on the game controller.
1081  * \returns the sfSymbolsName or NULL if the name can't be found.
1082  *
1083  * \since This function is available since SDL 2.0.18.
1084  *
1085  * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
1086  */
1087 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
1088 
1089 /**
1090  * Return the sfSymbolsName for a given axis on a game controller on Apple
1091  * platforms.
1092  *
1093  * \param gamecontroller the controller to query.
1094  * \param axis an axis on the game controller.
1095  * \returns the sfSymbolsName or NULL if the name can't be found.
1096  *
1097  * \since This function is available since SDL 2.0.18.
1098  *
1099  * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
1100  */
1101 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
1102 
1103 
1104 /* Ends C function definitions when using C++ */
1105 #ifdef __cplusplus
1106 }
1107 #endif
1108 #include "close_code.h"
1109 
1110 #endif /* SDL_gamecontroller_h_ */
1111 
1112 /* vi: set ts=4 sw=4 expandtab: */