SDL_gamecontroller.h
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_gamecontroller.h
*
* Include file for SDL game controller event handling
*/
#ifndef _SDL_gamecontroller_h
#define _SDL_gamecontroller_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_joystick.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_gamecontroller.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
* for game controllers, and load appropriate drivers.
*
* If you would like to receive controller updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/* The gamecontroller structure used to identify an SDL game controller */
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
typedef enum
{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;
/**
* Get the SDL joystick layer binding for this controller button/axis mapping
*/
typedef struct SDL_GameControllerButtonBind
{
SDL_GameControllerBindType bindType;
union
{
int button;
int axis;
struct {
int hat;
int hat_mask;
} hat;
} value;
} SDL_GameControllerButtonBind;
/**
* To count the number of game controllers in the system for the following:
* int nJoysticks = SDL_NumJoysticks();
* int nGameControllers = 0;
* for ( int i = 0; i < nJoysticks; i++ ) {
* if ( SDL_IsGameController(i) ) {
* nGameControllers++;
* }
* }
*
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* guid,name,mappings
*
* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
* The mapping format for joystick is:
* bX - a joystick button, index X
* hX.Y - hat X with value Y
* aX - axis X of the joystick
* Buttons can be used as a controller axis and vice versa.
*
* This string shows an example of a valid mapping for a controller
* "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",
*
*/
/**
* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
*
* If \c freerw is non-zero, the stream will be closed after being read.
*
* \return number of mappings added, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
/**
* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
*
* Convenience macro.
*/
#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
/**
* Add or update an existing mapping configuration
*
* \return 1 if mapping is added, 0 if updated, -1 on error
*/
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
/**
* Get a mapping string for a GUID
*
* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
/**
* Get a mapping string for an open GameController
*
* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
/**
* Is the joystick on this index supported by the game controller interface?
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
/**
* Get the implementation dependent name of a game controller.
* This can be called before any controllers are opened.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system.
* This index is not the value which will identify this controller in future
* controller events. The joystick's instance id (::SDL_JoystickID) will be
* used there instead.
*
* \return A controller identifier, or NULL if an error occurred.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
/**
* Return the SDL_GameController associated with an instance id.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
/**
* Return the name for this currently opened controller
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/**
* Returns SDL_TRUE if the controller has been opened and currently connected,
* or SDL_FALSE if it has not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
/**
* Get the underlying joystick object used by a controller
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
/**
* Enable/disable controller event polling.
*
* If controller events are disabled, you must call SDL_GameControllerUpdate()
* yourself and check the state of the controller when you want controller
* information.
*
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
/**
* Update the current state of the open game controllers.
*
* This is called automatically by the event loop if any game controller
* events are enabled.
*/
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
/**
* The list of axes available from a controller
*/
typedef enum
{
SDL_CONTROLLER_AXIS_INVALID = -1,
SDL_CONTROLLER_AXIS_LEFTX,
SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_RIGHTX,
SDL_CONTROLLER_AXIS_RIGHTY,
SDL_CONTROLLER_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_AXIS_MAX
} SDL_GameControllerAxis;
/**
* turn this string into a axis mapping
*/
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
/**
* turn this axis enum into a string mapping
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* Get the current state of an axis control on a game controller.
*
* The state is a value ranging from -32768 to 32767 (except for the triggers,
* which range from 0 to 32767).
*
* The axis indices start at index 0.
*/
extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis);
/**
* The list of buttons available from a controller
*/
typedef enum
{
SDL_CONTROLLER_BUTTON_INVALID = -1,
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_GUIDE,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;
/**
* turn this string into a button mapping
*/
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
/**
* turn this button enum into a string mapping
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
/**
* Get the SDL joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Get the current state of a button on a game controller.
*
* The button indices start at index 0.
*/
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/**
* Close a controller previously opened with SDL_GameControllerOpen().
*/
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_gamecontroller_h */
/* vi: set ts=4 sw=4 expandtab: */
SDL_CONTROLLER_AXIS_LEFTY
Definition: SDL_gamecontroller.h:222
SDL_GameControllerAddMapping
int SDL_GameControllerAddMapping(const char *mappingString)
Definition: SDL_gamecontroller.c:746
SDL_CONTROLLER_BUTTON_INVALID
Definition: SDL_gamecontroller.h:264
SDL_CONTROLLER_AXIS_RIGHTY
Definition: SDL_gamecontroller.h:224
SDL_GameControllerGetBindForAxis
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:1113
SDL_GameControllerButtonBind::button
int button
Definition: SDL_gamecontroller.h:75
SDL_GameControllerBindType
SDL_GameControllerBindType
Definition: SDL_gamecontroller.h:59
SDL_GameControllerGetButton
Uint8 SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:1031
SDL_GameControllerMapping
char * SDL_GameControllerMapping(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:818
SDL_joystick.h
SDL_GameControllerGetJoystick
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1083
SDL_GameControllerUpdate
void SDL_GameControllerUpdate(void)
Definition: SDL_gamecontroller.c:989
SDL_CONTROLLER_BUTTON_BACK
Definition: SDL_gamecontroller.h:269
SDL_CONTROLLER_BUTTON_GUIDE
Definition: SDL_gamecontroller.h:270
SDL_GameControllerGetAxisFromString
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
Definition: SDL_gamecontroller.c:270
SDL_RWops
Definition: SDL_rwops.h:52
SDL_CONTROLLER_BUTTON_A
Definition: SDL_gamecontroller.h:265
state
struct xkb_state * state
Definition: SDL_waylandsym.h:97
SDL_CONTROLLER_BUTTON_DPAD_RIGHT
Definition: SDL_gamecontroller.h:279
SDL_CONTROLLER_BUTTON_B
Definition: SDL_gamecontroller.h:266
SDL_GameControllerGetButtonFromString
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
Definition: SDL_gamecontroller.c:316
SDL_GameControllerButtonBind
Definition: SDL_gamecontroller.h:70
SDL_CONTROLLER_BINDTYPE_BUTTON
Definition: SDL_gamecontroller.h:62
SDL_CONTROLLER_AXIS_MAX
Definition: SDL_gamecontroller.h:227
SDL_GameControllerButton
SDL_GameControllerButton
Definition: SDL_gamecontroller.h:262
begin_code.h
SDL_GameControllerNameForIndex
const char * SDL_GameControllerNameForIndex(int joystick_index)
Definition: SDL_gamecontroller.c:897
SDL_CONTROLLER_BUTTON_START
Definition: SDL_gamecontroller.h:271
SDL_CONTROLLER_BUTTON_RIGHTSTICK
Definition: SDL_gamecontroller.h:273
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:126
SDL_GameControllerFromInstanceID
SDL_GameController * SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
Definition: SDL_gamecontroller.c:1096
DECLSPEC
#define DECLSPEC
Definition: SDL_internal.h:30
SDL_GameControllerGetAttached
SDL_bool SDL_GameControllerGetAttached(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1061
SDL_JoystickID
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:72
close_code.h
SDL_CONTROLLER_BUTTON_LEFTSHOULDER
Definition: SDL_gamecontroller.h:274
Uint8
uint8_t Uint8
An unsigned 8-bit integer type.
Definition: SDL_stdinc.h:139
SDL_CONTROLLER_AXIS_LEFTX
Definition: SDL_gamecontroller.h:221
SDL_GameControllerButtonBind::bindType
SDL_GameControllerBindType bindType
Definition: SDL_gamecontroller.h:72
_SDL_GameController
Definition: SDL_gamecontroller.c:95
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
Definition: SDL_gamecontroller.h:275
SDL_GameControllerGetStringForAxis
const char * SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:286
SDL_GameControllerName
const char * SDL_GameControllerName(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1071
SDL_CONTROLLER_BUTTON_MAX
Definition: SDL_gamecontroller.h:280
SDL_CONTROLLER_AXIS_INVALID
Definition: SDL_gamecontroller.h:220
SDL_IsGameController
SDL_bool SDL_IsGameController(int joystick_index)
Definition: SDL_gamecontroller.c:911
SDL_GameControllerGetBindForButton
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:1136
SDL_CONTROLLER_BUTTON_DPAD_UP
Definition: SDL_gamecontroller.h:276
SDL_CONTROLLER_AXIS_TRIGGERRIGHT
Definition: SDL_gamecontroller.h:226
SDL_GameControllerGetAxis
Sint16 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:1000
SDL_CONTROLLER_AXIS_TRIGGERLEFT
Definition: SDL_gamecontroller.h:225
SDL_CONTROLLER_BUTTON_X
Definition: SDL_gamecontroller.h:267
SDL_GameControllerButtonBind::axis
int axis
Definition: SDL_gamecontroller.h:76
SDL_GameControllerOpen
SDL_GameController * SDL_GameControllerOpen(int joystick_index)
Definition: SDL_gamecontroller.c:929
SDL_GameControllerButtonBind::value
union SDL_GameControllerButtonBind::@0 value
SDL_rwops.h
SDL_stdinc.h
SDL_JoystickGUID
Definition: SDL_joystick.h:68
SDL_CONTROLLER_AXIS_RIGHTX
Definition: SDL_gamecontroller.h:223
SDL_CONTROLLER_BINDTYPE_HAT
Definition: SDL_gamecontroller.h:64
SDL_GameControllerButtonBind::hat_mask
int hat_mask
Definition: SDL_gamecontroller.h:79
SDL_CONTROLLER_BINDTYPE_AXIS
Definition: SDL_gamecontroller.h:63
SDL_CONTROLLER_BUTTON_DPAD_LEFT
Definition: SDL_gamecontroller.h:278
SDL_GameControllerButtonBind::hat
int hat
Definition: SDL_gamecontroller.h:78
SDL_CONTROLLER_BUTTON_Y
Definition: SDL_gamecontroller.h:268
SDLCALL
#define SDLCALL
Definition: SDL_internal.h:31
SDL_error.h
SDL_CONTROLLER_BUTTON_LEFTSTICK
Definition: SDL_gamecontroller.h:272
SDL_GameControllerClose
void SDL_GameControllerClose(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1161
SDL_GameControllerAxis
SDL_GameControllerAxis
Definition: SDL_gamecontroller.h:218
SDL_GameControllerAddMappingsFromRW
int SDL_GameControllerAddMappingsFromRW(SDL_RWops *rw, int freerw)
Definition: SDL_gamecontroller.c:675
SDL_GameControllerMappingForGUID
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:794
SDL_GameControllerGetStringForButton
const char * SDL_GameControllerGetStringForButton(SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:332
SDL_CONTROLLER_BINDTYPE_NONE
Definition: SDL_gamecontroller.h:61
Sint16
int16_t Sint16
A signed 16-bit integer type.
Definition: SDL_stdinc.h:143
SDL_CONTROLLER_BUTTON_DPAD_DOWN
Definition: SDL_gamecontroller.h:277
SDL_GameControllerEventState
int SDL_GameControllerEventState(int state)
Definition: SDL_gamecontroller.c:1287