SDL_gamecontroller.h
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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
* "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",
*
*/
/**
* 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 the number of mappings installed
*
* \return the number of mappings
*/
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
/**
* Get the mapping at a particular index.
*
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
/**
* 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);
/**
* Get the USB vendor ID of an opened controller, if available.
* If the vendor ID isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
/**
* Get the USB product ID of an opened controller, if available.
* If the product ID isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
/**
* Get the product version of an opened controller, if available.
* If the product version isn't available this function returns 0.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(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
*
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
* and are centered within ~8000 of zero, though advanced UI will allow users to set
* or autodetect the dead zone, which varies between controllers.
*
* Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
*/
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:261
SDL_GameControllerAddMapping
int SDL_GameControllerAddMapping(const char *mappingString)
Definition: SDL_gamecontroller.c:1065
SDL_CONTROLLER_BUTTON_INVALID
Definition: SDL_gamecontroller.h:303
SDL_CONTROLLER_AXIS_RIGHTY
Definition: SDL_gamecontroller.h:263
SDL_GameControllerGetBindForAxis
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:1626
SDL_GameControllerButtonBind::button
int button
Definition: SDL_gamecontroller.h:77
SDL_GameControllerBindType
SDL_GameControllerBindType
Definition: SDL_gamecontroller.h:61
SDL_GameControllerGetButton
Uint8 SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:1512
SDL_GameControllerMapping
char * SDL_GameControllerMapping(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1149
SDL_joystick.h
SDL_GameControllerGetJoystick
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1592
SDL_GameControllerUpdate
void SDL_GameControllerUpdate(void)
Definition: SDL_gamecontroller.c:1445
SDL_CONTROLLER_BUTTON_BACK
Definition: SDL_gamecontroller.h:308
SDL_CONTROLLER_BUTTON_GUIDE
Definition: SDL_gamecontroller.h:309
SDL_GameControllerGetAxisFromString
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
Definition: SDL_gamecontroller.c:444
SDL_RWops
Definition: SDL_rwops.h:52
SDL_CONTROLLER_BUTTON_A
Definition: SDL_gamecontroller.h:304
state
struct xkb_state * state
Definition: SDL_waylandsym.h:113
SDL_CONTROLLER_BUTTON_DPAD_RIGHT
Definition: SDL_gamecontroller.h:318
SDL_CONTROLLER_BUTTON_B
Definition: SDL_gamecontroller.h:305
SDL_GameControllerGetButtonFromString
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
Definition: SDL_gamecontroller.c:496
SDL_GameControllerMappingForIndex
char * SDL_GameControllerMappingForIndex(int mapping_index)
Definition: SDL_gamecontroller.c:1092
SDL_GameControllerButtonBind
Definition: SDL_gamecontroller.h:72
SDL_CONTROLLER_BINDTYPE_BUTTON
Definition: SDL_gamecontroller.h:64
SDL_CONTROLLER_AXIS_MAX
Definition: SDL_gamecontroller.h:266
SDL_GameControllerButton
SDL_GameControllerButton
Definition: SDL_gamecontroller.h:301
begin_code.h
SDL_GameControllerNameForIndex
const char * SDL_GameControllerNameForIndex(int joystick_index)
Definition: SDL_gamecontroller.c:1262
SDL_CONTROLLER_BUTTON_START
Definition: SDL_gamecontroller.h:310
SDL_GameControllerGetProduct
Uint16 SDL_GameControllerGetProduct(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1565
SDL_CONTROLLER_BUTTON_RIGHTSTICK
Definition: SDL_gamecontroller.h:312
SDL_GameControllerFromInstanceID
SDL_GameController * SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
Definition: SDL_gamecontroller.c:1605
DECLSPEC
#define DECLSPEC
Definition: SDL_internal.h:44
SDL_GameControllerGetAttached
SDL_bool SDL_GameControllerGetAttached(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1581
SDL_JoystickID
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:81
close_code.h
SDL_CONTROLLER_BUTTON_LEFTSHOULDER
Definition: SDL_gamecontroller.h:313
Uint8
uint8_t Uint8
Definition: SDL_stdinc.h:157
SDL_CONTROLLER_AXIS_LEFTX
Definition: SDL_gamecontroller.h:260
SDL_GameControllerNumMappings
int SDL_GameControllerNumMappings(void)
Definition: SDL_gamecontroller.c:1074
SDL_GameControllerButtonBind::bindType
SDL_GameControllerBindType bindType
Definition: SDL_gamecontroller.h:74
_SDL_GameController
Definition: SDL_gamecontroller.c:104
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
Definition: SDL_gamecontroller.h:314
SDL_GameControllerGetStringForAxis
const char * SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:466
SDL_GameControllerName
const char * SDL_GameControllerName(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1550
SDL_CONTROLLER_BUTTON_MAX
Definition: SDL_gamecontroller.h:319
SDL_CONTROLLER_AXIS_INVALID
Definition: SDL_gamecontroller.h:259
SDL_IsGameController
SDL_bool SDL_IsGameController(int joystick_index)
Definition: SDL_gamecontroller.c:1289
SDL_GameControllerGetProductVersion
Uint16 SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1571
SDL_GameControllerGetBindForButton
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:1658
SDL_CONTROLLER_BUTTON_DPAD_UP
Definition: SDL_gamecontroller.h:315
SDL_CONTROLLER_AXIS_TRIGGERRIGHT
Definition: SDL_gamecontroller.h:265
SDL_GameControllerGetAxis
Sint16 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:1455
SDL_CONTROLLER_AXIS_TRIGGERLEFT
Definition: SDL_gamecontroller.h:264
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:139
SDL_CONTROLLER_BUTTON_X
Definition: SDL_gamecontroller.h:306
SDL_GameControllerButtonBind::axis
int axis
Definition: SDL_gamecontroller.h:78
SDL_GameControllerOpen
SDL_GameController * SDL_GameControllerOpen(int joystick_index)
Definition: SDL_gamecontroller.c:1357
SDL_GameControllerButtonBind::value
union SDL_GameControllerButtonBind::@0 value
SDL_rwops.h
SDL_stdinc.h
SDL_JoystickGUID
Definition: SDL_joystick.h:70
SDL_CONTROLLER_AXIS_RIGHTX
Definition: SDL_gamecontroller.h:262
Uint16
uint16_t Uint16
Definition: SDL_stdinc.h:169
SDL_CONTROLLER_BINDTYPE_HAT
Definition: SDL_gamecontroller.h:66
SDL_GameControllerButtonBind::hat_mask
int hat_mask
Definition: SDL_gamecontroller.h:81
SDL_CONTROLLER_BINDTYPE_AXIS
Definition: SDL_gamecontroller.h:65
SDL_GameControllerGetVendor
Uint16 SDL_GameControllerGetVendor(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1559
SDL_CONTROLLER_BUTTON_DPAD_LEFT
Definition: SDL_gamecontroller.h:317
SDL_GameControllerButtonBind::hat
int hat
Definition: SDL_gamecontroller.h:80
SDL_CONTROLLER_BUTTON_Y
Definition: SDL_gamecontroller.h:307
SDLCALL
#define SDLCALL
Definition: SDL_internal.h:45
SDL_error.h
SDL_CONTROLLER_BUTTON_LEFTSTICK
Definition: SDL_gamecontroller.h:311
SDL_GameControllerClose
void SDL_GameControllerClose(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1687
SDL_GameControllerAxis
SDL_GameControllerAxis
Definition: SDL_gamecontroller.h:257
SDL_GameControllerAddMappingsFromRW
int SDL_GameControllerAddMappingsFromRW(SDL_RWops *rw, int freerw)
Definition: SDL_gamecontroller.c:946
SDL_GameControllerMappingForGUID
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1125
SDL_GameControllerGetStringForButton
const char * SDL_GameControllerGetStringForButton(SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:512
SDL_CONTROLLER_BINDTYPE_NONE
Definition: SDL_gamecontroller.h:63
Sint16
int16_t Sint16
Definition: SDL_stdinc.h:163
SDL_CONTROLLER_BUTTON_DPAD_DOWN
Definition: SDL_gamecontroller.h:316
SDL_GameControllerEventState
int SDL_GameControllerEventState(int state)
Definition: SDL_gamecontroller.c:1840