SDL  2.0
SDL_gamecontroller.h
Go to the documentation of this file.
1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2018 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 
61 typedef enum
62 {
68 
69 /**
70  * Get the SDL joystick layer binding for this controller button/axis mapping
71  */
73 {
74  SDL_GameControllerBindType bindType;
75  union
76  {
77  int button;
78  int axis;
79  struct {
80  int hat;
81  int hat_mask;
82  } hat;
83  } value;
84 
86 
87 
88 /**
89  * To count the number of game controllers in the system for the following:
90  * int nJoysticks = SDL_NumJoysticks();
91  * int nGameControllers = 0;
92  * for (int i = 0; i < nJoysticks; i++) {
93  * if (SDL_IsGameController(i)) {
94  * nGameControllers++;
95  * }
96  * }
97  *
98  * 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:
99  * guid,name,mappings
100  *
101  * 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.
102  * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
103  * The mapping format for joystick is:
104  * bX - a joystick button, index X
105  * hX.Y - hat X with value Y
106  * aX - axis X of the joystick
107  * Buttons can be used as a controller axis and vice versa.
108  *
109  * This string shows an example of a valid mapping for a controller
110  * "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",
111  *
112  */
113 
114 /**
115  * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
116  * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
117  *
118  * If \c freerw is non-zero, the stream will be closed after being read.
119  *
120  * \return number of mappings added, -1 on error
121  */
123 
124 /**
125  * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
126  *
127  * Convenience macro.
128  */
129 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
130 
131 /**
132  * Add or update an existing mapping configuration
133  *
134  * \return 1 if mapping is added, 0 if updated, -1 on error
135  */
136 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
137 
138 /**
139  * Get the number of mappings installed
140  *
141  * \return the number of mappings
142  */
144 
145 /**
146  * Get the mapping at a particular index.
147  *
148  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
149  */
150 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
151 
152 /**
153  * Get a mapping string for a GUID
154  *
155  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
156  */
158 
159 /**
160  * Get a mapping string for an open GameController
161  *
162  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
163  */
164 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
165 
166 /**
167  * Is the joystick on this index supported by the game controller interface?
168  */
169 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
170 
171 /**
172  * Get the implementation dependent name of a game controller.
173  * This can be called before any controllers are opened.
174  * If no name can be found, this function returns NULL.
175  */
176 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
177 
178 /**
179  * Open a game controller for use.
180  * The index passed as an argument refers to the N'th game controller on the system.
181  * This index is not the value which will identify this controller in future
182  * controller events. The joystick's instance id (::SDL_JoystickID) will be
183  * used there instead.
184  *
185  * \return A controller identifier, or NULL if an error occurred.
186  */
187 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
188 
189 /**
190  * Return the SDL_GameController associated with an instance id.
191  */
192 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
193 
194 /**
195  * Return the name for this currently opened controller
196  */
197 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
198 
199 /**
200  * Get the USB vendor ID of an opened controller, if available.
201  * If the vendor ID isn't available this function returns 0.
202  */
203 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
204 
205 /**
206  * Get the USB product ID of an opened controller, if available.
207  * If the product ID isn't available this function returns 0.
208  */
209 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
210 
211 /**
212  * Get the product version of an opened controller, if available.
213  * If the product version isn't available this function returns 0.
214  */
215 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
216 
217 /**
218  * Returns SDL_TRUE if the controller has been opened and currently connected,
219  * or SDL_FALSE if it has not.
220  */
221 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
222 
223 /**
224  * Get the underlying joystick object used by a controller
225  */
226 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
227 
228 /**
229  * Enable/disable controller event polling.
230  *
231  * If controller events are disabled, you must call SDL_GameControllerUpdate()
232  * yourself and check the state of the controller when you want controller
233  * information.
234  *
235  * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
236  */
238 
239 /**
240  * Update the current state of the open game controllers.
241  *
242  * This is called automatically by the event loop if any game controller
243  * events are enabled.
244  */
245 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
246 
247 
248 /**
249  * The list of axes available from a controller
250  *
251  * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
252  * and are centered within ~8000 of zero, though advanced UI will allow users to set
253  * or autodetect the dead zone, which varies between controllers.
254  *
255  * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
256  */
257 typedef enum
258 {
268 
269 /**
270  * turn this string into a axis mapping
271  */
272 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
273 
274 /**
275  * turn this axis enum into a string mapping
276  */
277 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
278 
279 /**
280  * Get the SDL joystick layer binding for this controller button mapping
281  */
283 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
284  SDL_GameControllerAxis axis);
285 
286 /**
287  * Get the current state of an axis control on a game controller.
288  *
289  * The state is a value ranging from -32768 to 32767 (except for the triggers,
290  * which range from 0 to 32767).
291  *
292  * The axis indices start at index 0.
293  */
294 extern DECLSPEC Sint16 SDLCALL
295 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
296  SDL_GameControllerAxis axis);
297 
298 /**
299  * The list of buttons available from a controller
300  */
301 typedef enum
302 {
321 
322 /**
323  * turn this string into a button mapping
324  */
325 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
326 
327 /**
328  * turn this button enum into a string mapping
329  */
330 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
331 
332 /**
333  * Get the SDL joystick layer binding for this controller button mapping
334  */
336 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
337  SDL_GameControllerButton button);
338 
339 
340 /**
341  * Get the current state of a button on a game controller.
342  *
343  * The button indices start at index 0.
344  */
345 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
346  SDL_GameControllerButton button);
347 
348 /**
349  * Close a controller previously opened with SDL_GameControllerOpen().
350  */
351 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
352 
353 
354 /* Ends C function definitions when using C++ */
355 #ifdef __cplusplus
356 }
357 #endif
358 #include "close_code.h"
359 
360 #endif /* SDL_gamecontroller_h_ */
361 
362 /* vi: set ts=4 sw=4 expandtab: */
int SDL_GameControllerAddMapping(const char *mappingString)
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
SDL_GameControllerBindType
Uint8 SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
char * SDL_GameControllerMapping(SDL_GameController *gamecontroller)
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
void SDL_GameControllerUpdate(void)
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
struct xkb_state * state
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
char * SDL_GameControllerMappingForIndex(int mapping_index)
SDL_GameControllerButton
const char * SDL_GameControllerNameForIndex(int joystick_index)
Uint16 SDL_GameControllerGetProduct(SDL_GameController *gamecontroller)
SDL_GameController * SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
#define DECLSPEC
Definition: SDL_internal.h:44
SDL_bool SDL_GameControllerGetAttached(SDL_GameController *gamecontroller)
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:81
uint8_t Uint8
Definition: SDL_stdinc.h:157
int SDL_GameControllerNumMappings(void)
SDL_GameControllerBindType bindType
const char * SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
const char * SDL_GameControllerName(SDL_GameController *gamecontroller)
SDL_bool SDL_IsGameController(int joystick_index)
Uint16 SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller)
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Sint16 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
SDL_bool
Definition: SDL_stdinc.h:139
SDL_GameController * SDL_GameControllerOpen(int joystick_index)
union SDL_GameControllerButtonBind::@0 value
uint16_t Uint16
Definition: SDL_stdinc.h:169
Uint16 SDL_GameControllerGetVendor(SDL_GameController *gamecontroller)
#define SDLCALL
Definition: SDL_internal.h:45
void SDL_GameControllerClose(SDL_GameController *gamecontroller)
SDL_GameControllerAxis
int SDL_GameControllerAddMappingsFromRW(SDL_RWops *rw, int freerw)
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
const char * SDL_GameControllerGetStringForButton(SDL_GameControllerButton button)
int16_t Sint16
Definition: SDL_stdinc.h:163
int SDL_GameControllerEventState(int state)