SDL  2.0
SDL_gamecontroller.h
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2016 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 /* The gamecontroller structure used to identify an SDL game controller */
55 struct _SDL_GameController;
56 typedef struct _SDL_GameController SDL_GameController;
57 
58 
59 typedef enum
60 {
66 
67 /**
68  * Get the SDL joystick layer binding for this controller button/axis mapping
69  */
71 {
72  SDL_GameControllerBindType bindType;
73  union
74  {
75  int button;
76  int axis;
77  struct {
78  int hat;
79  int hat_mask;
80  } hat;
81  } value;
82 
84 
85 
86 /**
87  * To count the number of game controllers in the system for the following:
88  * int nJoysticks = SDL_NumJoysticks();
89  * int nGameControllers = 0;
90  * for ( int i = 0; i < nJoysticks; i++ ) {
91  * if ( SDL_IsGameController(i) ) {
92  * nGameControllers++;
93  * }
94  * }
95  *
96  * 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:
97  * guid,name,mappings
98  *
99  * 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.
100  * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
101  * The mapping format for joystick is:
102  * bX - a joystick button, index X
103  * hX.Y - hat X with value Y
104  * aX - axis X of the joystick
105  * Buttons can be used as a controller axis and vice versa.
106  *
107  * This string shows an example of a valid mapping for a controller
108  * "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",
109  *
110  */
111 
112 /**
113  * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
114  * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
115  *
116  * If \c freerw is non-zero, the stream will be closed after being read.
117  *
118  * \return number of mappings added, -1 on error
119  */
120 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
121 
122 /**
123  * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
124  *
125  * Convenience macro.
126  */
127 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
128 
129 /**
130  * Add or update an existing mapping configuration
131  *
132  * \return 1 if mapping is added, 0 if updated, -1 on error
133  */
134 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
135 
136 /**
137  * Get a mapping string for a GUID
138  *
139  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
140  */
142 
143 /**
144  * Get a mapping string for an open GameController
145  *
146  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
147  */
148 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
149 
150 /**
151  * Is the joystick on this index supported by the game controller interface?
152  */
153 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
154 
155 
156 /**
157  * Get the implementation dependent name of a game controller.
158  * This can be called before any controllers are opened.
159  * If no name can be found, this function returns NULL.
160  */
161 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
162 
163 /**
164  * Open a game controller for use.
165  * The index passed as an argument refers to the N'th game controller on the system.
166  * This index is not the value which will identify this controller in future
167  * controller events. The joystick's instance id (::SDL_JoystickID) will be
168  * used there instead.
169  *
170  * \return A controller identifier, or NULL if an error occurred.
171  */
172 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
173 
174 /**
175  * Return the SDL_GameController associated with an instance id.
176  */
177 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
178 
179 /**
180  * Return the name for this currently opened controller
181  */
182 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
183 
184 /**
185  * Returns SDL_TRUE if the controller has been opened and currently connected,
186  * or SDL_FALSE if it has not.
187  */
188 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
189 
190 /**
191  * Get the underlying joystick object used by a controller
192  */
193 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
194 
195 /**
196  * Enable/disable controller event polling.
197  *
198  * If controller events are disabled, you must call SDL_GameControllerUpdate()
199  * yourself and check the state of the controller when you want controller
200  * information.
201  *
202  * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
203  */
205 
206 /**
207  * Update the current state of the open game controllers.
208  *
209  * This is called automatically by the event loop if any game controller
210  * events are enabled.
211  */
212 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
213 
214 
215 /**
216  * The list of axes available from a controller
217  */
218 typedef enum
219 {
229 
230 /**
231  * turn this string into a axis mapping
232  */
233 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
234 
235 /**
236  * turn this axis enum into a string mapping
237  */
238 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
239 
240 /**
241  * Get the SDL joystick layer binding for this controller button mapping
242  */
244 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
245  SDL_GameControllerAxis axis);
246 
247 /**
248  * Get the current state of an axis control on a game controller.
249  *
250  * The state is a value ranging from -32768 to 32767 (except for the triggers,
251  * which range from 0 to 32767).
252  *
253  * The axis indices start at index 0.
254  */
255 extern DECLSPEC Sint16 SDLCALL
256 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
257  SDL_GameControllerAxis axis);
258 
259 /**
260  * The list of buttons available from a controller
261  */
262 typedef enum
263 {
282 
283 /**
284  * turn this string into a button mapping
285  */
286 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
287 
288 /**
289  * turn this button enum into a string mapping
290  */
291 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
292 
293 /**
294  * Get the SDL joystick layer binding for this controller button mapping
295  */
297 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
298  SDL_GameControllerButton button);
299 
300 
301 /**
302  * Get the current state of a button on a game controller.
303  *
304  * The button indices start at index 0.
305  */
306 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
307  SDL_GameControllerButton button);
308 
309 /**
310  * Close a controller previously opened with SDL_GameControllerOpen().
311  */
312 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
313 
314 
315 /* Ends C function definitions when using C++ */
316 #ifdef __cplusplus
317 }
318 #endif
319 #include "close_code.h"
320 
321 #endif /* _SDL_gamecontroller_h */
322 
323 /* 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)
SDL_GameControllerButton
const char * SDL_GameControllerNameForIndex(int joystick_index)
SDL_GameController * SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
#define DECLSPEC
Definition: SDL_internal.h:30
SDL_bool SDL_GameControllerGetAttached(SDL_GameController *gamecontroller)
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:72
uint8_t Uint8
An unsigned 8-bit integer type.
Definition: SDL_stdinc.h:143
SDL_GameControllerBindType bindType
const char * SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
const char * SDL_GameControllerName(SDL_GameController *gamecontroller)
SDL_bool SDL_IsGameController(int joystick_index)
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:130
SDL_GameController * SDL_GameControllerOpen(int joystick_index)
union SDL_GameControllerButtonBind::@0 value
#define SDLCALL
Definition: SDL_internal.h:31
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
A signed 16-bit integer type.
Definition: SDL_stdinc.h:147
int SDL_GameControllerEventState(int state)