summaryrefslogtreecommitdiff
path: root/include/SDL_gamecontroller.h
blob: aa4b47983d549db1cc8b129631a2a06143850152 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2021 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_sensor.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_TYPE_UNKNOWN = 0,
    SDL_CONTROLLER_TYPE_XBOX360,
    SDL_CONTROLLER_TYPE_XBOXONE,
    SDL_CONTROLLER_TYPE_PS3,
    SDL_CONTROLLER_TYPE_PS4,
    SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
    SDL_CONTROLLER_TYPE_VIRTUAL,
    SDL_CONTROLLER_TYPE_PS5
} SDL_GameControllerType;

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);

/**
 *  Get the type of a game controller.
 *  This can be called before any controllers are opened.
 */
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);

/**
 *  Get the mapping of a game controller.
 *  This can be called before any controllers are opened.
 *
 *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
 */
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(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 SDL_GameController associated with a player index.
 */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);

/**
 *  Return the name for this currently opened controller
 */
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);

/**
 *  Return the type of this currently opened controller
 */
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);

/**
 *  Get the player index of an opened game controller, or -1 if it's not available
 *
 *  For XInput controllers this returns the XInput user index.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);

/**
 *  Set the player index of an opened game controller
 */
extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);

/**
 *  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);

/**
 *  Get the serial number of an opened controller, if available.
 * 
 *  Returns the serial number of the controller, or NULL if it is not available.
 */
extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(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);

/**
 *  Return whether a game controller has a given axis
 */
extern DECLSPEC SDL_bool SDLCALL
SDL_GameControllerHasAxis(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_MISC1,    /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
    SDL_CONTROLLER_BUTTON_PADDLE1,  /* Xbox Elite paddle P1 */
    SDL_CONTROLLER_BUTTON_PADDLE2,  /* Xbox Elite paddle P3 */
    SDL_CONTROLLER_BUTTON_PADDLE3,  /* Xbox Elite paddle P2 */
    SDL_CONTROLLER_BUTTON_PADDLE4,  /* Xbox Elite paddle P4 */
    SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
    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);

/**
 *  Return whether a game controller has a given button
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(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);

/**
 *  Get the number of touchpads on a game controller.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);

/**
 *  Get the number of supported simultaneous fingers on a touchpad on a game controller.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);

/**
 *  Get the current state of a finger on a touchpad on a game controller.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);

/**
 *  Return whether a game controller has a particular sensor.
 *
 *  \param gamecontroller The controller to query
 *  \param type The type of sensor to query
 *
 *  \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);

/**
 *  Set whether data reporting for a game controller sensor is enabled
 *
 *  \param gamecontroller The controller to update
 *  \param type The type of sensor to enable/disable
 *  \param enabled Whether data reporting should be enabled
 *
 *  \return 0 or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);

/**
 *  Query whether sensor data reporting is enabled for a game controller
 *
 *  \param gamecontroller The controller to query
 *  \param type The type of sensor to query
 *
 *  \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);

/**
 *  Get the current state of a game controller sensor.
 *
 *  The number of values and interpretation of the data is sensor dependent.
 *  See SDL_sensor.h for the details for each type of sensor.
 *
 *  \param gamecontroller The controller to query
 *  \param type The type of sensor to query
 *  \param data A pointer filled with the current sensor state
 *  \param num_values The number of values to write to data
 *
 *  \return 0 or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);

/**
 *  Start a rumble effect
 *  Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
 *
 *  \param gamecontroller The controller to vibrate
 *  \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
 *  \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
 *  \param duration_ms The duration of the rumble effect, in milliseconds
 *
 *  \return 0, or -1 if rumble isn't supported on this controller
 */
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);

/**
 *  Start a rumble effect in the game controller's triggers
 *  Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
 *
 *  \param gamecontroller The controller to vibrate
 *  \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF
 *  \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF
 *  \param duration_ms The duration of the rumble effect, in milliseconds
 *
 *  \return 0, or -1 if rumble isn't supported on this controller
 */
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);

/**
 *  Return whether a controller has an LED
 *
 *  \param gamecontroller The controller to query
 *
 *  \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);

/**
 *  Update a controller's LED color.
 *
 *  \param gamecontroller The controller to update
 *  \param red The intensity of the red LED
 *  \param green The intensity of the green LED
 *  \param blue The intensity of the blue LED
 *
 *  \return 0, or -1 if this controller does not have a modifiable LED
 */
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);

/**
 *  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: */