SDL_gamecontroller.h (19590B)
1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 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_sensor.h" 35 #include "SDL_joystick.h" 36 37 #include "begin_code.h" 38 /* Set up for C function definitions, even when using C++ */ 39 #ifdef __cplusplus 40 extern "C" { 41 #endif 42 43 /** 44 * \file SDL_gamecontroller.h 45 * 46 * In order to use these functions, SDL_Init() must have been called 47 * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system 48 * for game controllers, and load appropriate drivers. 49 * 50 * If you would like to receive controller updates while the application 51 * is in the background, you should set the following hint before calling 52 * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS 53 */ 54 55 /** 56 * The gamecontroller structure used to identify an SDL game controller 57 */ 58 struct _SDL_GameController; 59 typedef struct _SDL_GameController SDL_GameController; 60 61 typedef enum 62 { 63 SDL_CONTROLLER_TYPE_UNKNOWN = 0, 64 SDL_CONTROLLER_TYPE_XBOX360, 65 SDL_CONTROLLER_TYPE_XBOXONE, 66 SDL_CONTROLLER_TYPE_PS3, 67 SDL_CONTROLLER_TYPE_PS4, 68 SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO, 69 SDL_CONTROLLER_TYPE_VIRTUAL, 70 SDL_CONTROLLER_TYPE_PS5 71 } SDL_GameControllerType; 72 73 typedef enum 74 { 75 SDL_CONTROLLER_BINDTYPE_NONE = 0, 76 SDL_CONTROLLER_BINDTYPE_BUTTON, 77 SDL_CONTROLLER_BINDTYPE_AXIS, 78 SDL_CONTROLLER_BINDTYPE_HAT 79 } SDL_GameControllerBindType; 80 81 /** 82 * Get the SDL joystick layer binding for this controller button/axis mapping 83 */ 84 typedef struct SDL_GameControllerButtonBind 85 { 86 SDL_GameControllerBindType bindType; 87 union 88 { 89 int button; 90 int axis; 91 struct { 92 int hat; 93 int hat_mask; 94 } hat; 95 } value; 96 97 } SDL_GameControllerButtonBind; 98 99 100 /** 101 * To count the number of game controllers in the system for the following: 102 * int nJoysticks = SDL_NumJoysticks(); 103 * int nGameControllers = 0; 104 * for (int i = 0; i < nJoysticks; i++) { 105 * if (SDL_IsGameController(i)) { 106 * nGameControllers++; 107 * } 108 * } 109 * 110 * 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: 111 * guid,name,mappings 112 * 113 * 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. 114 * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. 115 * The mapping format for joystick is: 116 * bX - a joystick button, index X 117 * hX.Y - hat X with value Y 118 * aX - axis X of the joystick 119 * Buttons can be used as a controller axis and vice versa. 120 * 121 * This string shows an example of a valid mapping for a controller 122 * "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", 123 * 124 */ 125 126 /** 127 * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() 128 * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt 129 * 130 * If \c freerw is non-zero, the stream will be closed after being read. 131 * 132 * \return number of mappings added, -1 on error 133 */ 134 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); 135 136 /** 137 * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() 138 * 139 * Convenience macro. 140 */ 141 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) 142 143 /** 144 * Add or update an existing mapping configuration 145 * 146 * \return 1 if mapping is added, 0 if updated, -1 on error 147 */ 148 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); 149 150 /** 151 * Get the number of mappings installed 152 * 153 * \return the number of mappings 154 */ 155 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); 156 157 /** 158 * Get the mapping at a particular index. 159 * 160 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. 161 */ 162 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); 163 164 /** 165 * Get a mapping string for a GUID 166 * 167 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 168 */ 169 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); 170 171 /** 172 * Get a mapping string for an open GameController 173 * 174 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 175 */ 176 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller); 177 178 /** 179 * Is the joystick on this index supported by the game controller interface? 180 */ 181 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); 182 183 /** 184 * Get the implementation dependent name of a game controller. 185 * This can be called before any controllers are opened. 186 * If no name can be found, this function returns NULL. 187 */ 188 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); 189 190 /** 191 * Get the type of a game controller. 192 * This can be called before any controllers are opened. 193 */ 194 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index); 195 196 /** 197 * Get the mapping of a game controller. 198 * This can be called before any controllers are opened. 199 * 200 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available 201 */ 202 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); 203 204 /** 205 * Open a game controller for use. 206 * The index passed as an argument refers to the N'th game controller on the system. 207 * This index is not the value which will identify this controller in future 208 * controller events. The joystick's instance id (::SDL_JoystickID) will be 209 * used there instead. 210 * 211 * \return A controller identifier, or NULL if an error occurred. 212 */ 213 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); 214 215 /** 216 * Return the SDL_GameController associated with an instance id. 217 */ 218 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); 219 220 /** 221 * Return the SDL_GameController associated with a player index. 222 */ 223 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index); 224 225 /** 226 * Return the name for this currently opened controller 227 */ 228 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); 229 230 /** 231 * Return the type of this currently opened controller 232 */ 233 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller); 234 235 /** 236 * Get the player index of an opened game controller, or -1 if it's not available 237 * 238 * For XInput controllers this returns the XInput user index. 239 */ 240 extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); 241 242 /** 243 * Set the player index of an opened game controller 244 */ 245 extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); 246 247 /** 248 * Get the USB vendor ID of an opened controller, if available. 249 * If the vendor ID isn't available this function returns 0. 250 */ 251 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); 252 253 /** 254 * Get the USB product ID of an opened controller, if available. 255 * If the product ID isn't available this function returns 0. 256 */ 257 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); 258 259 /** 260 * Get the product version of an opened controller, if available. 261 * If the product version isn't available this function returns 0. 262 */ 263 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); 264 265 /** 266 * Get the serial number of an opened controller, if available. 267 * 268 * Returns the serial number of the controller, or NULL if it is not available. 269 */ 270 extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); 271 272 /** 273 * Returns SDL_TRUE if the controller has been opened and currently connected, 274 * or SDL_FALSE if it has not. 275 */ 276 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); 277 278 /** 279 * Get the underlying joystick object used by a controller 280 */ 281 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); 282 283 /** 284 * Enable/disable controller event polling. 285 * 286 * If controller events are disabled, you must call SDL_GameControllerUpdate() 287 * yourself and check the state of the controller when you want controller 288 * information. 289 * 290 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. 291 */ 292 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); 293 294 /** 295 * Update the current state of the open game controllers. 296 * 297 * This is called automatically by the event loop if any game controller 298 * events are enabled. 299 */ 300 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); 301 302 303 /** 304 * The list of axes available from a controller 305 * 306 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, 307 * and are centered within ~8000 of zero, though advanced UI will allow users to set 308 * or autodetect the dead zone, which varies between controllers. 309 * 310 * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX. 311 */ 312 typedef enum 313 { 314 SDL_CONTROLLER_AXIS_INVALID = -1, 315 SDL_CONTROLLER_AXIS_LEFTX, 316 SDL_CONTROLLER_AXIS_LEFTY, 317 SDL_CONTROLLER_AXIS_RIGHTX, 318 SDL_CONTROLLER_AXIS_RIGHTY, 319 SDL_CONTROLLER_AXIS_TRIGGERLEFT, 320 SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 321 SDL_CONTROLLER_AXIS_MAX 322 } SDL_GameControllerAxis; 323 324 /** 325 * turn this string into a axis mapping 326 */ 327 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); 328 329 /** 330 * turn this axis enum into a string mapping 331 */ 332 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); 333 334 /** 335 * Get the SDL joystick layer binding for this controller button mapping 336 */ 337 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 338 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, 339 SDL_GameControllerAxis axis); 340 341 /** 342 * Return whether a game controller has a given axis 343 */ 344 extern DECLSPEC SDL_bool SDLCALL 345 SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); 346 347 /** 348 * Get the current state of an axis control on a game controller. 349 * 350 * The state is a value ranging from -32768 to 32767 (except for the triggers, 351 * which range from 0 to 32767). 352 * 353 * The axis indices start at index 0. 354 */ 355 extern DECLSPEC Sint16 SDLCALL 356 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); 357 358 /** 359 * The list of buttons available from a controller 360 */ 361 typedef enum 362 { 363 SDL_CONTROLLER_BUTTON_INVALID = -1, 364 SDL_CONTROLLER_BUTTON_A, 365 SDL_CONTROLLER_BUTTON_B, 366 SDL_CONTROLLER_BUTTON_X, 367 SDL_CONTROLLER_BUTTON_Y, 368 SDL_CONTROLLER_BUTTON_BACK, 369 SDL_CONTROLLER_BUTTON_GUIDE, 370 SDL_CONTROLLER_BUTTON_START, 371 SDL_CONTROLLER_BUTTON_LEFTSTICK, 372 SDL_CONTROLLER_BUTTON_RIGHTSTICK, 373 SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 374 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 375 SDL_CONTROLLER_BUTTON_DPAD_UP, 376 SDL_CONTROLLER_BUTTON_DPAD_DOWN, 377 SDL_CONTROLLER_BUTTON_DPAD_LEFT, 378 SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 379 SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */ 380 SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */ 381 SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */ 382 SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */ 383 SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */ 384 SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ 385 SDL_CONTROLLER_BUTTON_MAX 386 } SDL_GameControllerButton; 387 388 /** 389 * turn this string into a button mapping 390 */ 391 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); 392 393 /** 394 * turn this button enum into a string mapping 395 */ 396 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); 397 398 /** 399 * Get the SDL joystick layer binding for this controller button mapping 400 */ 401 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL 402 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 403 SDL_GameControllerButton button); 404 405 /** 406 * Return whether a game controller has a given button 407 */ 408 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller, 409 SDL_GameControllerButton button); 410 411 /** 412 * Get the current state of a button on a game controller. 413 * 414 * The button indices start at index 0. 415 */ 416 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, 417 SDL_GameControllerButton button); 418 419 /** 420 * Get the number of touchpads on a game controller. 421 */ 422 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); 423 424 /** 425 * Get the number of supported simultaneous fingers on a touchpad on a game controller. 426 */ 427 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad); 428 429 /** 430 * Get the current state of a finger on a touchpad on a game controller. 431 */ 432 extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); 433 434 /** 435 * Return whether a game controller has a particular sensor. 436 * 437 * \param gamecontroller The controller to query 438 * \param type The type of sensor to query 439 * 440 * \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise. 441 */ 442 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type); 443 444 /** 445 * Set whether data reporting for a game controller sensor is enabled 446 * 447 * \param gamecontroller The controller to update 448 * \param type The type of sensor to enable/disable 449 * \param enabled Whether data reporting should be enabled 450 * 451 * \return 0 or -1 if an error occurred. 452 */ 453 extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled); 454 455 /** 456 * Query whether sensor data reporting is enabled for a game controller 457 * 458 * \param gamecontroller The controller to query 459 * \param type The type of sensor to query 460 * 461 * \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. 462 */ 463 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type); 464 465 /** 466 * Get the current state of a game controller sensor. 467 * 468 * The number of values and interpretation of the data is sensor dependent. 469 * See SDL_sensor.h for the details for each type of sensor. 470 * 471 * \param gamecontroller The controller to query 472 * \param type The type of sensor to query 473 * \param data A pointer filled with the current sensor state 474 * \param num_values The number of values to write to data 475 * 476 * \return 0 or -1 if an error occurred. 477 */ 478 extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values); 479 480 /** 481 * Start a rumble effect 482 * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. 483 * 484 * \param gamecontroller The controller to vibrate 485 * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF 486 * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF 487 * \param duration_ms The duration of the rumble effect, in milliseconds 488 * 489 * \return 0, or -1 if rumble isn't supported on this controller 490 */ 491 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); 492 493 /** 494 * Start a rumble effect in the game controller's triggers 495 * Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling. 496 * 497 * \param gamecontroller The controller to vibrate 498 * \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF 499 * \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF 500 * \param duration_ms The duration of the rumble effect, in milliseconds 501 * 502 * \return 0, or -1 if rumble isn't supported on this controller 503 */ 504 extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); 505 506 /** 507 * Return whether a controller has an LED 508 * 509 * \param gamecontroller The controller to query 510 * 511 * \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED 512 */ 513 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); 514 515 /** 516 * Update a controller's LED color. 517 * 518 * \param gamecontroller The controller to update 519 * \param red The intensity of the red LED 520 * \param green The intensity of the green LED 521 * \param blue The intensity of the blue LED 522 * 523 * \return 0, or -1 if this controller does not have a modifiable LED 524 */ 525 extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue); 526 527 /** 528 * Close a controller previously opened with SDL_GameControllerOpen(). 529 */ 530 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); 531 532 533 /* Ends C function definitions when using C++ */ 534 #ifdef __cplusplus 535 } 536 #endif 537 #include "close_code.h" 538 539 #endif /* SDL_gamecontroller_h_ */ 540 541 /* vi: set ts=4 sw=4 expandtab: */