2 Simple DirectMedia Layer
3 Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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.
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:
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.
23 * \file SDL_gamecontroller.h
25 * Include file for SDL game controller event handling
28 #ifndef _SDL_gamecontroller_h
29 #define _SDL_gamecontroller_h
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_rwops.h"
34 #include "SDL_joystick.h"
36 #include "begin_code.h"
37 /* Set up for C function definitions, even when using C++ */
43 * \file SDL_gamecontroller.h
45 * In order to use these functions, SDL_Init() must have been called
46 * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
47 * for game controllers, and load appropriate drivers.
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
54 /* The gamecontroller structure used to identify an SDL game controller */
55 struct _SDL_GameController;
56 typedef struct _SDL_GameController SDL_GameController;
61 SDL_CONTROLLER_BINDTYPE_NONE = 0,
62 SDL_CONTROLLER_BINDTYPE_BUTTON,
63 SDL_CONTROLLER_BINDTYPE_AXIS,
64 SDL_CONTROLLER_BINDTYPE_HAT
65 } SDL_GameControllerBindType;
68 * Get the SDL joystick layer binding for this controller button/axis mapping
70 typedef struct SDL_GameControllerButtonBind
72 SDL_GameControllerBindType bindType;
83 } SDL_GameControllerButtonBind;
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) ) {
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:
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.
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",
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
116 * If \c freerw is non-zero, the stream will be closed after being read.
118 * \return number of mappings added, -1 on error
120 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
123 * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
127 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
130 * Add or update an existing mapping configuration
132 * \return 1 if mapping is added, 0 if updated, -1 on error
134 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
137 * Get a mapping string for a GUID
139 * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
141 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
144 * Get a mapping string for an open GameController
146 * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
148 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
151 * Is the joystick on this index supported by the game controller interface?
153 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
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.
161 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
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 the value which will identify this controller in future controller
169 * \return A controller identifier, or NULL if an error occurred.
171 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
174 * Return the name for this currently opened controller
176 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
179 * Returns SDL_TRUE if the controller has been opened and currently connected,
180 * or SDL_FALSE if it has not.
182 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
185 * Get the underlying joystick object used by a controller
187 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
190 * Enable/disable controller event polling.
192 * If controller events are disabled, you must call SDL_GameControllerUpdate()
193 * yourself and check the state of the controller when you want controller
196 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
198 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
201 * Update the current state of the open game controllers.
203 * This is called automatically by the event loop if any game controller
204 * events are enabled.
206 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
210 * The list of axes available from a controller
214 SDL_CONTROLLER_AXIS_INVALID = -1,
215 SDL_CONTROLLER_AXIS_LEFTX,
216 SDL_CONTROLLER_AXIS_LEFTY,
217 SDL_CONTROLLER_AXIS_RIGHTX,
218 SDL_CONTROLLER_AXIS_RIGHTY,
219 SDL_CONTROLLER_AXIS_TRIGGERLEFT,
220 SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
221 SDL_CONTROLLER_AXIS_MAX
222 } SDL_GameControllerAxis;
225 * turn this string into a axis mapping
227 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
230 * turn this axis enum into a string mapping
232 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
235 * Get the SDL joystick layer binding for this controller button mapping
237 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
238 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
239 SDL_GameControllerAxis axis);
242 * Get the current state of an axis control on a game controller.
244 * The state is a value ranging from -32768 to 32767.
246 * The axis indices start at index 0.
248 extern DECLSPEC Sint16 SDLCALL
249 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
250 SDL_GameControllerAxis axis);
253 * The list of buttons available from a controller
257 SDL_CONTROLLER_BUTTON_INVALID = -1,
258 SDL_CONTROLLER_BUTTON_A,
259 SDL_CONTROLLER_BUTTON_B,
260 SDL_CONTROLLER_BUTTON_X,
261 SDL_CONTROLLER_BUTTON_Y,
262 SDL_CONTROLLER_BUTTON_BACK,
263 SDL_CONTROLLER_BUTTON_GUIDE,
264 SDL_CONTROLLER_BUTTON_START,
265 SDL_CONTROLLER_BUTTON_LEFTSTICK,
266 SDL_CONTROLLER_BUTTON_RIGHTSTICK,
267 SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
268 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
269 SDL_CONTROLLER_BUTTON_DPAD_UP,
270 SDL_CONTROLLER_BUTTON_DPAD_DOWN,
271 SDL_CONTROLLER_BUTTON_DPAD_LEFT,
272 SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
273 SDL_CONTROLLER_BUTTON_MAX
274 } SDL_GameControllerButton;
277 * turn this string into a button mapping
279 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
282 * turn this button enum into a string mapping
284 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
287 * Get the SDL joystick layer binding for this controller button mapping
289 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
290 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
291 SDL_GameControllerButton button);
295 * Get the current state of a button on a game controller.
297 * The button indices start at index 0.
299 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
300 SDL_GameControllerButton button);
303 * Close a controller previously opened with SDL_GameControllerOpen().
305 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
308 /* Ends C function definitions when using C++ */
312 #include "close_code.h"
314 #endif /* _SDL_gamecontroller_h */
316 /* vi: set ts=4 sw=4 expandtab: */