include/SDL_gamecontroller.h
changeset 6690 9548c8a58103
child 6795 f445268492a7
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/include/SDL_gamecontroller.h	Mon Nov 26 16:37:54 2012 -0800
@@ -0,0 +1,257 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2012 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_joystick.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+extern "C" {
+/* *INDENT-ON* */
+#endif
+
+/**
+ *  \file SDL_gamecontroller.h
+ *
+ *  In order to use these functions, SDL_Init() must have been called
+ *  with the ::SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
+ *  for game controllers, and load appropriate drivers.
+ */
+
+/* The gamecontroller structure used to identify an SDL game controller */
+struct _SDL_GameController;
+typedef struct _SDL_GameController SDL_GameController;
+
+
+typedef enum 
+{
+	SDL_CONTROLLER_BINDTYPE_NONE = 0,
+	SDL_CONTROLLER_BINDTYPE_BUTTON,
+	SDL_CONTROLLER_BINDTYPE_AXIS,
+	SDL_CONTROLLER_BINDTYPE_HAT,
+} SDL_CONTROLLER_BINDTYPE;
+/**
+ *  get the sdl joystick layer binding for this controller button/axis mapping
+ */
+struct _SDL_GameControllerHatBind
+{
+	int hat;
+	int hat_mask;
+};
+
+typedef struct _SDL_GameControllerButtonBind
+{
+	SDL_CONTROLLER_BINDTYPE m_eBindType;
+	union
+	{
+		int button;
+		int axis;
+		struct _SDL_GameControllerHatBind hat;
+	};
+
+} 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 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
+ * 	"341a3608000000000000504944564944,Aferglow 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",
+ *
+ */
+
+
+/**
+ *  Is the joystick on this index supported by the game controller interface?
+ *		returns 1 if supported, 0 otherwise.
+ */
+extern DECLSPEC int 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);
+
+/**
+ *  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 the value which will identify this controller in future controller
+ *  events.
+ *  
+ *  \return A controller identifier, or NULL if an error occurred.
+ */
+extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
+
+/**
+ *  Return the name for this currently opened controller
+ */
+extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController * gamecontroller);
+	
+/**
+ *  Returns 1 if the controller has been opened and currently connected, or 0 if it has not.
+ */
+extern DECLSPEC int 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);
+
+/**
+ *  The list of axii available from a controller
+ */
+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_CONTROLLER_AXIS;
+
+/**
+ *  turn this string into a axis mapping
+ */
+extern DECLSPEC SDL_CONTROLLER_AXIS SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
+
+/**
+ *  get the sdl joystick layer binding for this controller button mapping
+ */
+extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_CONTROLLER_AXIS button);
+
+/**
+ *  Get the current state of an axis control on a game controller.
+ *  
+ *  The state is a value ranging from -32768 to 32767.
+ *  
+ *  The axis indices start at index 0.
+ */
+extern DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis(SDL_GameController * gamecontroller,
+                                                   SDL_CONTROLLER_AXIS 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_MAX
+} SDL_CONTROLLER_BUTTON;
+
+/**
+ *  turn this string into a button mapping
+ */
+extern DECLSPEC SDL_CONTROLLER_BUTTON SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
+
+
+/**
+ *  get the sdl joystick layer binding for this controller button mapping
+ */
+extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_CONTROLLER_BUTTON 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_CONTROLLER_BUTTON button);
+
+/**
+ *  Close a controller previously opened with SDL_GameControllerOpen().
+ */
+extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController * gamecontrollerk);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+}
+/* *INDENT-ON* */
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_gamecontroller_h */
+
+/* vi: set ts=4 sw=4 expandtab: */