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author3gg <3gg@shellblade.net>2024-05-04 16:51:29 -0700
committer3gg <3gg@shellblade.net>2024-05-04 16:51:29 -0700
commit8222bfe56d4dabe8d92fc4b25ea1b0163b16f3e1 (patch)
tree763389e42276035ac134d94eb1dc32293b88d807 /src/contrib/SDL-2.30.2/include/SDL_gamecontroller.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2024 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
40extern "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 */
58struct _SDL_GameController;
59typedef struct _SDL_GameController SDL_GameController;
60
61typedef 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_CONTROLLER_TYPE_AMAZON_LUNA,
72 SDL_CONTROLLER_TYPE_GOOGLE_STADIA,
73 SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
74 SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
75 SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
76 SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
77 SDL_CONTROLLER_TYPE_MAX
78} SDL_GameControllerType;
79
80typedef enum
81{
82 SDL_CONTROLLER_BINDTYPE_NONE = 0,
83 SDL_CONTROLLER_BINDTYPE_BUTTON,
84 SDL_CONTROLLER_BINDTYPE_AXIS,
85 SDL_CONTROLLER_BINDTYPE_HAT
86} SDL_GameControllerBindType;
87
88/**
89 * Get the SDL joystick layer binding for this controller button/axis mapping
90 */
91typedef struct SDL_GameControllerButtonBind
92{
93 SDL_GameControllerBindType bindType;
94 union
95 {
96 int button;
97 int axis;
98 struct {
99 int hat;
100 int hat_mask;
101 } hat;
102 } value;
103
104} SDL_GameControllerButtonBind;
105
106
107/**
108 * To count the number of game controllers in the system for the following:
109 *
110 * ```c
111 * int nJoysticks = SDL_NumJoysticks();
112 * int nGameControllers = 0;
113 * for (int i = 0; i < nJoysticks; i++) {
114 * if (SDL_IsGameController(i)) {
115 * nGameControllers++;
116 * }
117 * }
118 * ```
119 *
120 * 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:
121 * guid,name,mappings
122 *
123 * 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.
124 * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
125 * The mapping format for joystick is:
126 * bX - a joystick button, index X
127 * hX.Y - hat X with value Y
128 * aX - axis X of the joystick
129 * Buttons can be used as a controller axis and vice versa.
130 *
131 * This string shows an example of a valid mapping for a controller
132 *
133 * ```c
134 * "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",
135 * ```
136 */
137
138/**
139 * Load a set of Game Controller mappings from a seekable SDL data stream.
140 *
141 * You can call this function several times, if needed, to load different
142 * database files.
143 *
144 * If a new mapping is loaded for an already known controller GUID, the later
145 * version will overwrite the one currently loaded.
146 *
147 * Mappings not belonging to the current platform or with no platform field
148 * specified will be ignored (i.e. mappings for Linux will be ignored in
149 * Windows, etc).
150 *
151 * This function will load the text database entirely in memory before
152 * processing it, so take this into consideration if you are in a memory
153 * constrained environment.
154 *
155 * \param rw the data stream for the mappings to be added
156 * \param freerw non-zero to close the stream after being read
157 * \returns the number of mappings added or -1 on error; call SDL_GetError()
158 * for more information.
159 *
160 * \since This function is available since SDL 2.0.2.
161 *
162 * \sa SDL_GameControllerAddMapping
163 * \sa SDL_GameControllerAddMappingsFromFile
164 * \sa SDL_GameControllerMappingForGUID
165 */
166extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
167
168/**
169 * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
170 *
171 * Convenience macro.
172 */
173#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
174
175/**
176 * Add support for controllers that SDL is unaware of or to cause an existing
177 * controller to have a different binding.
178 *
179 * The mapping string has the format "GUID,name,mapping", where GUID is the
180 * string value from SDL_JoystickGetGUIDString(), name is the human readable
181 * string for the device and mappings are controller mappings to joystick
182 * ones. Under Windows there is a reserved GUID of "xinput" that covers all
183 * XInput devices. The mapping format for joystick is: {| |bX |a joystick
184 * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
185 * |} Buttons can be used as a controller axes and vice versa.
186 *
187 * This string shows an example of a valid mapping for a controller:
188 *
189 * ```c
190 * "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"
191 * ```
192 *
193 * \param mappingString the mapping string
194 * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
195 * -1 on error; call SDL_GetError() for more information.
196 *
197 * \since This function is available since SDL 2.0.0.
198 *
199 * \sa SDL_GameControllerMapping
200 * \sa SDL_GameControllerMappingForGUID
201 */
202extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
203
204/**
205 * Get the number of mappings installed.
206 *
207 * \returns the number of mappings.
208 *
209 * \since This function is available since SDL 2.0.6.
210 */
211extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
212
213/**
214 * Get the mapping at a particular index.
215 *
216 * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
217 * the index is out of range.
218 *
219 * \since This function is available since SDL 2.0.6.
220 */
221extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
222
223/**
224 * Get the game controller mapping string for a given GUID.
225 *
226 * The returned string must be freed with SDL_free().
227 *
228 * \param guid a structure containing the GUID for which a mapping is desired
229 * \returns a mapping string or NULL on error; call SDL_GetError() for more
230 * information.
231 *
232 * \since This function is available since SDL 2.0.0.
233 *
234 * \sa SDL_JoystickGetDeviceGUID
235 * \sa SDL_JoystickGetGUID
236 */
237extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
238
239/**
240 * Get the current mapping of a Game Controller.
241 *
242 * The returned string must be freed with SDL_free().
243 *
244 * Details about mappings are discussed with SDL_GameControllerAddMapping().
245 *
246 * \param gamecontroller the game controller you want to get the current
247 * mapping for
248 * \returns a string that has the controller's mapping or NULL if no mapping
249 * is available; call SDL_GetError() for more information.
250 *
251 * \since This function is available since SDL 2.0.0.
252 *
253 * \sa SDL_GameControllerAddMapping
254 * \sa SDL_GameControllerMappingForGUID
255 */
256extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
257
258/**
259 * Check if the given joystick is supported by the game controller interface.
260 *
261 * `joystick_index` is the same as the `device_index` passed to
262 * SDL_JoystickOpen().
263 *
264 * \param joystick_index the device_index of a device, up to
265 * SDL_NumJoysticks()
266 * \returns SDL_TRUE if the given joystick is supported by the game controller
267 * interface, SDL_FALSE if it isn't or it's an invalid index.
268 *
269 * \since This function is available since SDL 2.0.0.
270 *
271 * \sa SDL_GameControllerNameForIndex
272 * \sa SDL_GameControllerOpen
273 */
274extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
275
276/**
277 * Get the implementation dependent name for the game controller.
278 *
279 * This function can be called before any controllers are opened.
280 *
281 * `joystick_index` is the same as the `device_index` passed to
282 * SDL_JoystickOpen().
283 *
284 * \param joystick_index the device_index of a device, from zero to
285 * SDL_NumJoysticks()-1
286 * \returns the implementation-dependent name for the game controller, or NULL
287 * if there is no name or the index is invalid.
288 *
289 * \since This function is available since SDL 2.0.0.
290 *
291 * \sa SDL_GameControllerName
292 * \sa SDL_GameControllerOpen
293 * \sa SDL_IsGameController
294 */
295extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
296
297/**
298 * Get the implementation dependent path for the game controller.
299 *
300 * This function can be called before any controllers are opened.
301 *
302 * `joystick_index` is the same as the `device_index` passed to
303 * SDL_JoystickOpen().
304 *
305 * \param joystick_index the device_index of a device, from zero to
306 * SDL_NumJoysticks()-1
307 * \returns the implementation-dependent path for the game controller, or NULL
308 * if there is no path or the index is invalid.
309 *
310 * \since This function is available since SDL 2.24.0.
311 *
312 * \sa SDL_GameControllerPath
313 */
314extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
315
316/**
317 * Get the type of a game controller.
318 *
319 * This can be called before any controllers are opened.
320 *
321 * \param joystick_index the device_index of a device, from zero to
322 * SDL_NumJoysticks()-1
323 * \returns the controller type.
324 *
325 * \since This function is available since SDL 2.0.12.
326 */
327extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
328
329/**
330 * Get the mapping of a game controller.
331 *
332 * This can be called before any controllers are opened.
333 *
334 * \param joystick_index the device_index of a device, from zero to
335 * SDL_NumJoysticks()-1
336 * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
337 * no mapping is available.
338 *
339 * \since This function is available since SDL 2.0.9.
340 */
341extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
342
343/**
344 * Open a game controller for use.
345 *
346 * `joystick_index` is the same as the `device_index` passed to
347 * SDL_JoystickOpen().
348 *
349 * The index passed as an argument refers to the N'th game controller on the
350 * system. This index is not the value which will identify this controller in
351 * future controller events. The joystick's instance id (SDL_JoystickID) will
352 * be used there instead.
353 *
354 * \param joystick_index the device_index of a device, up to
355 * SDL_NumJoysticks()
356 * \returns a gamecontroller identifier or NULL if an error occurred; call
357 * SDL_GetError() for more information.
358 *
359 * \since This function is available since SDL 2.0.0.
360 *
361 * \sa SDL_GameControllerClose
362 * \sa SDL_GameControllerNameForIndex
363 * \sa SDL_IsGameController
364 */
365extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
366
367/**
368 * Get the SDL_GameController associated with an instance id.
369 *
370 * \param joyid the instance id to get the SDL_GameController for
371 * \returns an SDL_GameController on success or NULL on failure; call
372 * SDL_GetError() for more information.
373 *
374 * \since This function is available since SDL 2.0.4.
375 */
376extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
377
378/**
379 * Get the SDL_GameController associated with a player index.
380 *
381 * Please note that the player index is _not_ the device index, nor is it the
382 * instance id!
383 *
384 * \param player_index the player index, which is not the device index or the
385 * instance id!
386 * \returns the SDL_GameController associated with a player index.
387 *
388 * \since This function is available since SDL 2.0.12.
389 *
390 * \sa SDL_GameControllerGetPlayerIndex
391 * \sa SDL_GameControllerSetPlayerIndex
392 */
393extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
394
395/**
396 * Get the implementation-dependent name for an opened game controller.
397 *
398 * This is the same name as returned by SDL_GameControllerNameForIndex(), but
399 * it takes a controller identifier instead of the (unstable) device index.
400 *
401 * \param gamecontroller a game controller identifier previously returned by
402 * SDL_GameControllerOpen()
403 * \returns the implementation dependent name for the game controller, or NULL
404 * if there is no name or the identifier passed is invalid.
405 *
406 * \since This function is available since SDL 2.0.0.
407 *
408 * \sa SDL_GameControllerNameForIndex
409 * \sa SDL_GameControllerOpen
410 */
411extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
412
413/**
414 * Get the implementation-dependent path for an opened game controller.
415 *
416 * This is the same path as returned by SDL_GameControllerNameForIndex(), but
417 * it takes a controller identifier instead of the (unstable) device index.
418 *
419 * \param gamecontroller a game controller identifier previously returned by
420 * SDL_GameControllerOpen()
421 * \returns the implementation dependent path for the game controller, or NULL
422 * if there is no path or the identifier passed is invalid.
423 *
424 * \since This function is available since SDL 2.24.0.
425 *
426 * \sa SDL_GameControllerPathForIndex
427 */
428extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
429
430/**
431 * Get the type of this currently opened controller
432 *
433 * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
434 * it takes a controller identifier instead of the (unstable) device index.
435 *
436 * \param gamecontroller the game controller object to query.
437 * \returns the controller type.
438 *
439 * \since This function is available since SDL 2.0.12.
440 */
441extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
442
443/**
444 * Get the player index of an opened game controller.
445 *
446 * For XInput controllers this returns the XInput user index.
447 *
448 * \param gamecontroller the game controller object to query.
449 * \returns the player index for controller, or -1 if it's not available.
450 *
451 * \since This function is available since SDL 2.0.9.
452 */
453extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
454
455/**
456 * Set the player index of an opened game controller.
457 *
458 * \param gamecontroller the game controller object to adjust.
459 * \param player_index Player index to assign to this controller, or -1 to
460 * clear the player index and turn off player LEDs.
461 *
462 * \since This function is available since SDL 2.0.12.
463 */
464extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
465
466/**
467 * Get the USB vendor ID of an opened controller, if available.
468 *
469 * If the vendor ID isn't available this function returns 0.
470 *
471 * \param gamecontroller the game controller object to query.
472 * \return the USB vendor ID, or zero if unavailable.
473 *
474 * \since This function is available since SDL 2.0.6.
475 */
476extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
477
478/**
479 * Get the USB product ID of an opened controller, if available.
480 *
481 * If the product ID isn't available this function returns 0.
482 *
483 * \param gamecontroller the game controller object to query.
484 * \return the USB product ID, or zero if unavailable.
485 *
486 * \since This function is available since SDL 2.0.6.
487 */
488extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
489
490/**
491 * Get the product version of an opened controller, if available.
492 *
493 * If the product version isn't available this function returns 0.
494 *
495 * \param gamecontroller the game controller object to query.
496 * \return the USB product version, or zero if unavailable.
497 *
498 * \since This function is available since SDL 2.0.6.
499 */
500extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
501
502/**
503 * Get the firmware version of an opened controller, if available.
504 *
505 * If the firmware version isn't available this function returns 0.
506 *
507 * \param gamecontroller the game controller object to query.
508 * \return the controller firmware version, or zero if unavailable.
509 *
510 * \since This function is available since SDL 2.24.0.
511 */
512extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
513
514/**
515 * Get the serial number of an opened controller, if available.
516 *
517 * Returns the serial number of the controller, or NULL if it is not
518 * available.
519 *
520 * \param gamecontroller the game controller object to query.
521 * \return the serial number, or NULL if unavailable.
522 *
523 * \since This function is available since SDL 2.0.14.
524 */
525extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
526
527/**
528 * Get the Steam Input handle of an opened controller, if available.
529 *
530 * Returns an InputHandle_t for the controller that can be used with Steam Input API:
531 * https://partner.steamgames.com/doc/api/ISteamInput
532 *
533 * \param gamecontroller the game controller object to query.
534 * \returns the gamepad handle, or 0 if unavailable.
535 *
536 * \since This function is available since SDL 2.30.0.
537 */
538extern DECLSPEC Uint64 SDLCALL SDL_GameControllerGetSteamHandle(SDL_GameController *gamecontroller);
539
540
541/**
542 * Check if a controller has been opened and is currently connected.
543 *
544 * \param gamecontroller a game controller identifier previously returned by
545 * SDL_GameControllerOpen()
546 * \returns SDL_TRUE if the controller has been opened and is currently
547 * connected, or SDL_FALSE if not.
548 *
549 * \since This function is available since SDL 2.0.0.
550 *
551 * \sa SDL_GameControllerClose
552 * \sa SDL_GameControllerOpen
553 */
554extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
555
556/**
557 * Get the Joystick ID from a Game Controller.
558 *
559 * This function will give you a SDL_Joystick object, which allows you to use
560 * the SDL_Joystick functions with a SDL_GameController object. This would be
561 * useful for getting a joystick's position at any given time, even if it
562 * hasn't moved (moving it would produce an event, which would have the axis'
563 * value).
564 *
565 * The pointer returned is owned by the SDL_GameController. You should not
566 * call SDL_JoystickClose() on it, for example, since doing so will likely
567 * cause SDL to crash.
568 *
569 * \param gamecontroller the game controller object that you want to get a
570 * joystick from
571 * \returns a SDL_Joystick object; call SDL_GetError() for more information.
572 *
573 * \since This function is available since SDL 2.0.0.
574 */
575extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
576
577/**
578 * Query or change current state of Game Controller events.
579 *
580 * If controller events are disabled, you must call SDL_GameControllerUpdate()
581 * yourself and check the state of the controller when you want controller
582 * information.
583 *
584 * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
585 * and 1 will have any effect. Other numbers will just be returned.
586 *
587 * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
588 * \returns the same value passed to the function, with exception to -1
589 * (SDL_QUERY), which will return the current state.
590 *
591 * \since This function is available since SDL 2.0.0.
592 *
593 * \sa SDL_JoystickEventState
594 */
595extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
596
597/**
598 * Manually pump game controller updates if not using the loop.
599 *
600 * This function is called automatically by the event loop if events are
601 * enabled. Under such circumstances, it will not be necessary to call this
602 * function.
603 *
604 * \since This function is available since SDL 2.0.0.
605 */
606extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
607
608
609/**
610 * The list of axes available from a controller
611 *
612 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
613 * and are centered within ~8000 of zero, though advanced UI will allow users to set
614 * or autodetect the dead zone, which varies between controllers.
615 *
616 * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX
617 * (fully pressed) when reported by SDL_GameControllerGetAxis(). Note that this is not the
618 * same range that will be reported by the lower-level SDL_GetJoystickAxis().
619 */
620typedef enum
621{
622 SDL_CONTROLLER_AXIS_INVALID = -1,
623 SDL_CONTROLLER_AXIS_LEFTX,
624 SDL_CONTROLLER_AXIS_LEFTY,
625 SDL_CONTROLLER_AXIS_RIGHTX,
626 SDL_CONTROLLER_AXIS_RIGHTY,
627 SDL_CONTROLLER_AXIS_TRIGGERLEFT,
628 SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
629 SDL_CONTROLLER_AXIS_MAX
630} SDL_GameControllerAxis;
631
632/**
633 * Convert a string into SDL_GameControllerAxis enum.
634 *
635 * This function is called internally to translate SDL_GameController mapping
636 * strings for the underlying joystick device into the consistent
637 * SDL_GameController mapping. You do not normally need to call this function
638 * unless you are parsing SDL_GameController mappings in your own code.
639 *
640 * Note specially that "righttrigger" and "lefttrigger" map to
641 * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
642 * respectively.
643 *
644 * \param str string representing a SDL_GameController axis
645 * \returns the SDL_GameControllerAxis enum corresponding to the input string,
646 * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
647 *
648 * \since This function is available since SDL 2.0.0.
649 *
650 * \sa SDL_GameControllerGetStringForAxis
651 */
652extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
653
654/**
655 * Convert from an SDL_GameControllerAxis enum to a string.
656 *
657 * The caller should not SDL_free() the returned string.
658 *
659 * \param axis an enum value for a given SDL_GameControllerAxis
660 * \returns a string for the given axis, or NULL if an invalid axis is
661 * specified. The string returned is of the format used by
662 * SDL_GameController mapping strings.
663 *
664 * \since This function is available since SDL 2.0.0.
665 *
666 * \sa SDL_GameControllerGetAxisFromString
667 */
668extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
669
670/**
671 * Get the SDL joystick layer binding for a controller axis mapping.
672 *
673 * \param gamecontroller a game controller
674 * \param axis an axis enum value (one of the SDL_GameControllerAxis values)
675 * \returns a SDL_GameControllerButtonBind describing the bind. On failure
676 * (like the given Controller axis doesn't exist on the device), its
677 * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
678 *
679 * \since This function is available since SDL 2.0.0.
680 *
681 * \sa SDL_GameControllerGetBindForButton
682 */
683extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
684SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
685 SDL_GameControllerAxis axis);
686
687/**
688 * Query whether a game controller has a given axis.
689 *
690 * This merely reports whether the controller's mapping defined this axis, as
691 * that is all the information SDL has about the physical device.
692 *
693 * \param gamecontroller a game controller
694 * \param axis an axis enum value (an SDL_GameControllerAxis value)
695 * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
696 *
697 * \since This function is available since SDL 2.0.14.
698 */
699extern DECLSPEC SDL_bool SDLCALL
700SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
701
702/**
703 * Get the current state of an axis control on a game controller.
704 *
705 * The axis indices start at index 0.
706 *
707 * For thumbsticks, the state is a value ranging from -32768 (up/left)
708 * to 32767 (down/right).
709 *
710 * Triggers range from 0 when released to 32767 when fully pressed, and
711 * never return a negative value. Note that this differs from the value
712 * reported by the lower-level SDL_GetJoystickAxis(), which normally uses
713 * the full range.
714 *
715 * \param gamecontroller a game controller
716 * \param axis an axis index (one of the SDL_GameControllerAxis values)
717 * \returns axis state (including 0) on success or 0 (also) on failure; call
718 * SDL_GetError() for more information.
719 *
720 * \since This function is available since SDL 2.0.0.
721 *
722 * \sa SDL_GameControllerGetButton
723 */
724extern DECLSPEC Sint16 SDLCALL
725SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
726
727/**
728 * The list of buttons available from a controller
729 */
730typedef enum
731{
732 SDL_CONTROLLER_BUTTON_INVALID = -1,
733 SDL_CONTROLLER_BUTTON_A,
734 SDL_CONTROLLER_BUTTON_B,
735 SDL_CONTROLLER_BUTTON_X,
736 SDL_CONTROLLER_BUTTON_Y,
737 SDL_CONTROLLER_BUTTON_BACK,
738 SDL_CONTROLLER_BUTTON_GUIDE,
739 SDL_CONTROLLER_BUTTON_START,
740 SDL_CONTROLLER_BUTTON_LEFTSTICK,
741 SDL_CONTROLLER_BUTTON_RIGHTSTICK,
742 SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
743 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
744 SDL_CONTROLLER_BUTTON_DPAD_UP,
745 SDL_CONTROLLER_BUTTON_DPAD_DOWN,
746 SDL_CONTROLLER_BUTTON_DPAD_LEFT,
747 SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
748 SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
749 SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 (upper left, facing the back) */
750 SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 (upper right, facing the back) */
751 SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 (lower left, facing the back) */
752 SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 (lower right, facing the back) */
753 SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
754 SDL_CONTROLLER_BUTTON_MAX
755} SDL_GameControllerButton;
756
757/**
758 * Convert a string into an SDL_GameControllerButton enum.
759 *
760 * This function is called internally to translate SDL_GameController mapping
761 * strings for the underlying joystick device into the consistent
762 * SDL_GameController mapping. You do not normally need to call this function
763 * unless you are parsing SDL_GameController mappings in your own code.
764 *
765 * \param str string representing a SDL_GameController axis
766 * \returns the SDL_GameControllerButton enum corresponding to the input
767 * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
768 *
769 * \since This function is available since SDL 2.0.0.
770 */
771extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
772
773/**
774 * Convert from an SDL_GameControllerButton enum to a string.
775 *
776 * The caller should not SDL_free() the returned string.
777 *
778 * \param button an enum value for a given SDL_GameControllerButton
779 * \returns a string for the given button, or NULL if an invalid button is
780 * specified. The string returned is of the format used by
781 * SDL_GameController mapping strings.
782 *
783 * \since This function is available since SDL 2.0.0.
784 *
785 * \sa SDL_GameControllerGetButtonFromString
786 */
787extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
788
789/**
790 * Get the SDL joystick layer binding for a controller button mapping.
791 *
792 * \param gamecontroller a game controller
793 * \param button an button enum value (an SDL_GameControllerButton value)
794 * \returns a SDL_GameControllerButtonBind describing the bind. On failure
795 * (like the given Controller button doesn't exist on the device),
796 * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
797 *
798 * \since This function is available since SDL 2.0.0.
799 *
800 * \sa SDL_GameControllerGetBindForAxis
801 */
802extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
803SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
804 SDL_GameControllerButton button);
805
806/**
807 * Query whether a game controller has a given button.
808 *
809 * This merely reports whether the controller's mapping defined this button,
810 * as that is all the information SDL has about the physical device.
811 *
812 * \param gamecontroller a game controller
813 * \param button a button enum value (an SDL_GameControllerButton value)
814 * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
815 *
816 * \since This function is available since SDL 2.0.14.
817 */
818extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
819 SDL_GameControllerButton button);
820
821/**
822 * Get the current state of a button on a game controller.
823 *
824 * \param gamecontroller a game controller
825 * \param button a button index (one of the SDL_GameControllerButton values)
826 * \returns 1 for pressed state or 0 for not pressed state or error; call
827 * SDL_GetError() for more information.
828 *
829 * \since This function is available since SDL 2.0.0.
830 *
831 * \sa SDL_GameControllerGetAxis
832 */
833extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
834 SDL_GameControllerButton button);
835
836/**
837 * Get the number of touchpads on a game controller.
838 *
839 * \since This function is available since SDL 2.0.14.
840 */
841extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
842
843/**
844 * Get the number of supported simultaneous fingers on a touchpad on a game
845 * controller.
846 *
847 * \since This function is available since SDL 2.0.14.
848 */
849extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
850
851/**
852 * Get the current state of a finger on a touchpad on a game controller.
853 *
854 * \since This function is available since SDL 2.0.14.
855 */
856extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
857
858/**
859 * Return whether a game controller has a particular sensor.
860 *
861 * \param gamecontroller The controller to query
862 * \param type The type of sensor to query
863 * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
864 *
865 * \since This function is available since SDL 2.0.14.
866 */
867extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
868
869/**
870 * Set whether data reporting for a game controller sensor is enabled.
871 *
872 * \param gamecontroller The controller to update
873 * \param type The type of sensor to enable/disable
874 * \param enabled Whether data reporting should be enabled
875 * \returns 0 or -1 if an error occurred.
876 *
877 * \since This function is available since SDL 2.0.14.
878 */
879extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
880
881/**
882 * Query whether sensor data reporting is enabled for a game controller.
883 *
884 * \param gamecontroller The controller to query
885 * \param type The type of sensor to query
886 * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
887 *
888 * \since This function is available since SDL 2.0.14.
889 */
890extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
891
892/**
893 * Get the data rate (number of events per second) of a game controller
894 * sensor.
895 *
896 * \param gamecontroller The controller to query
897 * \param type The type of sensor to query
898 * \return the data rate, or 0.0f if the data rate is not available.
899 *
900 * \since This function is available since SDL 2.0.16.
901 */
902extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
903
904/**
905 * Get the current state of a game controller sensor.
906 *
907 * The number of values and interpretation of the data is sensor dependent.
908 * See SDL_sensor.h for the details for each type of sensor.
909 *
910 * \param gamecontroller The controller to query
911 * \param type The type of sensor to query
912 * \param data A pointer filled with the current sensor state
913 * \param num_values The number of values to write to data
914 * \return 0 or -1 if an error occurred.
915 *
916 * \since This function is available since SDL 2.0.14.
917 */
918extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
919
920/**
921 * Get the current state of a game controller sensor with the timestamp of the
922 * last update.
923 *
924 * The number of values and interpretation of the data is sensor dependent.
925 * See SDL_sensor.h for the details for each type of sensor.
926 *
927 * \param gamecontroller The controller to query
928 * \param type The type of sensor to query
929 * \param timestamp A pointer filled with the timestamp in microseconds of the
930 * current sensor reading if available, or 0 if not
931 * \param data A pointer filled with the current sensor state
932 * \param num_values The number of values to write to data
933 * \return 0 or -1 if an error occurred.
934 *
935 * \since This function is available since SDL 2.26.0.
936 */
937extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
938
939/**
940 * Start a rumble effect on a game controller.
941 *
942 * Each call to this function cancels any previous rumble effect, and calling
943 * it with 0 intensity stops any rumbling.
944 *
945 * \param gamecontroller The controller to vibrate
946 * \param low_frequency_rumble The intensity of the low frequency (left)
947 * rumble motor, from 0 to 0xFFFF
948 * \param high_frequency_rumble The intensity of the high frequency (right)
949 * rumble motor, from 0 to 0xFFFF
950 * \param duration_ms The duration of the rumble effect, in milliseconds
951 * \returns 0, or -1 if rumble isn't supported on this controller
952 *
953 * \since This function is available since SDL 2.0.9.
954 *
955 * \sa SDL_GameControllerHasRumble
956 */
957extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
958
959/**
960 * Start a rumble effect in the game controller's triggers.
961 *
962 * Each call to this function cancels any previous trigger rumble effect, and
963 * calling it with 0 intensity stops any rumbling.
964 *
965 * Note that this is rumbling of the _triggers_ and not the game controller as
966 * a whole. This is currently only supported on Xbox One controllers. If you
967 * want the (more common) whole-controller rumble, use
968 * SDL_GameControllerRumble() instead.
969 *
970 * \param gamecontroller The controller to vibrate
971 * \param left_rumble The intensity of the left trigger rumble motor, from 0
972 * to 0xFFFF
973 * \param right_rumble The intensity of the right trigger rumble motor, from 0
974 * to 0xFFFF
975 * \param duration_ms The duration of the rumble effect, in milliseconds
976 * \returns 0, or -1 if trigger rumble isn't supported on this controller
977 *
978 * \since This function is available since SDL 2.0.14.
979 *
980 * \sa SDL_GameControllerHasRumbleTriggers
981 */
982extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
983
984/**
985 * Query whether a game controller has an LED.
986 *
987 * \param gamecontroller The controller to query
988 * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
989 * modifiable LED
990 *
991 * \since This function is available since SDL 2.0.14.
992 */
993extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
994
995/**
996 * Query whether a game controller has rumble support.
997 *
998 * \param gamecontroller The controller to query
999 * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
1000 * support
1001 *
1002 * \since This function is available since SDL 2.0.18.
1003 *
1004 * \sa SDL_GameControllerRumble
1005 */
1006extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
1007
1008/**
1009 * Query whether a game controller has rumble support on triggers.
1010 *
1011 * \param gamecontroller The controller to query
1012 * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
1013 * rumble support
1014 *
1015 * \since This function is available since SDL 2.0.18.
1016 *
1017 * \sa SDL_GameControllerRumbleTriggers
1018 */
1019extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
1020
1021/**
1022 * Update a game controller's LED color.
1023 *
1024 * \param gamecontroller The controller to update
1025 * \param red The intensity of the red LED
1026 * \param green The intensity of the green LED
1027 * \param blue The intensity of the blue LED
1028 * \returns 0, or -1 if this controller does not have a modifiable LED
1029 *
1030 * \since This function is available since SDL 2.0.14.
1031 */
1032extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
1033
1034/**
1035 * Send a controller specific effect packet
1036 *
1037 * \param gamecontroller The controller to affect
1038 * \param data The data to send to the controller
1039 * \param size The size of the data to send to the controller
1040 * \returns 0, or -1 if this controller or driver doesn't support effect
1041 * packets
1042 *
1043 * \since This function is available since SDL 2.0.16.
1044 */
1045extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
1046
1047/**
1048 * Close a game controller previously opened with SDL_GameControllerOpen().
1049 *
1050 * \param gamecontroller a game controller identifier previously returned by
1051 * SDL_GameControllerOpen()
1052 *
1053 * \since This function is available since SDL 2.0.0.
1054 *
1055 * \sa SDL_GameControllerOpen
1056 */
1057extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
1058
1059/**
1060 * Return the sfSymbolsName for a given button on a game controller on Apple
1061 * platforms.
1062 *
1063 * \param gamecontroller the controller to query
1064 * \param button a button on the game controller
1065 * \returns the sfSymbolsName or NULL if the name can't be found
1066 *
1067 * \since This function is available since SDL 2.0.18.
1068 *
1069 * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
1070 */
1071extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
1072
1073/**
1074 * Return the sfSymbolsName for a given axis on a game controller on Apple
1075 * platforms.
1076 *
1077 * \param gamecontroller the controller to query
1078 * \param axis an axis on the game controller
1079 * \returns the sfSymbolsName or NULL if the name can't be found
1080 *
1081 * \since This function is available since SDL 2.0.18.
1082 *
1083 * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
1084 */
1085extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
1086
1087
1088/* Ends C function definitions when using C++ */
1089#ifdef __cplusplus
1090}
1091#endif
1092#include "close_code.h"
1093
1094#endif /* SDL_gamecontroller_h_ */
1095
1096/* vi: set ts=4 sw=4 expandtab: */