SDL standard library

Dependents:   H261_encoder

Committer:
miruga27
Date:
Wed Sep 07 18:46:53 2016 +0000
Revision:
0:dda4f4550403
7/09/2016;

Who changed what in which revision?

UserRevisionLine numberNew contents of line
miruga27 0:dda4f4550403 1 /*
miruga27 0:dda4f4550403 2 Simple DirectMedia Layer
miruga27 0:dda4f4550403 3 Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
miruga27 0:dda4f4550403 4
miruga27 0:dda4f4550403 5 This software is provided 'as-is', without any express or implied
miruga27 0:dda4f4550403 6 warranty. In no event will the authors be held liable for any damages
miruga27 0:dda4f4550403 7 arising from the use of this software.
miruga27 0:dda4f4550403 8
miruga27 0:dda4f4550403 9 Permission is granted to anyone to use this software for any purpose,
miruga27 0:dda4f4550403 10 including commercial applications, and to alter it and redistribute it
miruga27 0:dda4f4550403 11 freely, subject to the following restrictions:
miruga27 0:dda4f4550403 12
miruga27 0:dda4f4550403 13 1. The origin of this software must not be misrepresented; you must not
miruga27 0:dda4f4550403 14 claim that you wrote the original software. If you use this software
miruga27 0:dda4f4550403 15 in a product, an acknowledgment in the product documentation would be
miruga27 0:dda4f4550403 16 appreciated but is not required.
miruga27 0:dda4f4550403 17 2. Altered source versions must be plainly marked as such, and must not be
miruga27 0:dda4f4550403 18 misrepresented as being the original software.
miruga27 0:dda4f4550403 19 3. This notice may not be removed or altered from any source distribution.
miruga27 0:dda4f4550403 20 */
miruga27 0:dda4f4550403 21
miruga27 0:dda4f4550403 22 /**
miruga27 0:dda4f4550403 23 * \file SDL_gamecontroller.h
miruga27 0:dda4f4550403 24 *
miruga27 0:dda4f4550403 25 * Include file for SDL game controller event handling
miruga27 0:dda4f4550403 26 */
miruga27 0:dda4f4550403 27
miruga27 0:dda4f4550403 28 #ifndef _SDL_gamecontroller_h
miruga27 0:dda4f4550403 29 #define _SDL_gamecontroller_h
miruga27 0:dda4f4550403 30
miruga27 0:dda4f4550403 31 #include "SDL_stdinc.h"
miruga27 0:dda4f4550403 32 #include "SDL_error.h"
miruga27 0:dda4f4550403 33 #include "SDL_rwops.h"
miruga27 0:dda4f4550403 34 #include "SDL_joystick.h"
miruga27 0:dda4f4550403 35
miruga27 0:dda4f4550403 36 #include "begin_code.h"
miruga27 0:dda4f4550403 37 /* Set up for C function definitions, even when using C++ */
miruga27 0:dda4f4550403 38 #ifdef __cplusplus
miruga27 0:dda4f4550403 39 extern "C" {
miruga27 0:dda4f4550403 40 #endif
miruga27 0:dda4f4550403 41
miruga27 0:dda4f4550403 42 /**
miruga27 0:dda4f4550403 43 * \file SDL_gamecontroller.h
miruga27 0:dda4f4550403 44 *
miruga27 0:dda4f4550403 45 * In order to use these functions, SDL_Init() must have been called
miruga27 0:dda4f4550403 46 * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
miruga27 0:dda4f4550403 47 * for game controllers, and load appropriate drivers.
miruga27 0:dda4f4550403 48 *
miruga27 0:dda4f4550403 49 * If you would like to receive controller updates while the application
miruga27 0:dda4f4550403 50 * is in the background, you should set the following hint before calling
miruga27 0:dda4f4550403 51 * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
miruga27 0:dda4f4550403 52 */
miruga27 0:dda4f4550403 53
miruga27 0:dda4f4550403 54 /* The gamecontroller structure used to identify an SDL game controller */
miruga27 0:dda4f4550403 55 struct _SDL_GameController;
miruga27 0:dda4f4550403 56 typedef struct _SDL_GameController SDL_GameController;
miruga27 0:dda4f4550403 57
miruga27 0:dda4f4550403 58
miruga27 0:dda4f4550403 59 typedef enum
miruga27 0:dda4f4550403 60 {
miruga27 0:dda4f4550403 61 SDL_CONTROLLER_BINDTYPE_NONE = 0,
miruga27 0:dda4f4550403 62 SDL_CONTROLLER_BINDTYPE_BUTTON,
miruga27 0:dda4f4550403 63 SDL_CONTROLLER_BINDTYPE_AXIS,
miruga27 0:dda4f4550403 64 SDL_CONTROLLER_BINDTYPE_HAT
miruga27 0:dda4f4550403 65 } SDL_GameControllerBindType;
miruga27 0:dda4f4550403 66
miruga27 0:dda4f4550403 67 /**
miruga27 0:dda4f4550403 68 * Get the SDL joystick layer binding for this controller button/axis mapping
miruga27 0:dda4f4550403 69 */
miruga27 0:dda4f4550403 70 typedef struct SDL_GameControllerButtonBind
miruga27 0:dda4f4550403 71 {
miruga27 0:dda4f4550403 72 SDL_GameControllerBindType bindType;
miruga27 0:dda4f4550403 73 union
miruga27 0:dda4f4550403 74 {
miruga27 0:dda4f4550403 75 int button;
miruga27 0:dda4f4550403 76 int axis;
miruga27 0:dda4f4550403 77 struct {
miruga27 0:dda4f4550403 78 int hat;
miruga27 0:dda4f4550403 79 int hat_mask;
miruga27 0:dda4f4550403 80 } hat;
miruga27 0:dda4f4550403 81 } value;
miruga27 0:dda4f4550403 82
miruga27 0:dda4f4550403 83 } SDL_GameControllerButtonBind;
miruga27 0:dda4f4550403 84
miruga27 0:dda4f4550403 85
miruga27 0:dda4f4550403 86 /**
miruga27 0:dda4f4550403 87 * To count the number of game controllers in the system for the following:
miruga27 0:dda4f4550403 88 * int nJoysticks = SDL_NumJoysticks();
miruga27 0:dda4f4550403 89 * int nGameControllers = 0;
miruga27 0:dda4f4550403 90 * for ( int i = 0; i < nJoysticks; i++ ) {
miruga27 0:dda4f4550403 91 * if ( SDL_IsGameController(i) ) {
miruga27 0:dda4f4550403 92 * nGameControllers++;
miruga27 0:dda4f4550403 93 * }
miruga27 0:dda4f4550403 94 * }
miruga27 0:dda4f4550403 95 *
miruga27 0:dda4f4550403 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:
miruga27 0:dda4f4550403 97 * guid,name,mappings
miruga27 0:dda4f4550403 98 *
miruga27 0:dda4f4550403 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.
miruga27 0:dda4f4550403 100 * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
miruga27 0:dda4f4550403 101 * The mapping format for joystick is:
miruga27 0:dda4f4550403 102 * bX - a joystick button, index X
miruga27 0:dda4f4550403 103 * hX.Y - hat X with value Y
miruga27 0:dda4f4550403 104 * aX - axis X of the joystick
miruga27 0:dda4f4550403 105 * Buttons can be used as a controller axis and vice versa.
miruga27 0:dda4f4550403 106 *
miruga27 0:dda4f4550403 107 * This string shows an example of a valid mapping for a controller
miruga27 0:dda4f4550403 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",
miruga27 0:dda4f4550403 109 *
miruga27 0:dda4f4550403 110 */
miruga27 0:dda4f4550403 111
miruga27 0:dda4f4550403 112 /**
miruga27 0:dda4f4550403 113 * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
miruga27 0:dda4f4550403 114 * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
miruga27 0:dda4f4550403 115 *
miruga27 0:dda4f4550403 116 * If \c freerw is non-zero, the stream will be closed after being read.
miruga27 0:dda4f4550403 117 *
miruga27 0:dda4f4550403 118 * \return number of mappings added, -1 on error
miruga27 0:dda4f4550403 119 */
miruga27 0:dda4f4550403 120 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW( SDL_RWops * rw, int freerw );
miruga27 0:dda4f4550403 121
miruga27 0:dda4f4550403 122 /**
miruga27 0:dda4f4550403 123 * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
miruga27 0:dda4f4550403 124 *
miruga27 0:dda4f4550403 125 * Convenience macro.
miruga27 0:dda4f4550403 126 */
miruga27 0:dda4f4550403 127 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
miruga27 0:dda4f4550403 128
miruga27 0:dda4f4550403 129 /**
miruga27 0:dda4f4550403 130 * Add or update an existing mapping configuration
miruga27 0:dda4f4550403 131 *
miruga27 0:dda4f4550403 132 * \return 1 if mapping is added, 0 if updated, -1 on error
miruga27 0:dda4f4550403 133 */
miruga27 0:dda4f4550403 134 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
miruga27 0:dda4f4550403 135
miruga27 0:dda4f4550403 136 /**
miruga27 0:dda4f4550403 137 * Get a mapping string for a GUID
miruga27 0:dda4f4550403 138 *
miruga27 0:dda4f4550403 139 * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
miruga27 0:dda4f4550403 140 */
miruga27 0:dda4f4550403 141 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
miruga27 0:dda4f4550403 142
miruga27 0:dda4f4550403 143 /**
miruga27 0:dda4f4550403 144 * Get a mapping string for an open GameController
miruga27 0:dda4f4550403 145 *
miruga27 0:dda4f4550403 146 * \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
miruga27 0:dda4f4550403 147 */
miruga27 0:dda4f4550403 148 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
miruga27 0:dda4f4550403 149
miruga27 0:dda4f4550403 150 /**
miruga27 0:dda4f4550403 151 * Is the joystick on this index supported by the game controller interface?
miruga27 0:dda4f4550403 152 */
miruga27 0:dda4f4550403 153 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
miruga27 0:dda4f4550403 154
miruga27 0:dda4f4550403 155
miruga27 0:dda4f4550403 156 /**
miruga27 0:dda4f4550403 157 * Get the implementation dependent name of a game controller.
miruga27 0:dda4f4550403 158 * This can be called before any controllers are opened.
miruga27 0:dda4f4550403 159 * If no name can be found, this function returns NULL.
miruga27 0:dda4f4550403 160 */
miruga27 0:dda4f4550403 161 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
miruga27 0:dda4f4550403 162
miruga27 0:dda4f4550403 163 /**
miruga27 0:dda4f4550403 164 * Open a game controller for use.
miruga27 0:dda4f4550403 165 * The index passed as an argument refers to the N'th game controller on the system.
miruga27 0:dda4f4550403 166 * This index is the value which will identify this controller in future controller
miruga27 0:dda4f4550403 167 * events.
miruga27 0:dda4f4550403 168 *
miruga27 0:dda4f4550403 169 * \return A controller identifier, or NULL if an error occurred.
miruga27 0:dda4f4550403 170 */
miruga27 0:dda4f4550403 171 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
miruga27 0:dda4f4550403 172
miruga27 0:dda4f4550403 173 /**
miruga27 0:dda4f4550403 174 * Return the name for this currently opened controller
miruga27 0:dda4f4550403 175 */
miruga27 0:dda4f4550403 176 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
miruga27 0:dda4f4550403 177
miruga27 0:dda4f4550403 178 /**
miruga27 0:dda4f4550403 179 * Returns SDL_TRUE if the controller has been opened and currently connected,
miruga27 0:dda4f4550403 180 * or SDL_FALSE if it has not.
miruga27 0:dda4f4550403 181 */
miruga27 0:dda4f4550403 182 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
miruga27 0:dda4f4550403 183
miruga27 0:dda4f4550403 184 /**
miruga27 0:dda4f4550403 185 * Get the underlying joystick object used by a controller
miruga27 0:dda4f4550403 186 */
miruga27 0:dda4f4550403 187 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
miruga27 0:dda4f4550403 188
miruga27 0:dda4f4550403 189 /**
miruga27 0:dda4f4550403 190 * Enable/disable controller event polling.
miruga27 0:dda4f4550403 191 *
miruga27 0:dda4f4550403 192 * If controller events are disabled, you must call SDL_GameControllerUpdate()
miruga27 0:dda4f4550403 193 * yourself and check the state of the controller when you want controller
miruga27 0:dda4f4550403 194 * information.
miruga27 0:dda4f4550403 195 *
miruga27 0:dda4f4550403 196 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
miruga27 0:dda4f4550403 197 */
miruga27 0:dda4f4550403 198 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
miruga27 0:dda4f4550403 199
miruga27 0:dda4f4550403 200 /**
miruga27 0:dda4f4550403 201 * Update the current state of the open game controllers.
miruga27 0:dda4f4550403 202 *
miruga27 0:dda4f4550403 203 * This is called automatically by the event loop if any game controller
miruga27 0:dda4f4550403 204 * events are enabled.
miruga27 0:dda4f4550403 205 */
miruga27 0:dda4f4550403 206 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
miruga27 0:dda4f4550403 207
miruga27 0:dda4f4550403 208
miruga27 0:dda4f4550403 209 /**
miruga27 0:dda4f4550403 210 * The list of axes available from a controller
miruga27 0:dda4f4550403 211 */
miruga27 0:dda4f4550403 212 typedef enum
miruga27 0:dda4f4550403 213 {
miruga27 0:dda4f4550403 214 SDL_CONTROLLER_AXIS_INVALID = -1,
miruga27 0:dda4f4550403 215 SDL_CONTROLLER_AXIS_LEFTX,
miruga27 0:dda4f4550403 216 SDL_CONTROLLER_AXIS_LEFTY,
miruga27 0:dda4f4550403 217 SDL_CONTROLLER_AXIS_RIGHTX,
miruga27 0:dda4f4550403 218 SDL_CONTROLLER_AXIS_RIGHTY,
miruga27 0:dda4f4550403 219 SDL_CONTROLLER_AXIS_TRIGGERLEFT,
miruga27 0:dda4f4550403 220 SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
miruga27 0:dda4f4550403 221 SDL_CONTROLLER_AXIS_MAX
miruga27 0:dda4f4550403 222 } SDL_GameControllerAxis;
miruga27 0:dda4f4550403 223
miruga27 0:dda4f4550403 224 /**
miruga27 0:dda4f4550403 225 * turn this string into a axis mapping
miruga27 0:dda4f4550403 226 */
miruga27 0:dda4f4550403 227 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
miruga27 0:dda4f4550403 228
miruga27 0:dda4f4550403 229 /**
miruga27 0:dda4f4550403 230 * turn this axis enum into a string mapping
miruga27 0:dda4f4550403 231 */
miruga27 0:dda4f4550403 232 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
miruga27 0:dda4f4550403 233
miruga27 0:dda4f4550403 234 /**
miruga27 0:dda4f4550403 235 * Get the SDL joystick layer binding for this controller button mapping
miruga27 0:dda4f4550403 236 */
miruga27 0:dda4f4550403 237 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
miruga27 0:dda4f4550403 238 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
miruga27 0:dda4f4550403 239 SDL_GameControllerAxis axis);
miruga27 0:dda4f4550403 240
miruga27 0:dda4f4550403 241 /**
miruga27 0:dda4f4550403 242 * Get the current state of an axis control on a game controller.
miruga27 0:dda4f4550403 243 *
miruga27 0:dda4f4550403 244 * The state is a value ranging from -32768 to 32767.
miruga27 0:dda4f4550403 245 *
miruga27 0:dda4f4550403 246 * The axis indices start at index 0.
miruga27 0:dda4f4550403 247 */
miruga27 0:dda4f4550403 248 extern DECLSPEC Sint16 SDLCALL
miruga27 0:dda4f4550403 249 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
miruga27 0:dda4f4550403 250 SDL_GameControllerAxis axis);
miruga27 0:dda4f4550403 251
miruga27 0:dda4f4550403 252 /**
miruga27 0:dda4f4550403 253 * The list of buttons available from a controller
miruga27 0:dda4f4550403 254 */
miruga27 0:dda4f4550403 255 typedef enum
miruga27 0:dda4f4550403 256 {
miruga27 0:dda4f4550403 257 SDL_CONTROLLER_BUTTON_INVALID = -1,
miruga27 0:dda4f4550403 258 SDL_CONTROLLER_BUTTON_A,
miruga27 0:dda4f4550403 259 SDL_CONTROLLER_BUTTON_B,
miruga27 0:dda4f4550403 260 SDL_CONTROLLER_BUTTON_X,
miruga27 0:dda4f4550403 261 SDL_CONTROLLER_BUTTON_Y,
miruga27 0:dda4f4550403 262 SDL_CONTROLLER_BUTTON_BACK,
miruga27 0:dda4f4550403 263 SDL_CONTROLLER_BUTTON_GUIDE,
miruga27 0:dda4f4550403 264 SDL_CONTROLLER_BUTTON_START,
miruga27 0:dda4f4550403 265 SDL_CONTROLLER_BUTTON_LEFTSTICK,
miruga27 0:dda4f4550403 266 SDL_CONTROLLER_BUTTON_RIGHTSTICK,
miruga27 0:dda4f4550403 267 SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
miruga27 0:dda4f4550403 268 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
miruga27 0:dda4f4550403 269 SDL_CONTROLLER_BUTTON_DPAD_UP,
miruga27 0:dda4f4550403 270 SDL_CONTROLLER_BUTTON_DPAD_DOWN,
miruga27 0:dda4f4550403 271 SDL_CONTROLLER_BUTTON_DPAD_LEFT,
miruga27 0:dda4f4550403 272 SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
miruga27 0:dda4f4550403 273 SDL_CONTROLLER_BUTTON_MAX
miruga27 0:dda4f4550403 274 } SDL_GameControllerButton;
miruga27 0:dda4f4550403 275
miruga27 0:dda4f4550403 276 /**
miruga27 0:dda4f4550403 277 * turn this string into a button mapping
miruga27 0:dda4f4550403 278 */
miruga27 0:dda4f4550403 279 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
miruga27 0:dda4f4550403 280
miruga27 0:dda4f4550403 281 /**
miruga27 0:dda4f4550403 282 * turn this button enum into a string mapping
miruga27 0:dda4f4550403 283 */
miruga27 0:dda4f4550403 284 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
miruga27 0:dda4f4550403 285
miruga27 0:dda4f4550403 286 /**
miruga27 0:dda4f4550403 287 * Get the SDL joystick layer binding for this controller button mapping
miruga27 0:dda4f4550403 288 */
miruga27 0:dda4f4550403 289 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
miruga27 0:dda4f4550403 290 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
miruga27 0:dda4f4550403 291 SDL_GameControllerButton button);
miruga27 0:dda4f4550403 292
miruga27 0:dda4f4550403 293
miruga27 0:dda4f4550403 294 /**
miruga27 0:dda4f4550403 295 * Get the current state of a button on a game controller.
miruga27 0:dda4f4550403 296 *
miruga27 0:dda4f4550403 297 * The button indices start at index 0.
miruga27 0:dda4f4550403 298 */
miruga27 0:dda4f4550403 299 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
miruga27 0:dda4f4550403 300 SDL_GameControllerButton button);
miruga27 0:dda4f4550403 301
miruga27 0:dda4f4550403 302 /**
miruga27 0:dda4f4550403 303 * Close a controller previously opened with SDL_GameControllerOpen().
miruga27 0:dda4f4550403 304 */
miruga27 0:dda4f4550403 305 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
miruga27 0:dda4f4550403 306
miruga27 0:dda4f4550403 307
miruga27 0:dda4f4550403 308 /* Ends C function definitions when using C++ */
miruga27 0:dda4f4550403 309 #ifdef __cplusplus
miruga27 0:dda4f4550403 310 }
miruga27 0:dda4f4550403 311 #endif
miruga27 0:dda4f4550403 312 #include "close_code.h"
miruga27 0:dda4f4550403 313
miruga27 0:dda4f4550403 314 #endif /* _SDL_gamecontroller_h */
miruga27 0:dda4f4550403 315
miruga27 0:dda4f4550403 316 /* vi: set ts=4 sw=4 expandtab: */