getting stuff working on windows again
[vg.git] / dep / sdl / include / SDL_gamecontroller.h
1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2023 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_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_GameControllerType;
78
79 typedef enum
80 {
81 SDL_CONTROLLER_BINDTYPE_NONE = 0,
82 SDL_CONTROLLER_BINDTYPE_BUTTON,
83 SDL_CONTROLLER_BINDTYPE_AXIS,
84 SDL_CONTROLLER_BINDTYPE_HAT
85 } SDL_GameControllerBindType;
86
87 /**
88 * Get the SDL joystick layer binding for this controller button/axis mapping
89 */
90 typedef struct SDL_GameControllerButtonBind
91 {
92 SDL_GameControllerBindType bindType;
93 union
94 {
95 int button;
96 int axis;
97 struct {
98 int hat;
99 int hat_mask;
100 } hat;
101 } value;
102
103 } SDL_GameControllerButtonBind;
104
105
106 /**
107 * To count the number of game controllers in the system for the following:
108 *
109 * ```c
110 * int nJoysticks = SDL_NumJoysticks();
111 * int nGameControllers = 0;
112 * for (int i = 0; i < nJoysticks; i++) {
113 * if (SDL_IsGameController(i)) {
114 * nGameControllers++;
115 * }
116 * }
117 * ```
118 *
119 * 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:
120 * guid,name,mappings
121 *
122 * 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.
123 * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
124 * The mapping format for joystick is:
125 * bX - a joystick button, index X
126 * hX.Y - hat X with value Y
127 * aX - axis X of the joystick
128 * Buttons can be used as a controller axis and vice versa.
129 *
130 * This string shows an example of a valid mapping for a controller
131 *
132 * ```c
133 * "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",
134 * ```
135 */
136
137 /**
138 * Load a set of Game Controller mappings from a seekable SDL data stream.
139 *
140 * You can call this function several times, if needed, to load different
141 * database files.
142 *
143 * If a new mapping is loaded for an already known controller GUID, the later
144 * version will overwrite the one currently loaded.
145 *
146 * Mappings not belonging to the current platform or with no platform field
147 * specified will be ignored (i.e. mappings for Linux will be ignored in
148 * Windows, etc).
149 *
150 * This function will load the text database entirely in memory before
151 * processing it, so take this into consideration if you are in a memory
152 * constrained environment.
153 *
154 * \param rw the data stream for the mappings to be added
155 * \param freerw non-zero to close the stream after being read
156 * \returns the number of mappings added or -1 on error; call SDL_GetError()
157 * for more information.
158 *
159 * \since This function is available since SDL 2.0.2.
160 *
161 * \sa SDL_GameControllerAddMapping
162 * \sa SDL_GameControllerAddMappingsFromFile
163 * \sa SDL_GameControllerMappingForGUID
164 */
165 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
166
167 /**
168 * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
169 *
170 * Convenience macro.
171 */
172 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
173
174 /**
175 * Add support for controllers that SDL is unaware of or to cause an existing
176 * controller to have a different binding.
177 *
178 * The mapping string has the format "GUID,name,mapping", where GUID is the
179 * string value from SDL_JoystickGetGUIDString(), name is the human readable
180 * string for the device and mappings are controller mappings to joystick
181 * ones. Under Windows there is a reserved GUID of "xinput" that covers all
182 * XInput devices. The mapping format for joystick is: {| |bX |a joystick
183 * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
184 * |} Buttons can be used as a controller axes and vice versa.
185 *
186 * This string shows an example of a valid mapping for a controller:
187 *
188 * ```c
189 * "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"
190 * ```
191 *
192 * \param mappingString the mapping string
193 * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
194 * -1 on error; call SDL_GetError() for more information.
195 *
196 * \since This function is available since SDL 2.0.0.
197 *
198 * \sa SDL_GameControllerMapping
199 * \sa SDL_GameControllerMappingForGUID
200 */
201 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
202
203 /**
204 * Get the number of mappings installed.
205 *
206 * \returns the number of mappings.
207 *
208 * \since This function is available since SDL 2.0.6.
209 */
210 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
211
212 /**
213 * Get the mapping at a particular index.
214 *
215 * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
216 * the index is out of range.
217 *
218 * \since This function is available since SDL 2.0.6.
219 */
220 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
221
222 /**
223 * Get the game controller mapping string for a given GUID.
224 *
225 * The returned string must be freed with SDL_free().
226 *
227 * \param guid a structure containing the GUID for which a mapping is desired
228 * \returns a mapping string or NULL on error; call SDL_GetError() for more
229 * information.
230 *
231 * \since This function is available since SDL 2.0.0.
232 *
233 * \sa SDL_JoystickGetDeviceGUID
234 * \sa SDL_JoystickGetGUID
235 */
236 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
237
238 /**
239 * Get the current mapping of a Game Controller.
240 *
241 * The returned string must be freed with SDL_free().
242 *
243 * Details about mappings are discussed with SDL_GameControllerAddMapping().
244 *
245 * \param gamecontroller the game controller you want to get the current
246 * mapping for
247 * \returns a string that has the controller's mapping or NULL if no mapping
248 * is available; call SDL_GetError() for more information.
249 *
250 * \since This function is available since SDL 2.0.0.
251 *
252 * \sa SDL_GameControllerAddMapping
253 * \sa SDL_GameControllerMappingForGUID
254 */
255 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
256
257 /**
258 * Check if the given joystick is supported by the game controller interface.
259 *
260 * `joystick_index` is the same as the `device_index` passed to
261 * SDL_JoystickOpen().
262 *
263 * \param joystick_index the device_index of a device, up to
264 * SDL_NumJoysticks()
265 * \returns SDL_TRUE if the given joystick is supported by the game controller
266 * interface, SDL_FALSE if it isn't or it's an invalid index.
267 *
268 * \since This function is available since SDL 2.0.0.
269 *
270 * \sa SDL_GameControllerNameForIndex
271 * \sa SDL_GameControllerOpen
272 */
273 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
274
275 /**
276 * Get the implementation dependent name for the game controller.
277 *
278 * This function can be called before any controllers are opened.
279 *
280 * `joystick_index` is the same as the `device_index` passed to
281 * SDL_JoystickOpen().
282 *
283 * \param joystick_index the device_index of a device, from zero to
284 * SDL_NumJoysticks()-1
285 * \returns the implementation-dependent name for the game controller, or NULL
286 * if there is no name or the index is invalid.
287 *
288 * \since This function is available since SDL 2.0.0.
289 *
290 * \sa SDL_GameControllerName
291 * \sa SDL_GameControllerOpen
292 * \sa SDL_IsGameController
293 */
294 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
295
296 /**
297 * Get the implementation dependent path for the game controller.
298 *
299 * This function can be called before any controllers are opened.
300 *
301 * `joystick_index` is the same as the `device_index` passed to
302 * SDL_JoystickOpen().
303 *
304 * \param joystick_index the device_index of a device, from zero to
305 * SDL_NumJoysticks()-1
306 * \returns the implementation-dependent path for the game controller, or NULL
307 * if there is no path or the index is invalid.
308 *
309 * \since This function is available since SDL 2.24.0.
310 *
311 * \sa SDL_GameControllerPath
312 */
313 extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_index);
314
315 /**
316 * Get the type of a game controller.
317 *
318 * This can be called before any controllers are opened.
319 *
320 * \param joystick_index the device_index of a device, from zero to
321 * SDL_NumJoysticks()-1
322 * \returns the controller type.
323 *
324 * \since This function is available since SDL 2.0.12.
325 */
326 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
327
328 /**
329 * Get the mapping of a game controller.
330 *
331 * This can be called before any controllers are opened.
332 *
333 * \param joystick_index the device_index of a device, from zero to
334 * SDL_NumJoysticks()-1
335 * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
336 * no mapping is available.
337 *
338 * \since This function is available since SDL 2.0.9.
339 */
340 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
341
342 /**
343 * Open a game controller for use.
344 *
345 * `joystick_index` is the same as the `device_index` passed to
346 * SDL_JoystickOpen().
347 *
348 * The index passed as an argument refers to the N'th game controller on the
349 * system. This index is not the value which will identify this controller in
350 * future controller events. The joystick's instance id (SDL_JoystickID) will
351 * be used there instead.
352 *
353 * \param joystick_index the device_index of a device, up to
354 * SDL_NumJoysticks()
355 * \returns a gamecontroller identifier or NULL if an error occurred; call
356 * SDL_GetError() for more information.
357 *
358 * \since This function is available since SDL 2.0.0.
359 *
360 * \sa SDL_GameControllerClose
361 * \sa SDL_GameControllerNameForIndex
362 * \sa SDL_IsGameController
363 */
364 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
365
366 /**
367 * Get the SDL_GameController associated with an instance id.
368 *
369 * \param joyid the instance id to get the SDL_GameController for
370 * \returns an SDL_GameController on success or NULL on failure; call
371 * SDL_GetError() for more information.
372 *
373 * \since This function is available since SDL 2.0.4.
374 */
375 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
376
377 /**
378 * Get the SDL_GameController associated with a player index.
379 *
380 * Please note that the player index is _not_ the device index, nor is it the
381 * instance id!
382 *
383 * \param player_index the player index, which is not the device index or the
384 * instance id!
385 * \returns the SDL_GameController associated with a player index.
386 *
387 * \since This function is available since SDL 2.0.12.
388 *
389 * \sa SDL_GameControllerGetPlayerIndex
390 * \sa SDL_GameControllerSetPlayerIndex
391 */
392 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
393
394 /**
395 * Get the implementation-dependent name for an opened game controller.
396 *
397 * This is the same name as returned by SDL_GameControllerNameForIndex(), but
398 * it takes a controller identifier instead of the (unstable) device index.
399 *
400 * \param gamecontroller a game controller identifier previously returned by
401 * SDL_GameControllerOpen()
402 * \returns the implementation dependent name for the game controller, or NULL
403 * if there is no name or the identifier passed is invalid.
404 *
405 * \since This function is available since SDL 2.0.0.
406 *
407 * \sa SDL_GameControllerNameForIndex
408 * \sa SDL_GameControllerOpen
409 */
410 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
411
412 /**
413 * Get the implementation-dependent path for an opened game controller.
414 *
415 * This is the same path as returned by SDL_GameControllerNameForIndex(), but
416 * it takes a controller identifier instead of the (unstable) device index.
417 *
418 * \param gamecontroller a game controller identifier previously returned by
419 * SDL_GameControllerOpen()
420 * \returns the implementation dependent path for the game controller, or NULL
421 * if there is no path or the identifier passed is invalid.
422 *
423 * \since This function is available since SDL 2.24.0.
424 *
425 * \sa SDL_GameControllerPathForIndex
426 */
427 extern DECLSPEC const char *SDLCALL SDL_GameControllerPath(SDL_GameController *gamecontroller);
428
429 /**
430 * Get the type of this currently opened controller
431 *
432 * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
433 * it takes a controller identifier instead of the (unstable) device index.
434 *
435 * \param gamecontroller the game controller object to query.
436 * \returns the controller type.
437 *
438 * \since This function is available since SDL 2.0.12.
439 */
440 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
441
442 /**
443 * Get the player index of an opened game controller.
444 *
445 * For XInput controllers this returns the XInput user index.
446 *
447 * \param gamecontroller the game controller object to query.
448 * \returns the player index for controller, or -1 if it's not available.
449 *
450 * \since This function is available since SDL 2.0.9.
451 */
452 extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
453
454 /**
455 * Set the player index of an opened game controller.
456 *
457 * \param gamecontroller the game controller object to adjust.
458 * \param player_index Player index to assign to this controller, or -1 to
459 * clear the player index and turn off player LEDs.
460 *
461 * \since This function is available since SDL 2.0.12.
462 */
463 extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
464
465 /**
466 * Get the USB vendor ID of an opened controller, if available.
467 *
468 * If the vendor ID isn't available this function returns 0.
469 *
470 * \param gamecontroller the game controller object to query.
471 * \return the USB vendor ID, or zero if unavailable.
472 *
473 * \since This function is available since SDL 2.0.6.
474 */
475 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
476
477 /**
478 * Get the USB product ID of an opened controller, if available.
479 *
480 * If the product ID isn't available this function returns 0.
481 *
482 * \param gamecontroller the game controller object to query.
483 * \return the USB product ID, or zero if unavailable.
484 *
485 * \since This function is available since SDL 2.0.6.
486 */
487 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
488
489 /**
490 * Get the product version of an opened controller, if available.
491 *
492 * If the product version isn't available this function returns 0.
493 *
494 * \param gamecontroller the game controller object to query.
495 * \return the USB product version, or zero if unavailable.
496 *
497 * \since This function is available since SDL 2.0.6.
498 */
499 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
500
501 /**
502 * Get the firmware version of an opened controller, if available.
503 *
504 * If the firmware version isn't available this function returns 0.
505 *
506 * \param gamecontroller the game controller object to query.
507 * \return the controller firmware version, or zero if unavailable.
508 *
509 * \since This function is available since SDL 2.24.0.
510 */
511 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller);
512
513 /**
514 * Get the serial number of an opened controller, if available.
515 *
516 * Returns the serial number of the controller, or NULL if it is not
517 * available.
518 *
519 * \param gamecontroller the game controller object to query.
520 * \return the serial number, or NULL if unavailable.
521 *
522 * \since This function is available since SDL 2.0.14.
523 */
524 extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
525
526 /**
527 * Check if a controller has been opened and is currently connected.
528 *
529 * \param gamecontroller a game controller identifier previously returned by
530 * SDL_GameControllerOpen()
531 * \returns SDL_TRUE if the controller has been opened and is currently
532 * connected, or SDL_FALSE if not.
533 *
534 * \since This function is available since SDL 2.0.0.
535 *
536 * \sa SDL_GameControllerClose
537 * \sa SDL_GameControllerOpen
538 */
539 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
540
541 /**
542 * Get the Joystick ID from a Game Controller.
543 *
544 * This function will give you a SDL_Joystick object, which allows you to use
545 * the SDL_Joystick functions with a SDL_GameController object. This would be
546 * useful for getting a joystick's position at any given time, even if it
547 * hasn't moved (moving it would produce an event, which would have the axis'
548 * value).
549 *
550 * The pointer returned is owned by the SDL_GameController. You should not
551 * call SDL_JoystickClose() on it, for example, since doing so will likely
552 * cause SDL to crash.
553 *
554 * \param gamecontroller the game controller object that you want to get a
555 * joystick from
556 * \returns a SDL_Joystick object; call SDL_GetError() for more information.
557 *
558 * \since This function is available since SDL 2.0.0.
559 */
560 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
561
562 /**
563 * Query or change current state of Game Controller events.
564 *
565 * If controller events are disabled, you must call SDL_GameControllerUpdate()
566 * yourself and check the state of the controller when you want controller
567 * information.
568 *
569 * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
570 * and 1 will have any effect. Other numbers will just be returned.
571 *
572 * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
573 * \returns the same value passed to the function, with exception to -1
574 * (SDL_QUERY), which will return the current state.
575 *
576 * \since This function is available since SDL 2.0.0.
577 *
578 * \sa SDL_JoystickEventState
579 */
580 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
581
582 /**
583 * Manually pump game controller updates if not using the loop.
584 *
585 * This function is called automatically by the event loop if events are
586 * enabled. Under such circumstances, it will not be necessary to call this
587 * function.
588 *
589 * \since This function is available since SDL 2.0.0.
590 */
591 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
592
593
594 /**
595 * The list of axes available from a controller
596 *
597 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
598 * and are centered within ~8000 of zero, though advanced UI will allow users to set
599 * or autodetect the dead zone, which varies between controllers.
600 *
601 * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
602 */
603 typedef enum
604 {
605 SDL_CONTROLLER_AXIS_INVALID = -1,
606 SDL_CONTROLLER_AXIS_LEFTX,
607 SDL_CONTROLLER_AXIS_LEFTY,
608 SDL_CONTROLLER_AXIS_RIGHTX,
609 SDL_CONTROLLER_AXIS_RIGHTY,
610 SDL_CONTROLLER_AXIS_TRIGGERLEFT,
611 SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
612 SDL_CONTROLLER_AXIS_MAX
613 } SDL_GameControllerAxis;
614
615 /**
616 * Convert a string into SDL_GameControllerAxis enum.
617 *
618 * This function is called internally to translate SDL_GameController mapping
619 * strings for the underlying joystick device into the consistent
620 * SDL_GameController mapping. You do not normally need to call this function
621 * unless you are parsing SDL_GameController mappings in your own code.
622 *
623 * Note specially that "righttrigger" and "lefttrigger" map to
624 * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
625 * respectively.
626 *
627 * \param str string representing a SDL_GameController axis
628 * \returns the SDL_GameControllerAxis enum corresponding to the input string,
629 * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
630 *
631 * \since This function is available since SDL 2.0.0.
632 *
633 * \sa SDL_GameControllerGetStringForAxis
634 */
635 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
636
637 /**
638 * Convert from an SDL_GameControllerAxis enum to a string.
639 *
640 * The caller should not SDL_free() the returned string.
641 *
642 * \param axis an enum value for a given SDL_GameControllerAxis
643 * \returns a string for the given axis, or NULL if an invalid axis is
644 * specified. The string returned is of the format used by
645 * SDL_GameController mapping strings.
646 *
647 * \since This function is available since SDL 2.0.0.
648 *
649 * \sa SDL_GameControllerGetAxisFromString
650 */
651 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
652
653 /**
654 * Get the SDL joystick layer binding for a controller axis mapping.
655 *
656 * \param gamecontroller a game controller
657 * \param axis an axis enum value (one of the SDL_GameControllerAxis values)
658 * \returns a SDL_GameControllerButtonBind describing the bind. On failure
659 * (like the given Controller axis doesn't exist on the device), its
660 * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
661 *
662 * \since This function is available since SDL 2.0.0.
663 *
664 * \sa SDL_GameControllerGetBindForButton
665 */
666 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
667 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
668 SDL_GameControllerAxis axis);
669
670 /**
671 * Query whether a game controller has a given axis.
672 *
673 * This merely reports whether the controller's mapping defined this axis, as
674 * that is all the information SDL has about the physical device.
675 *
676 * \param gamecontroller a game controller
677 * \param axis an axis enum value (an SDL_GameControllerAxis value)
678 * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
679 *
680 * \since This function is available since SDL 2.0.14.
681 */
682 extern DECLSPEC SDL_bool SDLCALL
683 SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
684
685 /**
686 * Get the current state of an axis control on a game controller.
687 *
688 * The axis indices start at index 0.
689 *
690 * The state is a value ranging from -32768 to 32767. Triggers, however, range
691 * from 0 to 32767 (they never return a negative value).
692 *
693 * \param gamecontroller a game controller
694 * \param axis an axis index (one of the SDL_GameControllerAxis values)
695 * \returns axis state (including 0) on success or 0 (also) on failure; call
696 * SDL_GetError() for more information.
697 *
698 * \since This function is available since SDL 2.0.0.
699 *
700 * \sa SDL_GameControllerGetButton
701 */
702 extern DECLSPEC Sint16 SDLCALL
703 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
704
705 /**
706 * The list of buttons available from a controller
707 */
708 typedef enum
709 {
710 SDL_CONTROLLER_BUTTON_INVALID = -1,
711 SDL_CONTROLLER_BUTTON_A,
712 SDL_CONTROLLER_BUTTON_B,
713 SDL_CONTROLLER_BUTTON_X,
714 SDL_CONTROLLER_BUTTON_Y,
715 SDL_CONTROLLER_BUTTON_BACK,
716 SDL_CONTROLLER_BUTTON_GUIDE,
717 SDL_CONTROLLER_BUTTON_START,
718 SDL_CONTROLLER_BUTTON_LEFTSTICK,
719 SDL_CONTROLLER_BUTTON_RIGHTSTICK,
720 SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
721 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
722 SDL_CONTROLLER_BUTTON_DPAD_UP,
723 SDL_CONTROLLER_BUTTON_DPAD_DOWN,
724 SDL_CONTROLLER_BUTTON_DPAD_LEFT,
725 SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
726 SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
727 SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
728 SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
729 SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
730 SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
731 SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
732 SDL_CONTROLLER_BUTTON_MAX
733 } SDL_GameControllerButton;
734
735 /**
736 * Convert a string into an SDL_GameControllerButton enum.
737 *
738 * This function is called internally to translate SDL_GameController mapping
739 * strings for the underlying joystick device into the consistent
740 * SDL_GameController mapping. You do not normally need to call this function
741 * unless you are parsing SDL_GameController mappings in your own code.
742 *
743 * \param str string representing a SDL_GameController axis
744 * \returns the SDL_GameControllerButton enum corresponding to the input
745 * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
746 *
747 * \since This function is available since SDL 2.0.0.
748 */
749 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
750
751 /**
752 * Convert from an SDL_GameControllerButton enum to a string.
753 *
754 * The caller should not SDL_free() the returned string.
755 *
756 * \param button an enum value for a given SDL_GameControllerButton
757 * \returns a string for the given button, or NULL if an invalid button is
758 * specified. The string returned is of the format used by
759 * SDL_GameController mapping strings.
760 *
761 * \since This function is available since SDL 2.0.0.
762 *
763 * \sa SDL_GameControllerGetButtonFromString
764 */
765 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
766
767 /**
768 * Get the SDL joystick layer binding for a controller button mapping.
769 *
770 * \param gamecontroller a game controller
771 * \param button an button enum value (an SDL_GameControllerButton value)
772 * \returns a SDL_GameControllerButtonBind describing the bind. On failure
773 * (like the given Controller button doesn't exist on the device),
774 * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
775 *
776 * \since This function is available since SDL 2.0.0.
777 *
778 * \sa SDL_GameControllerGetBindForAxis
779 */
780 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
781 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
782 SDL_GameControllerButton button);
783
784 /**
785 * Query whether a game controller has a given button.
786 *
787 * This merely reports whether the controller's mapping defined this button,
788 * as that is all the information SDL has about the physical device.
789 *
790 * \param gamecontroller a game controller
791 * \param button a button enum value (an SDL_GameControllerButton value)
792 * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
793 *
794 * \since This function is available since SDL 2.0.14.
795 */
796 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
797 SDL_GameControllerButton button);
798
799 /**
800 * Get the current state of a button on a game controller.
801 *
802 * \param gamecontroller a game controller
803 * \param button a button index (one of the SDL_GameControllerButton values)
804 * \returns 1 for pressed state or 0 for not pressed state or error; call
805 * SDL_GetError() for more information.
806 *
807 * \since This function is available since SDL 2.0.0.
808 *
809 * \sa SDL_GameControllerGetAxis
810 */
811 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
812 SDL_GameControllerButton button);
813
814 /**
815 * Get the number of touchpads on a game controller.
816 *
817 * \since This function is available since SDL 2.0.14.
818 */
819 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
820
821 /**
822 * Get the number of supported simultaneous fingers on a touchpad on a game
823 * controller.
824 *
825 * \since This function is available since SDL 2.0.14.
826 */
827 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
828
829 /**
830 * Get the current state of a finger on a touchpad on a game controller.
831 *
832 * \since This function is available since SDL 2.0.14.
833 */
834 extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
835
836 /**
837 * Return whether a game controller has a particular sensor.
838 *
839 * \param gamecontroller The controller to query
840 * \param type The type of sensor to query
841 * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
842 *
843 * \since This function is available since SDL 2.0.14.
844 */
845 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
846
847 /**
848 * Set whether data reporting for a game controller sensor is enabled.
849 *
850 * \param gamecontroller The controller to update
851 * \param type The type of sensor to enable/disable
852 * \param enabled Whether data reporting should be enabled
853 * \returns 0 or -1 if an error occurred.
854 *
855 * \since This function is available since SDL 2.0.14.
856 */
857 extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
858
859 /**
860 * Query whether sensor data reporting is enabled for a game controller.
861 *
862 * \param gamecontroller The controller to query
863 * \param type The type of sensor to query
864 * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
865 *
866 * \since This function is available since SDL 2.0.14.
867 */
868 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
869
870 /**
871 * Get the data rate (number of events per second) of a game controller
872 * sensor.
873 *
874 * \param gamecontroller The controller to query
875 * \param type The type of sensor to query
876 * \return the data rate, or 0.0f if the data rate is not available.
877 *
878 * \since This function is available since SDL 2.0.16.
879 */
880 extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
881
882 /**
883 * Get the current state of a game controller sensor.
884 *
885 * The number of values and interpretation of the data is sensor dependent.
886 * See SDL_sensor.h for the details for each type of sensor.
887 *
888 * \param gamecontroller The controller to query
889 * \param type The type of sensor to query
890 * \param data A pointer filled with the current sensor state
891 * \param num_values The number of values to write to data
892 * \return 0 or -1 if an error occurred.
893 *
894 * \since This function is available since SDL 2.0.14.
895 */
896 extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
897
898 /**
899 * Get the current state of a game controller sensor with the timestamp of the
900 * last update.
901 *
902 * The number of values and interpretation of the data is sensor dependent.
903 * See SDL_sensor.h for the details for each type of sensor.
904 *
905 * \param gamecontroller The controller to query
906 * \param type The type of sensor to query
907 * \param timestamp A pointer filled with the timestamp in microseconds of the
908 * current sensor reading if available, or 0 if not
909 * \param data A pointer filled with the current sensor state
910 * \param num_values The number of values to write to data
911 * \return 0 or -1 if an error occurred.
912 *
913 * \since This function is available since SDL 2.26.0.
914 */
915 extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_GameController *gamecontroller, SDL_SensorType type, Uint64 *timestamp, float *data, int num_values);
916
917 /**
918 * Start a rumble effect on a game controller.
919 *
920 * Each call to this function cancels any previous rumble effect, and calling
921 * it with 0 intensity stops any rumbling.
922 *
923 * \param gamecontroller The controller to vibrate
924 * \param low_frequency_rumble The intensity of the low frequency (left)
925 * rumble motor, from 0 to 0xFFFF
926 * \param high_frequency_rumble The intensity of the high frequency (right)
927 * rumble motor, from 0 to 0xFFFF
928 * \param duration_ms The duration of the rumble effect, in milliseconds
929 * \returns 0, or -1 if rumble isn't supported on this controller
930 *
931 * \since This function is available since SDL 2.0.9.
932 *
933 * \sa SDL_GameControllerHasRumble
934 */
935 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
936
937 /**
938 * Start a rumble effect in the game controller's triggers.
939 *
940 * Each call to this function cancels any previous trigger rumble effect, and
941 * calling it with 0 intensity stops any rumbling.
942 *
943 * Note that this is rumbling of the _triggers_ and not the game controller as
944 * a whole. This is currently only supported on Xbox One controllers. If you
945 * want the (more common) whole-controller rumble, use
946 * SDL_GameControllerRumble() instead.
947 *
948 * \param gamecontroller The controller to vibrate
949 * \param left_rumble The intensity of the left trigger rumble motor, from 0
950 * to 0xFFFF
951 * \param right_rumble The intensity of the right trigger rumble motor, from 0
952 * to 0xFFFF
953 * \param duration_ms The duration of the rumble effect, in milliseconds
954 * \returns 0, or -1 if trigger rumble isn't supported on this controller
955 *
956 * \since This function is available since SDL 2.0.14.
957 *
958 * \sa SDL_GameControllerHasRumbleTriggers
959 */
960 extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
961
962 /**
963 * Query whether a game controller has an LED.
964 *
965 * \param gamecontroller The controller to query
966 * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
967 * modifiable LED
968 *
969 * \since This function is available since SDL 2.0.14.
970 */
971 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
972
973 /**
974 * Query whether a game controller has rumble support.
975 *
976 * \param gamecontroller The controller to query
977 * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
978 * support
979 *
980 * \since This function is available since SDL 2.0.18.
981 *
982 * \sa SDL_GameControllerRumble
983 */
984 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
985
986 /**
987 * Query whether a game controller has rumble support on triggers.
988 *
989 * \param gamecontroller The controller to query
990 * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
991 * rumble support
992 *
993 * \since This function is available since SDL 2.0.18.
994 *
995 * \sa SDL_GameControllerRumbleTriggers
996 */
997 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
998
999 /**
1000 * Update a game controller's LED color.
1001 *
1002 * \param gamecontroller The controller to update
1003 * \param red The intensity of the red LED
1004 * \param green The intensity of the green LED
1005 * \param blue The intensity of the blue LED
1006 * \returns 0, or -1 if this controller does not have a modifiable LED
1007 *
1008 * \since This function is available since SDL 2.0.14.
1009 */
1010 extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
1011
1012 /**
1013 * Send a controller specific effect packet
1014 *
1015 * \param gamecontroller The controller to affect
1016 * \param data The data to send to the controller
1017 * \param size The size of the data to send to the controller
1018 * \returns 0, or -1 if this controller or driver doesn't support effect
1019 * packets
1020 *
1021 * \since This function is available since SDL 2.0.16.
1022 */
1023 extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
1024
1025 /**
1026 * Close a game controller previously opened with SDL_GameControllerOpen().
1027 *
1028 * \param gamecontroller a game controller identifier previously returned by
1029 * SDL_GameControllerOpen()
1030 *
1031 * \since This function is available since SDL 2.0.0.
1032 *
1033 * \sa SDL_GameControllerOpen
1034 */
1035 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
1036
1037 /**
1038 * Return the sfSymbolsName for a given button on a game controller on Apple
1039 * platforms.
1040 *
1041 * \param gamecontroller the controller to query
1042 * \param button a button on the game controller
1043 * \returns the sfSymbolsName or NULL if the name can't be found
1044 *
1045 * \since This function is available since SDL 2.0.18.
1046 *
1047 * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
1048 */
1049 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
1050
1051 /**
1052 * Return the sfSymbolsName for a given axis on a game controller on Apple
1053 * platforms.
1054 *
1055 * \param gamecontroller the controller to query
1056 * \param axis an axis on the game controller
1057 * \returns the sfSymbolsName or NULL if the name can't be found
1058 *
1059 * \since This function is available since SDL 2.0.18.
1060 *
1061 * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
1062 */
1063 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
1064
1065
1066 /* Ends C function definitions when using C++ */
1067 #ifdef __cplusplus
1068 }
1069 #endif
1070 #include "close_code.h"
1071
1072 #endif /* SDL_gamecontroller_h_ */
1073
1074 /* vi: set ts=4 sw=4 expandtab: */