mirror of
https://github.com/DrBeef/ioq3quest.git
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257 lines
8 KiB
C
257 lines
8 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_gamecontroller.h
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*
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* Include file for SDL game controller event handling
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*/
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#ifndef _SDL_gamecontroller_h
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#define _SDL_gamecontroller_h
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_joystick.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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/**
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* \file SDL_gamecontroller.h
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*
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* In order to use these functions, SDL_Init() must have been called
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* with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
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* for game controllers, and load appropriate drivers.
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*/
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/* The gamecontroller structure used to identify an SDL game controller */
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struct _SDL_GameController;
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typedef struct _SDL_GameController SDL_GameController;
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typedef enum
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{
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SDL_CONTROLLER_BINDTYPE_NONE = 0,
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SDL_CONTROLLER_BINDTYPE_BUTTON,
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SDL_CONTROLLER_BINDTYPE_AXIS,
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SDL_CONTROLLER_BINDTYPE_HAT
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} SDL_CONTROLLER_BINDTYPE;
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/**
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* get the sdl joystick layer binding for this controller button/axis mapping
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*/
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struct _SDL_GameControllerHatBind
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{
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int hat;
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int hat_mask;
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};
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typedef struct _SDL_GameControllerButtonBind
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{
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SDL_CONTROLLER_BINDTYPE m_eBindType;
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union
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{
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int button;
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int axis;
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struct _SDL_GameControllerHatBind hat;
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};
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} SDL_GameControllerButtonBind;
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/**
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* To count the number of game controllers in the system for the following:
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* int nJoysticks = SDL_NumJoysticks();
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* int nGameControllers = 0;
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* for ( int i = 0; i < nJoysticks; i++ ) {
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* if ( SDL_IsGameController(i) ) {
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* nGameControllers++;
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* }
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* }
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*
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* Using the SDL_HINT_GAMECONTROLLERCONFIG hint you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
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* guid,name,mappings
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*
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* 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.
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* Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
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* The mapping format for joystick is:
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* bX - a joystick button, index X
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* hX.Y - hat X with value Y
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* aX - axis X of the joystick
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* Buttons can be used as a controller axis and vice versa.
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*
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* This string shows an example of a valid mapping for a controller
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* "341a3608000000000000504944564944,Aferglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
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*
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*/
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/**
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* Is the joystick on this index supported by the game controller interface?
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* returns 1 if supported, 0 otherwise.
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*/
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extern DECLSPEC int SDLCALL SDL_IsGameController(int joystick_index);
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/**
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* Get the implementation dependent name of a game controller.
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* This can be called before any controllers are opened.
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* If no name can be found, this function returns NULL.
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
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/**
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* Open a game controller for use.
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* The index passed as an argument refers to the N'th game controller on the system.
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* This index is the value which will identify this controller in future controller
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* events.
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*
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* \return A controller identifier, or NULL if an error occurred.
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*/
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
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/**
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* Return the name for this currently opened controller
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*/
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extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController * gamecontroller);
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/**
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* Returns 1 if the controller has been opened and currently connected, or 0 if it has not.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetAttached(SDL_GameController * gamecontroller);
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/**
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* Get the underlying joystick object used by a controller
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*/
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extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller);
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/**
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* Enable/disable controller event polling.
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*
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* If controller events are disabled, you must call SDL_GameControllerUpdate()
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* yourself and check the state of the controller when you want controller
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* information.
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*
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* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
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/**
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* The list of axii available from a controller
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*/
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typedef enum
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{
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SDL_CONTROLLER_AXIS_INVALID = -1,
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SDL_CONTROLLER_AXIS_LEFTX,
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SDL_CONTROLLER_AXIS_LEFTY,
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SDL_CONTROLLER_AXIS_RIGHTX,
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SDL_CONTROLLER_AXIS_RIGHTY,
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SDL_CONTROLLER_AXIS_TRIGGERLEFT,
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SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
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SDL_CONTROLLER_AXIS_MAX
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} SDL_CONTROLLER_AXIS;
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/**
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* turn this string into a axis mapping
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*/
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extern DECLSPEC SDL_CONTROLLER_AXIS SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
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/**
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* get the sdl joystick layer binding for this controller button mapping
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*/
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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_CONTROLLER_AXIS button);
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/**
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* Get the current state of an axis control on a game controller.
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*
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* The state is a value ranging from -32768 to 32767.
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*
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* The axis indices start at index 0.
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*/
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extern DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis(SDL_GameController * gamecontroller,
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SDL_CONTROLLER_AXIS axis);
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/**
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* The list of buttons available from a controller
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*/
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typedef enum
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{
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SDL_CONTROLLER_BUTTON_INVALID = -1,
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SDL_CONTROLLER_BUTTON_A,
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SDL_CONTROLLER_BUTTON_B,
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SDL_CONTROLLER_BUTTON_X,
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SDL_CONTROLLER_BUTTON_Y,
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SDL_CONTROLLER_BUTTON_BACK,
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SDL_CONTROLLER_BUTTON_GUIDE,
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SDL_CONTROLLER_BUTTON_START,
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SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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SDL_CONTROLLER_BUTTON_DPAD_UP,
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SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
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SDL_CONTROLLER_BUTTON_MAX
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} SDL_CONTROLLER_BUTTON;
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/**
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* turn this string into a button mapping
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*/
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extern DECLSPEC SDL_CONTROLLER_BUTTON SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
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/**
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* get the sdl joystick layer binding for this controller button mapping
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*/
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extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_CONTROLLER_BUTTON button);
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/**
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* Get the current state of a button on a game controller.
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*
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* The button indices start at index 0.
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*/
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extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController * gamecontroller,
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SDL_CONTROLLER_BUTTON button);
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/**
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* Close a controller previously opened with SDL_GameControllerOpen().
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*/
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extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController * gamecontrollerk);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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#endif
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#include "close_code.h"
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#endif /* _SDL_gamecontroller_h */
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/* vi: set ts=4 sw=4 expandtab: */
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