2 Simple DirectMedia Layer
3 Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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
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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:
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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.
23 * \file SDL_gamecontroller.h
25 * Include file for SDL game controller event handling
28 #ifndef SDL_gamecontroller_h_
29 #define SDL_gamecontroller_h_
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"
37 #include "begin_code.h"
38 /* Set up for C function definitions, even when using C++ */
44 * \file SDL_gamecontroller.h
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.
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
56 * The gamecontroller structure used to identify an SDL game controller
58 struct _SDL_GameController;
59 typedef struct _SDL_GameController SDL_GameController;
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_GameControllerType;
75 SDL_CONTROLLER_BINDTYPE_NONE = 0,
76 SDL_CONTROLLER_BINDTYPE_BUTTON,
77 SDL_CONTROLLER_BINDTYPE_AXIS,
78 SDL_CONTROLLER_BINDTYPE_HAT
79 } SDL_GameControllerBindType;
82 * Get the SDL joystick layer binding for this controller button/axis mapping
84 typedef struct SDL_GameControllerButtonBind
86 SDL_GameControllerBindType bindType;
97 } SDL_GameControllerButtonBind;
101 * To count the number of game controllers in the system for the following:
102 * int nJoysticks = SDL_NumJoysticks();
103 * int nGameControllers = 0;
104 * for (int i = 0; i < nJoysticks; i++) {
105 * if (SDL_IsGameController(i)) {
106 * nGameControllers++;
110 * 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:
113 * 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.
114 * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
115 * The mapping format for joystick is:
116 * bX - a joystick button, index X
117 * hX.Y - hat X with value Y
118 * aX - axis X of the joystick
119 * Buttons can be used as a controller axis and vice versa.
121 * This string shows an example of a valid mapping for a controller
122 * "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",
127 * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
128 * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
130 * If \c freerw is non-zero, the stream will be closed after being read.
132 * \return number of mappings added, -1 on error
134 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
137 * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
141 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
144 * Add or update an existing mapping configuration
146 * \return 1 if mapping is added, 0 if updated, -1 on error
148 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
151 * Get the number of mappings installed
153 * \return the number of mappings
155 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
158 * Get the mapping at a particular index.
160 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
162 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
165 * Get a mapping string for a GUID
167 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
169 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
172 * Get a mapping string for an open GameController
174 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
176 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
179 * Is the joystick on this index supported by the game controller interface?
181 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
184 * Get the implementation dependent name of a game controller.
185 * This can be called before any controllers are opened.
186 * If no name can be found, this function returns NULL.
188 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
191 * Get the type of a game controller.
192 * This can be called before any controllers are opened.
194 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
197 * Get the mapping of a game controller.
198 * This can be called before any controllers are opened.
200 * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
202 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
205 * Open a game controller for use.
206 * The index passed as an argument refers to the N'th game controller on the system.
207 * This index is not the value which will identify this controller in future
208 * controller events. The joystick's instance id (::SDL_JoystickID) will be
209 * used there instead.
211 * \return A controller identifier, or NULL if an error occurred.
213 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
216 * Return the SDL_GameController associated with an instance id.
218 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
221 * Return the SDL_GameController associated with a player index.
223 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
226 * Return the name for this currently opened controller
228 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
230 * Get the USB vendor ID of an opened controller, if available.
231 * If the vendor ID isn't available this function returns 0.
233 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
235 * Get the USB product ID of an opened controller, if available.
236 * If the product ID isn't available this function returns 0.
238 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
240 * Get the product version of an opened controller, if available.
241 * If the product version isn't available this function returns 0.
243 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
246 * Return the type of this currently opened controller
248 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
251 * Get the player index of an opened game controller, or -1 if it's not available
253 * For XInput controllers this returns the XInput user index.
255 extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
258 * Set the player index of an opened game controller
260 extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
263 * Get the USB vendor ID of an opened controller, if available.
264 * If the vendor ID isn't available this function returns 0.
266 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
269 * Get the USB product ID of an opened controller, if available.
270 * If the product ID isn't available this function returns 0.
272 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
275 * Get the product version of an opened controller, if available.
276 * If the product version isn't available this function returns 0.
278 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
281 * Get the serial number of an opened controller, if available.
283 * Returns the serial number of the controller, or NULL if it is not available.
285 extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
288 * Returns SDL_TRUE if the controller has been opened and currently connected,
289 * or SDL_FALSE if it has not.
291 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
294 * Get the underlying joystick object used by a controller
296 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
299 * Enable/disable controller event polling.
301 * If controller events are disabled, you must call SDL_GameControllerUpdate()
302 * yourself and check the state of the controller when you want controller
305 * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
307 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
310 * Update the current state of the open game controllers.
312 * This is called automatically by the event loop if any game controller
313 * events are enabled.
315 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
319 * The list of axes available from a controller
321 * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
322 * and are centered within ~8000 of zero, though advanced UI will allow users to set
323 * or autodetect the dead zone, which varies between controllers.
325 * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
329 SDL_CONTROLLER_AXIS_INVALID = -1,
330 SDL_CONTROLLER_AXIS_LEFTX,
331 SDL_CONTROLLER_AXIS_LEFTY,
332 SDL_CONTROLLER_AXIS_RIGHTX,
333 SDL_CONTROLLER_AXIS_RIGHTY,
334 SDL_CONTROLLER_AXIS_TRIGGERLEFT,
335 SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
336 SDL_CONTROLLER_AXIS_MAX
337 } SDL_GameControllerAxis;
340 * turn this string into a axis mapping
342 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
345 * turn this axis enum into a string mapping
347 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
350 * Get the SDL joystick layer binding for this controller button mapping
352 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
353 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
354 SDL_GameControllerAxis axis);
357 * Return whether a game controller has a given axis
359 extern DECLSPEC SDL_bool SDLCALL
360 SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
363 * Get the current state of an axis control on a game controller.
365 * The state is a value ranging from -32768 to 32767 (except for the triggers,
366 * which range from 0 to 32767).
368 * The axis indices start at index 0.
370 extern DECLSPEC Sint16 SDLCALL
371 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
374 * The list of buttons available from a controller
378 SDL_CONTROLLER_BUTTON_INVALID = -1,
379 SDL_CONTROLLER_BUTTON_A,
380 SDL_CONTROLLER_BUTTON_B,
381 SDL_CONTROLLER_BUTTON_X,
382 SDL_CONTROLLER_BUTTON_Y,
383 SDL_CONTROLLER_BUTTON_BACK,
384 SDL_CONTROLLER_BUTTON_GUIDE,
385 SDL_CONTROLLER_BUTTON_START,
386 SDL_CONTROLLER_BUTTON_LEFTSTICK,
387 SDL_CONTROLLER_BUTTON_RIGHTSTICK,
388 SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
389 SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
390 SDL_CONTROLLER_BUTTON_DPAD_UP,
391 SDL_CONTROLLER_BUTTON_DPAD_DOWN,
392 SDL_CONTROLLER_BUTTON_DPAD_LEFT,
393 SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
394 SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
395 SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
396 SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
397 SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
398 SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
399 SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
400 SDL_CONTROLLER_BUTTON_MAX
401 } SDL_GameControllerButton;
404 * turn this string into a button mapping
406 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
409 * turn this button enum into a string mapping
411 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
414 * Get the SDL joystick layer binding for this controller button mapping
416 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
417 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
418 SDL_GameControllerButton button);
421 * Return whether a game controller has a given button
423 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
424 SDL_GameControllerButton button);
427 * Get the current state of a button on a game controller.
429 * The button indices start at index 0.
431 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
432 SDL_GameControllerButton button);
435 * Get the number of touchpads on a game controller.
437 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
440 * Get the number of supported simultaneous fingers on a touchpad on a game controller.
442 extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
445 * Get the current state of a finger on a touchpad on a game controller.
447 extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
450 * Return whether a game controller has a particular sensor.
452 * \param gamecontroller The controller to query
453 * \param type The type of sensor to query
455 * \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
457 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
460 * Set whether data reporting for a game controller sensor is enabled
462 * \param gamecontroller The controller to update
463 * \param type The type of sensor to enable/disable
464 * \param enabled Whether data reporting should be enabled
466 * \return 0 or -1 if an error occurred.
468 extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
471 * Query whether sensor data reporting is enabled for a game controller
473 * \param gamecontroller The controller to query
474 * \param type The type of sensor to query
476 * \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
478 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
481 * Get the current state of a game controller sensor.
483 * The number of values and interpretation of the data is sensor dependent.
484 * See SDL_sensor.h for the details for each type of sensor.
486 * \param gamecontroller The controller to query
487 * \param type The type of sensor to query
488 * \param data A pointer filled with the current sensor state
489 * \param num_values The number of values to write to data
491 * \return 0 or -1 if an error occurred.
493 extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
496 * Start a rumble effect
497 * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
499 * \param gamecontroller The controller to vibrate
500 * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
501 * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
502 * \param duration_ms The duration of the rumble effect, in milliseconds
504 * \return 0, or -1 if rumble isn't supported on this controller
506 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
509 * Start a rumble effect in the game controller's triggers
510 * Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
512 * \param gamecontroller The controller to vibrate
513 * \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF
514 * \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF
515 * \param duration_ms The duration of the rumble effect, in milliseconds
517 * \return 0, or -1 if rumble isn't supported on this controller
519 extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
522 * Return whether a controller has an LED
524 * \param gamecontroller The controller to query
526 * \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
528 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
531 * Update a controller's LED color.
533 * \param gamecontroller The controller to update
534 * \param red The intensity of the red LED
535 * \param green The intensity of the green LED
536 * \param blue The intensity of the blue LED
538 * \return 0, or -1 if this controller does not have a modifiable LED
540 extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
543 * Close a controller previously opened with SDL_GameControllerOpen().
545 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
548 /* Ends C function definitions when using C++ */
552 #include "close_code.h"
554 #endif /* SDL_gamecontroller_h_ */
556 /* vi: set ts=4 sw=4 expandtab: */