SDL_gamepad.h 37 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * \file SDL_gamepad.h
  20. *
  21. * \brief Include file for SDL gamepad event handling
  22. */
  23. #ifndef SDL_gamepad_h_
  24. #define SDL_gamepad_h_
  25. #include <SDL3/SDL_stdinc.h>
  26. #include <SDL3/SDL_error.h>
  27. #include <SDL3/SDL_rwops.h>
  28. #include <SDL3/SDL_sensor.h>
  29. #include <SDL3/SDL_joystick.h>
  30. #include <SDL3/SDL_begin_code.h>
  31. /* Set up for C function definitions, even when using C++ */
  32. #ifdef __cplusplus
  33. extern "C" {
  34. #endif
  35. /**
  36. * \file SDL_gamepad.h
  37. *
  38. * In order to use these functions, SDL_Init() must have been called
  39. * with the ::SDL_INIT_GAMEPAD flag. This causes SDL to scan the system
  40. * for gamepads, and load appropriate drivers.
  41. *
  42. * If you would like to receive gamepad updates while the application
  43. * is in the background, you should set the following hint before calling
  44. * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
  45. */
  46. /**
  47. * The structure used to identify an SDL gamepad
  48. */
  49. struct SDL_Gamepad;
  50. typedef struct SDL_Gamepad SDL_Gamepad;
  51. typedef enum
  52. {
  53. SDL_GAMEPAD_TYPE_UNKNOWN = 0,
  54. SDL_GAMEPAD_TYPE_XBOX360,
  55. SDL_GAMEPAD_TYPE_XBOXONE,
  56. SDL_GAMEPAD_TYPE_PS3,
  57. SDL_GAMEPAD_TYPE_PS4,
  58. SDL_GAMEPAD_TYPE_PS5,
  59. SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO,
  60. SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
  61. SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
  62. SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
  63. } SDL_GamepadType;
  64. /**
  65. * The list of buttons available on a gamepad
  66. */
  67. typedef enum
  68. {
  69. SDL_GAMEPAD_BUTTON_INVALID = -1,
  70. SDL_GAMEPAD_BUTTON_A,
  71. SDL_GAMEPAD_BUTTON_B,
  72. SDL_GAMEPAD_BUTTON_X,
  73. SDL_GAMEPAD_BUTTON_Y,
  74. SDL_GAMEPAD_BUTTON_BACK,
  75. SDL_GAMEPAD_BUTTON_GUIDE,
  76. SDL_GAMEPAD_BUTTON_START,
  77. SDL_GAMEPAD_BUTTON_LEFT_STICK,
  78. SDL_GAMEPAD_BUTTON_RIGHT_STICK,
  79. SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
  80. SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
  81. SDL_GAMEPAD_BUTTON_DPAD_UP,
  82. SDL_GAMEPAD_BUTTON_DPAD_DOWN,
  83. SDL_GAMEPAD_BUTTON_DPAD_LEFT,
  84. SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
  85. SDL_GAMEPAD_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
  86. SDL_GAMEPAD_BUTTON_PADDLE1, /* Xbox Elite paddle P1 (upper left, facing the back) */
  87. SDL_GAMEPAD_BUTTON_PADDLE2, /* Xbox Elite paddle P3 (upper right, facing the back) */
  88. SDL_GAMEPAD_BUTTON_PADDLE3, /* Xbox Elite paddle P2 (lower left, facing the back) */
  89. SDL_GAMEPAD_BUTTON_PADDLE4, /* Xbox Elite paddle P4 (lower right, facing the back) */
  90. SDL_GAMEPAD_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
  91. SDL_GAMEPAD_BUTTON_MAX
  92. } SDL_GamepadButton;
  93. /**
  94. * The list of axes available on a gamepad
  95. *
  96. * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
  97. * and are centered within ~8000 of zero, though advanced UI will allow users to set
  98. * or autodetect the dead zone, which varies between gamepads.
  99. *
  100. * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
  101. */
  102. typedef enum
  103. {
  104. SDL_GAMEPAD_AXIS_INVALID = -1,
  105. SDL_GAMEPAD_AXIS_LEFTX,
  106. SDL_GAMEPAD_AXIS_LEFTY,
  107. SDL_GAMEPAD_AXIS_RIGHTX,
  108. SDL_GAMEPAD_AXIS_RIGHTY,
  109. SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
  110. SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
  111. SDL_GAMEPAD_AXIS_MAX
  112. } SDL_GamepadAxis;
  113. /**
  114. * Add support for gamepads that SDL is unaware of or change the binding of an
  115. * existing gamepad.
  116. *
  117. * The mapping string has the format "GUID,name,mapping", where GUID is the
  118. * string value from SDL_GetJoystickGUIDString(), name is the human readable
  119. * string for the device and mappings are gamepad mappings to joystick ones.
  120. * Under Windows there is a reserved GUID of "xinput" that covers all XInput
  121. * devices. The mapping format for joystick is:
  122. *
  123. * - `bX`: a joystick button, index X
  124. * - `hX.Y`: hat X with value Y
  125. * - `aX`: axis X of the joystick
  126. *
  127. * Buttons can be used as a gamepad axes and vice versa.
  128. *
  129. * This string shows an example of a valid mapping for a gamepad:
  130. *
  131. * ```c
  132. * "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"
  133. * ```
  134. *
  135. * \param mapping the mapping string
  136. * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
  137. * -1 on error; call SDL_GetError() for more information.
  138. *
  139. * \since This function is available since SDL 3.0.0.
  140. *
  141. * \sa SDL_GetGamepadMapping
  142. * \sa SDL_GetGamepadMappingForGUID
  143. */
  144. extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
  145. /**
  146. * Load a set of gamepad mappings from a seekable SDL data stream.
  147. *
  148. * You can call this function several times, if needed, to load different
  149. * database files.
  150. *
  151. * If a new mapping is loaded for an already known gamepad GUID, the later
  152. * version will overwrite the one currently loaded.
  153. *
  154. * Mappings not belonging to the current platform or with no platform field
  155. * specified will be ignored (i.e. mappings for Linux will be ignored in
  156. * Windows, etc).
  157. *
  158. * This function will load the text database entirely in memory before
  159. * processing it, so take this into consideration if you are in a memory
  160. * constrained environment.
  161. *
  162. * \param rw the data stream for the mappings to be added
  163. * \param freerw non-zero to close the stream after being read
  164. * \returns the number of mappings added or -1 on error; call SDL_GetError()
  165. * for more information.
  166. *
  167. * \since This function is available since SDL 3.0.0.
  168. *
  169. * \sa SDL_AddGamepadMapping
  170. * \sa SDL_AddGamepadMappingsFromFile
  171. * \sa SDL_GetGamepadMappingForGUID
  172. */
  173. extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromRW(SDL_RWops *rw, int freerw);
  174. /**
  175. * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
  176. *
  177. * Convenience macro.
  178. */
  179. #define SDL_AddGamepadMappingsFromFile(file) SDL_AddGamepadMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
  180. /**
  181. * Get the number of mappings installed.
  182. *
  183. * \returns the number of mappings.
  184. *
  185. * \since This function is available since SDL 3.0.0.
  186. */
  187. extern DECLSPEC int SDLCALL SDL_GetNumGamepadMappings(void);
  188. /**
  189. * Get the mapping at a particular index.
  190. *
  191. * \param mapping_index mapping index
  192. * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
  193. * the index is out of range.
  194. *
  195. * \since This function is available since SDL 3.0.0.
  196. */
  197. extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForIndex(int mapping_index);
  198. /**
  199. * Get the gamepad mapping string for a given GUID.
  200. *
  201. * The returned string must be freed with SDL_free().
  202. *
  203. * \param guid a structure containing the GUID for which a mapping is desired
  204. * \returns a mapping string or NULL on error; call SDL_GetError() for more
  205. * information.
  206. *
  207. * \since This function is available since SDL 3.0.0.
  208. *
  209. * \sa SDL_GetJoystickInstanceGUID
  210. * \sa SDL_GetJoystickGUID
  211. */
  212. extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID guid);
  213. /**
  214. * Get the current mapping of a gamepad.
  215. *
  216. * The returned string must be freed with SDL_free().
  217. *
  218. * Details about mappings are discussed with SDL_AddGamepadMapping().
  219. *
  220. * \param gamepad the gamepad you want to get the current mapping for
  221. * \returns a string that has the gamepad's mapping or NULL if no mapping is
  222. * available; call SDL_GetError() for more information.
  223. *
  224. * \since This function is available since SDL 3.0.0.
  225. *
  226. * \sa SDL_AddGamepadMapping
  227. * \sa SDL_GetGamepadMappingForGUID
  228. * \sa SDL_SetGamepadMapping
  229. */
  230. extern DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
  231. /**
  232. * Set the current mapping of a joystick or gamepad.
  233. *
  234. * Details about mappings are discussed with SDL_AddGamepadMapping().
  235. *
  236. * \param instance_id the joystick instance ID
  237. * \param mapping the mapping to use for this device, or NULL to clear the
  238. * mapping
  239. * \returns 0 on success or a negative error code on failure; call
  240. * SDL_GetError() for more information.
  241. *
  242. * \since This function is available since SDL 3.0.0.
  243. *
  244. * \sa SDL_AddGamepadMapping
  245. * \sa SDL_GetGamepadMapping
  246. */
  247. extern DECLSPEC int SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping);
  248. /**
  249. * Get a list of currently connected gamepads.
  250. *
  251. * \param count a pointer filled in with the number of gamepads returned
  252. * \returns a 0 terminated array of joystick instance IDs which should be
  253. * freed with SDL_free(), or NULL on error; call SDL_GetError() for
  254. * more details.
  255. *
  256. * \since This function is available since SDL 3.0.0.
  257. *
  258. * \sa SDL_OpenGamepad
  259. */
  260. extern DECLSPEC SDL_JoystickID *SDLCALL SDL_GetGamepads(int *count);
  261. /**
  262. * Check if the given joystick is supported by the gamepad interface.
  263. *
  264. * \param instance_id the joystick instance ID
  265. * \returns SDL_TRUE if the given joystick is supported by the gamepad
  266. * interface, SDL_FALSE if it isn't or it's an invalid index.
  267. *
  268. * \since This function is available since SDL 3.0.0.
  269. *
  270. * \sa SDL_GetGamepadNameForIndex
  271. * \sa SDL_OpenGamepad
  272. */
  273. extern DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
  274. /**
  275. * Get the implementation dependent name of a gamepad.
  276. *
  277. * This can be called before any gamepads are opened.
  278. *
  279. * \param instance_id the joystick instance ID
  280. * \returns the name of the selected gamepad. If no name can be found, this
  281. * function returns NULL; call SDL_GetError() for more information.
  282. *
  283. * \since This function is available since SDL 3.0.0.
  284. *
  285. * \sa SDL_GetGamepadName
  286. * \sa SDL_OpenGamepad
  287. */
  288. extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstanceName(SDL_JoystickID instance_id);
  289. /**
  290. * Get the implementation dependent path of a gamepad.
  291. *
  292. * This can be called before any gamepads are opened.
  293. *
  294. * \param instance_id the joystick instance ID
  295. * \returns the path of the selected gamepad. If no path can be found, this
  296. * function returns NULL; call SDL_GetError() for more information.
  297. *
  298. * \since This function is available since SDL 3.0.0.
  299. *
  300. * \sa SDL_GetGamepadPath
  301. * \sa SDL_OpenGamepad
  302. */
  303. extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstancePath(SDL_JoystickID instance_id);
  304. /**
  305. * Get the player index of a gamepad.
  306. *
  307. * This can be called before any gamepads are opened.
  308. *
  309. * \param instance_id the joystick instance ID
  310. * \returns the player index of a gamepad, or -1 if it's not available
  311. *
  312. * \since This function is available since SDL 3.0.0.
  313. *
  314. * \sa SDL_GetGamepadPlayerIndex
  315. * \sa SDL_OpenGamepad
  316. */
  317. extern DECLSPEC int SDLCALL SDL_GetGamepadInstancePlayerIndex(SDL_JoystickID instance_id);
  318. /**
  319. * Get the implementation-dependent GUID of a gamepad.
  320. *
  321. * This can be called before any gamepads are opened.
  322. *
  323. * \param instance_id the joystick instance ID
  324. * \returns the GUID of the selected gamepad. If called on an invalid index,
  325. * this function returns a zero GUID
  326. *
  327. * \since This function is available since SDL 3.0.0.
  328. *
  329. * \sa SDL_GetGamepadGUID
  330. * \sa SDL_GetGamepadGUIDString
  331. */
  332. extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_JoystickID instance_id);
  333. /**
  334. * Get the USB vendor ID of a gamepad, if available.
  335. *
  336. * This can be called before any gamepads are opened. If the vendor ID isn't
  337. * available this function returns 0.
  338. *
  339. * \param instance_id the joystick instance ID
  340. * \returns the USB vendor ID of the selected gamepad. If called on an invalid
  341. * index, this function returns zero
  342. *
  343. * \since This function is available since SDL 3.0.0.
  344. */
  345. extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceVendor(SDL_JoystickID instance_id);
  346. /**
  347. * Get the USB product ID of a gamepad, if available.
  348. *
  349. * This can be called before any gamepads are opened. If the product ID isn't
  350. * available this function returns 0.
  351. *
  352. * \param instance_id the joystick instance ID
  353. * \returns the USB product ID of the selected gamepad. If called on an
  354. * invalid index, this function returns zero
  355. *
  356. * \since This function is available since SDL 3.0.0.
  357. */
  358. extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProduct(SDL_JoystickID instance_id);
  359. /**
  360. * Get the product version of a gamepad, if available.
  361. *
  362. * This can be called before any gamepads are opened. If the product version
  363. * isn't available this function returns 0.
  364. *
  365. * \param instance_id the joystick instance ID
  366. * \returns the product version of the selected gamepad. If called on an
  367. * invalid index, this function returns zero
  368. *
  369. * \since This function is available since SDL 3.0.0.
  370. */
  371. extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProductVersion(SDL_JoystickID instance_id);
  372. /**
  373. * Get the type of a gamepad.
  374. *
  375. * This can be called before any gamepads are opened.
  376. *
  377. * \param instance_id the joystick instance ID
  378. * \returns the gamepad type.
  379. *
  380. * \since This function is available since SDL 3.0.0.
  381. */
  382. extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadInstanceType(SDL_JoystickID instance_id);
  383. /**
  384. * Get the mapping of a gamepad.
  385. *
  386. * This can be called before any gamepads are opened.
  387. *
  388. * \param instance_id the joystick instance ID
  389. * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
  390. * no mapping is available.
  391. *
  392. * \since This function is available since SDL 3.0.0.
  393. */
  394. extern DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID instance_id);
  395. /**
  396. * Open a gamepad for use.
  397. *
  398. * \param instance_id the joystick instance ID
  399. * \returns a gamepad identifier or NULL if an error occurred; call
  400. * SDL_GetError() for more information.
  401. *
  402. * \since This function is available since SDL 3.0.0.
  403. *
  404. * \sa SDL_CloseGamepad
  405. * \sa SDL_GetGamepadNameForIndex
  406. * \sa SDL_IsGamepad
  407. */
  408. extern DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id);
  409. /**
  410. * Get the SDL_Gamepad associated with a joystick instance ID, if it has been
  411. * opened.
  412. *
  413. * \param instance_id the joystick instance ID of the gamepad
  414. * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
  415. * opened yet; call SDL_GetError() for more information.
  416. *
  417. * \since This function is available since SDL 3.0.0.
  418. */
  419. extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromInstanceID(SDL_JoystickID instance_id);
  420. /**
  421. * Get the SDL_Gamepad associated with a player index.
  422. *
  423. * \param player_index the player index, which different from the instance ID
  424. * \returns the SDL_Gamepad associated with a player index.
  425. *
  426. * \since This function is available since SDL 3.0.0.
  427. *
  428. * \sa SDL_GetGamepadPlayerIndex
  429. * \sa SDL_SetGamepadPlayerIndex
  430. */
  431. extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index);
  432. /**
  433. * Get the instance ID of an opened gamepad.
  434. *
  435. * \param gamepad a gamepad identifier previously returned by
  436. * SDL_OpenGamepad()
  437. * \returns the instance ID of the specified gamepad on success or 0 on
  438. * failure; call SDL_GetError() for more information.
  439. *
  440. * \since This function is available since SDL 3.0.0.
  441. *
  442. * \sa SDL_OpenGamepad
  443. */
  444. extern DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadInstanceID(SDL_Gamepad *gamepad);
  445. /**
  446. * Get the implementation-dependent name for an opened gamepad.
  447. *
  448. * This is the same name as returned by SDL_GetGamepadNameForIndex(), but it
  449. * takes a gamepad identifier instead of the (unstable) device index.
  450. *
  451. * \param gamepad a gamepad identifier previously returned by
  452. * SDL_OpenGamepad()
  453. * \returns the implementation dependent name for the gamepad, or NULL if
  454. * there is no name or the identifier passed is invalid.
  455. *
  456. * \since This function is available since SDL 3.0.0.
  457. *
  458. * \sa SDL_GetGamepadNameForIndex
  459. * \sa SDL_OpenGamepad
  460. */
  461. extern DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
  462. /**
  463. * Get the implementation-dependent path for an opened gamepad.
  464. *
  465. * This is the same path as returned by SDL_GetGamepadNameForIndex(), but it
  466. * takes a gamepad identifier instead of the (unstable) device index.
  467. *
  468. * \param gamepad a gamepad identifier previously returned by
  469. * SDL_OpenGamepad()
  470. * \returns the implementation dependent path for the gamepad, or NULL if
  471. * there is no path or the identifier passed is invalid.
  472. *
  473. * \since This function is available since SDL 3.0.0.
  474. *
  475. * \sa SDL_GetGamepadInstancePath
  476. */
  477. extern DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
  478. /**
  479. * Get the type of this currently opened gamepad
  480. *
  481. * This is the same name as returned by SDL_GetGamepadInstanceType(), but it
  482. * takes a gamepad identifier instead of the (unstable) device index.
  483. *
  484. * \param gamepad the gamepad object to query.
  485. * \returns the gamepad type.
  486. *
  487. * \since This function is available since SDL 3.0.0.
  488. */
  489. extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad);
  490. /**
  491. * Get the player index of an opened gamepad.
  492. *
  493. * For XInput gamepads this returns the XInput user index.
  494. *
  495. * \param gamepad the gamepad object to query.
  496. * \returns the player index for gamepad, or -1 if it's not available.
  497. *
  498. * \since This function is available since SDL 3.0.0.
  499. */
  500. extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
  501. /**
  502. * Set the player index of an opened gamepad.
  503. *
  504. * \param gamepad the gamepad object to adjust.
  505. * \param player_index Player index to assign to this gamepad, or -1 to clear
  506. * the player index and turn off player LEDs.
  507. * \returns 0 on success or a negative error code on failure; call
  508. * SDL_GetError() for more information.
  509. *
  510. * \since This function is available since SDL 3.0.0.
  511. */
  512. extern DECLSPEC int SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index);
  513. /**
  514. * Get the USB vendor ID of an opened gamepad, if available.
  515. *
  516. * If the vendor ID isn't available this function returns 0.
  517. *
  518. * \param gamepad the gamepad object to query.
  519. * \returns the USB vendor ID, or zero if unavailable.
  520. *
  521. * \since This function is available since SDL 3.0.0.
  522. */
  523. extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
  524. /**
  525. * Get the USB product ID of an opened gamepad, if available.
  526. *
  527. * If the product ID isn't available this function returns 0.
  528. *
  529. * \param gamepad the gamepad object to query.
  530. * \returns the USB product ID, or zero if unavailable.
  531. *
  532. * \since This function is available since SDL 3.0.0.
  533. */
  534. extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
  535. /**
  536. * Get the product version of an opened gamepad, if available.
  537. *
  538. * If the product version isn't available this function returns 0.
  539. *
  540. * \param gamepad the gamepad object to query.
  541. * \returns the USB product version, or zero if unavailable.
  542. *
  543. * \since This function is available since SDL 3.0.0.
  544. */
  545. extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad);
  546. /**
  547. * Get the firmware version of an opened gamepad, if available.
  548. *
  549. * If the firmware version isn't available this function returns 0.
  550. *
  551. * \param gamepad the gamepad object to query.
  552. * \returns the gamepad firmware version, or zero if unavailable.
  553. *
  554. * \since This function is available since SDL 3.0.0.
  555. */
  556. extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad);
  557. /**
  558. * Get the serial number of an opened gamepad, if available.
  559. *
  560. * Returns the serial number of the gamepad, or NULL if it is not available.
  561. *
  562. * \param gamepad the gamepad object to query.
  563. * \returns the serial number, or NULL if unavailable.
  564. *
  565. * \since This function is available since SDL 3.0.0.
  566. */
  567. extern DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
  568. /**
  569. * Get the battery level of a gamepad, if available.
  570. *
  571. * \param gamepad a gamepad identifier previously returned by
  572. * SDL_OpenGamepad()
  573. * \returns the current battery level as SDL_JoystickPowerLevel on success or
  574. * `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown
  575. *
  576. * \since This function is available since SDL 3.0.0.
  577. */
  578. extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_GetGamepadPowerLevel(SDL_Gamepad *gamepad);
  579. /**
  580. * Check if a gamepad has been opened and is currently connected.
  581. *
  582. * \param gamepad a gamepad identifier previously returned by
  583. * SDL_OpenGamepad()
  584. * \returns SDL_TRUE if the gamepad has been opened and is currently
  585. * connected, or SDL_FALSE if not.
  586. *
  587. * \since This function is available since SDL 3.0.0.
  588. *
  589. * \sa SDL_CloseGamepad
  590. * \sa SDL_OpenGamepad
  591. */
  592. extern DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
  593. /**
  594. * Get the underlying joystick from a gamepad
  595. *
  596. * This function will give you a SDL_Joystick object, which allows you to use
  597. * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful
  598. * for getting a joystick's position at any given time, even if it hasn't
  599. * moved (moving it would produce an event, which would have the axis' value).
  600. *
  601. * The pointer returned is owned by the SDL_Gamepad. You should not call
  602. * SDL_CloseJoystick() on it, for example, since doing so will likely cause
  603. * SDL to crash.
  604. *
  605. * \param gamepad the gamepad object that you want to get a joystick from
  606. * \returns an SDL_Joystick object; call SDL_GetError() for more information.
  607. *
  608. * \since This function is available since SDL 3.0.0.
  609. */
  610. extern DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad);
  611. /**
  612. * Set the state of gamepad event processing.
  613. *
  614. * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
  615. * and check the state of the gamepad when you want gamepad information.
  616. *
  617. * \param enabled whether to process gamepad events or not
  618. *
  619. * \since This function is available since SDL 3.0.0.
  620. *
  621. * \sa SDL_GamepadEventsEnabled
  622. */
  623. extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
  624. /**
  625. * Query the state of gamepad event processing.
  626. *
  627. * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
  628. * and check the state of the gamepad when you want gamepad information.
  629. *
  630. * \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE
  631. * otherwise.
  632. *
  633. * \since This function is available since SDL 3.0.0.
  634. *
  635. * \sa SDL_SetGamepadEventsEnabled
  636. */
  637. extern DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
  638. /**
  639. * Manually pump gamepad updates if not using the loop.
  640. *
  641. * This function is called automatically by the event loop if events are
  642. * enabled. Under such circumstances, it will not be necessary to call this
  643. * function.
  644. *
  645. * \since This function is available since SDL 3.0.0.
  646. */
  647. extern DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
  648. /**
  649. * Convert a string into SDL_GamepadAxis enum.
  650. *
  651. * This function is called internally to translate SDL_Gamepad mapping strings
  652. * for the underlying joystick device into the consistent SDL_Gamepad mapping.
  653. * You do not normally need to call this function unless you are parsing
  654. * SDL_Gamepad mappings in your own code.
  655. *
  656. * Note specially that "righttrigger" and "lefttrigger" map to
  657. * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
  658. * respectively.
  659. *
  660. * \param str string representing a SDL_Gamepad axis
  661. * \returns the SDL_GamepadAxis enum corresponding to the input string, or
  662. * `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
  663. *
  664. * \since This function is available since SDL 3.0.0.
  665. *
  666. * \sa SDL_GetGamepadStringForAxis
  667. */
  668. extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str);
  669. /**
  670. * Convert from an SDL_GamepadAxis enum to a string.
  671. *
  672. * The caller should not SDL_free() the returned string.
  673. *
  674. * \param axis an enum value for a given SDL_GamepadAxis
  675. * \returns a string for the given axis, or NULL if an invalid axis is
  676. * specified. The string returned is of the format used by
  677. * SDL_Gamepad mapping strings.
  678. *
  679. * \since This function is available since SDL 3.0.0.
  680. *
  681. * \sa SDL_GetGamepadAxisFromString
  682. */
  683. extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
  684. /**
  685. * Query whether a gamepad has a given axis.
  686. *
  687. * This merely reports whether the gamepad's mapping defined this axis, as
  688. * that is all the information SDL has about the physical device.
  689. *
  690. * \param gamepad a gamepad
  691. * \param axis an axis enum value (an SDL_GamepadAxis value)
  692. * \returns SDL_TRUE if the gamepad has this axis, SDL_FALSE otherwise.
  693. *
  694. * \since This function is available since SDL 3.0.0.
  695. */
  696. extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
  697. /**
  698. * Get the current state of an axis control on a gamepad.
  699. *
  700. * The axis indices start at index 0.
  701. *
  702. * The state is a value ranging from -32768 to 32767. Triggers, however, range
  703. * from 0 to 32767 (they never return a negative value).
  704. *
  705. * \param gamepad a gamepad
  706. * \param axis an axis index (one of the SDL_GamepadAxis values)
  707. * \returns axis state (including 0) on success or 0 (also) on failure; call
  708. * SDL_GetError() for more information.
  709. *
  710. * \since This function is available since SDL 3.0.0.
  711. *
  712. * \sa SDL_GetGamepadButton
  713. */
  714. extern DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
  715. /**
  716. * Convert a string into an SDL_GamepadButton enum.
  717. *
  718. * This function is called internally to translate SDL_Gamepad mapping strings
  719. * for the underlying joystick device into the consistent SDL_Gamepad mapping.
  720. * You do not normally need to call this function unless you are parsing
  721. * SDL_Gamepad mappings in your own code.
  722. *
  723. * \param str string representing a SDL_Gamepad axis
  724. * \returns the SDL_GamepadButton enum corresponding to the input string, or
  725. * `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
  726. *
  727. * \since This function is available since SDL 3.0.0.
  728. */
  729. extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str);
  730. /**
  731. * Convert from an SDL_GamepadButton enum to a string.
  732. *
  733. * The caller should not SDL_free() the returned string.
  734. *
  735. * \param button an enum value for a given SDL_GamepadButton
  736. * \returns a string for the given button, or NULL if an invalid button is
  737. * specified. The string returned is of the format used by
  738. * SDL_Gamepad mapping strings.
  739. *
  740. * \since This function is available since SDL 3.0.0.
  741. *
  742. * \sa SDL_GetGamepadButtonFromString
  743. */
  744. extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
  745. /**
  746. * Query whether a gamepad has a given button.
  747. *
  748. * This merely reports whether the gamepad's mapping defined this button, as
  749. * that is all the information SDL has about the physical device.
  750. *
  751. * \param gamepad a gamepad
  752. * \param button a button enum value (an SDL_GamepadButton value)
  753. * \returns SDL_TRUE if the gamepad has this button, SDL_FALSE otherwise.
  754. *
  755. * \since This function is available since SDL 3.0.0.
  756. */
  757. extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
  758. /**
  759. * Get the current state of a button on a gamepad.
  760. *
  761. * \param gamepad a gamepad
  762. * \param button a button index (one of the SDL_GamepadButton values)
  763. * \returns 1 for pressed state or 0 for not pressed state or error; call
  764. * SDL_GetError() for more information.
  765. *
  766. * \since This function is available since SDL 3.0.0.
  767. *
  768. * \sa SDL_GetGamepadAxis
  769. */
  770. extern DECLSPEC Uint8 SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
  771. /**
  772. * Get the number of touchpads on a gamepad.
  773. *
  774. * \param gamepad a gamepad
  775. * \returns number of touchpads
  776. *
  777. * \since This function is available since SDL 3.0.0.
  778. */
  779. extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad);
  780. /**
  781. * Get the number of supported simultaneous fingers on a touchpad on a game
  782. * gamepad.
  783. *
  784. * \param gamepad a gamepad
  785. * \param touchpad a touchpad
  786. * \returns number of supported simultaneous fingers
  787. *
  788. * \since This function is available since SDL 3.0.0.
  789. */
  790. extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad);
  791. /**
  792. * Get the current state of a finger on a touchpad on a gamepad.
  793. *
  794. * \param gamepad a gamepad
  795. * \param touchpad a touchpad
  796. * \param finger a finger
  797. * \param state filled with state
  798. * \param x filled with x position
  799. * \param y filled with y position
  800. * \param pressure filled with pressure value
  801. * \returns 0 on success or a negative error code on failure; call
  802. * SDL_GetError() for more information.
  803. *
  804. * \since This function is available since SDL 3.0.0.
  805. */
  806. extern DECLSPEC int SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
  807. /**
  808. * Return whether a gamepad has a particular sensor.
  809. *
  810. * \param gamepad The gamepad to query
  811. * \param type The type of sensor to query
  812. * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
  813. *
  814. * \since This function is available since SDL 3.0.0.
  815. */
  816. extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type);
  817. /**
  818. * Set whether data reporting for a gamepad sensor is enabled.
  819. *
  820. * \param gamepad The gamepad to update
  821. * \param type The type of sensor to enable/disable
  822. * \param enabled Whether data reporting should be enabled
  823. * \returns 0 on success or a negative error code on failure; call
  824. * SDL_GetError() for more information.
  825. *
  826. * \since This function is available since SDL 3.0.0.
  827. */
  828. extern DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, SDL_bool enabled);
  829. /**
  830. * Query whether sensor data reporting is enabled for a gamepad.
  831. *
  832. * \param gamepad The gamepad to query
  833. * \param type The type of sensor to query
  834. * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
  835. *
  836. * \since This function is available since SDL 3.0.0.
  837. */
  838. extern DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
  839. /**
  840. * Get the data rate (number of events per second) of a gamepad sensor.
  841. *
  842. * \param gamepad The gamepad to query
  843. * \param type The type of sensor to query
  844. * \returns the data rate, or 0.0f if the data rate is not available.
  845. *
  846. * \since This function is available since SDL 3.0.0.
  847. */
  848. extern DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type);
  849. /**
  850. * Get the current state of a gamepad sensor.
  851. *
  852. * The number of values and interpretation of the data is sensor dependent.
  853. * See SDL_sensor.h for the details for each type of sensor.
  854. *
  855. * \param gamepad The gamepad to query
  856. * \param type The type of sensor to query
  857. * \param data A pointer filled with the current sensor state
  858. * \param num_values The number of values to write to data
  859. * \returns 0 on success or a negative error code on failure; call
  860. * SDL_GetError() for more information.
  861. *
  862. * \since This function is available since SDL 3.0.0.
  863. */
  864. extern DECLSPEC int SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values);
  865. /**
  866. * Start a rumble effect on a gamepad.
  867. *
  868. * Each call to this function cancels any previous rumble effect, and calling
  869. * it with 0 intensity stops any rumbling.
  870. *
  871. * \param gamepad The gamepad to vibrate
  872. * \param low_frequency_rumble The intensity of the low frequency (left)
  873. * rumble motor, from 0 to 0xFFFF
  874. * \param high_frequency_rumble The intensity of the high frequency (right)
  875. * rumble motor, from 0 to 0xFFFF
  876. * \param duration_ms The duration of the rumble effect, in milliseconds
  877. * \returns 0, or -1 if rumble isn't supported on this gamepad
  878. *
  879. * \since This function is available since SDL 3.0.0.
  880. *
  881. * \sa SDL_GamepadHasRumble
  882. */
  883. extern DECLSPEC int SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
  884. /**
  885. * Start a rumble effect in the gamepad's triggers.
  886. *
  887. * Each call to this function cancels any previous trigger rumble effect, and
  888. * calling it with 0 intensity stops any rumbling.
  889. *
  890. * Note that this is rumbling of the _triggers_ and not the gamepad as a
  891. * whole. This is currently only supported on Xbox One gamepads. If you want
  892. * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
  893. *
  894. * \param gamepad The gamepad to vibrate
  895. * \param left_rumble The intensity of the left trigger rumble motor, from 0
  896. * to 0xFFFF
  897. * \param right_rumble The intensity of the right trigger rumble motor, from 0
  898. * to 0xFFFF
  899. * \param duration_ms The duration of the rumble effect, in milliseconds
  900. * \returns 0 on success or a negative error code on failure; call
  901. * SDL_GetError() for more information.
  902. *
  903. * \since This function is available since SDL 3.0.0.
  904. *
  905. * \sa SDL_GamepadHasRumbleTriggers
  906. */
  907. extern DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
  908. /**
  909. * Query whether a gamepad has an LED.
  910. *
  911. * \param gamepad The gamepad to query
  912. * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a modifiable
  913. * LED
  914. *
  915. * \since This function is available since SDL 3.0.0.
  916. */
  917. extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasLED(SDL_Gamepad *gamepad);
  918. /**
  919. * Query whether a gamepad has rumble support.
  920. *
  921. * \param gamepad The gamepad to query
  922. * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have rumble
  923. * support
  924. *
  925. * \since This function is available since SDL 3.0.0.
  926. *
  927. * \sa SDL_RumbleGamepad
  928. */
  929. extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasRumble(SDL_Gamepad *gamepad);
  930. /**
  931. * Query whether a gamepad has rumble support on triggers.
  932. *
  933. * \param gamepad The gamepad to query
  934. * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have trigger
  935. * rumble support
  936. *
  937. * \since This function is available since SDL 3.0.0.
  938. *
  939. * \sa SDL_RumbleGamepadTriggers
  940. */
  941. extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasRumbleTriggers(SDL_Gamepad *gamepad);
  942. /**
  943. * Update a gamepad's LED color.
  944. *
  945. * \param gamepad The gamepad to update
  946. * \param red The intensity of the red LED
  947. * \param green The intensity of the green LED
  948. * \param blue The intensity of the blue LED
  949. * \returns 0 on success or a negative error code on failure; call
  950. * SDL_GetError() for more information.
  951. *
  952. * \since This function is available since SDL 3.0.0.
  953. */
  954. extern DECLSPEC int SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue);
  955. /**
  956. * Send a gamepad specific effect packet
  957. *
  958. * \param gamepad The gamepad to affect
  959. * \param data The data to send to the gamepad
  960. * \param size The size of the data to send to the gamepad
  961. * \returns 0 on success or a negative error code on failure; call
  962. * SDL_GetError() for more information.
  963. *
  964. * \since This function is available since SDL 3.0.0.
  965. */
  966. extern DECLSPEC int SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size);
  967. /**
  968. * Close a gamepad previously opened with SDL_OpenGamepad().
  969. *
  970. * \param gamepad a gamepad identifier previously returned by
  971. * SDL_OpenGamepad()
  972. *
  973. * \since This function is available since SDL 3.0.0.
  974. *
  975. * \sa SDL_OpenGamepad
  976. */
  977. extern DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
  978. /**
  979. * Return the sfSymbolsName for a given button on a gamepad on Apple
  980. * platforms.
  981. *
  982. * \param gamepad the gamepad to query
  983. * \param button a button on the gamepad
  984. * \returns the sfSymbolsName or NULL if the name can't be found
  985. *
  986. * \since This function is available since SDL 3.0.0.
  987. *
  988. * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
  989. */
  990. extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
  991. /**
  992. * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
  993. *
  994. * \param gamepad the gamepad to query
  995. * \param axis an axis on the gamepad
  996. * \returns the sfSymbolsName or NULL if the name can't be found
  997. *
  998. * \since This function is available since SDL 3.0.0.
  999. *
  1000. * \sa SDL_GetGamepadAppleSFSymbolsNameForButton
  1001. */
  1002. extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
  1003. /* Ends C function definitions when using C++ */
  1004. #ifdef __cplusplus
  1005. }
  1006. #endif
  1007. #include <SDL3/SDL_close_code.h>
  1008. #endif /* SDL_gamepad_h_ */