import "../sdl2" import "joystick" discard """ Simple DirectMedia Layer Copyright (C) 1997-2014 Sam Lantinga This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. \file SDL_gamecontroller.h Include file for SDL game controller event handling """ ## # \file SDL_gamecontroller.h # # In order to use these functions, SDL_Init() must have been called # with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system # for game controllers, and load appropriate drivers. # # If you would like to receive controller updates while the application # is in the background, you should set the following hint before calling # SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS # # The gamecontroller structure used to identify an SDL game controller# / type GameController* = object GameControllerPtr* = ptr GameController GameControllerBindType* {.size: sizeof(cint).} = enum SDL_CONTROLLER_BINDTYPE_NONE, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_HAT # Get the SDL joystick layer binding for this controller button/axis mapping type GameControllerButtonBind* = object case bindType*: GameControllerBindType of SDL_CONTROLLER_BINDTYPE_NONE: nil of SDL_CONTROLLER_BINDTYPE_BUTTON: button*: cint of SDL_CONTROLLER_BINDTYPE_AXIS: axis*: cint of SDL_CONTROLLER_BINDTYPE_HAT: hat*, hatMask*: cint when defined(SDL_Static): static: echo "SDL_Static option is deprecated and will soon be removed. Instead please use --dynlibOverride:SDL2." else: {.push callConv: cdecl, dynlib: LibName.} ## # To count the number of game controllers in the system for the following: # int nJoysticks = SDL_NumJoysticks(); # int nGameControllers = 0; # for ( int i = 0; i < nJoysticks; i++ ) { # if ( SDL_IsGameController(i) ) { # nGameControllers++; # } # } # # 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: # guid,name,mappings # # 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. # Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. # The mapping format for joystick is: # bX - a joystick button, index X # hX.Y - hat X with value Y # aX - axis X of the joystick # Buttons can be used as a controller axis and vice versa. # # This string shows an example of a valid mapping for a controller # "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", # # / ## # Add or update an existing mapping configuration # # \return 1 if mapping is added, 0 if updated, -1 on error # / proc gameControllerAddMapping* (mappingString: cstring): cint {. importc: "SDL_GameControllerAddMapping".} ## # Get a mapping string for a GUID # # \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available # / proc gameControllerMappingForGUID* (guid: JoystickGuid): cstring {. importc: "SDL_GameControllerMappingForGUID".} ## # Get a mapping string for an open GameController # # \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available # / proc mapping* (gameController: GameControllerPtr): cstring {. importc: "SDL_GameControllerMapping".} ## # Is the joystick on this index supported by the game controller interface? # / proc isGameController* (joystickIndex: cint): Bool32 {. importc: "SDL_IsGameController".} ## # Get the implementation dependent name of a game controller. # This can be called before any controllers are opened. # If no name can be found, this function returns NULL. # / proc gameControllerNameForIndex* (joystickIndex: cint): cstring {. importc: "SDL_GameControllerNameForIndex".} ## # Open a game controller for use. # The index passed as an argument refers to the N'th game controller on the system. # This index is the value which will identify this controller in future controller # events. # # \return A controller identifier, or NULL if an error occurred. # / proc gameControllerOpen* (joystickIndex: cint): GameControllerPtr {. importc: "SDL_GameControllerOpen".} ## # Return the name for this currently opened controller # / proc name* (gameController: GameControllerPtr): cstring {. importc: "SDL_GameControllerName".} ## # Returns SDL_TRUE if the controller has been opened and currently connected, # or SDL_FALSE if it has not. # / proc getAttached* (gameController: GameControllerPtr): Bool32 {. importc: "SDL_GameControllerGetAttached".} ## # Get the underlying joystick object used by a controller # / proc getJoystick* (gameController: GameControllerPtr): JoystickPtr {. importc: "SDL_GameControllerGetJoystick".} ## # Enable/disable controller event polling. # # If controller events are disabled, you must call SDL_GameControllerUpdate() # yourself and check the state of the controller when you want controller # information. # # The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. # / proc gameControllerEventState* (state: cint): cint {. importc: "SDL_GameControllerEventState".} ## # Update the current state of the open game controllers. # # This is called automatically by the event loop if any game controller # events are enabled. # / proc gameControllerUpdate* () {. importc: "SDL_GameControllerUpdate".} ## # The list of axes available from a controller # / type GameControllerAxis* {.size: sizeof(cint).} = enum SDL_CONTROLLER_AXIS_INVALID = -1, SDL_CONTROLLER_AXIS_LEFTX, SDL_CONTROLLER_AXIS_LEFTY, SDL_CONTROLLER_AXIS_RIGHTX, SDL_CONTROLLER_AXIS_RIGHTY, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_CONTROLLER_AXIS_MAX converter toInt* (some: GameControllerAxis): uint8 = uint8(some) ## # turn this string into a axis mapping # / proc gameControllerGetAxisFromString* (pchString: cstring): GameControllerAxis {. importc: "SDL_GameControllerGetAxisFromString".} ## # turn this axis enum into a string mapping # / proc gameControllerGetStringForAxis* (axis: GameControllerAxis): cstring {. importc: "SDL_GameControllerGetStringForAxis".} ## # Get the SDL joystick layer binding for this controller button mapping # / proc getBindForAxis* (gameController: GameControllerPtr, axis: GameControllerAxis): GameControllerButtonBind {. importc: "SDL_GameControllerGetBindForAxis".} ## # Get the current state of an axis control on a game controller. # # The state is a value ranging from -32768 to 32767. # # The axis indices start at index 0. # / proc getAxis* (gameController: GameControllerPtr, axis: GameControllerAxis): int16 {. importc: "SDL_GameControllerGetAxis".} ## # The list of buttons available from a controller # / type GameControllerButton* {.size: sizeof(cint).} = enum SDL_CONTROLLER_BUTTON_INVALID = -1, SDL_CONTROLLER_BUTTON_A, SDL_CONTROLLER_BUTTON_B, SDL_CONTROLLER_BUTTON_X, SDL_CONTROLLER_BUTTON_Y, SDL_CONTROLLER_BUTTON_BACK, SDL_CONTROLLER_BUTTON_GUIDE, SDL_CONTROLLER_BUTTON_START, SDL_CONTROLLER_BUTTON_LEFTSTICK, SDL_CONTROLLER_BUTTON_RIGHTSTICK, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, SDL_CONTROLLER_BUTTON_DPAD_UP, SDL_CONTROLLER_BUTTON_DPAD_DOWN, SDL_CONTROLLER_BUTTON_DPAD_LEFT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, SDL_CONTROLLER_BUTTON_MAX converter toInt* (some: GameControllerButton): uint8 = uint8(some) ## # turn this string into a button mapping # / proc gameControllerGetButtonFromString* (pchString: cstring): GameControllerButton {. importc: "SDL_GameControllerGetButtonFromString".} ## # turn this button enum into a string mapping # / proc gameControllerGetStringForButton* (button: GameControllerButton): cstring {. importc: "SDL_GameControllerGetStringForButton".} ## # Get the SDL joystick layer binding for this controller button mapping # / proc getBindForButton* (gameController: GameControllerPtr, button: GameControllerButton): GameControllerButtonBind {. importc: "SDL_GameControllerGetBindForButton".} ## # Get the current state of a button on a game controller. # # The button indices start at index 0. # / proc getButton* (gameController: GameControllerPtr, button: GameControllerButton): uint8 {. importc: "SDL_GameControllerGetButton".} ## # Close a controller previously opened with SDL_GameControllerOpen(). # / proc close* (gameController: GameControllerPtr) {. importc: "SDL_GameControllerClose".} when not defined(SDL_Static): {.pop.}