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- import "../sdl2"
- import "joystick"
- discard """
- Simple DirectMedia Layer
- Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
- 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.}
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