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gamecontroller.c.v
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// Copyright(C) 2021 Lars Pontoppidan. All rights reserved.
// Use of this source code is governed by an MIT license
// that can be found in the LICENSE file.
module sdl
//
// SDL_gamecontroller.h
//
// In order to use these functions, SDL_Init() must have been called
// with the ::SDL_INIT_GAMECONTROLLER 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
//
// GameController is the gamecontroller structure used to identify an SDL game controller
@[typedef]
pub struct C.SDL_GameController {
}
pub type GameController = C.SDL_GameController
// GameControllerType is C.SDL_GameControllerType
pub enum GameControllerType {
unknown = C.SDL_CONTROLLER_TYPE_UNKNOWN // 0
xbox360 = C.SDL_CONTROLLER_TYPE_XBOX360
xboxone = C.SDL_CONTROLLER_TYPE_XBOXONE
ps3 = C.SDL_CONTROLLER_TYPE_PS3
ps4 = C.SDL_CONTROLLER_TYPE_PS4
nintendo_switch_pro = C.SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO
virtual = C.SDL_CONTROLLER_TYPE_VIRTUAL
ps5 = C.SDL_CONTROLLER_TYPE_PS5
amazon_luna = C.SDL_CONTROLLER_TYPE_AMAZON_LUNA
google_stadia = C.SDL_CONTROLLER_TYPE_GOOGLE_STADIA
nvidia_shield = C.SDL_CONTROLLER_TYPE_NVIDIA_SHIELD
nintendo_switch_joycon_left = C.SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT
nintendo_switch_joycon_right = C.SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT
nintendo_switch_joycon_pair = C.SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
max = C.SDL_CONTROLLER_TYPE_MAX
}
// GameControllerBindType is C.SDL_GameControllerBindType
pub enum GameControllerBindType {
@none = C.SDL_CONTROLLER_BINDTYPE_NONE // 0
button = C.SDL_CONTROLLER_BINDTYPE_BUTTON
axis = C.SDL_CONTROLLER_BINDTYPE_AXIS
hat = C.SDL_CONTROLLER_BINDTYPE_HAT
}
pub union Value {
pub:
button int
axis int
}
pub struct Hat {
pub:
hat int
hat_mask int
}
@[typedef]
pub struct C.SDL_GameControllerButtonBind {
pub:
bindType GameControllerBindType // C.SDL_GameControllerBindType
value Value
hat Hat
}
pub type GameControllerButtonBind = C.SDL_GameControllerButtonBind
// To count the number of game controllers in the system for the following:
/*
```c
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
/*
```c
"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",
```
*/
//
fn C.SDL_GameControllerAddMappingsFromRW(rw &C.SDL_RWops, freerw int) int
// game_controller_add_mappings_from_rw loads a set of Game Controller mappings from a seekable SDL data stream.
//
// You can call this function several times, if needed, to load different
// database files.
//
// If a new mapping is loaded for an already known controller GUID, the later
// version will overwrite the one currently loaded.
//
// Mappings not belonging to the current platform or with no platform field
// specified will be ignored (i.e. mappings for Linux will be ignored in
// Windows, etc).
//
// This function will load the text database entirely in memory before
// processing it, so take this into consideration if you are in a memory
// constrained environment.
//
// `rw` the data stream for the mappings to be added
// `freerw` non-zero to close the stream after being read
// returns the number of mappings added or -1 on error; call SDL_GetError()
// for more information.
//
// NOTE This function is available since SDL 2.0.2.
//
// See also: SDL_GameControllerAddMapping
// See also: SDL_GameControllerAddMappingsFromFile
// See also: SDL_GameControllerMappingForGUID
pub fn game_controller_add_mappings_from_rw(rw &RWops, freerw int) int {
return C.SDL_GameControllerAddMappingsFromRW(rw, freerw)
}
fn C.SDL_GameControllerAddMappingsFromFile(file &char) int
// game_controller_add_mappings_from_file loads a set of mappings from a file, filtered by the current SDL_GetPlatform()
//
// Convenience macro.
pub fn game_controller_add_mappings_from_file(file &char) int {
return C.SDL_GameControllerAddMappingsFromFile(file)
}
fn C.SDL_GameControllerAddMapping(mapping_string &char) int
// game_controller_add_mapping adds support for controllers that SDL is unaware of or to cause an existing
// controller to have a different binding.
//
// The mapping string has the format "GUID,name,mapping", 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 all
// 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 axes and vice versa.
//
// This string shows an example of a valid mapping for a controller:
//
/*
```c
"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"
```
*/
//
// `mappingString` the mapping string
// returns 1 if a new mapping is added, 0 if an existing mapping is updated,
// -1 on error; call SDL_GetError() for more information.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerMapping
// See also: SDL_GameControllerMappingForGUID
pub fn game_controller_add_mapping(mapping_string &char) int {
return C.SDL_GameControllerAddMapping(mapping_string)
}
fn C.SDL_GameControllerNumMappings() int
// game_controller_num_mappings gets the number of mappings installed
//
// returns the number of mappings
//
// NOTE This function is available since SDL 2.0.6.
pub fn game_controller_num_mappings() int {
return C.SDL_GameControllerNumMappings()
}
fn C.SDL_GameControllerMappingForIndex(mapping_index int) &char
// game_controller_mapping_for_index gets the mapping at a particular index.
//
// returns the mapping string. Must be freed with SDL_free(). Returns NULL if
// the index is out of range.
//
// NOTE This function is available since SDL 2.0.6.
pub fn game_controller_mapping_for_index(mapping_index int) &char {
return C.SDL_GameControllerMappingForIndex(mapping_index)
}
fn C.SDL_GameControllerMappingForGUID(guid C.SDL_JoystickGUID) &char
// game_controller_mapping_for_guid gets the game controller mapping string for a given GUID.
//
// The returned string must be freed with SDL_free().
//
// `guid` a structure containing the GUID for which a mapping is desired
// returns a mapping string or NULL on error; call SDL_GetError() for more
// information.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_JoystickGetDeviceGUID
// See also: SDL_JoystickGetGUID
pub fn game_controller_mapping_for_guid(guid JoystickGUID) &char {
return C.SDL_GameControllerMappingForGUID(C.SDL_JoystickGUID(guid))
}
fn C.SDL_GameControllerMapping(gamecontroller &C.SDL_GameController) &char
// game_controller_mapping gets the current mapping of a Game Controller.
//
// The returned string must be freed with SDL_free().
//
// Details about mappings are discussed with SDL_GameControllerAddMapping().
//
// `gamecontroller` the game controller you want to get the current
// mapping for
// returns a string that has the controller's mapping or NULL if no mapping
// is available; call SDL_GetError() for more information.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerAddMapping
// See also: SDL_GameControllerMappingForGUID
pub fn game_controller_mapping(gamecontroller &GameController) &char {
return C.SDL_GameControllerMapping(gamecontroller)
}
fn C.SDL_IsGameController(joystick_index int) bool
// is_game_controller checks if the given joystick is supported by the game controller interface.
//
// `joystick_index` is the same as the `device_index` passed to
// SDL_JoystickOpen().
//
// `joystick_index` the device_index of a device, up to
// SDL_NumJoysticks()
// returns SDL_TRUE if the given joystick is supported by the game controller
// interface, SDL_FALSE if it isn't or it's an invalid index.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerNameForIndex
// See also: SDL_GameControllerOpen
pub fn is_game_controller(joystick_index int) bool {
return C.SDL_IsGameController(joystick_index)
}
fn C.SDL_GameControllerNameForIndex(joystick_index int) &char
// game_controller_name_for_index gets the implementation dependent name for the game controller.
//
// This function can be called before any controllers are opened.
//
// `joystick_index` is the same as the `device_index` passed to
// SDL_JoystickOpen().
//
// `joystick_index` the device_index of a device, from zero to
// SDL_NumJoysticks()-1
// returns the implementation-dependent name for the game controller, or NULL
// if there is no name or the index is invalid.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerName
// See also: SDL_GameControllerOpen
// See also: SDL_IsGameController
pub fn game_controller_name_for_index(joystick_index int) &char {
return C.SDL_GameControllerNameForIndex(joystick_index)
}
fn C.SDL_GameControllerPathForIndex(joystick_index int) &char
// game_controller_path_for_index gets the implementation dependent path for the game controller.
//
// This function can be called before any controllers are opened.
//
// `joystick_index` is the same as the `device_index` passed to
// SDL_JoystickOpen().
//
// `joystick_index` the device_index of a device, from zero to
// SDL_NumJoysticks()-1
// returns the implementation-dependent path for the game controller, or NULL
// if there is no path or the index is invalid.
//
// NOTE This function is available since SDL 2.24.0.
//
// See also: SDL_GameControllerPath
pub fn game_controller_path_for_index(joystick_index int) &char {
return C.SDL_GameControllerPathForIndex(joystick_index)
}
fn C.SDL_GameControllerTypeForIndex(joystick_index int) GameControllerType
// game_controller_type_for_index gets the type of a game controller.
//
// This can be called before any controllers are opened.
//
// `joystick_index` the device_index of a device, from zero to
// SDL_NumJoysticks()-1
// returns the controller type.
//
// NOTE This function is available since SDL 2.0.12.
pub fn game_controller_type_for_index(joystick_index int) GameControllerType {
return unsafe { GameControllerType(int(C.SDL_GameControllerTypeForIndex(joystick_index))) }
}
fn C.SDL_GameControllerMappingForDeviceIndex(joystick_index int) &char
// game_controller_mapping_for_device_index gets the mapping of a game controller.
//
// This can be called before any controllers are opened.
//
// `joystick_index` the device_index of a device, from zero to
// SDL_NumJoysticks()-1
// returns the mapping string. Must be freed with SDL_free(). Returns NULL if
// no mapping is available.
//
// NOTE This function is available since SDL 2.0.9.
pub fn game_controller_mapping_for_device_index(joystick_index int) &char {
return C.SDL_GameControllerMappingForDeviceIndex(joystick_index)
}
fn C.SDL_GameControllerOpen(joystick_index int) &C.SDL_GameController
// game_controller_open opens a game controller for use.
//
// `joystick_index` is the same as the `device_index` passed to
// SDL_JoystickOpen().
//
// The index passed as an argument refers to the N'th game controller on the
// system. This index is not the value which will identify this controller in
// future controller events. The joystick's instance id (SDL_JoystickID) will
// be used there instead.
//
// `joystick_index` the device_index of a device, up to
// SDL_NumJoysticks()
// returns a gamecontroller identifier or NULL if an error occurred; call
// SDL_GetError() for more information.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerClose
// See also: SDL_GameControllerNameForIndex
// See also: SDL_IsGameController
pub fn game_controller_open(joystick_index int) &GameController {
return C.SDL_GameControllerOpen(joystick_index)
}
fn C.SDL_GameControllerFromInstanceID(joyid JoystickID) &C.SDL_GameController
// game_controller_from_instance_id gets the SDL_GameController associated with an instance id.
//
// `joyid` the instance id to get the SDL_GameController for
// returns an SDL_GameController on success or NULL on failure; call
// SDL_GetError() for more information.
//
// NOTE This function is available since SDL 2.0.4.
pub fn game_controller_from_instance_id(joyid JoystickID) &GameController {
return C.SDL_GameControllerFromInstanceID(joyid)
}
fn C.SDL_GameControllerFromPlayerIndex(player_index int) &C.SDL_GameController
// game_controller_from_player_index gets the SDL_GameController associated with a player index.
//
// Please note that the player index is _not_ the device index, nor is it the
// instance id!
//
// `player_index` the player index, which is not the device index or the
// instance id!
// returns the SDL_GameController associated with a player index.
//
// NOTE This function is available since SDL 2.0.12.
//
// See also: SDL_GameControllerGetPlayerIndex
// See also: SDL_GameControllerSetPlayerIndex
pub fn game_controller_from_player_index(player_index int) &GameController {
return C.SDL_GameControllerFromPlayerIndex(player_index)
}
fn C.SDL_GameControllerName(gamecontroller &GameController) &char
// game_controller_name gets the implementation-dependent name for an opened game controller.
//
// This is the same name as returned by SDL_GameControllerNameForIndex(), but
// it takes a controller identifier instead of the (unstable) device index.
//
// `gamecontroller` a game controller identifier previously returned by
// SDL_GameControllerOpen()
// returns the implementation dependent name for the game controller, or NULL
// if there is no name or the identifier passed is invalid.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerNameForIndex
// See also: SDL_GameControllerOpen
pub fn game_controller_name(gamecontroller &GameController) &char {
return C.SDL_GameControllerName(gamecontroller)
}
fn C.SDL_GameControllerPath(gamecontroller &C.SDL_GameController) &char
// game_controller_path gets the implementation-dependent path for an opened game controller.
//
// This is the same path as returned by SDL_GameControllerNameForIndex(), but
// it takes a controller identifier instead of the (unstable) device index.
//
// `gamecontroller` a game controller identifier previously returned by
// SDL_GameControllerOpen()
// returns the implementation dependent path for the game controller, or NULL
// if there is no path or the identifier passed is invalid.
//
// NOTE This function is available since SDL 2.24.0.
//
// See also: SDL_GameControllerPathForIndex
pub fn game_controller_path(gamecontroller &GameController) &char {
return C.SDL_GameControllerPath(gamecontroller)
}
fn C.SDL_GameControllerGetType(gamecontroller &C.SDL_GameController) GameControllerType
// game_controller_get_type gets the type of this currently opened controller
//
// This is the same name as returned by SDL_GameControllerTypeForIndex(), but
// it takes a controller identifier instead of the (unstable) device index.
//
// `gamecontroller` the game controller object to query.
// returns the controller type.
//
// NOTE This function is available since SDL 2.0.12.
pub fn game_controller_get_type(gamecontroller &GameController) GameControllerType {
return unsafe { GameControllerType(int(C.SDL_GameControllerGetType(gamecontroller))) }
}
fn C.SDL_GameControllerGetPlayerIndex(gamecontroller &C.SDL_GameController) int
// game_controller_get_player_index gets the player index of an opened game controller.
//
// For XInput controllers this returns the XInput user index.
//
// `gamecontroller` the game controller object to query.
// returns the player index for controller, or -1 if it's not available.
//
// NOTE This function is available since SDL 2.0.9.
pub fn game_controller_get_player_index(gamecontroller &GameController) int {
return C.SDL_GameControllerGetPlayerIndex(gamecontroller)
}
fn C.SDL_GameControllerSetPlayerIndex(gamecontroller &C.SDL_GameController, player_index int)
// game_controller_set_player_index sets the player index of an opened game controller.
//
// `gamecontroller` the game controller object to adjust.
// `player_index` Player index to assign to this controller, or -1 to
// clear the player index and turn off player LEDs.
//
// NOTE This function is available since SDL 2.0.12.
pub fn game_controller_set_player_index(gamecontroller &GameController, player_index int) {
C.SDL_GameControllerSetPlayerIndex(gamecontroller, player_index)
}
fn C.SDL_GameControllerGetVendor(gamecontroller &C.SDL_GameController) u16
// game_controller_get_vendor gets the USB vendor ID of an opened controller, if available.
//
// If the vendor ID isn't available this function returns 0.
//
// `gamecontroller` the game controller object to query.
// returns the USB vendor ID, or zero if unavailable.
//
// NOTE This function is available since SDL 2.0.6.
pub fn game_controller_get_vendor(gamecontroller &GameController) u16 {
return C.SDL_GameControllerGetVendor(gamecontroller)
}
fn C.SDL_GameControllerGetProduct(gamecontroller &C.SDL_GameController) u16
// game_controller_get_product gets the USB product ID of an opened controller, if available.
//
// If the product ID isn't available this function returns 0.
//
// `gamecontroller` the game controller object to query.
// returns the USB product ID, or zero if unavailable.
//
// NOTE This function is available since SDL 2.0.6.
pub fn game_controller_get_product(gamecontroller &GameController) u16 {
return C.SDL_GameControllerGetProduct(gamecontroller)
}
fn C.SDL_GameControllerGetProductVersion(gamecontroller &C.SDL_GameController) u16
// game_controller_get_product_version gets the product version of an opened controller, if available.
//
// If the product version isn't available this function returns 0.
//
// `gamecontroller` the game controller object to query.
// returns the USB product version, or zero if unavailable.
//
// NOTE This function is available since SDL 2.0.6.
pub fn game_controller_get_product_version(gamecontroller &GameController) u16 {
return C.SDL_GameControllerGetProductVersion(gamecontroller)
}
fn C.SDL_GameControllerGetFirmwareVersion(gamecontroller &C.SDL_GameController) u16
// game_controller_get_firmware_version gets the firmware version of an opened controller, if available.
//
// If the firmware version isn't available this function returns 0.
//
// `gamecontroller` the game controller object to query.
// returns the controller firmware version, or zero if unavailable.
//
// NOTE This function is available since SDL 2.24.0.
pub fn game_controller_get_firmware_version(gamecontroller &GameController) u16 {
return C.SDL_GameControllerGetFirmwareVersion(gamecontroller)
}
fn C.SDL_GameControllerGetSerial(gamecontroller &C.SDL_GameController) &char
// game_controller_get_serial gets the serial number of an opened controller, if available.
//
// Returns the serial number of the controller, or NULL if it is not
// available.
//
// `gamecontroller` the game controller object to query.
// returns the serial number, or NULL if unavailable.
//
// NOTE This function is available since SDL 2.0.14.
pub fn game_controller_get_serial(gamecontroller &GameController) &char {
return C.SDL_GameControllerGetSerial(gamecontroller)
}
fn C.SDL_GameControllerGetSteamHandle(gamecontroller &GameController) u64
// Get the Steam Input handle of an opened controller, if available.
//
// Returns an InputHandle_t for the controller that can be used with Steam Input API:
// https://partner.steamgames.com/doc/api/ISteamInput
//
// `gamecontroller` the game controller object to query.
// returns the gamepad handle, or 0 if unavailable.
//
// NOTE This function is available since SDL 2.30.0.
pub fn game_controller_get_steam_handle(gamecontroller &GameController) u64 {
return C.SDL_GameControllerGetSteamHandle(gamecontroller)
}
fn C.SDL_GameControllerGetAttached(gamecontroller &C.SDL_GameController) bool
// game_controller_get_attached checks if a controller has been opened and is currently connected.
//
// `gamecontroller` a game controller identifier previously returned by
// SDL_GameControllerOpen()
// returns SDL_TRUE if the controller has been opened and is currently
// connected, or SDL_FALSE if not.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerClose
// See also: SDL_GameControllerOpen
pub fn game_controller_get_attached(gamecontroller &GameController) bool {
return C.SDL_GameControllerGetAttached(gamecontroller)
}
fn C.SDL_GameControllerGetJoystick(gamecontroller &C.SDL_GameController) &C.SDL_Joystick
// game_controller_get_joystick gets the Joystick ID from a Game Controller.
//
// This function will give you a SDL_Joystick object, which allows you to use
// the SDL_Joystick functions with a SDL_GameController object. This would be
// useful for getting a joystick's position at any given time, even if it
// hasn't moved (moving it would produce an event, which would have the axis'
// value).
//
// The pointer returned is owned by the SDL_GameController. You should not
// call SDL_JoystickClose() on it, for example, since doing so will likely
// cause SDL to crash.
//
// `gamecontroller` the game controller object that you want to get a
// joystick from
// returns a SDL_Joystick object; call SDL_GetError() for more information.
//
// NOTE This function is available since SDL 2.0.0.
pub fn game_controller_get_joystick(gamecontroller &GameController) &Joystick {
return C.SDL_GameControllerGetJoystick(gamecontroller)
}
fn C.SDL_GameControllerEventState(state int) int
// game_controller_event_state queries or change current state of Game Controller events.
//
// If controller events are disabled, you must call SDL_GameControllerUpdate()
// yourself and check the state of the controller when you want controller
// information.
//
// Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
// and 1 will have any effect. Other numbers will just be returned.
//
// `state` can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
// returns the same value passed to the function, with exception to -1
// (SDL_QUERY), which will return the current state.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_JoystickEventState
pub fn game_controller_event_state(state int) int {
return C.SDL_GameControllerEventState(state)
}
fn C.SDL_GameControllerUpdate()
// game_controller_update manually pump game controller updates if not using the loop.
//
// This function is called automatically by the event loop if events are
// enabled. Under such circumstances, it will not be necessary to call this
// function.
//
// NOTE This function is available since SDL 2.0.0.
pub fn game_controller_update() {
C.SDL_GameControllerUpdate()
}
// GameControllerAxis is the list of axes available from a controller
//
// Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
// and are centered within ~8000 of zero, though advanced UI will allow users to set
// or autodetect the dead zone, which varies between controllers.
//
// Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX
// (fully pressed) when reported by SDL_GameControllerGetAxis(). Note that this is not the
// same range that will be reported by the lower-level SDL_GetJoystickAxis().
//
// GameControllerAxis is C.SDL_GameControllerAxis
pub enum GameControllerAxis {
invalid = C.SDL_CONTROLLER_AXIS_INVALID // -1
leftx = C.SDL_CONTROLLER_AXIS_LEFTX
lefty = C.SDL_CONTROLLER_AXIS_LEFTY
rightx = C.SDL_CONTROLLER_AXIS_RIGHTX
righty = C.SDL_CONTROLLER_AXIS_RIGHTY
triggerleft = C.SDL_CONTROLLER_AXIS_TRIGGERLEFT
triggerright = C.SDL_CONTROLLER_AXIS_TRIGGERRIGHT
max = C.SDL_CONTROLLER_AXIS_MAX
}
fn C.SDL_GameControllerGetAxisFromString(const_str &char) GameControllerAxis
// game_controller_get_axis_from_string converts a string into SDL_GameControllerAxis enum.
//
// This function is called internally to translate SDL_GameController mapping
// strings for the underlying joystick device into the consistent
// SDL_GameController mapping. You do not normally need to call this function
// unless you are parsing SDL_GameController mappings in your own code.
//
// Note specially that "righttrigger" and "lefttrigger" map to
// `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
// respectively.
//
// `str` string representing a SDL_GameController axis
// returns the SDL_GameControllerAxis enum corresponding to the input string,
// or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerGetStringForAxis
pub fn game_controller_get_axis_from_string(const_str &char) GameControllerAxis {
return GameControllerAxis(C.SDL_GameControllerGetAxisFromString(const_str))
}
fn C.SDL_GameControllerGetStringForAxis(axis C.SDL_GameControllerAxis) &char
// game_controller_get_string_for_axis converts from an SDL_GameControllerAxis enum to a string.
//
// The caller should not SDL_free() the returned string.
//
// `axis` an enum value for a given SDL_GameControllerAxis
// returns a string for the given axis, or NULL if an invalid axis is
// specified. The string returned is of the format used by
// SDL_GameController mapping strings.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerGetAxisFromString
pub fn game_controller_get_string_for_axis(axis GameControllerAxis) &char {
return C.SDL_GameControllerGetStringForAxis(C.SDL_GameControllerAxis(axis))
}
fn C.SDL_GameControllerGetBindForAxis(gamecontroller &C.SDL_GameController, axis C.SDL_GameControllerAxis) C.SDL_GameControllerButtonBind
// game_controller_get_bind_for_axis gets the SDL joystick layer binding for a controller axis mapping.
//
// `gamecontroller` a game controller
// `axis` an axis enum value (one of the SDL_GameControllerAxis values)
// returns a SDL_GameControllerButtonBind describing the bind. On failure
// (like the given Controller axis doesn't exist on the device), its
// `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerGetBindForButton
pub fn game_controller_get_bind_for_axis(gamecontroller &GameController, axis GameControllerAxis) GameControllerButtonBind {
return C.SDL_GameControllerGetBindForAxis(gamecontroller, C.SDL_GameControllerAxis(axis))
}
fn C.SDL_GameControllerHasAxis(gamecontroller &C.SDL_GameController, axis C.SDL_GameControllerAxis) bool
// game_controller_has_axis queries whether a game controller has a given axis.
//
// This merely reports whether the controller's mapping defined this axis, as
// that is all the information SDL has about the physical device.
//
// `gamecontroller` a game controller
// `axis` an axis enum value (an SDL_GameControllerAxis value)
// returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
//
// NOTE This function is available since SDL 2.0.14.
pub fn game_controller_has_axis(gamecontroller &GameController, axis GameControllerAxis) bool {
return C.SDL_GameControllerHasAxis(gamecontroller, C.SDL_GameControllerAxis(axis))
}
fn C.SDL_GameControllerGetAxis(gamecontroller &C.SDL_GameController, axis C.SDL_GameControllerAxis) i16
// game_controller_get_axis gets the current state of an axis control on a game controller.
//
// The axis indices start at index 0.
//
// For thumbsticks, the state is a value ranging from -32768 (up/left)
// to 32767 (down/right).
//
// Triggers range from 0 when released to 32767 when fully pressed, and
// never return a negative value. Note that this differs from the value
// reported by the lower-level SDL_GetJoystickAxis(), which normally uses
// the full range.
//
// `gamecontroller` a game controller
// `axis` an axis index (one of the SDL_GameControllerAxis values)
// returns axis state (including 0) on success or 0 (also) on failure; call
// SDL_GetError() for more information.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerGetButton
pub fn game_controller_get_axis(gamecontroller &GameController, axis GameControllerAxis) i16 {
return C.SDL_GameControllerGetAxis(gamecontroller, C.SDL_GameControllerAxis(axis))
}
// GameControllerButton is the list of buttons available from a controller
// GameControllerButton is C.SDL_GameControllerButton
pub enum GameControllerButton {
invalid = C.SDL_CONTROLLER_BUTTON_INVALID // -1
a = C.SDL_CONTROLLER_BUTTON_A
b = C.SDL_CONTROLLER_BUTTON_B
x = C.SDL_CONTROLLER_BUTTON_X
y = C.SDL_CONTROLLER_BUTTON_Y
back = C.SDL_CONTROLLER_BUTTON_BACK
guide = C.SDL_CONTROLLER_BUTTON_GUIDE
start = C.SDL_CONTROLLER_BUTTON_START
leftstick = C.SDL_CONTROLLER_BUTTON_LEFTSTICK
rightstick = C.SDL_CONTROLLER_BUTTON_RIGHTSTICK
leftshoulder = C.SDL_CONTROLLER_BUTTON_LEFTSHOULDER
rightshoulder = C.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
dpad_up = C.SDL_CONTROLLER_BUTTON_DPAD_UP
dpad_down = C.SDL_CONTROLLER_BUTTON_DPAD_DOWN
dpad_left = C.SDL_CONTROLLER_BUTTON_DPAD_LEFT
dpad_right = C.SDL_CONTROLLER_BUTTON_DPAD_RIGHT
misc1 = C.SDL_CONTROLLER_BUTTON_MISC1 // Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button
paddle1 = C.SDL_CONTROLLER_BUTTON_PADDLE1 // Xbox Elite paddle P1 (upper left, facing the back)
paddle2 = C.SDL_CONTROLLER_BUTTON_PADDLE2 // Xbox Elite paddle P3 (upper right, facing the back)
paddle3 = C.SDL_CONTROLLER_BUTTON_PADDLE3 // Xbox Elite paddle P2 (lower left, facing the back)
paddle4 = C.SDL_CONTROLLER_BUTTON_PADDLE4 // Xbox Elite paddle P4 (lower right, facing the back)
touchpad = C.SDL_CONTROLLER_BUTTON_TOUCHPAD // PS4/PS5 touchpad button
max = C.SDL_CONTROLLER_BUTTON_MAX
}
fn C.SDL_GameControllerGetButtonFromString(const_str &char) GameControllerButton
// game_controller_get_button_from_string converts a string into an SDL_GameControllerButton enum.
//
// This function is called internally to translate SDL_GameController mapping
// strings for the underlying joystick device into the consistent
// SDL_GameController mapping. You do not normally need to call this function
// unless you are parsing SDL_GameController mappings in your own code.
//
// `str` string representing a SDL_GameController axis
// returns the SDL_GameControllerButton enum corresponding to the input
// string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
//
// NOTE This function is available since SDL 2.0.0.
pub fn game_controller_get_button_from_string(const_str &char) GameControllerButton {
return GameControllerButton(C.SDL_GameControllerGetButtonFromString(const_str))
}
fn C.SDL_GameControllerGetStringForButton(button C.SDL_GameControllerButton) &char
// game_controller_get_string_for_button converts from an SDL_GameControllerButton enum to a string.
//
// The caller should not SDL_free() the returned string.
//
// `button` an enum value for a given SDL_GameControllerButton
// returns a string for the given button, or NULL if an invalid button is
// specified. The string returned is of the format used by
// SDL_GameController mapping strings.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerGetButtonFromString
pub fn game_controller_get_string_for_button(button GameControllerButton) &char {
return C.SDL_GameControllerGetStringForButton(C.SDL_GameControllerButton(button))
}
fn C.SDL_GameControllerGetBindForButton(gamecontroller &C.SDL_GameController, button C.SDL_GameControllerButton) C.SDL_GameControllerButtonBind
// game_controller_get_bind_for_button gets the SDL joystick layer binding for a controller button mapping.
//
// `gamecontroller` a game controller
// `button` an button enum value (an SDL_GameControllerButton value)
// returns a SDL_GameControllerButtonBind describing the bind. On failure
// (like the given Controller button doesn't exist on the device),
// its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerGetBindForAxis
pub fn game_controller_get_bind_for_button(gamecontroller &GameController, button GameControllerButton) GameControllerButtonBind {
return C.SDL_GameControllerGetBindForButton(gamecontroller, C.SDL_GameControllerButton(button))
}
fn C.SDL_GameControllerHasButton(gamecontroller &C.SDL_GameController, button C.SDL_GameControllerButton) bool
// game_controller_has_button queries whether a game controller has a given button.
//
// This merely reports whether the controller's mapping defined this button,
// as that is all the information SDL has about the physical device.
//
// `gamecontroller` a game controller
// `button` a button enum value (an SDL_GameControllerButton value)
// returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
//
// NOTE This function is available since SDL 2.0.14.
pub fn game_controller_has_button(gamecontroller &GameController, button GameControllerButton) bool {
return C.SDL_GameControllerHasButton(gamecontroller, C.SDL_GameControllerButton(button))
}
fn C.SDL_GameControllerGetButton(gamecontroller &C.SDL_GameController, button C.SDL_GameControllerButton) u8
// game_controller_get_button gets the current state of a button on a game controller.
//
// `gamecontroller` a game controller
// `button` a button index (one of the SDL_GameControllerButton values)
// returns 1 for pressed state or 0 for not pressed state or error; call
// SDL_GetError() for more information.
//
// NOTE This function is available since SDL 2.0.0.
//
// See also: SDL_GameControllerGetAxis
pub fn game_controller_get_button(gamecontroller &GameController, button GameControllerButton) u8 {
return C.SDL_GameControllerGetButton(gamecontroller, C.SDL_GameControllerButton(button))
}
fn C.SDL_GameControllerGetNumTouchpads(gamecontroller &C.SDL_GameController) int
// game_controller_get_num_touchpads gets the number of touchpads on a game controller.
//
// NOTE This function is available since SDL 2.0.14.
pub fn game_controller_get_num_touchpads(gamecontroller &GameController) int {
return C.SDL_GameControllerGetNumTouchpads(gamecontroller)
}
fn C.SDL_GameControllerGetNumTouchpadFingers(gamecontroller &C.SDL_GameController, touchpad int) int
// game_controller_get_num_touchpad_fingers gets the number of supported simultaneous fingers on a touchpad on a game
// controller.
//
// NOTE This function is available since SDL 2.0.14.
pub fn game_controller_get_num_touchpad_fingers(gamecontroller &GameController, touchpad int) int {
return C.SDL_GameControllerGetNumTouchpadFingers(gamecontroller, touchpad)
}
fn C.SDL_GameControllerGetTouchpadFinger(gamecontroller &GameController, touchpad int, finger int, state &u8, x &f32, y &f32, pressure &f32) int
// game_controller_get_touchpad_finger gets the current state of a finger on a touchpad on a game controller.
//
// NOTE This function is available since SDL 2.0.14.
pub fn game_controller_get_touchpad_finger(gamecontroller &GameController, touchpad int, finger int, state &u8, x &f32, y &f32, pressure &f32) int {
return C.SDL_GameControllerGetTouchpadFinger(gamecontroller, touchpad, finger, state,
x, y, pressure)
}
fn C.SDL_GameControllerHasSensor(gamecontroller &C.SDL_GameController, @type C.SDL_SensorType) bool
// game_controller_has_sensor returns whether a game controller has a particular sensor.
//
// `gamecontroller` The controller to query
// `type` The type of sensor to query
// returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
//
// NOTE This function is available since SDL 2.0.14.
pub fn game_controller_has_sensor(gamecontroller &GameController, @type SensorType) bool {
return C.SDL_GameControllerHasSensor(gamecontroller, C.SDL_SensorType(@type))
}
fn C.SDL_GameControllerSetSensorEnabled(gamecontroller &C.SDL_GameController, @type C.SDL_SensorType, enabled bool) int
// game_controller_set_sensor_enabled sets whether data reporting for a game controller sensor is enabled.
//
// `gamecontroller` The controller to update
// `type` The type of sensor to enable/disable
// `enabled` Whether data reporting should be enabled
// returns 0 or -1 if an error occurred.
//
// NOTE This function is available since SDL 2.0.14.
pub fn game_controller_set_sensor_enabled(gamecontroller &GameController, @type SensorType, enabled bool) int {
return C.SDL_GameControllerSetSensorEnabled(gamecontroller, C.SDL_SensorType(@type),
enabled)
}
fn C.SDL_GameControllerIsSensorEnabled(gamecontroller &C.SDL_GameController, @type C.SDL_SensorType) bool
// game_controller_is_sensor_enabled query whether sensor data reporting is enabled for a game controller.
//
// `gamecontroller` The controller to query
// `type` The type of sensor to query
// returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
pub fn game_controller_is_sensor_enabled(gamecontroller &GameController, @type SensorType) bool {
return C.SDL_GameControllerIsSensorEnabled(gamecontroller, C.SDL_SensorType(@type))
}
fn C.SDL_GameControllerGetSensorDataRate(gamecontroller &C.SDL_GameController, @type C.SDL_SensorType) f32
// game_controller_get_sensor_data_rate gets the data rate (number of events per second) of a game controller
// sensor.
//
// `gamecontroller` The controller to query
// `type` The type of sensor to query
// returns the data rate, or 0.0f if the data rate is not available.
//
// NOTE This function is available since SDL 2.0.16.
pub fn game_controller_get_sensor_data_rate(gamecontroller &GameController, @type SensorType) f32 {
return C.SDL_GameControllerGetSensorDataRate(gamecontroller, C.SDL_SensorType(@type))
}
fn C.SDL_GameControllerGetSensorData(gamecontroller &C.SDL_GameController, @type C.SDL_SensorType, data &f32, num_values int) int
// game_controller_get_sensor_data gets the current state of a game controller sensor.
//
// The number of values and interpretation of the data is sensor dependent.
// See SDL_sensor.h for the details for each type of sensor.
//
// `gamecontroller` The controller to query
// `type` The type of sensor to query
// `data` A pointer filled with the current sensor state
// `num_values` The number of values to write to data
// returns 0 or -1 if an error occurred.
//
// NOTE This function is available since SDL 2.0.14.
pub fn game_controller_get_sensor_data(gamecontroller &GameController, @type SensorType, data &f32, num_values int) int {
return C.SDL_GameControllerGetSensorData(gamecontroller, C.SDL_SensorType(@type),
data, num_values)
}
fn C.SDL_GameControllerGetSensorDataWithTimestamp(gamecontroller &C.SDL_GameController, @type C.SDL_SensorType, timestamp &u64, data &f32, num_values int) int
// game_controller_get_sensor_data_with_timestamp gets the current state of a game controller sensor with the timestamp of the
// last update.
//
// The number of values and interpretation of the data is sensor dependent.
// See SDL_sensor.h for the details for each type of sensor.
//
// `gamecontroller` The controller to query
// `type` The type of sensor to query
// `timestamp` A pointer filled with the timestamp in microseconds of the
// current sensor reading if available, or 0 if not
// `data` A pointer filled with the current sensor state
// `num_values` The number of values to write to data
// returns 0 or -1 if an error occurred.
//
// NOTE This function is available since SDL 2.26.0.
pub fn game_controller_get_sensor_data_with_timestamp(gamecontroller &GameController, @type SensorType, timestamp &u64, data &f32, num_values int) int {
return C.SDL_GameControllerGetSensorDataWithTimestamp(gamecontroller, C.SDL_SensorType(@type),
timestamp, data, num_values)
}
fn C.SDL_GameControllerRumble(gamecontroller &C.SDL_GameController, low_frequency_rumble u16, high_frequency_rumble u16, duration_ms u32) int
// game_controller_rumble starts a rumble effect on a game controller.
//