Added hotplug joystick support and simplified game controller API, courtesy of Alfred Reynolds

This commit is contained in:
Sam Lantinga 2012-11-26 16:37:54 -08:00
parent 2a4a81ad63
commit 34b88dfaae
30 changed files with 4191 additions and 580 deletions

View file

@ -79,6 +79,7 @@
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_gamecontroller.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
@ -115,6 +116,7 @@ extern "C" {
#define SDL_INIT_VIDEO 0x00000020
#define SDL_INIT_JOYSTICK 0x00000200
#define SDL_INIT_HAPTIC 0x00001000
#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< turn on game controller also implicitly does JOYSTICK */
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
#define SDL_INIT_EVERYTHING 0x0000FFFF
/*@}*/

View file

@ -34,6 +34,7 @@
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"
@ -90,6 +91,15 @@ typedef enum
SDL_JOYHATMOTION, /**< Joystick hat position change */
SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
SDL_JOYBUTTONUP, /**< Joystick button released */
SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
/* Game controller events */
SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
/* Touch events */
SDL_FINGERDOWN = 0x700,
@ -231,7 +241,7 @@ typedef struct SDL_JoyAxisEvent
{
Uint32 type; /**< ::SDL_JOYAXISMOTION */
Uint32 timestamp;
Uint8 which; /**< The joystick device index */
Uint8 which; /**< The joystick instance id */
Uint8 axis; /**< The joystick axis index */
Uint8 padding1;
Uint8 padding2;
@ -245,7 +255,7 @@ typedef struct SDL_JoyBallEvent
{
Uint32 type; /**< ::SDL_JOYBALLMOTION */
Uint32 timestamp;
Uint8 which; /**< The joystick device index */
Uint8 which; /**< The joystick instance id */
Uint8 ball; /**< The joystick trackball index */
Uint8 padding1;
Uint8 padding2;
@ -260,7 +270,7 @@ typedef struct SDL_JoyHatEvent
{
Uint32 type; /**< ::SDL_JOYHATMOTION */
Uint32 timestamp;
Uint8 which; /**< The joystick device index */
Uint8 which; /**< The joystick instance id */
Uint8 hat; /**< The joystick hat index */
Uint8 value; /**< The hat position value.
* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
@ -279,12 +289,59 @@ typedef struct SDL_JoyButtonEvent
{
Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
Uint32 timestamp;
Uint8 which; /**< The joystick device index */
Uint8 which; /**< The joystick instance id */
Uint8 button; /**< The joystick button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 padding1;
} SDL_JoyButtonEvent;
/**
* \brief Joystick device event structure (event.jdevice.*)
*/
typedef struct SDL_JoyDeviceEvent
{
Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
Uint32 timestamp;
Uint32 which; /**< The joystick device index for ADD, instance_id for REMOVE*/
} SDL_JoyDeviceEvent;
/**
* \brief Game controller axis motion event structure (event.caxis.*)
*/
typedef struct SDL_ControllerAxisEvent
{
Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
Uint32 timestamp;
Uint8 which; /**< The joystick instance id */
SDL_CONTROLLER_AXIS axis; /**< The joystick axis index */
int value; /**< The axis value (range: -32768 to 32767) */
} SDL_ControllerAxisEvent;
/**
* \brief Game controller button event structure (event.cbutton.*)
*/
typedef struct SDL_ControllerButtonEvent
{
Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
Uint32 timestamp;
Uint8 which; /**< The joystick instance id */
SDL_CONTROLLER_BUTTON button; /**< The joystick button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
} SDL_ControllerButtonEvent;
/**
* \brief Controller device event structure (event.cdevice.*)
*/
typedef struct SDL_ControllerDeviceEvent
{
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED or ::SDL_CONTROLLERDEVICEREMOVED */
Uint32 timestamp;
Uint32 which; /**< The joystick device index for ADD, instance_id for REMOVE*/
} SDL_ControllerDeviceEvent;
/**
* \brief Touch finger motion/finger event structure (event.tfinger.*)
@ -430,6 +487,10 @@ typedef union SDL_Event
SDL_JoyBallEvent jball; /**< Joystick ball event data */
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
SDL_ControllerAxisEvent caxis; /**< Game Controller button event data */
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_QuitEvent quit; /**< Quit request event data */
SDL_UserEvent user; /**< Custom event data */
SDL_SysWMEvent syswm; /**< System dependent window event data */

View file

@ -0,0 +1,257 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 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
*/
#ifndef _SDL_gamecontroller_h
#define _SDL_gamecontroller_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_joystick.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif
/**
* \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.
*/
/* The gamecontroller structure used to identify an SDL game controller */
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
typedef enum
{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT,
} SDL_CONTROLLER_BINDTYPE;
/**
* get the sdl joystick layer binding for this controller button/axis mapping
*/
struct _SDL_GameControllerHatBind
{
int hat;
int hat_mask;
};
typedef struct _SDL_GameControllerButtonBind
{
SDL_CONTROLLER_BINDTYPE m_eBindType;
union
{
int button;
int axis;
struct _SDL_GameControllerHatBind hat;
};
} SDL_GameControllerButtonBind;
/**
* 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 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,Aferglow 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",
*
*/
/**
* Is the joystick on this index supported by the game controller interface?
* returns 1 if supported, 0 otherwise.
*/
extern DECLSPEC int SDLCALL SDL_IsGameController(int joystick_index);
/**
* 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.
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/**
* 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.
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
/**
* Return the name for this currently opened controller
*/
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController * gamecontroller);
/**
* Returns 1 if the controller has been opened and currently connected, or 0 if it has not.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetAttached(SDL_GameController * gamecontroller);
/**
* Get the underlying joystick object used by a controller
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller);
/**
* 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.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
/**
* The list of axii available from a controller
*/
typedef 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
} SDL_CONTROLLER_AXIS;
/**
* turn this string into a axis mapping
*/
extern DECLSPEC SDL_CONTROLLER_AXIS SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
/**
* get the sdl joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_CONTROLLER_AXIS button);
/**
* 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.
*/
extern DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis(SDL_GameController * gamecontroller,
SDL_CONTROLLER_AXIS axis);
/**
* The list of buttons available from a controller
*/
typedef 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
} SDL_CONTROLLER_BUTTON;
/**
* turn this string into a button mapping
*/
extern DECLSPEC SDL_CONTROLLER_BUTTON SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
/**
* get the sdl joystick layer binding for this controller button mapping
*/
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_CONTROLLER_BUTTON button);
/**
* Get the current state of a button on a game controller.
*
* The button indices start at index 0.
*/
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController * gamecontroller,
SDL_CONTROLLER_BUTTON button);
/**
* Close a controller previously opened with SDL_GameControllerOpen().
*/
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController * gamecontrollerk);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"
#endif /* _SDL_gamecontroller_h */
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -189,6 +189,14 @@ extern "C" {
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
/**
* \brief A variable that lets you manually hint extra gamecontroller db entries
*
* The variable expected newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
*/
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
/**
* \brief An enumeration of hint priorities
*/

View file

@ -23,6 +23,17 @@
* \file SDL_joystick.h
*
* Include file for SDL joystick event handling
*
* The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks, with the exact joystick
* behind a device_index changing as joysticks are plugged and unplugged.
*
* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
* then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
*
* The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
* the device (a X360 wired controller for example). This identifier is platform dependent.
*
*
*/
#ifndef _SDL_joystick_h
@ -51,10 +62,11 @@ extern "C" {
struct _SDL_Joystick;
typedef struct _SDL_Joystick SDL_Joystick;
typedef int SDL_JoystickID;
/* Function prototypes */
/**
* Count the number of joysticks attached to the system
* Count the number of joysticks attached to the system right now
*/
extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
@ -63,7 +75,7 @@ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
* This can be called before any joysticks are opened.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickName(int device_index);
extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
/**
* Open a joystick for use.
@ -76,14 +88,47 @@ extern DECLSPEC const char *SDLCALL SDL_JoystickName(int device_index);
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
/**
* Returns 1 if the joystick has been opened, or 0 if it has not.
* Return the name for this currently opened joystick.
* If no name can be found, this function returns NULL.
*/
extern DECLSPEC int SDLCALL SDL_JoystickOpened(int device_index);
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
/* A structure that encodes the stable unique id for a joystick device */
typedef struct
{
Uint8 data[16];
} JoystickGUID;
/**
* Return the GUID for the joystick at this index
*/
extern DECLSPEC JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
/**
* Return the GUID for this opened joystick
*/
extern DECLSPEC JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick);
/**
* Return a string representation for this guid. You are responsible for freeing memory from this call
*/
extern DECLSPEC char *SDLCALL SDL_JoystickGetGUIDString(JoystickGUID guid);
/**
* convert a string into a joystick formatted guid
*/
extern DECLSPEC JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
/**
* Returns 1 if the joystick has been opened and currently connected, or 0 if it has not.
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetAttached(SDL_Joystick * joystick);
/**
* Get the device index of an opened joystick.
*/
extern DECLSPEC int SDLCALL SDL_JoystickIndex(SDL_Joystick * joystick);
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick * joystick);
/**
* Get the number of general axis controls on a joystick.