2015-06-21 09:33:46 -06:00
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/*
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Simple DirectMedia Layer
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2020-01-16 21:49:25 -07:00
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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2015-06-21 09:33:46 -06:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_joystick.h
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*
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* Include file for SDL joystick event handling
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*
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2016-08-03 14:30:31 -06:00
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* The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
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2015-06-21 09:33:46 -06:00
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* behind a device_index changing as joysticks are plugged and unplugged.
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*
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* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
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* then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
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*
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* The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
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* the device (a X360 wired controller for example). This identifier is platform dependent.
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*
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*
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*/
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2016-11-20 22:34:54 -07:00
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#ifndef SDL_joystick_h_
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#define SDL_joystick_h_
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2015-06-21 09:33:46 -06:00
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \file SDL_joystick.h
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*
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* In order to use these functions, SDL_Init() must have been called
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* with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
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* for joysticks, and load appropriate drivers.
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*
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* If you would like to receive joystick updates while the application
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* is in the background, you should set the following hint before calling
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* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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*/
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2016-11-20 22:26:56 -07:00
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/**
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* The joystick structure used to identify an SDL joystick
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*/
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2015-06-21 09:33:46 -06:00
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struct _SDL_Joystick;
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typedef struct _SDL_Joystick SDL_Joystick;
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/* A structure that encodes the stable unique id for a joystick device */
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typedef struct {
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Uint8 data[16];
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} SDL_JoystickGUID;
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2017-03-09 17:09:16 -07:00
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/**
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* This is a unique ID for a joystick for the time it is connected to the system,
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* and is never reused for the lifetime of the application. If the joystick is
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* disconnected and reconnected, it will get a new ID.
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*
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* The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
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*/
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2015-06-21 09:33:46 -06:00
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typedef Sint32 SDL_JoystickID;
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2017-01-27 06:59:58 -07:00
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typedef enum
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{
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SDL_JOYSTICK_TYPE_UNKNOWN,
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SDL_JOYSTICK_TYPE_GAMECONTROLLER,
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SDL_JOYSTICK_TYPE_WHEEL,
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SDL_JOYSTICK_TYPE_ARCADE_STICK,
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SDL_JOYSTICK_TYPE_FLIGHT_STICK,
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SDL_JOYSTICK_TYPE_DANCE_PAD,
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SDL_JOYSTICK_TYPE_GUITAR,
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SDL_JOYSTICK_TYPE_DRUM_KIT,
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2017-01-31 13:23:29 -07:00
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SDL_JOYSTICK_TYPE_ARCADE_PAD,
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2017-01-31 14:30:35 -07:00
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SDL_JOYSTICK_TYPE_THROTTLE
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2017-01-27 06:59:58 -07:00
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} SDL_JoystickType;
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2015-09-30 16:39:30 -06:00
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typedef enum
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{
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SDL_JOYSTICK_POWER_UNKNOWN = -1,
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2018-08-09 17:00:17 -06:00
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SDL_JOYSTICK_POWER_EMPTY, /* <= 5% */
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SDL_JOYSTICK_POWER_LOW, /* <= 20% */
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SDL_JOYSTICK_POWER_MEDIUM, /* <= 70% */
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SDL_JOYSTICK_POWER_FULL, /* <= 100% */
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2015-09-30 16:39:30 -06:00
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SDL_JOYSTICK_POWER_WIRED,
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SDL_JOYSTICK_POWER_MAX
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} SDL_JoystickPowerLevel;
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2015-06-21 09:33:46 -06:00
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Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-13 20:08:45 -06:00
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2015-06-21 09:33:46 -06:00
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/* Function prototypes */
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2017-10-10 12:10:15 -06:00
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/**
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* Locking for multi-threaded access to the joystick API
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*
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* If you are using the joystick API or handling events from multiple threads
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* you should use these locking functions to protect access to the joysticks.
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*
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* In particular, you are guaranteed that the joystick list won't change, so
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* the API functions that take a joystick index will be valid, and joystick
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* and game controller events will not be delivered.
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*/
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extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
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extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
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2015-06-21 09:33:46 -06:00
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/**
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* Count the number of joysticks attached to the system right now
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*/
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extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
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/**
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* Get the implementation dependent name of a joystick.
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* This can be called before any joysticks are opened.
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* If no name can be found, this function returns NULL.
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
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2018-10-25 17:53:14 -06:00
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/**
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* Get the player index of a joystick, or -1 if it's not available
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* This can be called before any joysticks are opened.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index);
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2016-11-10 18:19:34 -07:00
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/**
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* Return the GUID for the joystick at this index
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* This can be called before any joysticks are opened.
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*/
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extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
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/**
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* Get the USB vendor ID of a joystick, if available.
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* This can be called before any joysticks are opened.
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* If the vendor ID isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index);
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/**
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* Get the USB product ID of a joystick, if available.
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* This can be called before any joysticks are opened.
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* If the product ID isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index);
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/**
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* Get the product version of a joystick, if available.
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* This can be called before any joysticks are opened.
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* If the product version isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index);
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2017-01-27 06:59:58 -07:00
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/**
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* Get the type of a joystick, if available.
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* This can be called before any joysticks are opened.
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*/
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extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index);
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2017-03-09 17:09:16 -07:00
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/**
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* Get the instance ID of a joystick.
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* This can be called before any joysticks are opened.
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* If the index is out of range, this function will return -1.
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*/
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extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index);
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2015-06-21 09:33:46 -06:00
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/**
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* Open a joystick for use.
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* The index passed as an argument refers to the N'th joystick on the system.
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* This index is not the value which will identify this joystick in future
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* joystick events. The joystick's instance id (::SDL_JoystickID) will be used
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* there instead.
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*
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* \return A joystick identifier, or NULL if an error occurred.
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*/
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extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
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2015-11-14 10:35:45 -07:00
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/**
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* Return the SDL_Joystick associated with an instance id.
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*/
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2019-12-20 21:12:03 -07:00
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extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id);
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/**
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* Return the SDL_Joystick associated with a player index.
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*/
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extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index);
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2015-11-14 10:35:45 -07:00
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Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-13 20:08:45 -06:00
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/**
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* Attaches a new virtual joystick.
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* Returns the joystick's device index, or -1 if an error occurred.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type,
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int naxes,
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int nbuttons,
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int nhats);
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/**
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* Detaches a virtual joystick
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* Returns 0 on success, or -1 if an error occurred.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
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/**
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* Indicates whether or not a virtual-joystick is at a given device index.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
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/**
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* Set values on an opened, virtual-joystick's controls.
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2020-03-15 11:35:03 -06:00
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* Please note that values set here will not be applied until the next
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* call to SDL_JoystickUpdate, which can either be called directly,
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* or can be called indirectly through various other SDL APIS,
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* including, but not limited to the following: SDL_PollEvent,
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* SDL_PumpEvents, SDL_WaitEventTimeout, SDL_WaitEvent.
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*
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Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
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/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-13 20:08:45 -06:00
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* Returns 0 on success, -1 on error.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
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extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
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extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
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2015-06-21 09:33:46 -06:00
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/**
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* Return the name for this currently opened joystick.
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* If no name can be found, this function returns NULL.
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*/
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extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
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2018-10-25 17:53:14 -06:00
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/**
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* Get the player index of an opened joystick, or -1 if it's not available
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*
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* For XInput controllers this returns the XInput user index.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick * joystick);
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2019-12-20 21:12:03 -07:00
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/**
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* Set the player index of an opened joystick
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*/
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extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick * joystick, int player_index);
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2015-06-21 09:33:46 -06:00
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/**
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2016-11-10 18:19:34 -07:00
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* Return the GUID for this opened joystick
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2015-06-21 09:33:46 -06:00
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*/
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2016-11-10 18:19:34 -07:00
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extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick);
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2015-06-21 09:33:46 -06:00
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/**
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2016-11-10 18:19:34 -07:00
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* Get the USB vendor ID of an opened joystick, if available.
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* If the vendor ID isn't available this function returns 0.
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2015-06-21 09:33:46 -06:00
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*/
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2016-11-10 18:19:34 -07:00
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extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick * joystick);
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/**
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* Get the USB product ID of an opened joystick, if available.
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* If the product ID isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick * joystick);
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/**
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* Get the product version of an opened joystick, if available.
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* If the product version isn't available this function returns 0.
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*/
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extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick * joystick);
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2015-06-21 09:33:46 -06:00
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2017-01-27 06:59:58 -07:00
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/**
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* Get the type of an opened joystick.
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*/
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extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick * joystick);
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2015-06-21 09:33:46 -06:00
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/**
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* Return a string representation for this guid. pszGUID must point to at least 33 bytes
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* (32 for the string plus a NULL terminator).
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*/
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extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
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/**
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2016-11-10 18:19:34 -07:00
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* Convert a string into a joystick guid
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2015-06-21 09:33:46 -06:00
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*/
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extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
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/**
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* Returns SDL_TRUE if the joystick has been opened and currently connected, or SDL_FALSE if it has not.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick * joystick);
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/**
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* Get the instance ID of an opened joystick or -1 if the joystick is invalid.
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*/
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extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick * joystick);
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/**
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* Get the number of general axis controls on a joystick.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick * joystick);
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/**
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* Get the number of trackballs on a joystick.
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*
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* Joystick trackballs have only relative motion events associated
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* with them and their state cannot be polled.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick * joystick);
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/**
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* Get the number of POV hats on a joystick.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick * joystick);
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/**
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* Get the number of buttons on a joystick.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick * joystick);
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/**
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* Update the current state of the open joysticks.
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*
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* This is called automatically by the event loop if any joystick
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* events are enabled.
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*/
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extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
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/**
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* Enable/disable joystick event polling.
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*
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* If joystick events are disabled, you must call SDL_JoystickUpdate()
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* yourself and check the state of the joystick when you want joystick
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* information.
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*
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* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
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2016-12-27 02:39:07 -07:00
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#define SDL_JOYSTICK_AXIS_MAX 32767
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#define SDL_JOYSTICK_AXIS_MIN -32768
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2015-06-21 09:33:46 -06:00
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/**
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* Get the current state of an axis control on a joystick.
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*
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* The state is a value ranging from -32768 to 32767.
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*
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* The axis indices start at index 0.
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*/
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extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick,
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int axis);
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2017-01-04 11:28:07 -07:00
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/**
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* Get the initial state of an axis control on a joystick.
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*
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* The state is a value ranging from -32768 to 32767.
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*
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* The axis indices start at index 0.
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*
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* \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick,
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int axis, Sint16 *state);
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2015-06-21 09:33:46 -06:00
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/**
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* \name Hat positions
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*/
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/* @{ */
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#define SDL_HAT_CENTERED 0x00
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2015-07-16 13:48:35 -06:00
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#define SDL_HAT_UP 0x01
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2015-06-21 09:33:46 -06:00
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#define SDL_HAT_RIGHT 0x02
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#define SDL_HAT_DOWN 0x04
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#define SDL_HAT_LEFT 0x08
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#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
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#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
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#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
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#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
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/* @} */
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/**
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* Get the current state of a POV hat on a joystick.
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*
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* The hat indices start at index 0.
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*
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* \return The return value is one of the following positions:
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* - ::SDL_HAT_CENTERED
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* - ::SDL_HAT_UP
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* - ::SDL_HAT_RIGHT
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* - ::SDL_HAT_DOWN
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* - ::SDL_HAT_LEFT
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* - ::SDL_HAT_RIGHTUP
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* - ::SDL_HAT_RIGHTDOWN
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* - ::SDL_HAT_LEFTUP
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* - ::SDL_HAT_LEFTDOWN
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*/
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extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick,
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int hat);
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/**
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* Get the ball axis change since the last poll.
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*
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* \return 0, or -1 if you passed it invalid parameters.
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*
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* The ball indices start at index 0.
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick,
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int ball, int *dx, int *dy);
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/**
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* Get the current state of a button on a joystick.
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*
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* The button indices start at index 0.
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*/
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extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick,
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int button);
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2018-08-09 17:00:17 -06:00
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/**
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* Trigger a rumble effect
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* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
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*
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* \param joystick The joystick to vibrate
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* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
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* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
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* \param duration_ms The duration of the rumble effect, in milliseconds
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*
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* \return 0, or -1 if rumble isn't supported on this joystick
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*/
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extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
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2015-06-21 09:33:46 -06:00
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/**
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* Close a joystick previously opened with SDL_JoystickOpen().
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*/
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extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick * joystick);
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2015-09-30 16:39:30 -06:00
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/**
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2015-11-14 12:53:44 -07:00
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* Return the battery level of this joystick
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*/
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2015-09-30 16:39:30 -06:00
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extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick * joystick);
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2015-06-21 09:33:46 -06:00
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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2016-11-20 22:34:54 -07:00
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#endif /* SDL_joystick_h_ */
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2015-06-21 09:33:46 -06:00
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/* vi: set ts=4 sw=4 expandtab: */
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