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gamecontroller.c.v
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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
// 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:
// 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
// "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 mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
// A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
//
// If `freerw` is non-zero, the stream will be closed after being read.
//
// returns number of mappings added, -1 on error
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 or updates an existing mapping configuration
//
// returns 1 if mapping is added, 0 if updated, -1 on error
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
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.
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
// Get a mapping string for a GUID
//
// returns the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
pub fn game_controller_mapping_for_guid(guid JoystickGUID) &char {
return C.SDL_GameControllerMappingForGUID(guid)
}
fn C.SDL_GameControllerMapping(gamecontroller &C.SDL_GameController) &char
// game_controller_mapping gets a mapping string for an open GameController
//
// returns the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
pub fn game_controller_mapping(gamecontroller &GameController) &char {
return C.SDL_GameControllerMapping(gamecontroller)
}
fn C.SDL_IsGameController(joystick_index int) bool
// is_game_controller returns whether the joystick on this index supported by the game controller interface?
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 of a game controller.
// This can be called before any controllers are opened.
// If no name can be found, this function returns NULL.
pub fn game_controller_name_for_index(joystick_index int) &char {
return C.SDL_GameControllerNameForIndex(joystick_index)
}
fn C.SDL_GameControllerOpen(joystick_index int) &C.SDL_GameController
// game_controller_open opens a game controller for use.
// 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.
//
// returns A controller identifier, or NULL if an error occurred.
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 returns the SDL_GameController associated with an instance id.
pub fn game_controller_from_instance_id(joyid JoystickID) &GameController {
return C.SDL_GameControllerFromInstanceID(joyid)
}
fn C.SDL_GameControllerName(gamecontroller &C.SDL_GameController) &char
// game_controller_name returns the name for this currently opened controller
pub fn game_controller_name(gamecontroller &GameController) &char {
return C.SDL_GameControllerName(gamecontroller)
}
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.
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.
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.
pub fn game_controller_get_product_version(gamecontroller &GameController) u16 {
return C.SDL_GameControllerGetProductVersion(gamecontroller)
}
fn C.SDL_GameControllerGetAttached(gamecontroller &C.SDL_GameController) bool
// game_controller_get_attached returns SDL_TRUE if the controller has been opened and currently connected,
// or SDL_FALSE if it has not.
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 underlying joystick object used by a controller
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 enables/disables 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.
pub fn game_controller_event_state(state int) int {
return C.SDL_GameControllerEventState(state)
}
fn C.SDL_GameControllerUpdate()
// game_controller_update updates the current state of the open game controllers.
//
// This is called automatically by the event loop if any game controller
// events are enabled.
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 to SDL_JOYSTICK_AXIS_MAX.
//
// 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(pch_string &char) GameControllerAxis
// game_controller_get_axis_from_string turns the string into an axis mapping
pub fn game_controller_get_axis_from_string(pch_string &char) GameControllerAxis {
return GameControllerAxis(C.SDL_GameControllerGetAxisFromString(pch_string))
}
fn C.SDL_GameControllerGetStringForAxis(axis C.SDL_GameControllerAxis) &char
// game_controller_get_string_for_axis turns the axis enum into a string mapping
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
// Get the SDL joystick layer binding for this controller button mapping
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_GameControllerGetAxis(gamecontroller &C.SDL_GameController, axis C.SDL_GameControllerAxis) i16
// Get the current state of an axis control on a game controller.
//
// The state is a value ranging from -32768 to 32767 (except for the triggers,
// which range from 0 to 32767).
//
// The axis indices start at index 0.
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
max = C.SDL_CONTROLLER_BUTTON_MAX
}
fn C.SDL_GameControllerGetButtonFromString(pch_string &char) GameControllerButton
// game_controller_get_button_from_string turns the string into a button mapping
pub fn game_controller_get_button_from_string(pch_string &char) GameControllerButton {
return GameControllerButton(C.SDL_GameControllerGetButtonFromString(pch_string))
}
fn C.SDL_GameControllerGetStringForButton(button C.SDL_GameControllerButton) &char
// game_controller_get_string_for_button turns the button enum into a string mapping
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 this controller button mapping
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_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.
//
// The button indices start at index 0.
pub fn game_controller_get_button(gamecontroller &GameController, button GameControllerButton) u8 {
return C.SDL_GameControllerGetButton(gamecontroller, C.SDL_GameControllerButton(button))
}
fn C.SDL_GameControllerClose(gamecontroller &C.SDL_GameController)
// game_controller_close closes a controller previously opened with SDL_GameControllerOpen().
pub fn game_controller_close(gamecontroller &GameController) {
C.SDL_GameControllerClose(gamecontroller)
}