mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 16:38:46 +01:00
324 lines
10 KiB
C
324 lines
10 KiB
C
/**
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* Gamepad Input Library
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* Sean Middleditch <sean@middleditch.us>
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* Copyright (C) 2010,2011 Sean Middleditch
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* LICENSE: MIT/X
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*/
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#if !defined(GAMEPAD_H)
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#define GAMEPAD_H 1
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#if defined(__cplusplus)
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extern "C" {
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#endif
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#define GAMEPAD_STATIC_LIB
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#if defined(GAMEPAD_STATIC_LIB)
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# define GAMEPAD_API
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#else
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# if defined(_WIN32)
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# if defined(GAMEPAD_EXPORT)
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# define GAMEPAD_API __declspec(dllexport)
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# else
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# define GAMEPAD_API __declspec(dllimport)
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# endif
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# elif defined(__GNUC__) && defined(GAMEPAD_EXPORT)
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# define GAMEPAD_API __attribute__((visibility("default")))
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# else
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# define GAMEPAD_API extern
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# endif
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#endif
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/**
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* Enumeration of the possible devices.
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*
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* Only four devices are supported as this is the limit of Windows.
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*/
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enum GAMEPAD_DEVICE {
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GAMEPAD_0 = 0, /**< First gamepad */
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GAMEPAD_1 = 1, /**< Second gamepad */
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GAMEPAD_2 = 2, /**< Third gamepad */
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GAMEPAD_3 = 3, /**< Fourth gamepad */
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GAMEPAD_COUNT /**< Maximum number of supported gamepads */
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};
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/**
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* Enumeration of the possible buttons.
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*/
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enum GAMEPAD_BUTTON {
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BUTTON_DPAD_UP = 0, /**< UP on the direction pad */
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BUTTON_DPAD_DOWN = 1, /**< DOWN on the direction pad */
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BUTTON_DPAD_LEFT = 2, /**< LEFT on the direction pad */
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BUTTON_DPAD_RIGHT = 3, /**< RIGHT on the direction pad */
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BUTTON_START = 4, /**< START button */
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BUTTON_BACK = 5, /**< BACK button */
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BUTTON_LEFT_THUMB = 6, /**< Left analog stick button */
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BUTTON_RIGHT_THUMB = 7, /**< Right analog stick button */
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BUTTON_LEFT_SHOULDER = 8, /**< Left bumper button */
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BUTTON_RIGHT_SHOULDER = 9, /**< Right bumper button */
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BUTTON_A = 12, /**< A button */
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BUTTON_B = 13, /**< B button */
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BUTTON_X = 14, /**< X button */
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BUTTON_Y = 15, /**< Y button */
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BUTTON_COUNT /**< Maximum number of supported buttons */
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};
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/**
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* Enumeration of the possible pressure/trigger buttons.
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*/
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enum GAMEPAD_TRIGGER {
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TRIGGER_LEFT = 0, /**< Left trigger */
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TRIGGER_RIGHT = 1, /**< Right trigger */
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TRIGGER_COUNT /**< Number of triggers */
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};
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/**
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* Enumeration of the analog sticks.
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*/
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enum GAMEPAD_STICK {
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STICK_LEFT = 0, /**< Left stick */
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STICK_RIGHT = 1, /**< Right stick */
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STICK_COUNT /**< Number of analog sticks */
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};
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/**
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* Enumeration of main stick directions.
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*
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* This is used for some of the convenience routines in the library.
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*/
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enum GAMEPAD_STICKDIR {
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STICKDIR_CENTER = 0, /**< CENTER, no direction */
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STICKDIR_UP = 1, /**< UP direction */
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STICKDIR_DOWN = 2, /**< DOWN direction */
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STICKDIR_LEFT = 3, /**< LEFT direction */
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STICKDIR_RIGHT = 4, /**< RIGHT direction */
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STICKDIR_COUNT
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};
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/**
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* Enumeration for true/false values
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*/
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enum GAMEPAD_BOOL {
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GAMEPAD_FALSE = 0, /**< FALSE value for boolean parameters */
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GAMEPAD_TRUE = 1 /**< TRUE value for boolean parameters */
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};
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typedef enum GAMEPAD_DEVICE GAMEPAD_DEVICE;
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typedef enum GAMEPAD_BUTTON GAMEPAD_BUTTON;
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typedef enum GAMEPAD_TRIGGER GAMEPAD_TRIGGER;
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typedef enum GAMEPAD_STICK GAMEPAD_STICK;
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typedef enum GAMEPAD_STICKDIR GAMEPAD_STICKDIR;
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typedef enum GAMEPAD_BOOL GAMEPAD_BOOL;
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#define GAMEPAD_DEADZONE_LEFT_STICK 7849 /**< Suggested deadzone magnitude for left analog stick */
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#define GAMEPAD_DEADZONE_RIGHT_STICK 8689 /**< Suggested deadzone magnitude for right analog stick */
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#define GAMEPAD_DEADZONE_TRIGGER 30 /**< Suggested deadzone for triggers */
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/**
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* Initialize the library.
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*
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* This is critical on non-Windows platforms.
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*/
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GAMEPAD_API void GamepadInit(void);
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/**
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* Shutdown the library.
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*
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* This will release resources allocated by the library internally.
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*
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* This should be called after forking as well.
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*/
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GAMEPAD_API void GamepadShutdown(void);
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/**
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* Updates the state of the gamepads.
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*
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* This must be called (at least) once per game loop.
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*/
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GAMEPAD_API void GamepadUpdate(void);
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/**
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* Test if a particular gamepad is connected.
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*
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* \param device The device to check.
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* \returns GAMEPAD_TRUE if the device is connected, GAMEPAD_FALSE if it is not.
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*/
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GAMEPAD_API GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device);
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/**
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* Test if a particular button is being pressed.
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*
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* \param device The device to check.
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* \param button The button to check.
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* \returns GAMEPAD_TRUE if the button is down, GAMEPAD_FALSE if it is not.
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*/
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GAMEPAD_API GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button);
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/**
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* Test if a particular button has been depressed since the previous call to GamepadUpdate.
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*
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* \param device The device to check.
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* \param button The button to check.
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* \returns GAMEPAD_TRUE if the button has been pressed, GAMEPAD_FALSE if it is not or if it was depressed the previous frame.
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*/
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GAMEPAD_API GAMEPAD_BOOL GamepadButtonTriggered(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button);
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/**
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* Test if a particular button has been released since the previous call to GamepadUpdate.
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*
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* \param device The device to check.
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* \param button The button to check.
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* \returns GAMEPAD_TRUE if the button has been released, GAMEPAD_FALSE if it is down or if it was not down the previous frame.
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*/
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GAMEPAD_API GAMEPAD_BOOL GamepadButtonReleased(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button);
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/**
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* Get the trigger value (depression magnitude) in its raw form.
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*
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* \param device The device to check.
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* \param trigger The trigger to check.
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* \returns Trigger depression magnitude (0 to 32767).
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*/
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GAMEPAD_API int GamepadTriggerValue(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
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/**
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* Get the trigger value (depression magnitude) in normalized form.
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*
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* \param device The device to check.
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* \param trigger The trigger to check.
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* \returns Trigger depression magnitude (0 to 1).
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*/
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GAMEPAD_API float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
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/**
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* Test if a trigger is depressed
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*
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* \param device The device to check.
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* \param trigger The trigger to check.
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* \returns GAMEPAD_TRUE if down, GAMEPAD_FALSE otherwise.
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*/
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GAMEPAD_API GAMEPAD_BOOL GamepadTriggerDown(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
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/**
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* Test if a trigger is depressed
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*
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* \param device The device to check.
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* \param trigger The trigger to check.
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* \returns GAMEPAD_TRUE if triggered, GAMEPAD_FALSE otherwise.
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*/
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GAMEPAD_API GAMEPAD_BOOL GamepadTriggerTriggered(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
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/**
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* Test if a trigger is depressed
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*
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* \param device The device to check.
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* \param trigger The trigger to check.
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* \returns GAMEPAD_TRUE if released, GAMEPAD_FALSE otherwise.
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*/
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GAMEPAD_API GAMEPAD_BOOL GamepadTriggerReleased(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
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/**
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* Set the rumble motors on/off.
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*
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* To turn off the rumble effect, set values to 0 for both motors.
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*
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* The left motor is the low-frequency/strong motor, and the right motor is the high-frequency/weak motor.
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*
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* \param device The device to update.
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* \param left Left motor strengh (0 to 1).
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* \param right Right motor strengh (0 to 1).
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*/
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GAMEPAD_API void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right);
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/**
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* Query the position of an analog stick as raw values.
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*
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* The values retrieved by this function represent the magnitude of the analog
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* stick in each direction. Note that it shouldn't be possible to get full
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* magnitude in one direction unless the other direction has a magnitude of
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* zero, as the stick has a circular movement range.
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*
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* \param device The device to check.
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* \param stick The stick to check.
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* \param outX Pointer to integer to store the X magnitude in (-32767 to 32767).
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* \param outX Pointer to integer to store the Y magnitude in (-32767 to 32767).
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*/
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GAMEPAD_API void GamepadStickXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, int* outX, int* outY);
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/**
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* Query the position of an analog stick as normalized values.
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*
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* The values retrieved by this function represent the magnitude of the analog
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* stick in each direction. Note that it shouldn't be possible to get full
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* magnitude in one direction unless the other direction has a magnitude of
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* zero, as the stick has a circular movement range.
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*
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* \param device The device to check.
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* \param stick The stick to check.
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* \param outX Pointer to float to store the X magnitude in (-1 to 1).
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* \param outX Pointer to float to store the Y magnitude in (-1 to 1).
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*/
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GAMEPAD_API void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float* outX, float* outY);
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/**
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* Query the magnitude of an analog stick.
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*
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* This returns the normalized value of the magnitude of the stick. That is,
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* if the stick is pushed all the way in any direction, it returns 1.0.
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*
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* \param device The device to check.
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* \param stick The stick to check.
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* \returns The magnitude of the stick (0 to 1).
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*/
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GAMEPAD_API float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick);
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/**
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* Query the direction of a stick (in radians).
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*
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* This returns the direction of the stick. This value is in radians, not
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* degrees. Zero is to the right, and the angle increases in a
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* counter-clockwise direction.
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*
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* \param device The device to check.
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* \param stick The stick to check.
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* \returns The angle of the stick (0 to 2*PI).
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*/
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GAMEPAD_API float GamepadStickAngle(GAMEPAD_DEVICE device, GAMEPAD_STICK stick);
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/**
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* Get the direction the stick is pushed in (if any).
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*
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* This is a useful utility function for when the stick should be treated as a simple
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* directional pad, such as for menu UIs.
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*
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* \param device The device to check.
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* \param stick The trigger to check.
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* \returns The stick's current direction.
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*/
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GAMEPAD_API GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick);
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/**
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* Test whether a stick has been pressed in a particular direction since the last update.
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*
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* This only returns true if the stick was centered last frame.
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*
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* This is a useful utility function for when the stick should be treated as a simple
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* directional pad, such as for menu UIs.
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*
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* \param device The device to check.
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* \param stick The trigger to check.
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* \param stickdir The direction to check for.
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* \returns GAMEPAD_TRUE if the stick is pressed in the specified direction, GAMEPAD_FALSE otherwise.
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*/
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GAMEPAD_API GAMEPAD_BOOL GamepadStickDirTriggered(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, GAMEPAD_STICKDIR dir);
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#if defined(__cplusplus)
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} /* extern "C" */
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#endif
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#endif
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