SDL 2.0
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#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_guid.h"
#include "SDL_mutex.h"
#include "begin_code.h"
#include "close_code.h"
Go to the source code of this file.
Data Structures | |
struct | SDL_VirtualJoystickDesc |
Macros | |
#define | SDL_IPHONE_MAX_GFORCE 5.0 |
#define | SDL_VIRTUAL_JOYSTICK_DESC_VERSION 1 |
#define | SDL_JOYSTICK_AXIS_MAX 32767 |
#define | SDL_JOYSTICK_AXIS_MIN -32768 |
Typedefs | |
typedef struct _SDL_Joystick | SDL_Joystick |
typedef SDL_GUID | SDL_JoystickGUID |
typedef Sint32 | SDL_JoystickID |
Include file for SDL joystick event handling
The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick behind a device_index changing as joysticks are plugged and unplugged.
The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
The term "player_index" is the number assigned to a player on a specific controller. For XInput controllers this returns the XInput user index. Many joysticks will not be able to supply this information.
The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of the device (a X360 wired controller for example). This identifier is platform dependent.
In order to use these functions, SDL_Init() must have been called with the SDL_INIT_JOYSTICK flag. This causes SDL to scan the system for joysticks, and load appropriate drivers.
If you would like to receive joystick updates while the application is in the background, you should set the following hint before calling SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
Definition in file SDL_joystick.h.
#define SDL_HAT_CENTERED 0x00 |
Definition at line 873 of file SDL_joystick.h.
#define SDL_HAT_DOWN 0x04 |
Definition at line 876 of file SDL_joystick.h.
#define SDL_HAT_LEFT 0x08 |
Definition at line 877 of file SDL_joystick.h.
#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN) |
Definition at line 881 of file SDL_joystick.h.
#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP) |
Definition at line 880 of file SDL_joystick.h.
#define SDL_HAT_RIGHT 0x02 |
Definition at line 875 of file SDL_joystick.h.
#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN) |
Definition at line 879 of file SDL_joystick.h.
#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP) |
Definition at line 878 of file SDL_joystick.h.
#define SDL_HAT_UP 0x01 |
Definition at line 874 of file SDL_joystick.h.
#define SDL_IPHONE_MAX_GFORCE 5.0 |
Definition at line 126 of file SDL_joystick.h.
#define SDL_JOYSTICK_AXIS_MAX 32767 |
Definition at line 824 of file SDL_joystick.h.
#define SDL_JOYSTICK_AXIS_MIN -32768 |
Definition at line 825 of file SDL_joystick.h.
#define SDL_VIRTUAL_JOYSTICK_DESC_VERSION 1 |
The current version of the SDL_VirtualJoystickDesc structure
Definition at line 407 of file SDL_joystick.h.
typedef struct _SDL_Joystick SDL_Joystick |
Definition at line 78 of file SDL_joystick.h.
typedef SDL_GUID SDL_JoystickGUID |
A structure that encodes the stable unique id for a joystick device.
This is just a standard SDL_GUID by a different name.
Definition at line 85 of file SDL_joystick.h.
typedef Sint32 SDL_JoystickID |
This is a unique ID for a joystick for the time it is connected to the system, and is never reused for the lifetime of the application.
If the joystick is disconnected and reconnected, it will get a new ID.
The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
Definition at line 96 of file SDL_joystick.h.
Enumerator | |
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SDL_JOYSTICK_POWER_UNKNOWN | |
SDL_JOYSTICK_POWER_EMPTY | |
SDL_JOYSTICK_POWER_LOW | |
SDL_JOYSTICK_POWER_MEDIUM | |
SDL_JOYSTICK_POWER_FULL | |
SDL_JOYSTICK_POWER_WIRED | |
SDL_JOYSTICK_POWER_MAX |
Definition at line 112 of file SDL_joystick.h.
enum SDL_JoystickType |
Definition at line 98 of file SDL_joystick.h.
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Get the device information encoded in a SDL_JoystickGUID structure
guid | the SDL_JoystickGUID you wish to get info about. |
vendor | A pointer filled in with the device VID, or 0 if not available. |
product | A pointer filled in with the device PID, or 0 if not available. |
version | A pointer filled in with the device version, or 0 if not available. |
crc16 | A pointer filled in with a CRC used to distinguish different products with the same VID/PID, or 0 if not available. |
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Attach a new virtual joystick.
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Attach a new virtual joystick with extended properties.
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Close a joystick previously opened with SDL_JoystickOpen().
joystick | The joystick device to close. |
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Get the battery level of a joystick as SDL_JoystickPowerLevel.
joystick | the SDL_Joystick to query. |
SDL_JOYSTICK_POWER_UNKNOWN
if it is unknown.
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Detach a virtual joystick.
device_index | a value previously returned from SDL_JoystickAttachVirtual(). |
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Enable/disable joystick event polling.
If joystick events are disabled, you must call SDL_JoystickUpdate() yourself and manually check the state of the joystick when you want joystick information.
It is recommended that you leave joystick event handling enabled.
WARNING: Calling this function may delete all events currently in SDL's event queue.
While param
is meant to be one of SDL_QUERY
, SDL_IGNORE
, or SDL_ENABLE
, this function accepts any value, with any non-zero value that isn't SDL_QUERY
being treated as SDL_ENABLE
.
If SDL was built with events disabled (extremely uncommon!), this will do nothing and always return SDL_IGNORE
.
state | can be one of SDL_QUERY , SDL_IGNORE , or SDL_ENABLE . |
state
is SDL_QUERY
then the current state is returned, otherwise state
is returned (even if it was not one of the allowed values).
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Get the SDL_Joystick associated with an instance id.
instance_id | the instance id to get the SDL_Joystick for. |
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Get the SDL_Joystick associated with a player index.
player_index | the player index to get the SDL_Joystick for. |
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Get the status of a specified joystick.
joystick | the joystick to query. |
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Get the current state of an axis control on a joystick.
SDL makes no promises about what part of the joystick any given axis refers to. Your game should have some sort of configuration UI to let users specify what each axis should be bound to. Alternately, SDL's higher-level Game Controller API makes a great effort to apply order to this lower-level interface, so you know that a specific axis is the "left thumb stick," etc.
The value returned by SDL_JoystickGetAxis() is a signed integer (-32768 to 32767) representing the current position of the axis. It may be necessary to impose certain tolerances on these values to account for jitter.
joystick | an SDL_Joystick structure containing joystick information. |
axis | the axis to query; the axis indices start at index 0. |
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Get the initial state of an axis control on a joystick.
The state is a value ranging from -32768 to 32767.
The axis indices start at index 0.
joystick | an SDL_Joystick structure containing joystick information. |
axis | the axis to query; the axis indices start at index 0. |
state | Upon return, the initial value is supplied here. |
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Get the ball axis change since the last poll.
Trackballs can only return relative motion since the last call to SDL_JoystickGetBall(), these motion deltas are placed into dx
and dy
.
Most joysticks do not have trackballs.
joystick | the SDL_Joystick to query. |
ball | the ball index to query; ball indices start at index 0. |
dx | stores the difference in the x axis position since the last poll. |
dy | stores the difference in the y axis position since the last poll. |
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Get the current state of a button on a joystick.
joystick | an SDL_Joystick structure containing joystick information. |
button | the button index to get the state from; indices start at index 0. |
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Get the implementation-dependent GUID for the joystick at a given device index.
This function can be called before any joysticks are opened.
device_index | the index of the joystick to query (the N'th joystick on the system. |
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Get the instance ID of a joystick.
This can be called before any joysticks are opened.
device_index | the index of the joystick to query (the N'th joystick on the system. |
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Get the player index of a joystick, or -1 if it's not available This can be called before any joysticks are opened.
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Get the USB product ID of a joystick, if available.
This can be called before any joysticks are opened. If the product ID isn't available this function returns 0.
device_index | the index of the joystick to query (the N'th joystick on the system. |
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Get the product version of a joystick, if available.
This can be called before any joysticks are opened. If the product version isn't available this function returns 0.
device_index | the index of the joystick to query (the N'th joystick on the system. |
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Get the type of a joystick, if available.
This can be called before any joysticks are opened.
device_index | the index of the joystick to query (the N'th joystick on the system. |
SDL_JOYSTICK_TYPE_UNKNOWN
.
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Get the USB vendor ID of a joystick, if available.
This can be called before any joysticks are opened. If the vendor ID isn't available this function returns 0.
device_index | the index of the joystick to query (the N'th joystick on the system. |
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Get the firmware version of an opened joystick, if available.
If the firmware version isn't available this function returns 0.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
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Get the implementation-dependent GUID for the joystick.
This function requires an open joystick.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
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Convert a GUID string into a SDL_JoystickGUID structure.
Performs no error checking. If this function is given a string containing an invalid GUID, the function will silently succeed, but the GUID generated will not be useful.
pchGUID | string containing an ASCII representation of a GUID. |
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Get an ASCII string representation for a given SDL_JoystickGUID.
You should supply at least 33 bytes for pszGUID.
guid | the SDL_JoystickGUID you wish to convert to string. |
pszGUID | buffer in which to write the ASCII string. |
cbGUID | the size of pszGUID. |
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Get the current state of a POV hat on a joystick.
The returned value will be one of the following positions:
SDL_HAT_CENTERED
SDL_HAT_UP
SDL_HAT_RIGHT
SDL_HAT_DOWN
SDL_HAT_LEFT
SDL_HAT_RIGHTUP
SDL_HAT_RIGHTDOWN
SDL_HAT_LEFTUP
SDL_HAT_LEFTDOWN
joystick | an SDL_Joystick structure containing joystick information. |
hat | the hat index to get the state from; indices start at index 0. |
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Get the player index of an opened joystick.
For XInput controllers this returns the XInput user index. Many joysticks will not be able to supply this information.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
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Get the USB product ID of an opened joystick, if available.
If the product ID isn't available this function returns 0.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
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Get the product version of an opened joystick, if available.
If the product version isn't available this function returns 0.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
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Get the serial number of an opened joystick, if available.
Returns the serial number of the joystick, or NULL if it is not available.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
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Get the type of an opened joystick.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
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Get the USB vendor ID of an opened joystick, if available.
If the vendor ID isn't available this function returns 0.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
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Query whether a joystick has an LED.
An example of a joystick LED is the light on the back of a PlayStation 4's DualShock 4 controller.
joystick | The joystick to query. |
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Query whether a joystick has rumble support.
joystick | The joystick to query. |
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Query whether a joystick has rumble support on triggers.
joystick | The joystick to query. |
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Get the instance ID of an opened joystick.
joystick | an SDL_Joystick structure containing joystick information. |
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Query whether or not the joystick at a given device index is virtual.
device_index | a joystick device index. |
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Get the implementation dependent name of a joystick.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
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Get the implementation dependent name of a joystick.
This can be called before any joysticks are opened.
device_index | the index of the joystick to query (the N'th joystick on the system). |
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Get the number of general axis controls on a joystick.
Often, the directional pad on a game controller will either look like 4 separate buttons or a POV hat, and not axes, but all of this is up to the device and platform.
joystick | an SDL_Joystick structure containing joystick information. |
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Get the number of trackballs on a joystick.
Joystick trackballs have only relative motion events associated with them and their state cannot be polled.
Most joysticks do not have trackballs.
joystick | an SDL_Joystick structure containing joystick information. |
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Get the number of buttons on a joystick.
joystick | an SDL_Joystick structure containing joystick information. |
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Get the number of POV hats on a joystick.
joystick | an SDL_Joystick structure containing joystick information. |
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Open a joystick for use.
The device_index
argument refers to the N'th joystick presently recognized by SDL on the system. It is NOT the same as the instance ID used to identify the joystick in future events. See SDL_JoystickInstanceID() for more details about instance IDs.
The joystick subsystem must be initialized before a joystick can be opened for use.
device_index | the index of the joystick to query. |
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Get the implementation dependent path of a joystick.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
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Get the implementation dependent path of a joystick.
This can be called before any joysticks are opened.
device_index | the index of the joystick to query (the N'th joystick on the system). |
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Start a rumble effect.
Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
joystick | The joystick to vibrate. |
low_frequency_rumble | The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF. |
high_frequency_rumble | The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF. |
duration_ms | The duration of the rumble effect, in milliseconds. |
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Start a rumble effect in the joystick's triggers
Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
Note that this is rumbling of the triggers and not the game controller as a whole. This is currently only supported on Xbox One controllers. If you want the (more common) whole-controller rumble, use SDL_JoystickRumble() instead.
joystick | The joystick to vibrate. |
left_rumble | The intensity of the left trigger rumble motor, from 0 to 0xFFFF. |
right_rumble | The intensity of the right trigger rumble motor, from 0 to 0xFFFF. |
duration_ms | The duration of the rumble effect, in milliseconds. |
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Send a joystick specific effect packet
joystick | The joystick to affect. |
data | The data to send to the joystick. |
size | The size of the data to send to the joystick. |
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Update a joystick's LED color.
An example of a joystick LED is the light on the back of a PlayStation 4's DualShock 4 controller.
joystick | The joystick to update. |
red | The intensity of the red LED. |
green | The intensity of the green LED. |
blue | The intensity of the blue LED. |
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Set the player index of an opened joystick.
joystick | the SDL_Joystick obtained from SDL_JoystickOpen(). |
player_index | Player index to assign to this joystick, or -1 to clear the player index and turn off player LEDs. |
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Set values on an opened, virtual-joystick's axis.
Please note that values set here will not be applied until the next call to SDL_JoystickUpdate, which can either be called directly, or can be called indirectly through various other SDL APIs, including, but not limited to the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, SDL_WaitEvent.
Note that when sending trigger axes, you should scale the value to the full range of Sint16. For example, a trigger at rest would have the value of SDL_JOYSTICK_AXIS_MIN
.
joystick | the virtual joystick on which to set state. |
axis | the specific axis on the virtual joystick to set. |
value | the new value for the specified axis. |
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Set values on an opened, virtual-joystick's button.
Please note that values set here will not be applied until the next call to SDL_JoystickUpdate, which can either be called directly, or can be called indirectly through various other SDL APIs, including, but not limited to the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, SDL_WaitEvent.
joystick | the virtual joystick on which to set state. |
button | the specific button on the virtual joystick to set. |
value | the new value for the specified button. |
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Set values on an opened, virtual-joystick's hat.
Please note that values set here will not be applied until the next call to SDL_JoystickUpdate, which can either be called directly, or can be called indirectly through various other SDL APIs, including, but not limited to the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, SDL_WaitEvent.
joystick | the virtual joystick on which to set state. |
hat | the specific hat on the virtual joystick to set. |
value | the new value for the specified hat. |
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Update the current state of the open joysticks.
This is called automatically by the event loop if any joystick events are enabled.
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Locking for multi-threaded access to the joystick API
If you are using the joystick API or handling events from multiple threads you should use these locking functions to protect access to the joysticks.
In particular, you are guaranteed that the joystick list won't change, so the API functions that take a joystick index will be valid, and joystick and game controller events will not be delivered.
As of SDL 2.26.0, you can take the joystick lock around reinitializing the joystick subsystem, to prevent other threads from seeing joysticks in an uninitialized state. However, all open joysticks will be closed and SDL functions called with them will fail.
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Count the number of joysticks attached to the system.
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Unlocking for multi-threaded access to the joystick API
If you are using the joystick API or handling events from multiple threads you should use these locking functions to protect access to the joysticks.
In particular, you are guaranteed that the joystick list won't change, so the API functions that take a joystick index will be valid, and joystick and game controller events will not be delivered.