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sdlgamecontroller.inc
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sdlgamecontroller.inc
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//from sdl_gamecontroller.h
{**
* SDL_gamecontroller.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
* for game controllers, and load appropriate drivers.
*
* 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
*}
{* The gamecontroller structure used to identify an SDL game controller *}
type
PSDL_GameController = ^TSDL_GameController;
TSDL_GameController = Pointer; //todo
TSDL_GameControllerBindType = (SDL_CONTROLLER_BINDTYPE_NONE,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT);
{**
* Get the SDL joystick layer binding for this controller button/axis mapping
*}
THat = record
hat: Integer;
hat_mask: Integer;
end;
TSDL_GameControllerButtonBind = record
bindType: TSDL_GameControllerBindType;
case Integer of
0: ( button: Integer; );
1: ( axis: Integer; );
2: ( hat: THat; );
end;
{**
* 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
* "341a3608000000000000504944564944,Afterglow 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",
*
*}
{**
* Add or update an existing mapping configuration
*
* 1 if mapping is added, 0 if updated, -1 on error
*}
function SDL_GameControllerAddMapping( mappingString: PAnsiChar ): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerAddMapping' {$ENDIF} {$ENDIF};
{**
* Load 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
*}
function SDL_GameControllerAddMappingsFromRW(rw: PSDL_RWops; freerw: SInt32):SInt32;
cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerAddMappingsFromRW' {$ENDIF} {$ENDIF};
{**
* Get a mapping string for a GUID
*
* the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
*}
function SDL_GameControllerMappingForGUID( guid: TSDL_JoystickGUID ): PAnsiChar cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerMappingForGUID' {$ENDIF} {$ENDIF};
{**
* Get a mapping string for an open GameController
*
* the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
*}
function SDL_GameControllerMapping( gamecontroller: PSDL_GameController ): PAnsiChar cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerMapping' {$ENDIF} {$ENDIF};
{**
* Is the joystick on this index supported by the game controller interface?
*}
function SDL_IsGameController(joystick_index: Integer): TSDL_Bool cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_IsGameController' {$ENDIF} {$ENDIF};
{**
* Get the implementation dependent name of a game controller.
* This can be called before any controllers are opened.
* If no name can be found, this function returns NULL.
*}
function SDL_GameControllerNameForIndex(joystick_index: Integer): PAnsiChar cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerNameForIndex' {$ENDIF} {$ENDIF};
{**
* Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system.
* This index is the value which will identify this controller in future controller
* events.
*
* A controller identifier, or NULL if an error occurred.
*}
function SDL_GameControllerOpen(joystick_index: Integer): PSDL_GameController cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerOpen' {$ENDIF} {$ENDIF};
{**
* Return the SDL_GameController associated with an instance id.
*}
function SDL_GameControllerFromInstanceID(joyid: TSDL_JoystickID): PSDL_GameController; cdecl;
external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerFromInstanceID' {$ENDIF} {$ENDIF};
{**
* Return the name for this currently opened controller
*}
function SDL_GameControllerName(gamecontroller: PSDL_GameController): PAnsiChar cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerName' {$ENDIF} {$ENDIF};
{**
* Returns SDL_TRUE if the controller has been opened and currently connected,
* or SDL_FALSE if it has not.
*}
function SDL_GameControllerGetAttached(gamecontroller: PSDL_GameController): TSDL_Bool cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerGetAttached' {$ENDIF} {$ENDIF};
{**
* Get the underlying joystick object used by a controller
*}
function SDL_GameControllerGetJoystick(gamecontroller: PSDL_GameController): PSDL_Joystick cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerGetJoystick' {$ENDIF} {$ENDIF};
{**
* Enable/disable controller event polling.
*
* If controller events are disabled, you must call SDL_GameControllerUpdate()
* yourself and check the state of the controller when you want controller
* information.
*
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
*}
function SDL_GameControllerEventState(state: Integer): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerEventState' {$ENDIF} {$ENDIF};
{**
* Update the current state of the open game controllers.
*
* This is called automatically by the event loop if any game controller
* events are enabled.
*}
procedure SDL_GameControllerUpdate() cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerUpdate' {$ENDIF} {$ENDIF};
{**
* The list of axes available from a controller
*}
type
PSDL_GameControllerAxis = ^TSDL_GameControllerAxis;
TSDL_GameControllerAxis = type Byte;
const
SDL_CONTROLLER_AXIS_INVALID = TSDL_GameControllerAxis(-1);
SDL_CONTROLLER_AXIS_LEFTX = TSDL_GameControllerAxis(0);
SDL_CONTROLLER_AXIS_LEFTY = TSDL_GameControllerAxis(1);
SDL_CONTROLLER_AXIS_RIGHTX = TSDL_GameControllerAxis(2);
SDL_CONTROLLER_AXIS_RIGHTY = TSDL_GameControllerAxis(3);
SDL_CONTROLLER_AXIS_TRIGGERLEFT = TSDL_GameControllerAxis(4);
SDL_CONTROLLER_AXIS_TRIGGERRIGHT = TSDL_GameControllerAxis(5);
SDL_CONTROLLER_AXIS_MAX = TSDL_GameControllerAxis(6);
{**
* turn this string into a axis mapping
*}
function SDL_GameControllerGetAxisFromString(pchString: PAnsiChar): TSDL_GameControllerAxis cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerGetAxisFromString' {$ENDIF} {$ENDIF};
{**
* turn this axis enum into a string mapping
*}
function SDL_GameControllerGetStringForAxis(axis: TSDL_GameControllerAxis): PAnsiChar cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerGetStringForAxis' {$ENDIF} {$ENDIF};
{**
* Get the SDL joystick layer binding for this controller button mapping
*}
function SDL_GameControllerGetBindForAxis(gamecontroller: PSDL_GameController; axis: TSDL_GameControllerAxis): TSDL_GameControllerButtonBind cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerGetBindForAxis' {$ENDIF} {$ENDIF};
{**
* Get the current state of an axis control on a game controller.
*
* The state is a value ranging from -32768 to 32767.
*
* The axis indices start at index 0.
*}
function SDL_GameControllerGetAxis(gamecontroller: PSDL_GameController; axis: TSDL_GameControllerAxis): SInt16 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerGetAxis' {$ENDIF} {$ENDIF};
{**
* The list of buttons available from a controller
*}
type
PSDL_GameControllerButton = ^TSDL_GameControllerButton;
TSDL_GameControllerButton = type Byte;
const
SDL_CONTROLLER_BUTTON_INVALID = TSDL_GameControllerButton(-1);
SDL_CONTROLLER_BUTTON_A = TSDL_GameControllerButton(0);
SDL_CONTROLLER_BUTTON_B = TSDL_GameControllerButton(1);
SDL_CONTROLLER_BUTTON_X = TSDL_GameControllerButton(2);
SDL_CONTROLLER_BUTTON_Y = TSDL_GameControllerButton(3);
SDL_CONTROLLER_BUTTON_BACK = TSDL_GameControllerButton(4);
SDL_CONTROLLER_BUTTON_GUIDE = TSDL_GameControllerButton(5);
SDL_CONTROLLER_BUTTON_START = TSDL_GameControllerButton(6);
SDL_CONTROLLER_BUTTON_LEFTSTICK = TSDL_GameControllerButton(7);
SDL_CONTROLLER_BUTTON_RIGHTSTICK = TSDL_GameControllerButton(8);
SDL_CONTROLLER_BUTTON_LEFTSHOULDER = TSDL_GameControllerButton(9);
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER = TSDL_GameControllerButton(10);
SDL_CONTROLLER_BUTTON_DPAD_UP = TSDL_GameControllerButton(11);
SDL_CONTROLLER_BUTTON_DPAD_DOWN = TSDL_GameControllerButton(12);
SDL_CONTROLLER_BUTTON_DPAD_LEFT = TSDL_GameControllerButton(13);
SDL_CONTROLLER_BUTTON_DPAD_RIGHT = TSDL_GameControllerButton(14);
SDL_CONTROLLER_BUTTON_MAX = TSDL_GameControllerButton(15);
{**
* turn this string into a button mapping
*}
function SDL_GameControllerGetButtonFromString(pchString: PAnsiChar): TSDL_GameControllerButton cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerGetButtonFromString' {$ENDIF} {$ENDIF};
{**
* turn this button enum into a string mapping
*}
function SDL_GameControllerGetStringForButton(button: TSDL_GameControllerButton): PAnsiChar cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerGetStringForButton' {$ENDIF} {$ENDIF};
{**
* Get the SDL joystick layer binding for this controller button mapping
*}
function SDL_GameControllerGetBindForButton(gamecontroller: PSDL_GameController; button: TSDL_GameControllerButton): TSDL_GameControllerButtonBind cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerGetBindForButton' {$ENDIF} {$ENDIF};
{**
* Get the current state of a button on a game controller.
*
* The button indices start at index 0.
*}
function SDL_GameControllerGetButton(gamecontroller: PSDL_GameController; button: TSDL_GameControllerButton): UInt8 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerGetButton' {$ENDIF} {$ENDIF};
{**
* Close a controller previously opened with SDL_GameControllerOpen().
*}
procedure SDL_GameControllerClose(gamecontroller: PSDL_GameController) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GameControllerClose' {$ENDIF} {$ENDIF};
function SDL_GameControllerAddMappingsFromFile(Const FilePath:PAnsiChar):SInt32;