mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-30 22:35:40 +08:00
326 lines
10 KiB
C
326 lines
10 KiB
C
/**
|
|
* Gamepad Input Library
|
|
* Sean Middleditch <sean@middleditch.us>
|
|
* Copyright (C) 2010,2011 Sean Middleditch
|
|
* LICENSE: MIT/X
|
|
*/
|
|
|
|
#if !defined(GAMEPAD_H)
|
|
#define GAMEPAD_H 1
|
|
|
|
#if defined(__cplusplus)
|
|
extern "C" {
|
|
#endif
|
|
|
|
#define GAMEPAD_STATIC_LIB
|
|
#if defined(GAMEPAD_STATIC_LIB)
|
|
# define GAMEPAD_API
|
|
#else
|
|
# if defined(_WIN32)
|
|
# if defined(GAMEPAD_EXPORT)
|
|
# define GAMEPAD_API __declspec(dllexport)
|
|
# else
|
|
# define GAMEPAD_API __declspec(dllimport)
|
|
# endif
|
|
# elif defined(__GNUC__) && defined(GAMEPAD_EXPORT)
|
|
# define GAMEPAD_API __attribute__((visibility("default")))
|
|
# else
|
|
# define GAMEPAD_API extern
|
|
# endif
|
|
#endif
|
|
|
|
/**
|
|
* Enumeration of the possible devices.
|
|
*
|
|
* Only four devices are supported as this is the limit of Windows.
|
|
*/
|
|
enum GAMEPAD_DEVICE {
|
|
GAMEPAD_0 = 0, /**< First gamepad */
|
|
GAMEPAD_1 = 1, /**< Second gamepad */
|
|
GAMEPAD_2 = 2, /**< Third gamepad */
|
|
GAMEPAD_3 = 3, /**< Fourth gamepad */
|
|
|
|
GAMEPAD_COUNT /**< Maximum number of supported gamepads */
|
|
};
|
|
|
|
/**
|
|
* Enumeration of the possible buttons.
|
|
*/
|
|
enum GAMEPAD_BUTTON {
|
|
BUTTON_DPAD_UP = 0, /**< UP on the direction pad */
|
|
BUTTON_DPAD_DOWN = 1, /**< DOWN on the direction pad */
|
|
BUTTON_DPAD_LEFT = 2, /**< LEFT on the direction pad */
|
|
BUTTON_DPAD_RIGHT = 3, /**< RIGHT on the direction pad */
|
|
BUTTON_START = 4, /**< START button */
|
|
BUTTON_BACK = 5, /**< BACK button */
|
|
BUTTON_LEFT_THUMB = 6, /**< Left analog stick button */
|
|
BUTTON_RIGHT_THUMB = 7, /**< Right analog stick button */
|
|
BUTTON_LEFT_SHOULDER = 8, /**< Left bumper button */
|
|
BUTTON_RIGHT_SHOULDER = 9, /**< Right bumper button */
|
|
BUTTON_A = 12, /**< A button */
|
|
BUTTON_B = 13, /**< B button */
|
|
BUTTON_X = 14, /**< X button */
|
|
BUTTON_Y = 15, /**< Y button */
|
|
|
|
BUTTON_COUNT /**< Maximum number of supported buttons */
|
|
};
|
|
|
|
/**
|
|
* Enumeration of the possible pressure/trigger buttons.
|
|
*/
|
|
enum GAMEPAD_TRIGGER {
|
|
TRIGGER_LEFT = 0, /**< Left trigger */
|
|
TRIGGER_RIGHT = 1, /**< Right trigger */
|
|
|
|
TRIGGER_COUNT /**< Number of triggers */
|
|
};
|
|
|
|
/**
|
|
* Enumeration of the analog sticks.
|
|
*/
|
|
enum GAMEPAD_STICK {
|
|
STICK_LEFT = 0, /**< Left stick */
|
|
STICK_RIGHT = 1, /**< Right stick */
|
|
|
|
STICK_COUNT /**< Number of analog sticks */
|
|
};
|
|
|
|
/**
|
|
* Enumeration of main stick directions.
|
|
*
|
|
* This is used for some of the convenience routines in the library.
|
|
*/
|
|
enum GAMEPAD_STICKDIR {
|
|
STICKDIR_CENTER = 0, /**< CENTER, no direction */
|
|
STICKDIR_UP = 1, /**< UP direction */
|
|
STICKDIR_DOWN = 2, /**< DOWN direction */
|
|
STICKDIR_LEFT = 3, /**< LEFT direction */
|
|
STICKDIR_RIGHT = 4, /**< RIGHT direction */
|
|
|
|
STICKDIR_COUNT
|
|
};
|
|
|
|
/**
|
|
* Enumeration for true/false values
|
|
*/
|
|
enum GAMEPAD_BOOL {
|
|
GAMEPAD_FALSE = 0, /**< FALSE value for boolean parameters */
|
|
GAMEPAD_TRUE = 1 /**< TRUE value for boolean parameters */
|
|
};
|
|
|
|
typedef enum GAMEPAD_DEVICE GAMEPAD_DEVICE;
|
|
typedef enum GAMEPAD_BUTTON GAMEPAD_BUTTON;
|
|
typedef enum GAMEPAD_TRIGGER GAMEPAD_TRIGGER;
|
|
typedef enum GAMEPAD_STICK GAMEPAD_STICK;
|
|
typedef enum GAMEPAD_STICKDIR GAMEPAD_STICKDIR;
|
|
typedef enum GAMEPAD_BOOL GAMEPAD_BOOL;
|
|
|
|
#define GAMEPAD_DEADZONE_LEFT_STICK 7849 /**< Suggested deadzone magnitude for left analog stick */
|
|
#define GAMEPAD_DEADZONE_RIGHT_STICK 8689 /**< Suggested deadzone magnitude for right analog stick */
|
|
#define GAMEPAD_DEADZONE_TRIGGER 30 /**< Suggested deadzone for triggers */
|
|
|
|
/**
|
|
* Initialize the library.
|
|
*
|
|
* This is critical on non-Windows platforms.
|
|
*/
|
|
GAMEPAD_API void GamepadInit(void);
|
|
|
|
/**
|
|
* Shutdown the library.
|
|
*
|
|
* This will release resources allocated by the library internally.
|
|
*
|
|
* This should be called after forking as well.
|
|
*/
|
|
GAMEPAD_API void GamepadShutdown(void);
|
|
|
|
/**
|
|
* Updates the state of the gamepads.
|
|
*
|
|
* This must be called (at least) once per game loop.
|
|
*/
|
|
GAMEPAD_API void GamepadUpdate(void);
|
|
|
|
/**
|
|
* Test if a particular gamepad is connected.
|
|
*
|
|
* \param device The device to check.
|
|
* \returns GAMEPAD_TRUE if the device is connected, GAMEPAD_FALSE if it is not.
|
|
*/
|
|
GAMEPAD_API GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device);
|
|
|
|
/**
|
|
* Test if a particular button is being pressed.
|
|
*
|
|
* \param device The device to check.
|
|
* \param button The button to check.
|
|
* \returns GAMEPAD_TRUE if the button is down, GAMEPAD_FALSE if it is not.
|
|
*/
|
|
GAMEPAD_API GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button);
|
|
|
|
/**
|
|
* Test if a particular button has been depressed since the previous call to GamepadUpdate.
|
|
*
|
|
* \param device The device to check.
|
|
* \param button The button to check.
|
|
* \returns GAMEPAD_TRUE if the button has been pressed, GAMEPAD_FALSE if it is not or if it was depressed the previous frame.
|
|
*/
|
|
GAMEPAD_API GAMEPAD_BOOL GamepadButtonTriggered(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button);
|
|
|
|
/**
|
|
* Test if a particular button has been released since the previous call to GamepadUpdate.
|
|
*
|
|
* \param device The device to check.
|
|
* \param button The button to check.
|
|
* \returns GAMEPAD_TRUE if the button has been released, GAMEPAD_FALSE if it is down or if it was not down the previous frame.
|
|
*/
|
|
GAMEPAD_API GAMEPAD_BOOL GamepadButtonReleased(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button);
|
|
|
|
/**
|
|
* Get the trigger value (depression magnitude) in its raw form.
|
|
*
|
|
* \param device The device to check.
|
|
* \param trigger The trigger to check.
|
|
* \returns Trigger depression magnitude (0 to 32767).
|
|
*/
|
|
GAMEPAD_API int GamepadTriggerValue(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
|
|
|
|
/**
|
|
* Get the trigger value (depression magnitude) in normalized form.
|
|
*
|
|
* \param device The device to check.
|
|
* \param trigger The trigger to check.
|
|
* \returns Trigger depression magnitude (0 to 1).
|
|
*/
|
|
GAMEPAD_API float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
|
|
|
|
/**
|
|
* Test if a trigger is depressed
|
|
*
|
|
* \param device The device to check.
|
|
* \param trigger The trigger to check.
|
|
* \returns GAMEPAD_TRUE if down, GAMEPAD_FALSE otherwise.
|
|
*/
|
|
GAMEPAD_API GAMEPAD_BOOL GamepadTriggerDown(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
|
|
|
|
/**
|
|
* Test if a trigger is depressed
|
|
*
|
|
* \param device The device to check.
|
|
* \param trigger The trigger to check.
|
|
* \returns GAMEPAD_TRUE if triggered, GAMEPAD_FALSE otherwise.
|
|
*/
|
|
GAMEPAD_API GAMEPAD_BOOL GamepadTriggerTriggered(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
|
|
|
|
/**
|
|
* Test if a trigger is depressed
|
|
*
|
|
* \param device The device to check.
|
|
* \param trigger The trigger to check.
|
|
* \returns GAMEPAD_TRUE if released, GAMEPAD_FALSE otherwise.
|
|
*/
|
|
GAMEPAD_API GAMEPAD_BOOL GamepadTriggerReleased(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
|
|
|
|
/**
|
|
* Set the rumble motors on/off.
|
|
*
|
|
* To turn off the rumble effect, set values to 0 for both motors.
|
|
*
|
|
* The left motor is the low-frequency/strong motor, and the right motor is the high-frequency/weak motor.
|
|
*
|
|
* \param device The device to update.
|
|
* \param left Left motor strengh (0 to 1).
|
|
* \param right Right motor strengh (0 to 1).
|
|
* \param rumble_length_ms rumble time in ms (0 = unlimited).
|
|
*/
|
|
GAMEPAD_API void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right, unsigned int rumble_length_ms);
|
|
|
|
/**
|
|
* Query the position of an analog stick as raw values.
|
|
*
|
|
* The values retrieved by this function represent the magnitude of the analog
|
|
* stick in each direction. Note that it shouldn't be possible to get full
|
|
* magnitude in one direction unless the other direction has a magnitude of
|
|
* zero, as the stick has a circular movement range.
|
|
*
|
|
* \param device The device to check.
|
|
* \param stick The stick to check.
|
|
* \param outX Pointer to integer to store the X magnitude in (-32767 to 32767).
|
|
* \param outX Pointer to integer to store the Y magnitude in (-32767 to 32767).
|
|
*/
|
|
GAMEPAD_API void GamepadStickXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, int* outX, int* outY);
|
|
|
|
/**
|
|
* Query the position of an analog stick as normalized values.
|
|
*
|
|
* The values retrieved by this function represent the magnitude of the analog
|
|
* stick in each direction. Note that it shouldn't be possible to get full
|
|
* magnitude in one direction unless the other direction has a magnitude of
|
|
* zero, as the stick has a circular movement range.
|
|
*
|
|
* \param device The device to check.
|
|
* \param stick The stick to check.
|
|
* \param outX Pointer to float to store the X magnitude in (-1 to 1).
|
|
* \param outX Pointer to float to store the Y magnitude in (-1 to 1).
|
|
*/
|
|
GAMEPAD_API void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float* outX, float* outY);
|
|
|
|
/**
|
|
* Query the magnitude of an analog stick.
|
|
*
|
|
* This returns the normalized value of the magnitude of the stick. That is,
|
|
* if the stick is pushed all the way in any direction, it returns 1.0.
|
|
*
|
|
* \param device The device to check.
|
|
* \param stick The stick to check.
|
|
* \returns The magnitude of the stick (0 to 1).
|
|
*/
|
|
GAMEPAD_API float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick);
|
|
|
|
/**
|
|
* Query the direction of a stick (in radians).
|
|
*
|
|
* This returns the direction of the stick. This value is in radians, not
|
|
* degrees. Zero is to the right, and the angle increases in a
|
|
* counter-clockwise direction.
|
|
*
|
|
* \param device The device to check.
|
|
* \param stick The stick to check.
|
|
* \returns The angle of the stick (0 to 2*PI).
|
|
*/
|
|
GAMEPAD_API float GamepadStickAngle(GAMEPAD_DEVICE device, GAMEPAD_STICK stick);
|
|
|
|
/**
|
|
* Get the direction the stick is pushed in (if any).
|
|
*
|
|
* This is a useful utility function for when the stick should be treated as a simple
|
|
* directional pad, such as for menu UIs.
|
|
*
|
|
* \param device The device to check.
|
|
* \param stick The trigger to check.
|
|
* \returns The stick's current direction.
|
|
*/
|
|
GAMEPAD_API GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick);
|
|
|
|
/**
|
|
* Test whether a stick has been pressed in a particular direction since the last update.
|
|
*
|
|
* This only returns true if the stick was centered last frame.
|
|
*
|
|
* This is a useful utility function for when the stick should be treated as a simple
|
|
* directional pad, such as for menu UIs.
|
|
*
|
|
* \param device The device to check.
|
|
* \param stick The trigger to check.
|
|
* \param stickdir The direction to check for.
|
|
* \returns GAMEPAD_TRUE if the stick is pressed in the specified direction, GAMEPAD_FALSE otherwise.
|
|
*/
|
|
GAMEPAD_API GAMEPAD_BOOL GamepadStickDirTriggered(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, GAMEPAD_STICKDIR dir);
|
|
|
|
#if defined(__cplusplus)
|
|
} /* extern "C" */
|
|
#endif
|
|
|
|
#endif
|