mirror of
https://github.com/shadps4-emu/ext-SDL.git
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a90ad3b0e2
We require stdbool.h in the build environment, so we might as well use the plain bool type. If your environment doesn't have stdbool.h, this simple replacement will suffice: typedef signed char bool;
170 lines
7.3 KiB
C
170 lines
7.3 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Gamepad image */
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typedef struct GamepadImage GamepadImage;
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typedef enum
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{
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CONTROLLER_MODE_TESTING,
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CONTROLLER_MODE_BINDING,
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} ControllerDisplayMode;
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enum
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{
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SDL_GAMEPAD_ELEMENT_INVALID = -1,
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/* ... SDL_GamepadButton ... */
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE = SDL_GAMEPAD_BUTTON_COUNT,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER,
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SDL_GAMEPAD_ELEMENT_AXIS_MAX,
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SDL_GAMEPAD_ELEMENT_NAME = SDL_GAMEPAD_ELEMENT_AXIS_MAX,
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SDL_GAMEPAD_ELEMENT_TYPE,
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SDL_GAMEPAD_ELEMENT_MAX,
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};
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#define HIGHLIGHT_COLOR 224, 255, 255, SDL_ALPHA_OPAQUE
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#define HIGHLIGHT_TEXTURE_MOD 224, 255, 255
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#define PRESSED_COLOR 175, 238, 238, SDL_ALPHA_OPAQUE
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#define PRESSED_TEXTURE_MOD 175, 238, 238
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#define SELECTED_COLOR 224, 255, 224, SDL_ALPHA_OPAQUE
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/* Gamepad image display */
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extern GamepadImage *CreateGamepadImage(SDL_Renderer *renderer);
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extern void SetGamepadImagePosition(GamepadImage *ctx, float x, float y);
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extern void GetGamepadImageArea(GamepadImage *ctx, SDL_FRect *area);
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extern void GetGamepadTouchpadArea(GamepadImage *ctx, SDL_FRect *area);
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extern void SetGamepadImageShowingFront(GamepadImage *ctx, bool showing_front);
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extern SDL_GamepadType GetGamepadImageType(GamepadImage *ctx);
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extern void SetGamepadImageDisplayMode(GamepadImage *ctx, ControllerDisplayMode display_mode);
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extern float GetGamepadImageButtonWidth(GamepadImage *ctx);
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extern float GetGamepadImageButtonHeight(GamepadImage *ctx);
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extern float GetGamepadImageAxisWidth(GamepadImage *ctx);
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extern float GetGamepadImageAxisHeight(GamepadImage *ctx);
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extern int GetGamepadImageElementAt(GamepadImage *ctx, float x, float y);
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extern void ClearGamepadImage(GamepadImage *ctx);
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extern void SetGamepadImageElement(GamepadImage *ctx, int element, bool active);
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extern void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad);
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extern void RenderGamepadImage(GamepadImage *ctx);
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extern void DestroyGamepadImage(GamepadImage *ctx);
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/* Gamepad element display */
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typedef struct GamepadDisplay GamepadDisplay;
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extern GamepadDisplay *CreateGamepadDisplay(SDL_Renderer *renderer);
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extern void SetGamepadDisplayDisplayMode(GamepadDisplay *ctx, ControllerDisplayMode display_mode);
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extern void SetGamepadDisplayArea(GamepadDisplay *ctx, const SDL_FRect *area);
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extern int GetGamepadDisplayElementAt(GamepadDisplay *ctx, SDL_Gamepad *gamepad, float x, float y);
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extern void SetGamepadDisplayHighlight(GamepadDisplay *ctx, int element, bool pressed);
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extern void SetGamepadDisplaySelected(GamepadDisplay *ctx, int element);
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extern void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad);
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extern void DestroyGamepadDisplay(GamepadDisplay *ctx);
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/* Gamepad type display */
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enum
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{
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SDL_GAMEPAD_TYPE_UNSELECTED = -1
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};
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typedef struct GamepadTypeDisplay GamepadTypeDisplay;
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extern GamepadTypeDisplay *CreateGamepadTypeDisplay(SDL_Renderer *renderer);
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extern void SetGamepadTypeDisplayArea(GamepadTypeDisplay *ctx, const SDL_FRect *area);
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extern int GetGamepadTypeDisplayAt(GamepadTypeDisplay *ctx, float x, float y);
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extern void SetGamepadTypeDisplayHighlight(GamepadTypeDisplay *ctx, int type, bool pressed);
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extern void SetGamepadTypeDisplaySelected(GamepadTypeDisplay *ctx, int type);
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extern void SetGamepadTypeDisplayRealType(GamepadTypeDisplay *ctx, SDL_GamepadType type);
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extern void RenderGamepadTypeDisplay(GamepadTypeDisplay *ctx);
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extern void DestroyGamepadTypeDisplay(GamepadTypeDisplay *ctx);
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/* Joystick element display */
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typedef struct JoystickDisplay JoystickDisplay;
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extern JoystickDisplay *CreateJoystickDisplay(SDL_Renderer *renderer);
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extern void SetJoystickDisplayArea(JoystickDisplay *ctx, const SDL_FRect *area);
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extern char *GetJoystickDisplayElementAt(JoystickDisplay *ctx, SDL_Joystick *joystick, float x, float y);
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extern void SetJoystickDisplayHighlight(JoystickDisplay *ctx, const char *element, bool pressed);
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extern void RenderJoystickDisplay(JoystickDisplay *ctx, SDL_Joystick *joystick);
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extern void DestroyJoystickDisplay(JoystickDisplay *ctx);
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/* Simple buttons */
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typedef struct GamepadButton GamepadButton;
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extern GamepadButton *CreateGamepadButton(SDL_Renderer *renderer, const char *label);
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extern void SetGamepadButtonArea(GamepadButton *ctx, const SDL_FRect *area);
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extern void GetGamepadButtonArea(GamepadButton *ctx, SDL_FRect *area);
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extern void SetGamepadButtonHighlight(GamepadButton *ctx, bool highlight, bool pressed);
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extern float GetGamepadButtonLabelWidth(GamepadButton *ctx);
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extern float GetGamepadButtonLabelHeight(GamepadButton *ctx);
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extern bool GamepadButtonContains(GamepadButton *ctx, float x, float y);
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extern void RenderGamepadButton(GamepadButton *ctx);
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extern void DestroyGamepadButton(GamepadButton *ctx);
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/* Working with mappings and bindings */
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/* Return whether a mapping has any bindings */
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extern bool MappingHasBindings(const char *mapping);
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/* Return true if the mapping has a controller name */
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extern bool MappingHasName(const char *mapping);
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/* Return the name from a mapping, which should be freed using SDL_free(), or NULL if there is no name specified */
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extern char *GetMappingName(const char *mapping);
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/* Set the name in a mapping, freeing the mapping passed in and returning a new mapping */
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extern char *SetMappingName(char *mapping, const char *name);
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/* Get the friendly string for an SDL_GamepadType */
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extern const char *GetGamepadTypeString(SDL_GamepadType type);
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/* Return the type from a mapping, which should be freed using SDL_free(), or NULL if there is no type specified */
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extern SDL_GamepadType GetMappingType(const char *mapping);
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/* Set the type in a mapping, freeing the mapping passed in and returning a new mapping */
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extern char *SetMappingType(char *mapping, SDL_GamepadType type);
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/* Return true if a mapping has this element bound */
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extern bool MappingHasElement(const char *mapping, int element);
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/* Get the binding for an element, which should be freed using SDL_free(), or NULL if the element isn't bound */
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extern char *GetElementBinding(const char *mapping, int element);
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/* Set the binding for an element, or NULL to clear it, freeing the mapping passed in and returning a new mapping */
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extern char *SetElementBinding(char *mapping, int element, const char *binding);
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/* Get the element for a binding, or SDL_GAMEPAD_ELEMENT_INVALID if that binding isn't used */
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extern int GetElementForBinding(char *mapping, const char *binding);
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/* Return true if a mapping contains this binding */
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extern bool MappingHasBinding(const char *mapping, const char *binding);
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/* Clear any previous binding */
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extern char *ClearMappingBinding(char *mapping, const char *binding);
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