2021-10-20 23:13:36 -07:00
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//! Represents a Joystick or gamepad
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const std = @import("std");
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2021-07-16 12:24:08 -07:00
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2021-07-17 20:14:09 -07:00
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const c = @import("c.zig").c;
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2021-10-20 23:13:36 -07:00
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const Window = @import("Window.zig");
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const Error = @import("errors.zig").Error;
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const getError = @import("errors.zig").getError;
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const Joystick = @This();
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/// The GLFW joystick ID.
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jid: c_int,
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2021-07-16 12:24:08 -07:00
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2021-10-20 23:13:36 -07:00
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/// Joystick IDs.
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///
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/// See glfw.setJoystickCallback for how these are used.
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2021-07-17 20:19:46 -07:00
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pub const one = c.GLFW_JOYSTICK_1;
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pub const two = c.GLFW_JOYSTICK_2;
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pub const three = c.GLFW_JOYSTICK_3;
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pub const four = c.GLFW_JOYSTICK_4;
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pub const five = c.GLFW_JOYSTICK_5;
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pub const six = c.GLFW_JOYSTICK_6;
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pub const seven = c.GLFW_JOYSTICK_7;
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pub const eight = c.GLFW_JOYSTICK_8;
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pub const nine = c.GLFW_JOYSTICK_9;
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pub const ten = c.GLFW_JOYSTICK_10;
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pub const eleven = c.GLFW_JOYSTICK_11;
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pub const twelve = c.GLFW_JOYSTICK_12;
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pub const thirteen = c.GLFW_JOYSTICK_13;
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pub const fourteen = c.GLFW_JOYSTICK_14;
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pub const fifteen = c.GLFW_JOYSTICK_15;
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pub const sixteen = c.GLFW_JOYSTICK_16;
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pub const last = c.GLFW_JOYSTICK_LAST;
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2021-10-20 23:13:36 -07:00
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// TODO(joystick)
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// /// The function pointer type for joystick configuration callbacks.
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// ///
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// /// This is the function pointer type for joystick configuration callbacks.
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// /// A joystick configuration callback function has the following signature:
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// /// @code
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// /// void function_name(int jid, int event)
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// /// @endcode
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// ///
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// /// @param[in] jid The joystick that was connected or disconnected.
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// /// @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Future
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// /// releases may add more events.
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// ///
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// /// see also: joystick_event, glfwSetJoystickCallback
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// ///
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// ///
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// /// @ingroup input
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// typedef void (* GLFWjoystickfun)(int,int);
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/// Gamepad input state
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///
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/// This describes the input state of a gamepad.
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///
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/// see also: gamepad, glfwGetGamepadState
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const GamepadState = extern struct {
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/// The states of each gamepad button (see gamepad_buttons), `glfw.press` or `glfw.release`.
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buttons: [15]u8,
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/// The states of each gamepad axis (see gamepad_axes), in the range -1.0 to 1.0 inclusive.
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axes: [6]f32,
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};
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// TODO(joystick)
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// /// Returns whether the specified joystick is present.
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// ///
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// /// This function returns whether the specified joystick is present.
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// ///
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// /// There is no need to call this function before other functions that accept
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// /// a joystick ID, as they all check for presence before performing any other
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// /// work.
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// ///
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// /// @param[in] jid The [joystick](@ref joysticks) to query.
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// /// @return `true` if the joystick is present, or `false` otherwise.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: joystick
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// /// Replaces `glfwGetJoystickParam`.
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// ///
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// /// @ingroup input
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// GLFWAPI int glfwJoystickPresent(int jid);
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// TODO(joystick)
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// /// Returns the values of all axes of the specified joystick.
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// ///
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// /// This function returns the values of all axes of the specified joystick.
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// /// Each element in the array is a value between -1.0 and 1.0.
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// ///
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// /// If the specified joystick is not present this function will return null
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// /// but will not generate an error. This can be used instead of first calling
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// /// @ref glfwJoystickPresent.
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// ///
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// /// @param[in] jid The [joystick](@ref joysticks) to query.
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// /// @param[out] count Where to store the number of axis values in the returned
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// /// array. This is set to zero if the joystick is not present or an error
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// /// occurred.
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// /// @return An array of axis values, or null if the joystick is not present or
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// /// an error occurred.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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// ///
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// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
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// /// should not free it yourself. It is valid until the specified joystick is
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// /// disconnected or the library is terminated.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: joystick_axis
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// /// Replaces `glfwGetJoystickPos`.
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// ///
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// /// @ingroup input
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// GLFWAPI const float* glfwGetJoystickAxes(int jid, int* count);
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// TODO(joystick)
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// /// Returns the state of all buttons of the specified joystick.
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// ///
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// /// This function returns the state of all buttons of the specified joystick.
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// /// Each element in the array is either `glfw.press` or `glfw.release`.
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// ///
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// /// For backward compatibility with earlier versions that did not have @ref
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// /// glfwGetJoystickHats, the button array also includes all hats, each
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// /// represented as four buttons. The hats are in the same order as returned by
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// /// __glfwGetJoystickHats__ and are in the order _up_, _right_, _down_ and
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// /// _left_. To disable these extra buttons, set the @ref
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// /// GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization.
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// ///
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// /// If the specified joystick is not present this function will return null
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// /// but will not generate an error. This can be used instead of first calling
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// /// @ref glfwJoystickPresent.
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// ///
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// /// @param[in] jid The [joystick](@ref joysticks) to query.
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// /// @param[out] count Where to store the number of button states in the returned
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// /// array. This is set to zero if the joystick is not present or an error
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// /// occurred.
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// /// @return An array of button states, or null if the joystick is not present
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// /// or an error occurred.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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// ///
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// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
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// /// should not free it yourself. It is valid until the specified joystick is
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// /// disconnected or the library is terminated.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: joystick_button
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// ///
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// /// @glfw3 Changed to return a dynamic array.
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// ///
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// /// @ingroup input
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// GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count);
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// TODO(joystick)
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// /// Returns the state of all hats of the specified joystick.
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// ///
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// /// This function returns the state of all hats of the specified joystick.
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// /// Each element in the array is one of the following values:
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// ///
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// /// Name | Value
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// /// ---- | -----
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// /// `GLFW_HAT_CENTERED` | 0
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// /// `GLFW_HAT_UP` | 1
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// /// `GLFW_HAT_RIGHT` | 2
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// /// `GLFW_HAT_DOWN` | 4
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// /// `GLFW_HAT_LEFT` | 8
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// /// `GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
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// /// `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
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// /// `GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
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// /// `GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
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// ///
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// /// The diagonal directions are bitwise combinations of the primary (up, right,
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// /// down and left) directions and you can test for these individually by ANDing
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// /// it with the corresponding direction.
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// ///
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// /// @code
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// /// if (hats[2] & GLFW_HAT_RIGHT)
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// /// {
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// /// // State of hat 2 could be right-up, right or right-down
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// /// }
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// /// @endcode
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// ///
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// /// If the specified joystick is not present this function will return null
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// /// but will not generate an error. This can be used instead of first calling
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// /// @ref glfwJoystickPresent.
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// ///
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// /// @param[in] jid The [joystick](@ref joysticks) to query.
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// /// @param[out] count Where to store the number of hat states in the returned
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// /// array. This is set to zero if the joystick is not present or an error
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// /// occurred.
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// /// @return An array of hat states, or null if the joystick is not present
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// /// or an error occurred.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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// ///
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// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
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// /// should not free it yourself. It is valid until the specified joystick is
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// /// disconnected, this function is called again for that joystick or the library
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// /// is terminated.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: joystick_hat
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);
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// TODO(joystick)
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// /// Returns the name of the specified joystick.
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// ///
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// /// This function returns the name, encoded as UTF-8, of the specified joystick.
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// /// The returned string is allocated and freed by GLFW. You should not free it
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// /// yourself.
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// ///
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// /// If the specified joystick is not present this function will return null
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// /// but will not generate an error. This can be used instead of first calling
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// /// @ref glfwJoystickPresent.
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// ///
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// /// @param[in] jid The [joystick](@ref joysticks) to query.
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// /// @return The UTF-8 encoded name of the joystick, or null if the joystick
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// /// is not present or an error occurred.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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// ///
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// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
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// /// should not free it yourself. It is valid until the specified joystick is
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// /// disconnected or the library is terminated.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: joystick_name
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI const char* glfwGetJoystickName(int jid);
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// TODO(joystick)
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// /// Returns the SDL compatible GUID of the specified joystick.
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// ///
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// /// This function returns the SDL compatible GUID, as a UTF-8 encoded
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// /// hexadecimal string, of the specified joystick. The returned string is
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// /// allocated and freed by GLFW. You should not free it yourself.
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// ///
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// /// The GUID is what connects a joystick to a gamepad mapping. A connected
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// /// joystick will always have a GUID even if there is no gamepad mapping
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// /// assigned to it.
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// ///
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// /// If the specified joystick is not present this function will return null
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// /// but will not generate an error. This can be used instead of first calling
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// /// @ref glfwJoystickPresent.
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// ///
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// /// The GUID uses the format introduced in SDL 2.0.5. This GUID tries to
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// /// uniquely identify the make and model of a joystick but does not identify
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// /// a specific unit, e.g. all wired Xbox 360 controllers will have the same
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// /// GUID on that platform. The GUID for a unit may vary between platforms
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// /// depending on what hardware information the platform specific APIs provide.
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// ///
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// /// @param[in] jid The [joystick](@ref joysticks) to query.
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// /// @return The UTF-8 encoded GUID of the joystick, or null if the joystick
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// /// is not present or an error occurred.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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// ///
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// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
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// /// should not free it yourself. It is valid until the specified joystick is
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// /// disconnected or the library is terminated.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: gamepad
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI const char* glfwGetJoystickGUID(int jid);
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// TODO(joystick)
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// /// Sets the user pointer of the specified joystick.
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// ///
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// /// This function sets the user-defined pointer of the specified joystick. The
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// /// current value is retained until the joystick is disconnected. The initial
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// /// value is null.
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// ///
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// /// This function may be called from the joystick callback, even for a joystick
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// /// that is being disconnected.
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// ///
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// /// @param[in] jid The joystick whose pointer to set.
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// /// @param[in] pointer The new value.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized.
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// ///
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// /// @thread_safety This function may be called from any thread. Access is not
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// /// synchronized.
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// ///
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// /// see also: joystick_userptr, glfwGetJoystickUserPointer
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer);
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// TODO(joystick)
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// /// Returns the user pointer of the specified joystick.
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// ///
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// /// This function returns the current value of the user-defined pointer of the
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// /// specified joystick. The initial value is null.
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// ///
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// /// This function may be called from the joystick callback, even for a joystick
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// /// that is being disconnected.
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// ///
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// /// @param[in] jid The joystick whose pointer to return.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized.
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// ///
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// /// @thread_safety This function may be called from any thread. Access is not
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// /// synchronized.
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// ///
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// /// see also: joystick_userptr, glfwSetJoystickUserPointer
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI void* glfwGetJoystickUserPointer(int jid);
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// TODO(joystick)
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// /// Returns whether the specified joystick has a gamepad mapping.
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// ///
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// /// This function returns whether the specified joystick is both present and has
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// /// a gamepad mapping.
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// ///
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// /// If the specified joystick is present but does not have a gamepad mapping
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// /// this function will return `false` but will not generate an error. Call
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// /// @ref glfwJoystickPresent to check if a joystick is present regardless of
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// /// whether it has a mapping.
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// ///
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// /// @param[in] jid The [joystick](@ref joysticks) to query.
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// /// @return `true` if a joystick is both present and has a gamepad mapping,
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// /// or `false` otherwise.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: gamepad, glfwGetGamepadState
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI int glfwJoystickIsGamepad(int jid);
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// TODO(joystick)
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// /// Sets the joystick configuration callback.
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// ///
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// /// This function sets the joystick configuration callback, or removes the
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// /// currently set callback. This is called when a joystick is connected to or
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// /// disconnected from the system.
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// ///
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// /// For joystick connection and disconnection events to be delivered on all
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// /// platforms, you need to call one of the [event processing](@ref events)
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// /// functions. Joystick disconnection may also be detected and the callback
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// /// called by joystick functions. The function will then return whatever it
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// /// returns if the joystick is not present.
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// ///
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// /// @param[in] callback The new callback, or null to remove the currently set
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// /// callback.
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// /// @return The previously set callback, or null if no callback was set or the
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// /// library had not been [initialized](@ref intro_init).
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// ///
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// /// @callback_signature
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// /// @code
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// /// void function_name(int jid, int event)
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// /// @endcode
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// /// For more information about the callback parameters, see the
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// /// [function pointer type](@ref GLFWjoystickfun).
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// ///
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// /// Possible errors include glfw.Error.NotInitialized.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: joystick_event
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback);
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2021-10-21 21:33:28 -07:00
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/// Adds the specified SDL_GameControllerDB gamepad mappings.
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///
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/// This function parses the specified ASCII encoded string and updates the internal list with any
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/// gamepad mappings it finds. This string may contain either a single gamepad mapping or many
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/// mappings separated by newlines. The parser supports the full format of the `gamecontrollerdb.txt`
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/// source file including empty lines and comments.
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///
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/// See gamepad_mapping for a description of the format.
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///
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/// If there is already a gamepad mapping for a given GUID in the internal list, it will be
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/// replaced by the one passed to this function. If the library is terminated and re-initialized
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/// the internal list will revert to the built-in default.
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///
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/// @param[in] string The string containing the gamepad mappings.
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///
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/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidValue.
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///
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|
/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: gamepad, glfw.Joystick.isGamepad, glfwGetGamepadName
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///
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///
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/// @ingroup input
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pub inline fn updateGamepadMappings(gamepad_mappings: [*c]const u8) Error!void {
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|
_ = c.glfwUpdateGamepadMappings(gamepad_mappings);
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|
|
try getError();
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|
}
|
2021-10-20 23:13:36 -07:00
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|
2021-10-21 21:30:42 -07:00
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/// Returns the human-readable gamepad name for the specified joystick.
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|
///
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|
/// This function returns the human-readable name of the gamepad from the gamepad mapping assigned
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|
/// to the specified joystick.
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|
///
|
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|
/// If the specified joystick is not present or does not have a gamepad mapping this function will
|
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|
|
/// return null, not an error. Call glfw.Joystick.present to check whether it is
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|
/// present regardless of whether it has a mapping.
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|
|
///
|
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|
|
/// @return The UTF-8 encoded name of the gamepad, or null if the joystick is not present or does
|
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|
|
/// not have a mapping.
|
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|
|
///
|
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|
|
/// @pointer_lifetime The returned string is allocated and freed by GLFW. You should not free it
|
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|
|
/// yourself. It is valid until the specified joystick is disconnected, the gamepad mappings are
|
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|
|
/// updated or the library is terminated.
|
|
|
|
///
|
|
|
|
/// @thread_safety This function must only be called from the main thread.
|
|
|
|
///
|
|
|
|
/// see also: gamepad, glfw.Joystick.isGamepad
|
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|
|
pub inline fn getGamepadName(self: Joystick) Error!?[*c]const u8 {
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|
|
|
const name = c.glfwGetGamepadName(self.jid);
|
|
|
|
try getError();
|
|
|
|
return name;
|
|
|
|
}
|
2021-10-20 23:13:36 -07:00
|
|
|
|
|
|
|
/// Retrieves the state of the joystick remapped as a gamepad.
|
|
|
|
///
|
|
|
|
/// This function retrieves the state of the joystick remapped to an Xbox-like gamepad.
|
|
|
|
///
|
|
|
|
/// If the specified joystick is not present or does not have a gamepad mapping this function will
|
|
|
|
/// return `false`. Call glfw.joystickPresent to check whether it is present regardless of whether
|
|
|
|
/// it has a mapping.
|
|
|
|
///
|
|
|
|
/// The Guide button may not be available for input as it is often hooked by the system or the
|
|
|
|
/// Steam client.
|
|
|
|
///
|
|
|
|
/// Not all devices have all the buttons or axes provided by GamepadState. Unavailable buttons
|
|
|
|
/// and axes will always report `glfw.release` and 0.0 respectively.
|
|
|
|
///
|
|
|
|
/// @param[in] jid The joystick (see joysticks) to query.
|
|
|
|
/// @param[out] state The gamepad input state of the joystick.
|
|
|
|
/// @return the gamepad input state if successful, or null if no joystick is connected or it has no
|
|
|
|
/// gamepad mapping.
|
|
|
|
///
|
|
|
|
/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
|
|
|
|
///
|
|
|
|
/// @thread_safety This function must only be called from the main thread.
|
|
|
|
///
|
2021-10-21 21:30:42 -07:00
|
|
|
/// see also: gamepad, glfw.UpdateGamepadMappings, glfw.Joystick.isGamepad
|
2021-10-20 23:13:36 -07:00
|
|
|
pub inline fn getGamepadState(self: Joystick) Error!?GamepadState {
|
|
|
|
var state: GamepadState = undefined;
|
|
|
|
const success = c.glfwGetGamepadState(self.jid, @ptrCast(*c.GLFWgamepadstate, &state));
|
|
|
|
try getError();
|
|
|
|
return if (success == c.GLFW_TRUE) state else null;
|
|
|
|
}
|
|
|
|
|
2021-10-21 21:33:28 -07:00
|
|
|
test "updateGamepadMappings_syntax" {
|
|
|
|
// We don't have a gamepad mapping to test with, just confirm the syntax is good.
|
|
|
|
_ = updateGamepadMappings;
|
|
|
|
}
|
|
|
|
|
2021-10-21 21:30:42 -07:00
|
|
|
test "getGamepadName" {
|
|
|
|
const glfw = @import("main.zig");
|
|
|
|
try glfw.init();
|
|
|
|
defer glfw.terminate();
|
|
|
|
|
|
|
|
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
|
|
|
_ = joystick.getGamepadName() catch |err| std.debug.print("failed to get gamepad name, joysticks not supported? error={}\n", .{err});
|
|
|
|
}
|
|
|
|
|
2021-10-20 23:13:36 -07:00
|
|
|
test "getGamepadState" {
|
|
|
|
const glfw = @import("main.zig");
|
|
|
|
try glfw.init();
|
|
|
|
defer glfw.terminate();
|
|
|
|
|
|
|
|
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
|
|
|
_ = joystick.getGamepadState() catch |err| std.debug.print("failed to get gamepad state, joysticks not supported? error={}\n", .{err});
|
|
|
|
}
|