glfw: rename joystick -> Joystick; add Joystick.getGamepadState

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2021-10-20 23:13:36 -07:00 committed by Stephen Gutekanst
parent d82d6972e8
commit 06fefd4026
3 changed files with 490 additions and 463 deletions

View file

@ -21,7 +21,7 @@
// /// @param[in] window The window that received the event. // /// @param[in] window The window that received the event.
// /// @param[in] button The mouse button that was pressed or // /// @param[in] button The mouse button that was pressed or
// /// released. // /// released.
// /// @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. Future releases // /// @param[in] action One of `glfw.press` or `glfw.release`. Future releases
// /// may add more actions. // /// may add more actions.
// /// @param[in] mods Bit field describing which [modifier keys](@ref mods) were // /// @param[in] mods Bit field describing which [modifier keys](@ref mods) were
// /// held down. // /// held down.
@ -62,8 +62,8 @@
// /// @endcode // /// @endcode
// /// // ///
// /// @param[in] window The window that received the event. // /// @param[in] window The window that received the event.
// /// @param[in] entered `GLFW_TRUE` if the cursor entered the window's content // /// @param[in] entered `true` if the cursor entered the window's content
// /// area, or `GLFW_FALSE` if it left it. // /// area, or `false` if it left it.
// /// // ///
// /// see also: cursor_enter, glfwSetCursorEnterCallback // /// see also: cursor_enter, glfwSetCursorEnterCallback
// /// // ///
@ -100,7 +100,7 @@
// /// @param[in] window The window that received the event. // /// @param[in] window The window that received the event.
// /// @param[in] key The [keyboard key](@ref keys) that was pressed or released. // /// @param[in] key The [keyboard key](@ref keys) that was pressed or released.
// /// @param[in] scancode The system-specific scancode of the key. // /// @param[in] scancode The system-specific scancode of the key.
// /// @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. Future // /// @param[in] action `glfw.press`, `glfw.release` or `glfw.repeat`. Future
// /// releases may add more actions. // /// releases may add more actions.
// /// @param[in] mods Bit field describing which [modifier keys](@ref mods) were // /// @param[in] mods Bit field describing which [modifier keys](@ref mods) were
// /// held down. // /// held down.
@ -151,42 +151,6 @@
// /// @ingroup input // /// @ingroup input
// typedef void (* GLFWdropfun)(GLFWwindow*,int,const char*[]); // typedef void (* GLFWdropfun)(GLFWwindow*,int,const char*[]);
// /// The function pointer type for joystick configuration callbacks.
// ///
// /// This is the function pointer type for joystick configuration callbacks.
// /// A joystick configuration callback function has the following signature:
// /// @code
// /// void function_name(int jid, int event)
// /// @endcode
// ///
// /// @param[in] jid The joystick that was connected or disconnected.
// /// @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Future
// /// releases may add more events.
// ///
// /// see also: joystick_event, glfwSetJoystickCallback
// ///
// ///
// /// @ingroup input
// typedef void (* GLFWjoystickfun)(int,int);
// /// Gamepad input state
// ///
// /// This describes the input state of a gamepad.
// ///
// /// see also: gamepad, glfwGetGamepadState
// ///
// ///
// /// @ingroup input
// typedef struct GLFWgamepadstate
// {
// /*! The states of each [gamepad button](@ref gamepad_buttons), `GLFW_PRESS`
// /// or `GLFW_RELEASE`.
// unsigned char buttons[15];
// /*! The states of each [gamepad axis](@ref gamepad_axes), in the range -1.0
// /// to 1.0 inclusive.
// float axes[6];
// } GLFWgamepadstate;
// /// Returns the value of an input option for the specified window. // /// Returns the value of an input option for the specified window.
// /// // ///
// /// This function returns the value of an input option for the specified window. // /// This function returns the value of an input option for the specified window.
@ -225,30 +189,30 @@
// /// and unlimited cursor movement. This is useful for implementing for // /// and unlimited cursor movement. This is useful for implementing for
// /// example 3D camera controls. // /// example 3D camera controls.
// /// // ///
// /// If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to // /// If the mode is `GLFW_STICKY_KEYS`, the value must be either `true` to
// /// enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are // /// enable sticky keys, or `false` to disable it. If sticky keys are
// /// enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS` // /// enabled, a key press will ensure that @ref glfwGetKey returns `glfw.press`
// /// the next time it is called even if the key had been released before the // /// the next time it is called even if the key had been released before the
// /// call. This is useful when you are only interested in whether keys have been // /// call. This is useful when you are only interested in whether keys have been
// /// pressed but not when or in which order. // /// pressed but not when or in which order.
// /// // ///
// /// If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either // /// If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
// /// `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it. // /// `true` to enable sticky mouse buttons, or `false` to disable it.
// /// If sticky mouse buttons are enabled, a mouse button press will ensure that // /// If sticky mouse buttons are enabled, a mouse button press will ensure that
// /// @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even // /// @ref glfwGetMouseButton returns `glfw.press` the next time it is called even
// /// if the mouse button had been released before the call. This is useful when // /// if the mouse button had been released before the call. This is useful when
// /// you are only interested in whether mouse buttons have been pressed but not // /// you are only interested in whether mouse buttons have been pressed but not
// /// when or in which order. // /// when or in which order.
// /// // ///
// /// If the mode is `GLFW_LOCK_KEY_MODS`, the value must be either `GLFW_TRUE` to // /// If the mode is `GLFW_LOCK_KEY_MODS`, the value must be either `true` to
// /// enable lock key modifier bits, or `GLFW_FALSE` to disable them. If enabled, // /// enable lock key modifier bits, or `false` to disable them. If enabled,
// /// callbacks that receive modifier bits will also have the @ref // /// callbacks that receive modifier bits will also have the @ref
// /// GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on, // /// GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on,
// /// and the @ref GLFW_MOD_NUM_LOCK bit when Num Lock was on. // /// and the @ref GLFW_MOD_NUM_LOCK bit when Num Lock was on.
// /// // ///
// /// If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `GLFW_TRUE` // /// If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `true`
// /// to enable raw (unscaled and unaccelerated) mouse motion when the cursor is // /// to enable raw (unscaled and unaccelerated) mouse motion when the cursor is
// /// disabled, or `GLFW_FALSE` to disable it. If raw motion is not supported, // /// disabled, or `false` to disable it. If raw motion is not supported,
// /// attempting to set this will emit glfw.Error.PlatformError. Call @ref // /// attempting to set this will emit glfw.Error.PlatformError. Call @ref
// /// glfwRawMouseMotionSupported to check for support. // /// glfwRawMouseMotionSupported to check for support.
// /// // ///
@ -281,8 +245,8 @@
// /// while raw motion is better for controlling for example a 3D camera. Because // /// while raw motion is better for controlling for example a 3D camera. Because
// /// of this, raw mouse motion is only provided when the cursor is disabled. // /// of this, raw mouse motion is only provided when the cursor is disabled.
// /// // ///
// /// @return `GLFW_TRUE` if raw mouse motion is supported on the current machine, // /// @return `true` if raw mouse motion is supported on the current machine,
// /// or `GLFW_FALSE` otherwise. // /// or `false` otherwise.
// /// // ///
// /// Possible errors include glfw.Error.NotInitialized. // /// Possible errors include glfw.Error.NotInitialized.
// /// // ///
@ -384,12 +348,12 @@
// /// window. // /// window.
// /// // ///
// /// This function returns the last state reported for the specified key to the // /// This function returns the last state reported for the specified key to the
// /// specified window. The returned state is one of `GLFW_PRESS` or // /// specified window. The returned state is one of `glfw.press` or
// /// `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to // /// `glfw.release`. The higher-level action `glfw.repeat` is only reported to
// /// the key callback. // /// the key callback.
// /// // ///
// /// If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns // /// If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns
// /// `GLFW_PRESS` the first time you call it for a key that was pressed, even if // /// `glfw.press` the first time you call it for a key that was pressed, even if
// /// that key has already been released. // /// that key has already been released.
// /// // ///
// /// The key functions deal with physical keys, with [key tokens](@ref keys) // /// The key functions deal with physical keys, with [key tokens](@ref keys)
@ -404,7 +368,7 @@
// /// @param[in] window The desired window. // /// @param[in] window The desired window.
// /// @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is // /// @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is
// /// not a valid key for this function. // /// not a valid key for this function.
// /// @return One of `GLFW_PRESS` or `GLFW_RELEASE`. // /// @return One of `glfw.press` or `glfw.release`.
// /// // ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum. // /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
// /// // ///
@ -421,16 +385,16 @@
// /// window. // /// window.
// /// // ///
// /// This function returns the last state reported for the specified mouse button // /// This function returns the last state reported for the specified mouse button
// /// to the specified window. The returned state is one of `GLFW_PRESS` or // /// to the specified window. The returned state is one of `glfw.press` or
// /// `GLFW_RELEASE`. // /// `glfw.release`.
// /// // ///
// /// If the @ref GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function // /// If the @ref GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function
// /// returns `GLFW_PRESS` the first time you call it for a mouse button that was // /// returns `glfw.press` the first time you call it for a mouse button that was
// /// pressed, even if that mouse button has already been released. // /// pressed, even if that mouse button has already been released.
// /// // ///
// /// @param[in] window The desired window. // /// @param[in] window The desired window.
// /// @param[in] button The desired mouse button. // /// @param[in] button The desired mouse button.
// /// @return One of `GLFW_PRESS` or `GLFW_RELEASE`. // /// @return One of `glfw.press` or `glfw.release`.
// /// // ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum. // /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
// /// // ///
@ -861,403 +825,3 @@
// /// // ///
// /// @ingroup input // /// @ingroup input
// GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun callback); // GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun callback);
// /// Returns whether the specified joystick is present.
// ///
// /// This function returns whether the specified joystick is present.
// ///
// /// There is no need to call this function before other functions that accept
// /// a joystick ID, as they all check for presence before performing any other
// /// work.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick
// /// Replaces `glfwGetJoystickParam`.
// ///
// /// @ingroup input
// GLFWAPI int glfwJoystickPresent(int jid);
// /// Returns the values of all axes of the specified joystick.
// ///
// /// This function returns the values of all axes of the specified joystick.
// /// Each element in the array is a value between -1.0 and 1.0.
// ///
// /// If the specified joystick is not present this function will return null
// /// but will not generate an error. This can be used instead of first calling
// /// @ref glfwJoystickPresent.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @param[out] count Where to store the number of axis values in the returned
// /// array. This is set to zero if the joystick is not present or an error
// /// occurred.
// /// @return An array of axis values, or null if the joystick is not present or
// /// an error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected or the library is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick_axis
// /// Replaces `glfwGetJoystickPos`.
// ///
// /// @ingroup input
// GLFWAPI const float* glfwGetJoystickAxes(int jid, int* count);
// /// Returns the state of all buttons of the specified joystick.
// ///
// /// This function returns the state of all buttons of the specified joystick.
// /// Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.
// ///
// /// For backward compatibility with earlier versions that did not have @ref
// /// glfwGetJoystickHats, the button array also includes all hats, each
// /// represented as four buttons. The hats are in the same order as returned by
// /// __glfwGetJoystickHats__ and are in the order _up_, _right_, _down_ and
// /// _left_. To disable these extra buttons, set the @ref
// /// GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization.
// ///
// /// If the specified joystick is not present this function will return null
// /// but will not generate an error. This can be used instead of first calling
// /// @ref glfwJoystickPresent.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @param[out] count Where to store the number of button states in the returned
// /// array. This is set to zero if the joystick is not present or an error
// /// occurred.
// /// @return An array of button states, or null if the joystick is not present
// /// or an error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected or the library is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick_button
// ///
// /// @glfw3 Changed to return a dynamic array.
// ///
// /// @ingroup input
// GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count);
// /// Returns the state of all hats of the specified joystick.
// ///
// /// This function returns the state of all hats of the specified joystick.
// /// Each element in the array is one of the following values:
// ///
// /// Name | Value
// /// ---- | -----
// /// `GLFW_HAT_CENTERED` | 0
// /// `GLFW_HAT_UP` | 1
// /// `GLFW_HAT_RIGHT` | 2
// /// `GLFW_HAT_DOWN` | 4
// /// `GLFW_HAT_LEFT` | 8
// /// `GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
// /// `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
// /// `GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
// /// `GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
// ///
// /// The diagonal directions are bitwise combinations of the primary (up, right,
// /// down and left) directions and you can test for these individually by ANDing
// /// it with the corresponding direction.
// ///
// /// @code
// /// if (hats[2] & GLFW_HAT_RIGHT)
// /// {
// /// // State of hat 2 could be right-up, right or right-down
// /// }
// /// @endcode
// ///
// /// If the specified joystick is not present this function will return null
// /// but will not generate an error. This can be used instead of first calling
// /// @ref glfwJoystickPresent.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @param[out] count Where to store the number of hat states in the returned
// /// array. This is set to zero if the joystick is not present or an error
// /// occurred.
// /// @return An array of hat states, or null if the joystick is not present
// /// or an error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected, this function is called again for that joystick or the library
// /// is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick_hat
// ///
// ///
// /// @ingroup input
// GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);
// /// Returns the name of the specified joystick.
// ///
// /// This function returns the name, encoded as UTF-8, of the specified joystick.
// /// The returned string is allocated and freed by GLFW. You should not free it
// /// yourself.
// ///
// /// If the specified joystick is not present this function will return null
// /// but will not generate an error. This can be used instead of first calling
// /// @ref glfwJoystickPresent.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @return The UTF-8 encoded name of the joystick, or null if the joystick
// /// is not present or an error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected or the library is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick_name
// ///
// ///
// /// @ingroup input
// GLFWAPI const char* glfwGetJoystickName(int jid);
// /// Returns the SDL compatible GUID of the specified joystick.
// ///
// /// This function returns the SDL compatible GUID, as a UTF-8 encoded
// /// hexadecimal string, of the specified joystick. The returned string is
// /// allocated and freed by GLFW. You should not free it yourself.
// ///
// /// The GUID is what connects a joystick to a gamepad mapping. A connected
// /// joystick will always have a GUID even if there is no gamepad mapping
// /// assigned to it.
// ///
// /// If the specified joystick is not present this function will return null
// /// but will not generate an error. This can be used instead of first calling
// /// @ref glfwJoystickPresent.
// ///
// /// The GUID uses the format introduced in SDL 2.0.5. This GUID tries to
// /// uniquely identify the make and model of a joystick but does not identify
// /// a specific unit, e.g. all wired Xbox 360 controllers will have the same
// /// GUID on that platform. The GUID for a unit may vary between platforms
// /// depending on what hardware information the platform specific APIs provide.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @return The UTF-8 encoded GUID of the joystick, or null if the joystick
// /// is not present or an error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected or the library is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: gamepad
// ///
// ///
// /// @ingroup input
// GLFWAPI const char* glfwGetJoystickGUID(int jid);
// /// Sets the user pointer of the specified joystick.
// ///
// /// This function sets the user-defined pointer of the specified joystick. The
// /// current value is retained until the joystick is disconnected. The initial
// /// value is null.
// ///
// /// This function may be called from the joystick callback, even for a joystick
// /// that is being disconnected.
// ///
// /// @param[in] jid The joystick whose pointer to set.
// /// @param[in] pointer The new value.
// ///
// /// Possible errors include glfw.Error.NotInitialized.
// ///
// /// @thread_safety This function may be called from any thread. Access is not
// /// synchronized.
// ///
// /// see also: joystick_userptr, glfwGetJoystickUserPointer
// ///
// ///
// /// @ingroup input
// GLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer);
// /// Returns the user pointer of the specified joystick.
// ///
// /// This function returns the current value of the user-defined pointer of the
// /// specified joystick. The initial value is null.
// ///
// /// This function may be called from the joystick callback, even for a joystick
// /// that is being disconnected.
// ///
// /// @param[in] jid The joystick whose pointer to return.
// ///
// /// Possible errors include glfw.Error.NotInitialized.
// ///
// /// @thread_safety This function may be called from any thread. Access is not
// /// synchronized.
// ///
// /// see also: joystick_userptr, glfwSetJoystickUserPointer
// ///
// ///
// /// @ingroup input
// GLFWAPI void* glfwGetJoystickUserPointer(int jid);
// /// Returns whether the specified joystick has a gamepad mapping.
// ///
// /// This function returns whether the specified joystick is both present and has
// /// a gamepad mapping.
// ///
// /// If the specified joystick is present but does not have a gamepad mapping
// /// this function will return `GLFW_FALSE` but will not generate an error. Call
// /// @ref glfwJoystickPresent to check if a joystick is present regardless of
// /// whether it has a mapping.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @return `GLFW_TRUE` if a joystick is both present and has a gamepad mapping,
// /// or `GLFW_FALSE` otherwise.
// ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: gamepad, glfwGetGamepadState
// ///
// ///
// /// @ingroup input
// GLFWAPI int glfwJoystickIsGamepad(int jid);
// /// Sets the joystick configuration callback.
// ///
// /// This function sets the joystick configuration callback, or removes the
// /// currently set callback. This is called when a joystick is connected to or
// /// disconnected from the system.
// ///
// /// For joystick connection and disconnection events to be delivered on all
// /// platforms, you need to call one of the [event processing](@ref events)
// /// functions. Joystick disconnection may also be detected and the callback
// /// called by joystick functions. The function will then return whatever it
// /// returns if the joystick is not present.
// ///
// /// @param[in] callback The new callback, or null to remove the currently set
// /// callback.
// /// @return The previously set callback, or null if no callback was set or the
// /// library had not been [initialized](@ref intro_init).
// ///
// /// @callback_signature
// /// @code
// /// void function_name(int jid, int event)
// /// @endcode
// /// For more information about the callback parameters, see the
// /// [function pointer type](@ref GLFWjoystickfun).
// ///
// /// Possible errors include glfw.Error.NotInitialized.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick_event
// ///
// ///
// /// @ingroup input
// GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback);
// /// Adds the specified SDL_GameControllerDB gamepad mappings.
// ///
// /// This function parses the specified ASCII encoded string and updates the
// /// internal list with any gamepad mappings it finds. This string may
// /// contain either a single gamepad mapping or many mappings separated by
// /// newlines. The parser supports the full format of the `gamecontrollerdb.txt`
// /// source file including empty lines and comments.
// ///
// /// See @ref gamepad_mapping for a description of the format.
// ///
// /// If there is already a gamepad mapping for a given GUID in the internal list,
// /// it will be replaced by the one passed to this function. If the library is
// /// terminated and re-initialized the internal list will revert to the built-in
// /// default.
// ///
// /// @param[in] string The string containing the gamepad mappings.
// /// @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
// /// error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidValue.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: gamepad, glfwJoystickIsGamepad, glfwGetGamepadName
// ///
// ///
// /// @ingroup input
// GLFWAPI int glfwUpdateGamepadMappings(const char* string);
// /// Returns the human-readable gamepad name for the specified joystick.
// ///
// /// This function returns the human-readable name of the gamepad from the
// /// gamepad mapping assigned to the specified joystick.
// ///
// /// If the specified joystick is not present or does not have a gamepad mapping
// /// this function will return null but will not generate an error. Call
// /// @ref glfwJoystickPresent to check whether it is present regardless of
// /// whether it has a mapping.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @return The UTF-8 encoded name of the gamepad, or null if the
// /// joystick is not present, does not have a mapping or an
// /// error occurred.
// ///
// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected, the gamepad mappings are updated or the library is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: gamepad, glfwJoystickIsGamepad
// ///
// ///
// /// @ingroup input
// GLFWAPI const char* glfwGetGamepadName(int jid);
// /// Retrieves the state of the specified joystick remapped as a gamepad.
// ///
// /// This function retrieves the state of the specified 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 `GLFW_FALSE` but will not generate an error. Call
// /// @ref glfwJoystickPresent 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 @ref
// /// GLFWgamepadstate. Unavailable buttons and axes will always report
// /// `GLFW_RELEASE` and 0.0 respectively.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @param[out] state The gamepad input state of the joystick.
// /// @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if no joystick is
// /// connected, it has no gamepad mapping or an error
// /// occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: gamepad, glfwUpdateGamepadMappings, glfwJoystickIsGamepad
// ///
// ///
// /// @ingroup input
// GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state);

View file

@ -1,9 +1,20 @@
//! Joystick IDs. //! Represents a Joystick or gamepad
//!
//! See glfw.setJoystickCallback for how these are used. const std = @import("std");
const c = @import("c.zig").c; const c = @import("c.zig").c;
const Window = @import("Window.zig");
const Error = @import("errors.zig").Error;
const getError = @import("errors.zig").getError;
const Joystick = @This();
/// The GLFW joystick ID.
jid: c_int,
/// Joystick IDs.
///
/// See glfw.setJoystickCallback for how these are used.
pub const one = c.GLFW_JOYSTICK_1; pub const one = c.GLFW_JOYSTICK_1;
pub const two = c.GLFW_JOYSTICK_2; pub const two = c.GLFW_JOYSTICK_2;
pub const three = c.GLFW_JOYSTICK_3; pub const three = c.GLFW_JOYSTICK_3;
@ -21,3 +32,454 @@ pub const fourteen = c.GLFW_JOYSTICK_14;
pub const fifteen = c.GLFW_JOYSTICK_15; pub const fifteen = c.GLFW_JOYSTICK_15;
pub const sixteen = c.GLFW_JOYSTICK_16; pub const sixteen = c.GLFW_JOYSTICK_16;
pub const last = c.GLFW_JOYSTICK_LAST; pub const last = c.GLFW_JOYSTICK_LAST;
// TODO(joystick)
// /// The function pointer type for joystick configuration callbacks.
// ///
// /// This is the function pointer type for joystick configuration callbacks.
// /// A joystick configuration callback function has the following signature:
// /// @code
// /// void function_name(int jid, int event)
// /// @endcode
// ///
// /// @param[in] jid The joystick that was connected or disconnected.
// /// @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Future
// /// releases may add more events.
// ///
// /// see also: joystick_event, glfwSetJoystickCallback
// ///
// ///
// /// @ingroup input
// typedef void (* GLFWjoystickfun)(int,int);
/// Gamepad input state
///
/// This describes the input state of a gamepad.
///
/// see also: gamepad, glfwGetGamepadState
const GamepadState = extern struct {
/// The states of each gamepad button (see gamepad_buttons), `glfw.press` or `glfw.release`.
buttons: [15]u8,
/// The states of each gamepad axis (see gamepad_axes), in the range -1.0 to 1.0 inclusive.
axes: [6]f32,
};
// TODO(joystick)
// /// Returns whether the specified joystick is present.
// ///
// /// This function returns whether the specified joystick is present.
// ///
// /// There is no need to call this function before other functions that accept
// /// a joystick ID, as they all check for presence before performing any other
// /// work.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @return `true` if the joystick is present, or `false` otherwise.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick
// /// Replaces `glfwGetJoystickParam`.
// ///
// /// @ingroup input
// GLFWAPI int glfwJoystickPresent(int jid);
// TODO(joystick)
// /// Returns the values of all axes of the specified joystick.
// ///
// /// This function returns the values of all axes of the specified joystick.
// /// Each element in the array is a value between -1.0 and 1.0.
// ///
// /// If the specified joystick is not present this function will return null
// /// but will not generate an error. This can be used instead of first calling
// /// @ref glfwJoystickPresent.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @param[out] count Where to store the number of axis values in the returned
// /// array. This is set to zero if the joystick is not present or an error
// /// occurred.
// /// @return An array of axis values, or null if the joystick is not present or
// /// an error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected or the library is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick_axis
// /// Replaces `glfwGetJoystickPos`.
// ///
// /// @ingroup input
// GLFWAPI const float* glfwGetJoystickAxes(int jid, int* count);
// TODO(joystick)
// /// Returns the state of all buttons of the specified joystick.
// ///
// /// This function returns the state of all buttons of the specified joystick.
// /// Each element in the array is either `glfw.press` or `glfw.release`.
// ///
// /// For backward compatibility with earlier versions that did not have @ref
// /// glfwGetJoystickHats, the button array also includes all hats, each
// /// represented as four buttons. The hats are in the same order as returned by
// /// __glfwGetJoystickHats__ and are in the order _up_, _right_, _down_ and
// /// _left_. To disable these extra buttons, set the @ref
// /// GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization.
// ///
// /// If the specified joystick is not present this function will return null
// /// but will not generate an error. This can be used instead of first calling
// /// @ref glfwJoystickPresent.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @param[out] count Where to store the number of button states in the returned
// /// array. This is set to zero if the joystick is not present or an error
// /// occurred.
// /// @return An array of button states, or null if the joystick is not present
// /// or an error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected or the library is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick_button
// ///
// /// @glfw3 Changed to return a dynamic array.
// ///
// /// @ingroup input
// GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count);
// TODO(joystick)
// /// Returns the state of all hats of the specified joystick.
// ///
// /// This function returns the state of all hats of the specified joystick.
// /// Each element in the array is one of the following values:
// ///
// /// Name | Value
// /// ---- | -----
// /// `GLFW_HAT_CENTERED` | 0
// /// `GLFW_HAT_UP` | 1
// /// `GLFW_HAT_RIGHT` | 2
// /// `GLFW_HAT_DOWN` | 4
// /// `GLFW_HAT_LEFT` | 8
// /// `GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
// /// `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
// /// `GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
// /// `GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
// ///
// /// The diagonal directions are bitwise combinations of the primary (up, right,
// /// down and left) directions and you can test for these individually by ANDing
// /// it with the corresponding direction.
// ///
// /// @code
// /// if (hats[2] & GLFW_HAT_RIGHT)
// /// {
// /// // State of hat 2 could be right-up, right or right-down
// /// }
// /// @endcode
// ///
// /// If the specified joystick is not present this function will return null
// /// but will not generate an error. This can be used instead of first calling
// /// @ref glfwJoystickPresent.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @param[out] count Where to store the number of hat states in the returned
// /// array. This is set to zero if the joystick is not present or an error
// /// occurred.
// /// @return An array of hat states, or null if the joystick is not present
// /// or an error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected, this function is called again for that joystick or the library
// /// is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick_hat
// ///
// ///
// /// @ingroup input
// GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);
// TODO(joystick)
// /// Returns the name of the specified joystick.
// ///
// /// This function returns the name, encoded as UTF-8, of the specified joystick.
// /// The returned string is allocated and freed by GLFW. You should not free it
// /// yourself.
// ///
// /// If the specified joystick is not present this function will return null
// /// but will not generate an error. This can be used instead of first calling
// /// @ref glfwJoystickPresent.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @return The UTF-8 encoded name of the joystick, or null if the joystick
// /// is not present or an error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected or the library is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick_name
// ///
// ///
// /// @ingroup input
// GLFWAPI const char* glfwGetJoystickName(int jid);
// TODO(joystick)
// /// Returns the SDL compatible GUID of the specified joystick.
// ///
// /// This function returns the SDL compatible GUID, as a UTF-8 encoded
// /// hexadecimal string, of the specified joystick. The returned string is
// /// allocated and freed by GLFW. You should not free it yourself.
// ///
// /// The GUID is what connects a joystick to a gamepad mapping. A connected
// /// joystick will always have a GUID even if there is no gamepad mapping
// /// assigned to it.
// ///
// /// If the specified joystick is not present this function will return null
// /// but will not generate an error. This can be used instead of first calling
// /// @ref glfwJoystickPresent.
// ///
// /// The GUID uses the format introduced in SDL 2.0.5. This GUID tries to
// /// uniquely identify the make and model of a joystick but does not identify
// /// a specific unit, e.g. all wired Xbox 360 controllers will have the same
// /// GUID on that platform. The GUID for a unit may vary between platforms
// /// depending on what hardware information the platform specific APIs provide.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @return The UTF-8 encoded GUID of the joystick, or null if the joystick
// /// is not present or an error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
// ///
// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected or the library is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: gamepad
// ///
// ///
// /// @ingroup input
// GLFWAPI const char* glfwGetJoystickGUID(int jid);
// TODO(joystick)
// /// Sets the user pointer of the specified joystick.
// ///
// /// This function sets the user-defined pointer of the specified joystick. The
// /// current value is retained until the joystick is disconnected. The initial
// /// value is null.
// ///
// /// This function may be called from the joystick callback, even for a joystick
// /// that is being disconnected.
// ///
// /// @param[in] jid The joystick whose pointer to set.
// /// @param[in] pointer The new value.
// ///
// /// Possible errors include glfw.Error.NotInitialized.
// ///
// /// @thread_safety This function may be called from any thread. Access is not
// /// synchronized.
// ///
// /// see also: joystick_userptr, glfwGetJoystickUserPointer
// ///
// ///
// /// @ingroup input
// GLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer);
// TODO(joystick)
// /// Returns the user pointer of the specified joystick.
// ///
// /// This function returns the current value of the user-defined pointer of the
// /// specified joystick. The initial value is null.
// ///
// /// This function may be called from the joystick callback, even for a joystick
// /// that is being disconnected.
// ///
// /// @param[in] jid The joystick whose pointer to return.
// ///
// /// Possible errors include glfw.Error.NotInitialized.
// ///
// /// @thread_safety This function may be called from any thread. Access is not
// /// synchronized.
// ///
// /// see also: joystick_userptr, glfwSetJoystickUserPointer
// ///
// ///
// /// @ingroup input
// GLFWAPI void* glfwGetJoystickUserPointer(int jid);
// TODO(joystick)
// /// Returns whether the specified joystick has a gamepad mapping.
// ///
// /// This function returns whether the specified joystick is both present and has
// /// a gamepad mapping.
// ///
// /// If the specified joystick is present but does not have a gamepad mapping
// /// this function will return `false` but will not generate an error. Call
// /// @ref glfwJoystickPresent to check if a joystick is present regardless of
// /// whether it has a mapping.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @return `true` if a joystick is both present and has a gamepad mapping,
// /// or `false` otherwise.
// ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: gamepad, glfwGetGamepadState
// ///
// ///
// /// @ingroup input
// GLFWAPI int glfwJoystickIsGamepad(int jid);
// TODO(joystick)
// /// Sets the joystick configuration callback.
// ///
// /// This function sets the joystick configuration callback, or removes the
// /// currently set callback. This is called when a joystick is connected to or
// /// disconnected from the system.
// ///
// /// For joystick connection and disconnection events to be delivered on all
// /// platforms, you need to call one of the [event processing](@ref events)
// /// functions. Joystick disconnection may also be detected and the callback
// /// called by joystick functions. The function will then return whatever it
// /// returns if the joystick is not present.
// ///
// /// @param[in] callback The new callback, or null to remove the currently set
// /// callback.
// /// @return The previously set callback, or null if no callback was set or the
// /// library had not been [initialized](@ref intro_init).
// ///
// /// @callback_signature
// /// @code
// /// void function_name(int jid, int event)
// /// @endcode
// /// For more information about the callback parameters, see the
// /// [function pointer type](@ref GLFWjoystickfun).
// ///
// /// Possible errors include glfw.Error.NotInitialized.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: joystick_event
// ///
// ///
// /// @ingroup input
// GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback);
// TODO(joystick)
// /// Adds the specified SDL_GameControllerDB gamepad mappings.
// ///
// /// This function parses the specified ASCII encoded string and updates the
// /// internal list with any gamepad mappings it finds. This string may
// /// contain either a single gamepad mapping or many mappings separated by
// /// newlines. The parser supports the full format of the `gamecontrollerdb.txt`
// /// source file including empty lines and comments.
// ///
// /// See @ref gamepad_mapping for a description of the format.
// ///
// /// If there is already a gamepad mapping for a given GUID in the internal list,
// /// it will be replaced by the one passed to this function. If the library is
// /// terminated and re-initialized the internal list will revert to the built-in
// /// default.
// ///
// /// @param[in] string The string containing the gamepad mappings.
// /// @return `true` if successful, or `false` if an
// /// error occurred.
// ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidValue.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: gamepad, glfwJoystickIsGamepad, glfwGetGamepadName
// ///
// ///
// /// @ingroup input
// GLFWAPI int glfwUpdateGamepadMappings(const char* string);
// TODO(joystick)
// /// Returns the human-readable gamepad name for the specified joystick.
// ///
// /// This function returns the human-readable name of the gamepad from the
// /// gamepad mapping assigned to the specified joystick.
// ///
// /// If the specified joystick is not present or does not have a gamepad mapping
// /// this function will return null but will not generate an error. Call
// /// @ref glfwJoystickPresent to check whether it is present regardless of
// /// whether it has a mapping.
// ///
// /// @param[in] jid The [joystick](@ref joysticks) to query.
// /// @return The UTF-8 encoded name of the gamepad, or null if the
// /// joystick is not present, does not have a mapping or an
// /// error occurred.
// ///
// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
// /// should not free it yourself. It is valid until the specified joystick is
// /// disconnected, the gamepad mappings are updated or the library is terminated.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: gamepad, glfwJoystickIsGamepad
// ///
// ///
// /// @ingroup input
// GLFWAPI const char* glfwGetGamepadName(int jid);
/// 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.
///
/// see also: gamepad, glfwUpdateGamepadMappings, glfwJoystickIsGamepad
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;
}
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});
}

View file

@ -13,7 +13,7 @@ pub const gamepad_button = @import("gamepad_button.zig");
pub const GammaRamp = @import("GammaRamp.zig"); pub const GammaRamp = @import("GammaRamp.zig");
pub const hat = @import("hat.zig"); pub const hat = @import("hat.zig");
pub const Image = @import("Image.zig"); pub const Image = @import("Image.zig");
pub const joystick = @import("joystick.zig"); pub const Joystick = @import("Joystick.zig");
pub const key = @import("key.zig"); pub const key = @import("key.zig");
pub const mod = @import("mod.zig"); pub const mod = @import("mod.zig");
pub const Monitor = @import("Monitor.zig"); pub const Monitor = @import("Monitor.zig");
@ -269,6 +269,7 @@ test "getVersionString" {
_ = Monitor; _ = Monitor;
_ = GammaRamp; _ = GammaRamp;
_ = Image; _ = Image;
_ = Joystick;
_ = VideoMode; _ = VideoMode;
_ = Window; _ = Window;