glfw: rename joystick -> Joystick; add Joystick.getGamepadState
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
d82d6972e8
commit
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3 changed files with 490 additions and 463 deletions
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@ -21,7 +21,7 @@
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// /// @param[in] window The window that received the event.
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// /// @param[in] button The mouse button that was pressed or
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// /// released.
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// /// @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. Future releases
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// /// @param[in] action One of `glfw.press` or `glfw.release`. Future releases
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// /// may add more actions.
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// /// @param[in] mods Bit field describing which [modifier keys](@ref mods) were
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// /// held down.
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@ -62,8 +62,8 @@
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// /// @endcode
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// ///
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// /// @param[in] window The window that received the event.
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// /// @param[in] entered `GLFW_TRUE` if the cursor entered the window's content
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// /// area, or `GLFW_FALSE` if it left it.
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// /// @param[in] entered `true` if the cursor entered the window's content
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// /// area, or `false` if it left it.
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// ///
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// /// see also: cursor_enter, glfwSetCursorEnterCallback
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// ///
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@ -100,7 +100,7 @@
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// /// @param[in] window The window that received the event.
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// /// @param[in] key The [keyboard key](@ref keys) that was pressed or released.
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// /// @param[in] scancode The system-specific scancode of the key.
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// /// @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. Future
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// /// @param[in] action `glfw.press`, `glfw.release` or `glfw.repeat`. Future
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// /// releases may add more actions.
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// /// @param[in] mods Bit field describing which [modifier keys](@ref mods) were
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// /// held down.
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@ -151,42 +151,6 @@
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// /// @ingroup input
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// typedef void (* GLFWdropfun)(GLFWwindow*,int,const char*[]);
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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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// ///
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// ///
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// /// @ingroup input
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// typedef struct GLFWgamepadstate
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// {
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// /*! The states of each [gamepad button](@ref gamepad_buttons), `GLFW_PRESS`
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// /// or `GLFW_RELEASE`.
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// unsigned char buttons[15];
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// /*! The states of each [gamepad axis](@ref gamepad_axes), in the range -1.0
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// /// to 1.0 inclusive.
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// float axes[6];
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// } GLFWgamepadstate;
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// /// Returns the value of an input option for the specified window.
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// ///
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// /// This function returns the value of an input option for the specified window.
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@ -225,30 +189,30 @@
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// /// and unlimited cursor movement. This is useful for implementing for
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// /// example 3D camera controls.
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// ///
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// /// If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to
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// /// enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are
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// /// enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`
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// /// If the mode is `GLFW_STICKY_KEYS`, the value must be either `true` to
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// /// enable sticky keys, or `false` to disable it. If sticky keys are
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// /// enabled, a key press will ensure that @ref glfwGetKey returns `glfw.press`
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// /// the next time it is called even if the key had been released before the
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// /// call. This is useful when you are only interested in whether keys have been
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// /// pressed but not when or in which order.
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// ///
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// /// If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
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// /// `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.
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// /// `true` to enable sticky mouse buttons, or `false` to disable it.
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// /// If sticky mouse buttons are enabled, a mouse button press will ensure that
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// /// @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even
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// /// @ref glfwGetMouseButton returns `glfw.press` the next time it is called even
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// /// if the mouse button had been released before the call. This is useful when
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// /// you are only interested in whether mouse buttons have been pressed but not
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// /// when or in which order.
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// ///
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// /// If the mode is `GLFW_LOCK_KEY_MODS`, the value must be either `GLFW_TRUE` to
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// /// enable lock key modifier bits, or `GLFW_FALSE` to disable them. If enabled,
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// /// If the mode is `GLFW_LOCK_KEY_MODS`, the value must be either `true` to
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// /// enable lock key modifier bits, or `false` to disable them. If enabled,
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// /// callbacks that receive modifier bits will also have the @ref
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// /// GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on,
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// /// and the @ref GLFW_MOD_NUM_LOCK bit when Num Lock was on.
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// ///
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// /// If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `GLFW_TRUE`
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// /// If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `true`
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// /// to enable raw (unscaled and unaccelerated) mouse motion when the cursor is
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// /// disabled, or `GLFW_FALSE` to disable it. If raw motion is not supported,
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// /// disabled, or `false` to disable it. If raw motion is not supported,
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// /// attempting to set this will emit glfw.Error.PlatformError. Call @ref
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// /// glfwRawMouseMotionSupported to check for support.
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// ///
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@ -281,8 +245,8 @@
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// /// while raw motion is better for controlling for example a 3D camera. Because
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// /// of this, raw mouse motion is only provided when the cursor is disabled.
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// ///
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// /// @return `GLFW_TRUE` if raw mouse motion is supported on the current machine,
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// /// or `GLFW_FALSE` otherwise.
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// /// @return `true` if raw mouse motion is supported on the current machine,
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// /// or `false` otherwise.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized.
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// ///
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@ -384,12 +348,12 @@
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// /// window.
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// ///
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// /// This function returns the last state reported for the specified key to the
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// /// specified window. The returned state is one of `GLFW_PRESS` or
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// /// `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to
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// /// specified window. The returned state is one of `glfw.press` or
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// /// `glfw.release`. The higher-level action `glfw.repeat` is only reported to
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// /// the key callback.
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// ///
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// /// If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns
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// /// `GLFW_PRESS` the first time you call it for a key that was pressed, even if
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// /// `glfw.press` the first time you call it for a key that was pressed, even if
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// /// that key has already been released.
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// ///
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// /// The key functions deal with physical keys, with [key tokens](@ref keys)
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@ -404,7 +368,7 @@
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// /// @param[in] window The desired window.
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// /// @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is
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// /// not a valid key for this function.
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// /// @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
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// /// @return One of `glfw.press` or `glfw.release`.
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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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@ -421,16 +385,16 @@
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// /// window.
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// ///
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// /// This function returns the last state reported for the specified mouse button
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// /// to the specified window. The returned state is one of `GLFW_PRESS` or
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// /// `GLFW_RELEASE`.
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// /// to the specified window. The returned state is one of `glfw.press` or
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// /// `glfw.release`.
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// ///
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// /// If the @ref GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function
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// /// returns `GLFW_PRESS` the first time you call it for a mouse button that was
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// /// returns `glfw.press` the first time you call it for a mouse button that was
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// /// pressed, even if that mouse button has already been released.
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// ///
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// /// @param[in] window The desired window.
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// /// @param[in] button The desired mouse button.
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// /// @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
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// /// @return One of `glfw.press` or `glfw.release`.
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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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@ -861,403 +825,3 @@
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// ///
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// /// @ingroup input
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// GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun callback);
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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 `GLFW_TRUE` if the joystick is present, or `GLFW_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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// /// 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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// /// 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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// /// 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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// /// 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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// /// 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
|
||||
// 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);
|
||||
|
|
|
@ -1,9 +1,20 @@
|
|||
//! Joystick IDs.
|
||||
//!
|
||||
//! See glfw.setJoystickCallback for how these are used.
|
||||
//! Represents a Joystick or gamepad
|
||||
|
||||
const std = @import("std");
|
||||
|
||||
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 two = c.GLFW_JOYSTICK_2;
|
||||
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 sixteen = c.GLFW_JOYSTICK_16;
|
||||
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});
|
||||
}
|
||||
|
|
|
@ -13,7 +13,7 @@ pub const gamepad_button = @import("gamepad_button.zig");
|
|||
pub const GammaRamp = @import("GammaRamp.zig");
|
||||
pub const hat = @import("hat.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 mod = @import("mod.zig");
|
||||
pub const Monitor = @import("Monitor.zig");
|
||||
|
@ -269,6 +269,7 @@ test "getVersionString" {
|
|||
_ = Monitor;
|
||||
_ = GammaRamp;
|
||||
_ = Image;
|
||||
_ = Joystick;
|
||||
_ = VideoMode;
|
||||
_ = Window;
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue