//! Represents a Joystick or gamepad //! //! It can be manually crafted via e.g. `glfw.Joystick{.jid = glfw.Joystick.one}`, but more //! typically you'll want to discover the joystick using `glfw.Joystick.setCallback`. 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.Joystick.setCallback 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; pub const four = c.GLFW_JOYSTICK_4; pub const five = c.GLFW_JOYSTICK_5; pub const six = c.GLFW_JOYSTICK_6; pub const seven = c.GLFW_JOYSTICK_7; pub const eight = c.GLFW_JOYSTICK_8; pub const nine = c.GLFW_JOYSTICK_9; pub const ten = c.GLFW_JOYSTICK_10; pub const eleven = c.GLFW_JOYSTICK_11; pub const twelve = c.GLFW_JOYSTICK_12; pub const thirteen = c.GLFW_JOYSTICK_13; 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; /// 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, }; /// 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. /// /// @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 pub inline fn present(self: Joystick) Error!bool { const is_present = c.glfwJoystickPresent(self.jid); try getError(); return is_present == c.GLFW_TRUE; } /// 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 glfw.Joystick.present. /// /// @return An array of axis values, or null if the joystick is not present. /// /// 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`. pub inline fn getAxes(self: Joystick) Error!?[]const f32 { var count: c_int = undefined; const axes = c.glfwGetJoystickAxes(self.jid, &count); try getError(); if (axes == null) return null; return axes[0..@intCast(usize, 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 glfw.Joystick.getHats, the /// button array also includes all hats, each represented as four buttons. The hats are in the same /// order as returned by glfw.Joystick.getHats and are in the order _up_, _right_, _down_ and /// _left_. To disable these extra buttons, set the 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 glfw.Joystick.present. /// /// @return An array of button states, or null if the joystick is not present. /// /// 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 pub inline fn getButtons(self: Joystick) Error!?[]const u8 { var count: c_int = undefined; const buttons = c.glfwGetJoystickButtons(self.jid, &count); try getError(); if (buttons == null) return null; return buttons[0..@intCast(usize, 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); /// 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. /// /// @thread_safety This function may be called from any thread. Access is not synchronized. /// /// see also: joystick_userptr, glfw.Joystick.getUserPointer pub inline fn setUserPointer(self: Joystick, Type: anytype, pointer: Type) void { c.glfwSetJoystickUserPointer(self.jid, @ptrCast(*c_void, pointer)); getError() catch {}; } /// 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. /// /// @thread_safety This function may be called from any thread. Access is not synchronized. /// /// see also: joystick_userptr, glfw.Joystick.setUserPointer pub inline fn getUserPointer(self: Joystick, Type: anytype) ?Type { const ptr = c.glfwGetJoystickUserPointer(self.jid); if (ptr) |p| return @ptrCast(Type, @alignCast(@alignOf(Type), p)); return null; } var _callback: ?fn (joystick: Joystick, event: isize) void = null; fn callbackWrapper(jid: c_int, event: c_int) callconv(.C) void { _callback.?(Joystick{ .jid = jid }, @intCast(isize, event)); } // 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 (see 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. /// /// @callback_param `jid` The joystick that was connected or disconnected. /// @callback_param `event` One of `glfw.connected` or `glfw.disconnected`. Future releases may add /// more events. /// /// Possible errors include glfw.Error.NotInitialized. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: joystick_event pub inline fn setCallback(callback: ?fn (joystick: Joystick, event: isize) void) void { _callback = callback; _ = if (_callback != null) c.glfwSetJoystickCallback(callbackWrapper) else c.glfwSetJoystickCallback(null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } /// 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 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. /// /// 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, glfw.Joystick.isGamepad, glfwGetGamepadName /// /// /// @ingroup input pub inline fn updateGamepadMappings(gamepad_mappings: [*c]const u8) Error!void { _ = c.glfwUpdateGamepadMappings(gamepad_mappings); try getError(); } /// 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 glfw.Joystick.present to check if a /// joystick is present regardless of whether it has a mapping. /// /// @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, glfw.Joystick.getGamepadState pub inline fn isGamepad(self: Joystick) bool { const is_gamepad = c.glfwJoystickIsGamepad(self.jid); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this, or glfw.Error.InvalidEnum if the joystick ID // is wrong. Returning an error here makes the API awkward to use, so we discard it instead. getError() catch {}; return is_gamepad == c.GLFW_TRUE; } /// 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, not an error. Call glfw.Joystick.present to check whether it is /// present regardless of whether it has a mapping. /// /// @return The UTF-8 encoded name of the gamepad, or null if the joystick is not present or does /// not have a mapping. /// /// @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, glfw.Joystick.isGamepad pub inline fn getGamepadName(self: Joystick) Error!?[*c]const u8 { const name = c.glfwGetGamepadName(self.jid); try getError(); return name; } /// 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, glfw.UpdateGamepadMappings, glfw.Joystick.isGamepad 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 "present" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const joystick = glfw.Joystick{ .jid = glfw.Joystick.one }; _ = joystick.present() catch |err| std.debug.print("failed to detect joystick, joysticks not supported? error={}\n", .{err}); } test "getAxes" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const joystick = glfw.Joystick{ .jid = glfw.Joystick.one }; _ = joystick.getAxes() catch |err| std.debug.print("failed to get joystick axes, joysticks not supported? error={}\n", .{err}); } test "getButtons" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const joystick = glfw.Joystick{ .jid = glfw.Joystick.one }; _ = joystick.getButtons() catch |err| std.debug.print("failed to get joystick buttons, joysticks not supported? error={}\n", .{err}); } test "setUserPointer_syntax" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const joystick = glfw.Joystick{ .jid = glfw.Joystick.one }; // Must be called from joystick callback, we cannot test it. _ = joystick.setUserPointer; } test "getUserPointer_syntax" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const joystick = glfw.Joystick{ .jid = glfw.Joystick.one }; // Must be called from joystick callback, we cannot test it. _ = joystick.getUserPointer; } test "setCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); glfw.Joystick.setCallback((struct { pub fn callback(joystick: Joystick, event: isize) void { _ = joystick; _ = event; } }).callback); } test "updateGamepadMappings_syntax" { // We don't have a gamepad mapping to test with, just confirm the syntax is good. _ = updateGamepadMappings; } test "isGamepad" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const joystick = glfw.Joystick{ .jid = glfw.Joystick.one }; _ = joystick.isGamepad(); } test "getGamepadName" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const joystick = glfw.Joystick{ .jid = glfw.Joystick.one }; _ = joystick.getGamepadName() catch |err| std.debug.print("failed to get gamepad name, joysticks not supported? error={}\n", .{err}); } 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}); }