zig-glfw/glfw/src/joystick.zig
Stephen Gutekanst fb98715d9e glfw: add Joystick.setUserPointer, Joystick.getUserPointer
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2021-10-22 00:35:34 -07:00

512 lines
20 KiB
Zig

//! 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.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;
// 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);
/// 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;
}
// 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);
/// 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 "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 "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});
}