//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #ifndef SFML_JOYSTICK_HPP #define SFML_JOYSTICK_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include namespace sf { //////////////////////////////////////////////////////////// /// \brief Give access to the real-time state of the joysticks /// //////////////////////////////////////////////////////////// class SFML_WINDOW_API Joystick { public : //////////////////////////////////////////////////////////// /// \brief Constants related to joysticks capabilities /// //////////////////////////////////////////////////////////// enum { Count = 8, ///< Maximum number of supported joysticks ButtonCount = 32, ///< Maximum number of supported buttons AxisCount = 8 ///< Maximum number of supported axes }; //////////////////////////////////////////////////////////// /// \brief Axes supported by SFML joysticks /// //////////////////////////////////////////////////////////// enum Axis { X, ///< The X axis Y, ///< The Y axis Z, ///< The Z axis R, ///< The R axis U, ///< The U axis V, ///< The V axis PovX, ///< The X axis of the point-of-view hat PovY ///< The Y axis of the point-of-view hat }; //////////////////////////////////////////////////////////// /// \brief Check if a joystick is connected /// /// \param joystick Index of the joystick to check /// /// \return True if the joystick is connected, false otherwise /// //////////////////////////////////////////////////////////// static bool isConnected(unsigned int joystick); //////////////////////////////////////////////////////////// /// \brief Return the number of buttons supported by a joystick /// /// If the joystick is not connected, this function returns 0. /// /// \param joystick Index of the joystick /// /// \return Number of buttons supported by the joystick /// //////////////////////////////////////////////////////////// static unsigned int getButtonCount(unsigned int joystick); //////////////////////////////////////////////////////////// /// \brief Check if a joystick supports a given axis /// /// If the joystick is not connected, this function returns false. /// /// \param joystick Index of the joystick /// \param axis Axis to check /// /// \return True if the joystick supports the axis, false otherwise /// //////////////////////////////////////////////////////////// static bool hasAxis(unsigned int joystick, Axis axis); //////////////////////////////////////////////////////////// /// \brief Check if a joystick button is pressed /// /// If the joystick is not connected, this function returns false. /// /// \param joystick Index of the joystick /// \param button Button to check /// /// \return True if the button is pressed, false otherwise /// //////////////////////////////////////////////////////////// static bool isButtonPressed(unsigned int joystick, unsigned int button); //////////////////////////////////////////////////////////// /// \brief Get the current position of a joystick axis /// /// If the joystick is not connected, this function returns 0. /// /// \param joystick Index of the joystick /// \param axis Axis to check /// /// \return Current position of the axis, in range [-100 .. 100] /// //////////////////////////////////////////////////////////// static float getAxisPosition(unsigned int joystick, Axis axis); //////////////////////////////////////////////////////////// /// \brief Update the states of all joysticks /// /// This function is used internally by SFML, so you normally /// don't have to call it explicitely. However, you may need to /// call it if you have no window yet (or no window at all): /// in this case the joysticks states are not updated automatically. /// //////////////////////////////////////////////////////////// static void update(); }; } // namespace sf #endif // SFML_JOYSTICK_HPP //////////////////////////////////////////////////////////// /// \class sf::Joystick /// \ingroup window /// /// sf::Joystick provides an interface to the state of the /// joysticks. It only contains static functions, so it's not /// meant to be instanciated. Instead, each joystick is identified /// by an index that is passed to the functions of this class. /// /// This class allows users to query the state of joysticks at any /// time and directly, without having to deal with a window and /// its events. Compared to the JoystickMoved, JoystickButtonPressed /// and JoystickButtonReleased events, sf::Joystick can retrieve the /// state of axes and buttons of joysticks at any time /// (you don't need to store and update a boolean on your side /// in order to know if a button is pressed or released), and you /// always get the real state of joysticks, even if they are /// moved, pressed or released when your window is out of focus /// and no event is triggered. /// /// SFML supports: /// \li 8 joysticks (sf::Joystick::Count) /// \li 32 buttons per joystick (sf::Joystick::ButtonCount) /// \li 8 axes per joystick (sf::Joystick::AxisCount) /// /// Unlike the keyboard or mouse, the state of joysticks is sometimes /// not directly available (depending on the OS), therefore an update() /// function must be called in order to update the current state of /// joysticks. When you have a window with event handling, this is done /// automatically, you don't need to call anything. But if you have no /// window, or if you want to check joysticks state before creating one, /// you must call sf::Joystick::update explicitely. /// /// Usage example: /// \code /// // Is joystick #0 connected? /// bool connected = sf::Joystick::isConnected(0); /// /// // How many buttons does joystick #0 support? /// unsigned int buttons = sf::Joystick::getButtonCount(0); /// /// // Does joystick #0 define a X axis? /// bool hasX = sf::Joystick::hasAxis(0, sf::Joystick::X); /// /// // Is button #2 pressed on joystick #0? /// bool pressed = sf::Joystick::isButtonPressed(0, 2); /// /// // What's the current position of the Y axis on joystick #0? /// float position = sf::Joystick::getAxisPosition(0, sf::Joystick::Y); /// \endcode /// /// \see sf::Keyboard, sf::Mouse /// ////////////////////////////////////////////////////////////