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0001 //////////////////////////////////////////////////////////// 0002 // 0003 // SFML - Simple and Fast Multimedia Library 0004 // Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org) 0005 // 0006 // This software is provided 'as-is', without any express or implied warranty. 0007 // In no event will the authors be held liable for any damages arising from the use of this software. 0008 // 0009 // Permission is granted to anyone to use this software for any purpose, 0010 // including commercial applications, and to alter it and redistribute it freely, 0011 // subject to the following restrictions: 0012 // 0013 // 1. The origin of this software must not be misrepresented; 0014 // you must not claim that you wrote the original software. 0015 // If you use this software in a product, an acknowledgment 0016 // in the product documentation would be appreciated but is not required. 0017 // 0018 // 2. Altered source versions must be plainly marked as such, 0019 // and must not be misrepresented as being the original software. 0020 // 0021 // 3. This notice may not be removed or altered from any source distribution. 0022 // 0023 //////////////////////////////////////////////////////////// 0024 0025 #ifndef SFML_JOYSTICK_HPP 0026 #define SFML_JOYSTICK_HPP 0027 0028 //////////////////////////////////////////////////////////// 0029 // Headers 0030 //////////////////////////////////////////////////////////// 0031 #include <SFML/Window/Export.hpp> 0032 #include <SFML/System/String.hpp> 0033 0034 0035 namespace sf 0036 { 0037 //////////////////////////////////////////////////////////// 0038 /// \brief Give access to the real-time state of the joysticks 0039 /// 0040 //////////////////////////////////////////////////////////// 0041 class SFML_WINDOW_API Joystick 0042 { 0043 public: 0044 0045 //////////////////////////////////////////////////////////// 0046 /// \brief Constants related to joysticks capabilities 0047 /// 0048 //////////////////////////////////////////////////////////// 0049 enum 0050 { 0051 Count = 8, //!< Maximum number of supported joysticks 0052 ButtonCount = 32, //!< Maximum number of supported buttons 0053 AxisCount = 8 //!< Maximum number of supported axes 0054 }; 0055 0056 //////////////////////////////////////////////////////////// 0057 /// \brief Axes supported by SFML joysticks 0058 /// 0059 //////////////////////////////////////////////////////////// 0060 enum Axis 0061 { 0062 X, //!< The X axis 0063 Y, //!< The Y axis 0064 Z, //!< The Z axis 0065 R, //!< The R axis 0066 U, //!< The U axis 0067 V, //!< The V axis 0068 PovX, //!< The X axis of the point-of-view hat 0069 PovY //!< The Y axis of the point-of-view hat 0070 }; 0071 0072 //////////////////////////////////////////////////////////// 0073 /// \brief Structure holding a joystick's identification 0074 /// 0075 //////////////////////////////////////////////////////////// 0076 struct SFML_WINDOW_API Identification 0077 { 0078 Identification(); 0079 0080 String name; //!< Name of the joystick 0081 unsigned int vendorId; //!< Manufacturer identifier 0082 unsigned int productId; //!< Product identifier 0083 }; 0084 0085 //////////////////////////////////////////////////////////// 0086 /// \brief Check if a joystick is connected 0087 /// 0088 /// \param joystick Index of the joystick to check 0089 /// 0090 /// \return True if the joystick is connected, false otherwise 0091 /// 0092 //////////////////////////////////////////////////////////// 0093 static bool isConnected(unsigned int joystick); 0094 0095 //////////////////////////////////////////////////////////// 0096 /// \brief Return the number of buttons supported by a joystick 0097 /// 0098 /// If the joystick is not connected, this function returns 0. 0099 /// 0100 /// \param joystick Index of the joystick 0101 /// 0102 /// \return Number of buttons supported by the joystick 0103 /// 0104 //////////////////////////////////////////////////////////// 0105 static unsigned int getButtonCount(unsigned int joystick); 0106 0107 //////////////////////////////////////////////////////////// 0108 /// \brief Check if a joystick supports a given axis 0109 /// 0110 /// If the joystick is not connected, this function returns false. 0111 /// 0112 /// \param joystick Index of the joystick 0113 /// \param axis Axis to check 0114 /// 0115 /// \return True if the joystick supports the axis, false otherwise 0116 /// 0117 //////////////////////////////////////////////////////////// 0118 static bool hasAxis(unsigned int joystick, Axis axis); 0119 0120 //////////////////////////////////////////////////////////// 0121 /// \brief Check if a joystick button is pressed 0122 /// 0123 /// If the joystick is not connected, this function returns false. 0124 /// 0125 /// \param joystick Index of the joystick 0126 /// \param button Button to check 0127 /// 0128 /// \return True if the button is pressed, false otherwise 0129 /// 0130 //////////////////////////////////////////////////////////// 0131 static bool isButtonPressed(unsigned int joystick, unsigned int button); 0132 0133 //////////////////////////////////////////////////////////// 0134 /// \brief Get the current position of a joystick axis 0135 /// 0136 /// If the joystick is not connected, this function returns 0. 0137 /// 0138 /// \param joystick Index of the joystick 0139 /// \param axis Axis to check 0140 /// 0141 /// \return Current position of the axis, in range [-100 .. 100] 0142 /// 0143 //////////////////////////////////////////////////////////// 0144 static float getAxisPosition(unsigned int joystick, Axis axis); 0145 0146 //////////////////////////////////////////////////////////// 0147 /// \brief Get the joystick information 0148 /// 0149 /// \param joystick Index of the joystick 0150 /// 0151 /// \return Structure containing joystick information. 0152 /// 0153 //////////////////////////////////////////////////////////// 0154 static Identification getIdentification(unsigned int joystick); 0155 0156 //////////////////////////////////////////////////////////// 0157 /// \brief Update the states of all joysticks 0158 /// 0159 /// This function is used internally by SFML, so you normally 0160 /// don't have to call it explicitly. However, you may need to 0161 /// call it if you have no window yet (or no window at all): 0162 /// in this case the joystick states are not updated automatically. 0163 /// 0164 //////////////////////////////////////////////////////////// 0165 static void update(); 0166 }; 0167 0168 } // namespace sf 0169 0170 0171 #endif // SFML_JOYSTICK_HPP 0172 0173 0174 //////////////////////////////////////////////////////////// 0175 /// \class sf::Joystick 0176 /// \ingroup window 0177 /// 0178 /// sf::Joystick provides an interface to the state of the 0179 /// joysticks. It only contains static functions, so it's not 0180 /// meant to be instantiated. Instead, each joystick is identified 0181 /// by an index that is passed to the functions of this class. 0182 /// 0183 /// This class allows users to query the state of joysticks at any 0184 /// time and directly, without having to deal with a window and 0185 /// its events. Compared to the JoystickMoved, JoystickButtonPressed 0186 /// and JoystickButtonReleased events, sf::Joystick can retrieve the 0187 /// state of axes and buttons of joysticks at any time 0188 /// (you don't need to store and update a boolean on your side 0189 /// in order to know if a button is pressed or released), and you 0190 /// always get the real state of joysticks, even if they are 0191 /// moved, pressed or released when your window is out of focus 0192 /// and no event is triggered. 0193 /// 0194 /// SFML supports: 0195 /// \li 8 joysticks (sf::Joystick::Count) 0196 /// \li 32 buttons per joystick (sf::Joystick::ButtonCount) 0197 /// \li 8 axes per joystick (sf::Joystick::AxisCount) 0198 /// 0199 /// Unlike the keyboard or mouse, the state of joysticks is sometimes 0200 /// not directly available (depending on the OS), therefore an update() 0201 /// function must be called in order to update the current state of 0202 /// joysticks. When you have a window with event handling, this is done 0203 /// automatically, you don't need to call anything. But if you have no 0204 /// window, or if you want to check joysticks state before creating one, 0205 /// you must call sf::Joystick::update explicitly. 0206 /// 0207 /// Usage example: 0208 /// \code 0209 /// // Is joystick #0 connected? 0210 /// bool connected = sf::Joystick::isConnected(0); 0211 /// 0212 /// // How many buttons does joystick #0 support? 0213 /// unsigned int buttons = sf::Joystick::getButtonCount(0); 0214 /// 0215 /// // Does joystick #0 define a X axis? 0216 /// bool hasX = sf::Joystick::hasAxis(0, sf::Joystick::X); 0217 /// 0218 /// // Is button #2 pressed on joystick #0? 0219 /// bool pressed = sf::Joystick::isButtonPressed(0, 2); 0220 /// 0221 /// // What's the current position of the Y axis on joystick #0? 0222 /// float position = sf::Joystick::getAxisPosition(0, sf::Joystick::Y); 0223 /// \endcode 0224 /// 0225 /// \see sf::Keyboard, sf::Mouse 0226 /// 0227 ////////////////////////////////////////////////////////////
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