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253 lines
9.6 KiB
C
253 lines
9.6 KiB
C
// JoyShockLibrary.h - Contains declarations of functions
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#pragma once
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#if _MSC_VER // this is defined when compiling with Visual Studio
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#define JOY_SHOCK_API __declspec(dllexport) // Visual Studio needs annotating exported functions with this
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#else
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#define JOY_SHOCK_API // XCode does not need annotating exported functions, so define is empty
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#endif
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#define JS_TYPE_JOYCON_LEFT 1
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#define JS_TYPE_JOYCON_RIGHT 2
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#define JS_TYPE_PRO_CONTROLLER 3
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#define JS_TYPE_DS4 4
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#define JS_TYPE_DS 5
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#define JS_SPLIT_TYPE_LEFT 1
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#define JS_SPLIT_TYPE_RIGHT 2
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#define JS_SPLIT_TYPE_FULL 3
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#define JSMASK_UP 0x000001
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#define JSMASK_DOWN 0x000002
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#define JSMASK_LEFT 0x000004
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#define JSMASK_RIGHT 0x000008
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#define JSMASK_PLUS 0x000010
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#define JSMASK_OPTIONS 0x000010
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#define JSMASK_MINUS 0x000020
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#define JSMASK_SHARE 0x000020
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#define JSMASK_LCLICK 0x000040
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#define JSMASK_RCLICK 0x000080
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#define JSMASK_L 0x000100
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#define JSMASK_R 0x000200
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#define JSMASK_ZL 0x000400
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#define JSMASK_ZR 0x000800
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#define JSMASK_S 0x001000
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#define JSMASK_E 0x002000
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#define JSMASK_W 0x004000
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#define JSMASK_N 0x008000
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#define JSMASK_HOME 0x010000
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#define JSMASK_PS 0x010000
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#define JSMASK_CAPTURE 0x020000
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#define JSMASK_TOUCHPAD_CLICK 0x020000
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#define JSMASK_MIC 0x040000
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#define JSMASK_SL 0x080000
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#define JSMASK_SR 0x100000
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#define JSMASK_FNL 0x200000
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#define JSMASK_FNR 0x400000
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#define JSOFFSET_UP 0
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#define JSOFFSET_DOWN 1
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#define JSOFFSET_LEFT 2
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#define JSOFFSET_RIGHT 3
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#define JSOFFSET_PLUS 4
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#define JSOFFSET_OPTIONS 4
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#define JSOFFSET_MINUS 5
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#define JSOFFSET_SHARE 5
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#define JSOFFSET_LCLICK 6
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#define JSOFFSET_RCLICK 7
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#define JSOFFSET_L 8
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#define JSOFFSET_R 9
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#define JSOFFSET_ZL 10
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#define JSOFFSET_ZR 11
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#define JSOFFSET_S 12
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#define JSOFFSET_E 13
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#define JSOFFSET_W 14
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#define JSOFFSET_N 15
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#define JSOFFSET_HOME 16
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#define JSOFFSET_PS 16
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#define JSOFFSET_CAPTURE 17
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#define JSOFFSET_TOUCHPAD_CLICK 17
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#define JSOFFSET_MIC 18
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#define JSOFFSET_SL 19
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#define JSOFFSET_SR 20
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#define JSOFFSET_FNL 21
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#define JSOFFSET_FNR 22
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// PS5 Player maps for the DS Player Lightbar
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#define DS5_PLAYER_1 4
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#define DS5_PLAYER_2 10
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#define DS5_PLAYER_3 21
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#define DS5_PLAYER_4 27
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#define DS5_PLAYER_5 31
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typedef struct JOY_SHOCK_STATE {
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int buttons = 0;
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float lTrigger = 0.f;
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float rTrigger = 0.f;
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float stickLX = 0.f;
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float stickLY = 0.f;
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float stickRX = 0.f;
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float stickRY = 0.f;
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} JOY_SHOCK_STATE;
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typedef struct IMU_STATE {
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float accelX = 0.f;
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float accelY = 0.f;
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float accelZ = 0.f;
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float gyroX = 0.f;
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float gyroY = 0.f;
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float gyroZ = 0.f;
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} IMU_STATE;
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typedef struct MOTION_STATE {
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float quatW = 0.f;
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float quatX = 0.f;
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float quatY = 0.f;
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float quatZ = 0.f;
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float accelX = 0.f;
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float accelY = 0.f;
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float accelZ = 0.f;
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float gravX = 0.f;
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float gravY = 0.f;
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float gravZ = 0.f;
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} MOTION_STATE;
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typedef struct TOUCH_STATE {
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int t0Id = 0;
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int t1Id = 0;
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bool t0Down = false;
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bool t1Down = false;
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float t0X = 0.f;
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float t0Y = 0.f;
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float t1X = 0.f;
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float t1Y = 0.f;
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} TOUCH_STATE;
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typedef struct JSL_AUTO_CALIBRATION {
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float confidence = 0.f;
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bool autoCalibrationEnabled = false;
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bool isSteady = false;
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} JSL_AUTO_CALIBRATION;
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typedef struct JSL_SETTINGS {
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int gyroSpace = 0;
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int colour = 0;
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int playerNumber = 0;
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int controllerType = 0;
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int splitType = 0;
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bool isCalibrating = false;
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bool autoCalibrationEnabled = false;
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bool isConnected = false;
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} JSL_SETTINGS;
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extern "C" JOY_SHOCK_API int JslConnectDevices();
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extern "C" JOY_SHOCK_API int JslGetConnectedDeviceHandles(int* deviceHandleArray, int size);
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extern "C" JOY_SHOCK_API void JslDisconnectAndDisposeAll();
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extern "C" JOY_SHOCK_API bool JslStillConnected(int deviceId);
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// get buttons as bits in the following order, using North South East West to name face buttons to avoid ambiguity between Xbox and Nintendo layouts:
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// 0x00001: up
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// 0x00002: down
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// 0x00004: left
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// 0x00008: right
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// 0x00010: plus
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// 0x00020: minus
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// 0x00040: left stick click
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// 0x00080: right stick click
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// 0x00100: L
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// 0x00200: R
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// ZL and ZR are reported as analogue inputs (GetLeftTrigger, GetRightTrigger), because DS4 and XBox controllers use analogue triggers, but we also have them as raw buttons
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// 0x00400: ZL
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// 0x00800: ZR
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// 0x01000: S
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// 0x02000: E
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// 0x04000: W
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// 0x08000: N
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// 0x10000: home / PS
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// 0x20000: capture / touchpad-click
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// 0x40000: SL
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// 0x80000: SR
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// These are the best way to get all the buttons/triggers/sticks, gyro/accelerometer (IMU), orientation/acceleration/gravity (Motion), or touchpad
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extern "C" JOY_SHOCK_API JOY_SHOCK_STATE JslGetSimpleState(int deviceId);
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extern "C" JOY_SHOCK_API IMU_STATE JslGetIMUState(int deviceId);
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extern "C" JOY_SHOCK_API MOTION_STATE JslGetMotionState(int deviceId);
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extern "C" JOY_SHOCK_API TOUCH_STATE JslGetTouchState(int deviceId, bool previous = false);
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extern "C" JOY_SHOCK_API bool JslGetTouchpadDimension(int deviceId, int &sizeX, int &sizeY);
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extern "C" JOY_SHOCK_API int JslGetButtons(int deviceId);
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// get thumbsticks
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extern "C" JOY_SHOCK_API float JslGetLeftX(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetLeftY(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetRightX(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetRightY(int deviceId);
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// get triggers. Switch controllers don't have analogue triggers, but will report 0.0 or 1.0 so they can be used in the same way as others
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extern "C" JOY_SHOCK_API float JslGetLeftTrigger(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetRightTrigger(int deviceId);
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// get gyro
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extern "C" JOY_SHOCK_API float JslGetGyroX(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetGyroY(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetGyroZ(int deviceId);
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// get accumulated average gyro since this function was last called or last flushed values
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extern "C" JOY_SHOCK_API void JslGetAndFlushAccumulatedGyro(int deviceId, float& gyroX, float& gyroY, float& gyroZ);
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// set gyro space. JslGetGyro*, JslGetAndFlushAccumulatedGyro, JslGetIMUState, and the IMU_STATEs reported in the callback functions will use one of 3 transformations:
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// 0 = local space -> no transformation is done on gyro input
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// 1 = world space -> gyro input is transformed based on the calculated gravity direction to account for the player's preferred controller orientation
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// 2 = player space -> a simple combination of local and world space that is as adaptive as world space but is as robust as local space
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extern "C" JOY_SHOCK_API void JslSetGyroSpace(int deviceId, int gyroSpace);
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// get accelerometor
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extern "C" JOY_SHOCK_API float JslGetAccelX(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetAccelY(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetAccelZ(int deviceId);
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// get touchpad
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extern "C" JOY_SHOCK_API int JslGetTouchId(int deviceId, bool secondTouch = false);
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extern "C" JOY_SHOCK_API bool JslGetTouchDown(int deviceId, bool secondTouch = false);
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extern "C" JOY_SHOCK_API float JslGetTouchX(int deviceId, bool secondTouch = false);
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extern "C" JOY_SHOCK_API float JslGetTouchY(int deviceId, bool secondTouch = false);
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// analog parameters have different resolutions depending on device
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extern "C" JOY_SHOCK_API float JslGetStickStep(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetTriggerStep(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetPollRate(int deviceId);
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extern "C" JOY_SHOCK_API float JslGetTimeSinceLastUpdate(int deviceId);
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// calibration
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extern "C" JOY_SHOCK_API void JslResetContinuousCalibration(int deviceId);
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extern "C" JOY_SHOCK_API void JslStartContinuousCalibration(int deviceId);
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extern "C" JOY_SHOCK_API void JslPauseContinuousCalibration(int deviceId);
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extern "C" JOY_SHOCK_API void JslSetAutomaticCalibration(int deviceId, bool enabled);
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extern "C" JOY_SHOCK_API void JslGetCalibrationOffset(int deviceId, float& xOffset, float& yOffset, float& zOffset);
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extern "C" JOY_SHOCK_API void JslSetCalibrationOffset(int deviceId, float xOffset, float yOffset, float zOffset);
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extern "C" JOY_SHOCK_API JSL_AUTO_CALIBRATION JslGetAutoCalibrationStatus(int deviceId);
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// this function will get called for each input event from each controller
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extern "C" JOY_SHOCK_API void JslSetCallback(void(*callback)(int, JOY_SHOCK_STATE, JOY_SHOCK_STATE, IMU_STATE, IMU_STATE, float));
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// this function will get called for each input event, even if touch data didn't update
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extern "C" JOY_SHOCK_API void JslSetTouchCallback(void(*callback)(int, TOUCH_STATE, TOUCH_STATE, float));
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// this function will get called for each device when it is newly connected
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extern "C" JOY_SHOCK_API void JslSetConnectCallback(void(*callback)(int));
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// this function will get called for each device when it is disconnected
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extern "C" JOY_SHOCK_API void JslSetDisconnectCallback(void(*callback)(int, bool));
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// super-getter for reading a whole lot of state at once
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extern "C" JOY_SHOCK_API JSL_SETTINGS JslGetControllerInfoAndSettings(int deviceId);
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// what kind of controller is this?
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extern "C" JOY_SHOCK_API int JslGetControllerType(int deviceId);
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// is this a left, right, or full controller?
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extern "C" JOY_SHOCK_API int JslGetControllerSplitType(int deviceId);
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// what colour is the controller (not all controllers support this; those that don't will report white)
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extern "C" JOY_SHOCK_API int JslGetControllerColour(int deviceId);
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// set controller light colour (not all controllers have a light whose colour can be set, but that just means nothing will be done when this is called -- no harm)
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extern "C" JOY_SHOCK_API void JslSetLightColour(int deviceId, int colour);
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// set controller rumble
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extern "C" JOY_SHOCK_API void JslSetRumble(int deviceId, int smallRumble, int bigRumble);
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// set controller player number indicator (not all controllers have a number indicator which can be set, but that just means nothing will be done when this is called -- no harm)
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extern "C" JOY_SHOCK_API void JslSetPlayerNumber(int deviceId, int number);
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