HeavenStudioPlus/Assets/Plugins/JSL/JoyShockLibrary.h

217 lines
7.8 KiB
C

// JoyShockLibrary.h - Contains declarations of functions
#pragma once
#if _MSC_VER // this is defined when compiling with Visual Studio
#define JOY_SHOCK_API __declspec(dllexport) // Visual Studio needs annotating exported functions with this
#else
#define JOY_SHOCK_API // XCode does not need annotating exported functions, so define is empty
#endif
#define JS_TYPE_JOYCON_LEFT 1
#define JS_TYPE_JOYCON_RIGHT 2
#define JS_TYPE_PRO_CONTROLLER 3
#define JS_TYPE_DS4 4
#define JS_TYPE_DS 5
#define JS_SPLIT_TYPE_LEFT 1
#define JS_SPLIT_TYPE_RIGHT 2
#define JS_SPLIT_TYPE_FULL 3
#define JSMASK_UP 0x00001
#define JSMASK_DOWN 0x00002
#define JSMASK_LEFT 0x00004
#define JSMASK_RIGHT 0x00008
#define JSMASK_PLUS 0x00010
#define JSMASK_OPTIONS 0x00010
#define JSMASK_MINUS 0x00020
#define JSMASK_SHARE 0x00020
#define JSMASK_LCLICK 0x00040
#define JSMASK_RCLICK 0x00080
#define JSMASK_L 0x00100
#define JSMASK_R 0x00200
#define JSMASK_ZL 0x00400
#define JSMASK_ZR 0x00800
#define JSMASK_S 0x01000
#define JSMASK_E 0x02000
#define JSMASK_W 0x04000
#define JSMASK_N 0x08000
#define JSMASK_HOME 0x10000
#define JSMASK_PS 0x10000
#define JSMASK_CAPTURE 0x20000
#define JSMASK_TOUCHPAD_CLICK 0x20000
#define JSMASK_MIC 0x40000
#define JSMASK_SL 0x40000
#define JSMASK_SR 0x80000
#define JSOFFSET_UP 0
#define JSOFFSET_DOWN 1
#define JSOFFSET_LEFT 2
#define JSOFFSET_RIGHT 3
#define JSOFFSET_PLUS 4
#define JSOFFSET_OPTIONS 4
#define JSOFFSET_MINUS 5
#define JSOFFSET_SHARE 5
#define JSOFFSET_LCLICK 6
#define JSOFFSET_RCLICK 7
#define JSOFFSET_L 8
#define JSOFFSET_R 9
#define JSOFFSET_ZL 10
#define JSOFFSET_ZR 11
#define JSOFFSET_S 12
#define JSOFFSET_E 13
#define JSOFFSET_W 14
#define JSOFFSET_N 15
#define JSOFFSET_HOME 16
#define JSOFFSET_PS 16
#define JSOFFSET_CAPTURE 17
#define JSOFFSET_TOUCHPAD_CLICK 17
#define JSOFFSET_MIC 18
#define JSOFFSET_SL 18
#define JSOFFSET_SR 19
// PS5 Player maps for the DS Player Lightbar
#define DS5_PLAYER_1 = 4
#define DS5_PLAYER_2 = 10
#define DS5_PLAYER_3 = 21
#define DS5_PLAYER_4 = 27
#define DS5_PLAYER_5 = 31
typedef struct JOY_SHOCK_STATE {
int buttons;
float lTrigger;
float rTrigger;
float stickLX;
float stickLY;
float stickRX;
float stickRY;
} JOY_SHOCK_STATE;
typedef struct IMU_STATE {
float accelX;
float accelY;
float accelZ;
float gyroX;
float gyroY;
float gyroZ;
} IMU_STATE;
typedef struct MOTION_STATE {
float quatW;
float quatX;
float quatY;
float quatZ;
float accelX;
float accelY;
float accelZ;
float gravX;
float gravY;
float gravZ;
} MOTION_STATE;
typedef struct TOUCH_STATE {
int t0Id;
int t1Id;
bool t0Down;
bool t1Down;
float t0X;
float t0Y;
float t1X;
float t1Y;
} TOUCH_STATE;
extern "C" JOY_SHOCK_API int JslConnectDevices();
extern "C" JOY_SHOCK_API int JslGetConnectedDeviceHandles(int* deviceHandleArray, int size);
extern "C" JOY_SHOCK_API void JslDisconnectAndDisposeAll();
// 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:
// 0x00001: up
// 0x00002: down
// 0x00004: left
// 0x00008: right
// 0x00010: plus
// 0x00020: minus
// 0x00040: left stick click
// 0x00080: right stick click
// 0x00100: L
// 0x00200: R
// 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
// 0x00400: ZL
// 0x00800: ZR
// 0x01000: S
// 0x02000: E
// 0x04000: W
// 0x08000: N
// 0x10000: home / PS
// 0x20000: capture / touchpad-click
// 0x40000: SL
// 0x80000: SR
// These are the best way to get all the buttons/triggers/sticks, gyro/accelerometer (IMU), orientation/acceleration/gravity (Motion), or touchpad
extern "C" JOY_SHOCK_API JOY_SHOCK_STATE JslGetSimpleState(int deviceId);
extern "C" JOY_SHOCK_API IMU_STATE JslGetIMUState(int deviceId);
extern "C" JOY_SHOCK_API MOTION_STATE JslGetMotionState(int deviceId);
extern "C" JOY_SHOCK_API TOUCH_STATE JslGetTouchState(int deviceId, bool previous = false);
extern "C" JOY_SHOCK_API bool JslGetTouchpadDimension(int deviceId, int &sizeX, int &sizeY);
extern "C" JOY_SHOCK_API int JslGetButtons(int deviceId);
// get thumbsticks
extern "C" JOY_SHOCK_API float JslGetLeftX(int deviceId);
extern "C" JOY_SHOCK_API float JslGetLeftY(int deviceId);
extern "C" JOY_SHOCK_API float JslGetRightX(int deviceId);
extern "C" JOY_SHOCK_API float JslGetRightY(int deviceId);
// 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
extern "C" JOY_SHOCK_API float JslGetLeftTrigger(int deviceId);
extern "C" JOY_SHOCK_API float JslGetRightTrigger(int deviceId);
// get gyro
extern "C" JOY_SHOCK_API float JslGetGyroX(int deviceId);
extern "C" JOY_SHOCK_API float JslGetGyroY(int deviceId);
extern "C" JOY_SHOCK_API float JslGetGyroZ(int deviceId);
// get accelerometor
extern "C" JOY_SHOCK_API float JslGetAccelX(int deviceId);
extern "C" JOY_SHOCK_API float JslGetAccelY(int deviceId);
extern "C" JOY_SHOCK_API float JslGetAccelZ(int deviceId);
// get touchpad
extern "C" JOY_SHOCK_API int JslGetTouchId(int deviceId, bool secondTouch = false);
extern "C" JOY_SHOCK_API bool JslGetTouchDown(int deviceId, bool secondTouch = false);
extern "C" JOY_SHOCK_API float JslGetTouchX(int deviceId, bool secondTouch = false);
extern "C" JOY_SHOCK_API float JslGetTouchY(int deviceId, bool secondTouch = false);
// analog parameters have different resolutions depending on device
extern "C" JOY_SHOCK_API float JslGetStickStep(int deviceId);
extern "C" JOY_SHOCK_API float JslGetTriggerStep(int deviceId);
extern "C" JOY_SHOCK_API float JslGetPollRate(int deviceId);
// calibration
extern "C" JOY_SHOCK_API void JslResetContinuousCalibration(int deviceId);
extern "C" JOY_SHOCK_API void JslStartContinuousCalibration(int deviceId);
extern "C" JOY_SHOCK_API void JslPauseContinuousCalibration(int deviceId);
extern "C" JOY_SHOCK_API void JslSetAutomaticCalibration(int deviceId, bool enabled);
extern "C" JOY_SHOCK_API void JslGetCalibrationOffset(int deviceId, float& xOffset, float& yOffset, float& zOffset);
extern "C" JOY_SHOCK_API void JslSetCalibrationOffset(int deviceId, float xOffset, float yOffset, float zOffset);
// this function will get called for each input event from each controller
extern "C" JOY_SHOCK_API void JslSetCallback(void(*callback)(int, JOY_SHOCK_STATE, JOY_SHOCK_STATE, IMU_STATE, IMU_STATE, float));
// this function will get called for each input event, even if touch data didn't update
extern "C" JOY_SHOCK_API void JslSetTouchCallback(void(*callback)(int, TOUCH_STATE, TOUCH_STATE, float));
// what kind of controller is this?
extern "C" JOY_SHOCK_API int JslGetControllerType(int deviceId);
// is this a left, right, or full controller?
extern "C" JOY_SHOCK_API int JslGetControllerSplitType(int deviceId);
// what colour is the controller (not all controllers support this; those that don't will report white)
extern "C" JOY_SHOCK_API int JslGetControllerColour(int deviceId);
extern "C" JOY_SHOCK_API int JslGetControllerButtonColour(int deviceId);
extern "C" JOY_SHOCK_API int JslGetControllerLeftGripColour(int deviceId);
extern "C" JOY_SHOCK_API int JslGetControllerRightGripColour(int deviceId);
// 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)
extern "C" JOY_SHOCK_API void JslSetLightColour(int deviceId, int colour);
// set controller rumble
extern "C" JOY_SHOCK_API void JslSetRumble(int deviceId, int smallRumble, int bigRumble);
extern "C" JOY_SHOCK_API void JslSetRumbleFrequency(int deviceId, float smallRumble, float bigRumble, float smallFrequency, float bigFrequency);
// 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)
extern "C" JOY_SHOCK_API void JslSetPlayerNumber(int deviceId, int number);