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libakgl/include/akgl/controller.h

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/**
* @file controller.h
* @brief Declares the public controller API.
*/
#ifndef _CONTROLLER_H_
#define _CONTROLLER_H_
#include <SDL3/SDL.h>
#include <akerror.h>
#include "types.h"
#define AKGL_MAX_CONTROL_MAPS 8
#define AKGL_MAX_CONTROLS 32
/** @brief Maps one SDL input to pressed and released callbacks. */
typedef struct {
uint32_t event_on;
uint32_t event_off;
uint8_t button;
SDL_Keycode key;
uint8_t axis;
uint8_t axis_range_min;
uint8_t axis_range_max;
akerr_ErrorContext AKERR_NOIGNORE *(*handler_on)(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *(*handler_off)(akgl_Actor *obj, SDL_Event *event);
} akgl_Control;
/** @brief Groups input bindings for one actor and its input devices. */
typedef struct {
akgl_Actor *target;
uint16_t nextMap;
akgl_Control controls[AKGL_MAX_CONTROLS];
SDL_KeyboardID kbid;
SDL_JoystickID jsid;
SDL_MouseID mouseid;
SDL_PenID penid;
} akgl_ControlMap;
/** @brief Stores all process-wide actor input maps. */
extern akgl_ControlMap GAME_ControlMaps[AKGL_MAX_CONTROL_MAPS];
/**
* @brief Controller list keyboards.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_list_keyboards(void);
/**
* @brief Controller handle event.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_event(void *appstate, SDL_Event *event);
/**
* @brief Controller handle button down.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_button_down(void *appstate, SDL_Event *event);
/**
* @brief Controller handle button up.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_button_up(void *appstate, SDL_Event *event);
/**
* @brief Controller handle added.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_added(void *appstate, SDL_Event *event);
/**
* @brief Controller handle removed.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_removed(void *appstate, SDL_Event *event);
/**
* @brief Controller pushmap.
* @param controlmapid Index of the control map to update.
* @param control Control binding to append to the selected map.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_pushmap(int controlmapid, akgl_Control *control);
/**
* @brief Controller default.
* @param controlmapid Index of the control map to update.
* @param actorname Registry name of the controlled actor.
* @param kbid SDL keyboard identifier assigned to the map.
* @param jsid SDL joystick or gamepad identifier assigned to the map.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
* @throws AKGL_ERR_REGISTRY When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, char *actorname, int kbid, int jsid);
/**
* @brief Controller open gamepads.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_open_gamepads(void);
#endif // _CONTROLLER_H_