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/* Generated by wayland-scanner 1.13.0 */
#ifndef GAMING_INPUT_UNSTABLE_V1_SERVER_PROTOCOL_H
#define GAMING_INPUT_UNSTABLE_V1_SERVER_PROTOCOL_H
#include <stdint.h>
#include <stddef.h>
#include "wayland-server.h"
#ifdef __cplusplus
extern "C" {
#endif
struct wl_client;
struct wl_resource;
/**
* @page page_gaming_input_unstable_v1 The gaming_input_unstable_v1 protocol
* @section page_ifaces_gaming_input_unstable_v1 Interfaces
* - @subpage page_iface_zcr_gaming_input_v1 - extends wl_seat with gaming input devices
* - @subpage page_iface_zcr_gamepad_v1 - gamepad input device
* @section page_copyright_gaming_input_unstable_v1 Copyright
* <pre>
*
* Copyright 2016 The Chromium Authors.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
* </pre>
*/
struct wl_seat;
struct zcr_gamepad_v1;
struct zcr_gaming_input_v1;
/**
* @page page_iface_zcr_gaming_input_v1 zcr_gaming_input_v1
* @section page_iface_zcr_gaming_input_v1_desc Description
*
* A global interface to provide gaming input devices for a given seat.
*
* Currently only gamepad devices are supported.
*
* Warning! The protocol described in this file is experimental and
* backward incompatible changes may be made. Backward compatible changes
* may be added together with the corresponding uinterface version bump.
* Backward incompatible changes are done by bumping the version number in
* the protocol and uinterface names and resetting the interface version.
* Once the protocol is to be declared stable, the 'z' prefix and the
* version number in the protocol and interface names are removed and the
* interface version number is reset.
* @section page_iface_zcr_gaming_input_v1_api API
* See @ref iface_zcr_gaming_input_v1.
*/
/**
* @defgroup iface_zcr_gaming_input_v1 The zcr_gaming_input_v1 interface
*
* A global interface to provide gaming input devices for a given seat.
*
* Currently only gamepad devices are supported.
*
* Warning! The protocol described in this file is experimental and
* backward incompatible changes may be made. Backward compatible changes
* may be added together with the corresponding uinterface version bump.
* Backward incompatible changes are done by bumping the version number in
* the protocol and uinterface names and resetting the interface version.
* Once the protocol is to be declared stable, the 'z' prefix and the
* version number in the protocol and interface names are removed and the
* interface version number is reset.
*/
extern const struct wl_interface zcr_gaming_input_v1_interface;
/**
* @page page_iface_zcr_gamepad_v1 zcr_gamepad_v1
* @section page_iface_zcr_gamepad_v1_desc Description
*
* The zcr_gamepad_v1 interface represents one or more gamepad input devices,
* which are reported as a normalized 'Standard Gamepad' as it is specified
* by the W3C Gamepad API at: https://w3c.github.io/gamepad/#remapping
* @section page_iface_zcr_gamepad_v1_api API
* See @ref iface_zcr_gamepad_v1.
*/
/**
* @defgroup iface_zcr_gamepad_v1 The zcr_gamepad_v1 interface
*
* The zcr_gamepad_v1 interface represents one or more gamepad input devices,
* which are reported as a normalized 'Standard Gamepad' as it is specified
* by the W3C Gamepad API at: https://w3c.github.io/gamepad/#remapping
*/
extern const struct wl_interface zcr_gamepad_v1_interface;
/**
* @ingroup iface_zcr_gaming_input_v1
* @struct zcr_gaming_input_v1_interface
*/
struct zcr_gaming_input_v1_interface {
/**
* get gamepad device assigned to seat
*
* Create gamepad object. See zcr_gamepad_v1 interface for
* details.
*/
void (*get_gamepad)(struct wl_client *client,
struct wl_resource *resource,
uint32_t id,
struct wl_resource *seat);
};
/**
* @ingroup iface_zcr_gaming_input_v1
*/
#define ZCR_GAMING_INPUT_V1_GET_GAMEPAD_SINCE_VERSION 1
#ifndef ZCR_GAMEPAD_V1_GAMEPAD_STATE_ENUM
#define ZCR_GAMEPAD_V1_GAMEPAD_STATE_ENUM
/**
* @ingroup iface_zcr_gamepad_v1
* connection state
*/
enum zcr_gamepad_v1_gamepad_state {
/**
* no gamepads are connected or on.
*/
ZCR_GAMEPAD_V1_GAMEPAD_STATE_OFF = 0,
/**
* at least one gamepad is connected.
*/
ZCR_GAMEPAD_V1_GAMEPAD_STATE_ON = 1,
};
#endif /* ZCR_GAMEPAD_V1_GAMEPAD_STATE_ENUM */
#ifndef ZCR_GAMEPAD_V1_BUTTON_STATE_ENUM
#define ZCR_GAMEPAD_V1_BUTTON_STATE_ENUM
/**
* @ingroup iface_zcr_gamepad_v1
* physical button state
*
* Describes the physical state of a button that produced the button
* event.
*/
enum zcr_gamepad_v1_button_state {
/**
* the button is not pressed
*/
ZCR_GAMEPAD_V1_BUTTON_STATE_RELEASED = 0,
/**
* the button is pressed
*/
ZCR_GAMEPAD_V1_BUTTON_STATE_PRESSED = 1,
};
#endif /* ZCR_GAMEPAD_V1_BUTTON_STATE_ENUM */
/**
* @ingroup iface_zcr_gamepad_v1
* @struct zcr_gamepad_v1_interface
*/
struct zcr_gamepad_v1_interface {
/**
* destroy gamepad object
*
*
*/
void (*destroy)(struct wl_client *client,
struct wl_resource *resource);
};
#define ZCR_GAMEPAD_V1_STATE_CHANGE 0
#define ZCR_GAMEPAD_V1_AXIS 1
#define ZCR_GAMEPAD_V1_BUTTON 2
#define ZCR_GAMEPAD_V1_FRAME 3
/**
* @ingroup iface_zcr_gamepad_v1
*/
#define ZCR_GAMEPAD_V1_STATE_CHANGE_SINCE_VERSION 1
/**
* @ingroup iface_zcr_gamepad_v1
*/
#define ZCR_GAMEPAD_V1_AXIS_SINCE_VERSION 1
/**
* @ingroup iface_zcr_gamepad_v1
*/
#define ZCR_GAMEPAD_V1_BUTTON_SINCE_VERSION 1
/**
* @ingroup iface_zcr_gamepad_v1
*/
#define ZCR_GAMEPAD_V1_FRAME_SINCE_VERSION 1
/**
* @ingroup iface_zcr_gamepad_v1
*/
#define ZCR_GAMEPAD_V1_DESTROY_SINCE_VERSION 1
/**
* @ingroup iface_zcr_gamepad_v1
* Sends an state_change event to the client owning the resource.
* @param resource_ The client's resource
* @param state new state
*/
static inline void
zcr_gamepad_v1_send_state_change(struct wl_resource *resource_, uint32_t state)
{
wl_resource_post_event(resource_, ZCR_GAMEPAD_V1_STATE_CHANGE, state);
}
/**
* @ingroup iface_zcr_gamepad_v1
* Sends an axis event to the client owning the resource.
* @param resource_ The client's resource
* @param time timestamp with millisecond granularity
* @param axis axis that produced this event
* @param value new value of axis
*/
static inline void
zcr_gamepad_v1_send_axis(struct wl_resource *resource_, uint32_t time, uint32_t axis, wl_fixed_t value)
{
wl_resource_post_event(resource_, ZCR_GAMEPAD_V1_AXIS, time, axis, value);
}
/**
* @ingroup iface_zcr_gamepad_v1
* Sends an button event to the client owning the resource.
* @param resource_ The client's resource
* @param time timestamp with millisecond granularity
* @param button id of button
* @param state digital state of the button
* @param analog analog value of the button
*/
static inline void
zcr_gamepad_v1_send_button(struct wl_resource *resource_, uint32_t time, uint32_t button, uint32_t state, wl_fixed_t analog)
{
wl_resource_post_event(resource_, ZCR_GAMEPAD_V1_BUTTON, time, button, state, analog);
}
/**
* @ingroup iface_zcr_gamepad_v1
* Sends an frame event to the client owning the resource.
* @param resource_ The client's resource
* @param time timestamp with millisecond granularity
*/
static inline void
zcr_gamepad_v1_send_frame(struct wl_resource *resource_, uint32_t time)
{
wl_resource_post_event(resource_, ZCR_GAMEPAD_V1_FRAME, time);
}
#ifdef __cplusplus
}
#endif
#endif