karl2d.doc.odin 18 KB

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  1. // This file is purely documentational. It is generated from the contents of 'karl2d.odin'.
  2. #+build ignore
  3. package karl2d
  4. //-----------------------------------------------//
  5. // SETUP, WINDOW MANAGEMENT AND FRAME MANAGEMENT //
  6. //-----------------------------------------------//
  7. // Opens a window and initializes some internal state. The internal state will use `allocator` for
  8. // all dynamically allocated memory. The return value can be ignored unless you need to later call
  9. // `set_internal_state`.
  10. init :: proc(window_width: int, window_height: int, window_title: string,
  11. window_creation_flags := Window_Flags {},
  12. allocator := context.allocator, loc := #caller_location) -> ^State
  13. // Returns true if the program wants to shut down. This happens when for example pressing the close
  14. // button on the window. The application can decide if it wants to shut down or if it wants to show
  15. // some kind of confirmation dialogue and shut down later.
  16. //
  17. // Commonly used for creating the "main loop" of a game.
  18. shutdown_wanted :: proc() -> bool
  19. // Closes the window and cleans up the internal state.
  20. shutdown :: proc()
  21. // Clear the backbuffer with supplied color.
  22. clear :: proc(color: Color)
  23. // Present the backbuffer. Call at end of frame to make everything you've drawn appear on the
  24. // screen. Also clears the frame_allocator that Karl2D uses for allocations that have the lifetime
  25. // of a single frame.
  26. present :: proc()
  27. // Call at start or end of frame to process all events that have arrived to the window. This
  28. // includes keyboard, mouse, gamepad and window events.
  29. //
  30. // WARNING: Not calling this will make your program impossible to interact with.
  31. process_events :: proc()
  32. get_screen_width :: proc() -> int
  33. get_screen_height :: proc() -> int
  34. set_window_position :: proc(x: int, y: int)
  35. set_window_size :: proc(width: int, height: int)
  36. // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
  37. // 1 means 100% scale, 1.5 means 150% etc.
  38. get_window_scale :: proc() -> f32
  39. set_window_flags :: proc(flags: Window_Flags)
  40. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  41. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  42. // procedures run:
  43. //
  44. // - present
  45. // - set_camera
  46. // - set_shader
  47. // - set_shader_constant
  48. // - set_scissor_rect
  49. // - draw_texture_* IF previous draw did not use the same texture (1)
  50. // - draw_rect_*, draw_circle_*, draw_line IF previous draw did not use the shapes drawing texture (2)
  51. //
  52. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  53. // the same batch must use the same texture. So drawing with a new texture will draw the current
  54. // batch. You can combine several textures into an atlas to get bigger batches.
  55. //
  56. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  57. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  58. // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
  59. // drawing texture so that you can put it into an atlas.
  60. //
  61. // The batch has maximum size of VERTEX_BUFFER_MAX bytes. The shader dictates how big a vertex is
  62. // so the maximum number of vertices that can be drawn in each batch is
  63. // VERTEX_BUFFER_MAX / shader.vertex_size
  64. draw_current_batch :: proc()
  65. //-------//
  66. // INPUT //
  67. //-------//
  68. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  69. // 'process_events' runs (probably once per frame).
  70. key_went_down :: proc(key: Keyboard_Key) -> bool
  71. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  72. // Set when 'process_events' runs (probably once per frame).
  73. key_went_up :: proc(key: Keyboard_Key) -> bool
  74. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
  75. // once per frame).
  76. key_is_held :: proc(key: Keyboard_Key) -> bool
  77. mouse_button_went_down :: proc(button: Mouse_Button) -> bool
  78. mouse_button_went_up :: proc(button: Mouse_Button) -> bool
  79. mouse_button_is_held :: proc(button: Mouse_Button) -> bool
  80. get_mouse_wheel_delta :: proc() -> f32
  81. get_mouse_position :: proc() -> Vec2
  82. get_mouse_delta :: proc() -> Vec2
  83. is_gamepad_active :: proc(gamepad: Gamepad_Index) -> bool
  84. gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  85. gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  86. gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  87. get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32
  88. // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
  89. // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
  90. // not vibrate with the same speed.
  91. set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32)
  92. //---------//
  93. // DRAWING //
  94. //---------//
  95. draw_rect :: proc(r: Rect, c: Color)
  96. draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color)
  97. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color)
  98. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color)
  99. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16)
  100. draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16)
  101. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color)
  102. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE)
  103. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE)
  104. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE)
  105. measure_text :: proc(text: string, font_size: f32) -> Vec2
  106. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color)
  107. draw_text_ex :: proc(font: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color)
  108. //--------------------//
  109. // TEXTURE MANAGEMENT //
  110. //--------------------//
  111. create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture
  112. load_texture_from_file :: proc(filename: string) -> Texture
  113. // TODO should we have an error here or rely on check the handle of the texture?
  114. load_texture_from_bytes :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture
  115. // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
  116. // (w, h) = (texture_width, texture_height)
  117. get_texture_rect :: proc(t: Texture) -> Rect
  118. // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
  119. // `tex` where the new pixels should end up.
  120. update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool
  121. destroy_texture :: proc(tex: Texture)
  122. // Controls how a texture should be filtered. You can choose "point" or "linear" filtering. Which
  123. // means "pixly" or "smooth". This filter will be used for up and down-scaling as well as for
  124. // mipmap sampling. Use `set_texture_filter_ex` if you need to control these settings separately.
  125. set_texture_filter :: proc(t: Texture, filter: Texture_Filter)
  126. // Controls how a texture should be filtered. `scale_down_filter` and `scale_up_filter` controls how
  127. // the texture is filtered when we render the texture at a smaller or larger size.
  128. // `mip_filter` controls how the texture is filtered when it is sampled using _mipmapping_.
  129. //
  130. // TODO: Add mipmapping generation controls for texture and refer to it from here.
  131. set_texture_filter_ex :: proc(
  132. t: Texture,
  133. scale_down_filter: Texture_Filter,
  134. scale_up_filter: Texture_Filter,
  135. mip_filter: Texture_Filter,
  136. )
  137. //-----------------//
  138. // RENDER TEXTURES //
  139. //-----------------//
  140. create_render_texture :: proc(width: int, height: int) -> Render_Texture_Handle
  141. set_render_texture :: proc(render_texture: Render_Texture_Handle)
  142. //-------//
  143. // FONTS //
  144. //-------//
  145. load_font_from_file :: proc(filename: string) -> Font_Handle
  146. load_font_from_bytes :: proc(data: []u8) -> Font_Handle
  147. destroy_font :: proc(font: Font_Handle)
  148. get_default_font :: proc() -> Font_Handle
  149. //---------//
  150. // SHADERS //
  151. //---------//
  152. load_shader :: proc(
  153. vertex_shader_source: string,
  154. fragment_shader_source: string,
  155. layout_formats: []Pixel_Format = {},
  156. ) -> Shader
  157. destroy_shader :: proc(shader: Shader)
  158. get_default_shader :: proc() -> Shader
  159. set_shader :: proc(shader: Maybe(Shader))
  160. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any)
  161. override_shader_input :: proc(shader: Shader, input: int, val: any)
  162. pixel_format_size :: proc(f: Pixel_Format) -> int
  163. //-------------------------------//
  164. // CAMERA AND COORDINATE SYSTEMS //
  165. //-------------------------------//
  166. set_camera :: proc(camera: Maybe(Camera))
  167. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2
  168. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2
  169. get_camera_view_matrix :: proc(c: Camera) -> Mat4
  170. get_camera_world_matrix :: proc(c: Camera) -> Mat4
  171. //------//
  172. // MISC //
  173. //------//
  174. set_scissor_rect :: proc(scissor_rect: Maybe(Rect))
  175. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  176. // library (for example, when doing code hot reload).
  177. set_internal_state :: proc(state: ^State)
  178. //---------------------//
  179. // TYPES AND CONSTANTS //
  180. //---------------------//
  181. Vec2 :: [2]f32
  182. Vec3 :: [3]f32
  183. Vec4 :: [4]f32
  184. Mat4 :: matrix[4,4]f32
  185. // A two dimensional vector of integer numeric type.
  186. Vec2i :: [2]int
  187. // A rectangle that sits at position (x, y) and has size (w, h).
  188. Rect :: struct {
  189. x, y: f32,
  190. w, h: f32,
  191. }
  192. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  193. Color :: [4]u8
  194. WHITE :: Color { 255, 255, 255, 255 }
  195. BLACK :: Color { 0, 0, 0, 255 }
  196. GRAY :: Color { 127, 127, 127, 255 }
  197. RED :: Color { 198, 40, 90, 255 }
  198. GREEN :: Color { 30, 240, 30, 255 }
  199. BLANK :: Color { 0, 0, 0, 0 }
  200. BLUE :: Color { 30, 116, 240, 255 }
  201. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  202. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  203. RL_GRAY :: Color { 130, 130, 130, 255 }
  204. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  205. RL_YELLOW :: Color { 253, 249, 0, 255 }
  206. RL_GOLD :: Color { 255, 203, 0, 255 }
  207. RL_ORANGE :: Color { 255, 161, 0, 255 }
  208. RL_PINK :: Color { 255, 109, 194, 255 }
  209. RL_RED :: Color { 230, 41, 55, 255 }
  210. RL_MAROON :: Color { 190, 33, 55, 255 }
  211. RL_GREEN :: Color { 0, 228, 48, 255 }
  212. RL_LIME :: Color { 0, 158, 47, 255 }
  213. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  214. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  215. RL_BLUE :: Color { 0, 121, 241, 255 }
  216. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  217. RL_PURPLE :: Color { 200, 122, 255, 255 }
  218. RL_VIOLET :: Color { 135, 60, 190, 255 }
  219. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  220. RL_BEIGE :: Color { 211, 176, 131, 255 }
  221. RL_BROWN :: Color { 127, 106, 79, 255 }
  222. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  223. RL_WHITE :: WHITE
  224. RL_BLACK :: BLACK
  225. RL_BLANK :: BLANK
  226. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  227. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  228. Texture :: struct {
  229. handle: Texture_Handle,
  230. width: int,
  231. height: int,
  232. }
  233. Texture_Filter :: enum {
  234. Point, // Similar to "nearest neighbor". Pixly texture scaling.
  235. Linear, // Smoothed texture scaling.
  236. }
  237. Camera :: struct {
  238. target: Vec2,
  239. offset: Vec2,
  240. rotation: f32,
  241. zoom: f32,
  242. }
  243. Window_Flag :: enum {
  244. Resizable,
  245. }
  246. Window_Flags :: bit_set[Window_Flag]
  247. Shader_Handle :: distinct Handle
  248. SHADER_NONE :: Shader_Handle {}
  249. Shader_Constant_Location :: struct {
  250. offset: int,
  251. size: int,
  252. }
  253. Shader :: struct {
  254. handle: Shader_Handle,
  255. // We store the CPU-side value of all constants in a single buffer to have less allocations.
  256. // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
  257. // maps a name to a constant location.
  258. constants_data: []u8,
  259. constants: []Shader_Constant_Location,
  260. constant_lookup: map[string]Shader_Constant_Location,
  261. // Maps built in constant types such as "model view projection matrix" to a location.
  262. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  263. texture_bindpoints: []Texture_Handle,
  264. texture_lookup: map[string]int,
  265. default_texture_index: Maybe(int),
  266. inputs: []Shader_Input,
  267. input_overrides: []Shader_Input_Value_Override,
  268. default_input_offsets: [Shader_Default_Inputs]int,
  269. vertex_size: int,
  270. }
  271. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  272. Shader_Input_Value_Override :: struct {
  273. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  274. used: int,
  275. }
  276. Shader_Input_Type :: enum {
  277. F32,
  278. Vec2,
  279. Vec3,
  280. Vec4,
  281. }
  282. Shader_Builtin_Constant :: enum {
  283. MVP,
  284. }
  285. Shader_Default_Inputs :: enum {
  286. Unknown,
  287. Position,
  288. UV,
  289. Color,
  290. }
  291. Shader_Input :: struct {
  292. name: string,
  293. register: int,
  294. type: Shader_Input_Type,
  295. format: Pixel_Format,
  296. }
  297. Pixel_Format :: enum {
  298. Unknown,
  299. RGBA_32_Float,
  300. RGB_32_Float,
  301. RG_32_Float,
  302. R_32_Float,
  303. RGBA_8_Norm,
  304. RG_8_Norm,
  305. R_8_Norm,
  306. R_8_UInt,
  307. }
  308. Font :: struct {
  309. atlas: Texture,
  310. // internal
  311. fontstash_handle: int,
  312. }
  313. Handle :: hm.Handle
  314. Texture_Handle :: distinct Handle
  315. Render_Texture_Handle :: distinct Handle
  316. Font_Handle :: distinct int
  317. FONT_NONE :: Font_Handle {}
  318. TEXTURE_NONE :: Texture_Handle {}
  319. RENDER_TEXTURE_NONE :: Render_Texture_Handle {}
  320. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  321. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  322. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  323. // reload).
  324. State :: struct {
  325. allocator: runtime.Allocator,
  326. frame_arena: runtime.Arena,
  327. frame_allocator: runtime.Allocator,
  328. win: Window_Interface,
  329. window_state: rawptr,
  330. rb: Render_Backend_Interface,
  331. rb_state: rawptr,
  332. fs: fs.FontContext,
  333. shutdown_wanted: bool,
  334. mouse_position: Vec2,
  335. mouse_delta: Vec2,
  336. mouse_wheel_delta: f32,
  337. key_went_down: #sparse [Keyboard_Key]bool,
  338. key_went_up: #sparse [Keyboard_Key]bool,
  339. key_is_held: #sparse [Keyboard_Key]bool,
  340. mouse_button_went_down: #sparse [Mouse_Button]bool,
  341. mouse_button_went_up: #sparse [Mouse_Button]bool,
  342. mouse_button_is_held: #sparse [Mouse_Button]bool,
  343. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  344. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  345. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  346. window: Window_Handle,
  347. default_font: Font_Handle,
  348. fonts: [dynamic]Font,
  349. shape_drawing_texture: Texture_Handle,
  350. batch_font: Font_Handle,
  351. batch_camera: Maybe(Camera),
  352. batch_shader: Shader,
  353. batch_scissor: Maybe(Rect),
  354. batch_texture: Texture_Handle,
  355. batch_render_texture: Render_Texture_Handle,
  356. view_matrix: Mat4,
  357. proj_matrix: Mat4,
  358. depth: f32,
  359. depth_start: f32,
  360. depth_increment: f32,
  361. vertex_buffer_cpu: []u8,
  362. vertex_buffer_cpu_used: int,
  363. default_shader: Shader,
  364. }
  365. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  366. // options presented here.
  367. Mouse_Button :: enum {
  368. Left,
  369. Right,
  370. Middle,
  371. Max = 255,
  372. }
  373. // Based on Raylib / GLFW
  374. Keyboard_Key :: enum {
  375. None = 0,
  376. // Numeric keys (top row)
  377. N0 = 48,
  378. N1 = 49,
  379. N2 = 50,
  380. N3 = 51,
  381. N4 = 52,
  382. N5 = 53,
  383. N6 = 54,
  384. N7 = 55,
  385. N8 = 56,
  386. N9 = 57,
  387. // Letter keys
  388. A = 65,
  389. B = 66,
  390. C = 67,
  391. D = 68,
  392. E = 69,
  393. F = 70,
  394. G = 71,
  395. H = 72,
  396. I = 73,
  397. J = 74,
  398. K = 75,
  399. L = 76,
  400. M = 77,
  401. N = 78,
  402. O = 79,
  403. P = 80,
  404. Q = 81,
  405. R = 82,
  406. S = 83,
  407. T = 84,
  408. U = 85,
  409. V = 86,
  410. W = 87,
  411. X = 88,
  412. Y = 89,
  413. Z = 90,
  414. // Special characters
  415. Apostrophe = 39,
  416. Comma = 44,
  417. Minus = 45,
  418. Period = 46,
  419. Slash = 47,
  420. Semicolon = 59,
  421. Equal = 61,
  422. Left_Bracket = 91,
  423. Backslash = 92,
  424. Right_Bracket = 93,
  425. Grave_Accent = 96,
  426. // Function keys, modifiers, caret control etc
  427. Space = 32,
  428. Escape = 256,
  429. Enter = 257,
  430. Tab = 258,
  431. Backspace = 259,
  432. Insert = 260,
  433. Delete = 261,
  434. Right = 262,
  435. Left = 263,
  436. Down = 264,
  437. Up = 265,
  438. Page_Up = 266,
  439. Page_Down = 267,
  440. Home = 268,
  441. End = 269,
  442. Caps_Lock = 280,
  443. Scroll_Lock = 281,
  444. Num_Lock = 282,
  445. Print_Screen = 283,
  446. Pause = 284,
  447. F1 = 290,
  448. F2 = 291,
  449. F3 = 292,
  450. F4 = 293,
  451. F5 = 294,
  452. F6 = 295,
  453. F7 = 296,
  454. F8 = 297,
  455. F9 = 298,
  456. F10 = 299,
  457. F11 = 300,
  458. F12 = 301,
  459. Left_Shift = 340,
  460. Left_Control = 341,
  461. Left_Alt = 342,
  462. Left_Super = 343,
  463. Right_Shift = 344,
  464. Right_Control = 345,
  465. Right_Alt = 346,
  466. Right_Super = 347,
  467. Menu = 348,
  468. // Numpad keys
  469. NP_0 = 320,
  470. NP_1 = 321,
  471. NP_2 = 322,
  472. NP_3 = 323,
  473. NP_4 = 324,
  474. NP_5 = 325,
  475. NP_6 = 326,
  476. NP_7 = 327,
  477. NP_8 = 328,
  478. NP_9 = 329,
  479. NP_Decimal = 330,
  480. NP_Divide = 331,
  481. NP_Multiply = 332,
  482. NP_Subtract = 333,
  483. NP_Add = 334,
  484. NP_Enter = 335,
  485. NP_Equal = 336,
  486. }
  487. MAX_GAMEPADS :: 4
  488. // A value between 0 and MAX_GAMEPADS - 1
  489. Gamepad_Index :: int
  490. Gamepad_Axis :: enum {
  491. Left_Stick_X,
  492. Left_Stick_Y,
  493. Right_Stick_X,
  494. Right_Stick_Y,
  495. Left_Trigger,
  496. Right_Trigger,
  497. }
  498. Gamepad_Button :: enum {
  499. // DPAD buttons
  500. Left_Face_Up,
  501. Left_Face_Down,
  502. Left_Face_Left,
  503. Left_Face_Right,
  504. Right_Face_Up, // XBOX: Y, PS: Triangle
  505. Right_Face_Down, // XBOX: A, PS: X
  506. Right_Face_Left, // XBOX: X, PS: Square
  507. Right_Face_Right, // XBOX: B, PS: Circle
  508. Left_Shoulder,
  509. Left_Trigger,
  510. Right_Shoulder,
  511. Right_Trigger,
  512. Left_Stick_Press, // Clicking the left analogue stick
  513. Right_Stick_Press, // Clicking the right analogue stick
  514. Middle_Face_Left, // Select / back / options button
  515. Middle_Face_Middle, // PS button (not available on XBox)
  516. Middle_Face_Right, // Start
  517. }