SDL  2.0
SDL_gamecontroller.h File Reference
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_joystick.h"
#include "begin_code.h"
#include "close_code.h"
+ Include dependency graph for SDL_gamecontroller.h:
+ This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  SDL_GameControllerButtonBind
 

Macros

#define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
 

Enumerations

enum  SDL_GameControllerBindType {
  SDL_CONTROLLER_BINDTYPE_NONE = 0,
  SDL_CONTROLLER_BINDTYPE_BUTTON,
  SDL_CONTROLLER_BINDTYPE_AXIS,
  SDL_CONTROLLER_BINDTYPE_HAT
}
 
enum  SDL_GameControllerAxis {
  SDL_CONTROLLER_AXIS_INVALID = -1,
  SDL_CONTROLLER_AXIS_LEFTX,
  SDL_CONTROLLER_AXIS_LEFTY,
  SDL_CONTROLLER_AXIS_RIGHTX,
  SDL_CONTROLLER_AXIS_RIGHTY,
  SDL_CONTROLLER_AXIS_TRIGGERLEFT,
  SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
  SDL_CONTROLLER_AXIS_MAX
}
 
enum  SDL_GameControllerButton {
  SDL_CONTROLLER_BUTTON_INVALID = -1,
  SDL_CONTROLLER_BUTTON_A,
  SDL_CONTROLLER_BUTTON_B,
  SDL_CONTROLLER_BUTTON_X,
  SDL_CONTROLLER_BUTTON_Y,
  SDL_CONTROLLER_BUTTON_BACK,
  SDL_CONTROLLER_BUTTON_GUIDE,
  SDL_CONTROLLER_BUTTON_START,
  SDL_CONTROLLER_BUTTON_LEFTSTICK,
  SDL_CONTROLLER_BUTTON_RIGHTSTICK,
  SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
  SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
  SDL_CONTROLLER_BUTTON_DPAD_UP,
  SDL_CONTROLLER_BUTTON_DPAD_DOWN,
  SDL_CONTROLLER_BUTTON_DPAD_LEFT,
  SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
  SDL_CONTROLLER_BUTTON_MAX
}
 

Functions

int SDL_GameControllerAddMappingsFromRW (SDL_RWops *rw, int freerw)
 
int SDL_GameControllerAddMapping (const char *mappingString)
 
int SDL_GameControllerNumMappings (void)
 
char * SDL_GameControllerMappingForIndex (int mapping_index)
 
char * SDL_GameControllerMappingForGUID (SDL_JoystickGUID guid)
 
char * SDL_GameControllerMapping (SDL_GameController *gamecontroller)
 
SDL_bool SDL_IsGameController (int joystick_index)
 
const char * SDL_GameControllerNameForIndex (int joystick_index)
 
char * SDL_GameControllerMappingForDeviceIndex (int joystick_index)
 
SDL_GameController * SDL_GameControllerOpen (int joystick_index)
 
SDL_GameController * SDL_GameControllerFromInstanceID (SDL_JoystickID joyid)
 
const char * SDL_GameControllerName (SDL_GameController *gamecontroller)
 
int SDL_GameControllerGetPlayerIndex (SDL_GameController *gamecontroller)
 
Uint16 SDL_GameControllerGetVendor (SDL_GameController *gamecontroller)
 
Uint16 SDL_GameControllerGetProduct (SDL_GameController *gamecontroller)
 
Uint16 SDL_GameControllerGetProductVersion (SDL_GameController *gamecontroller)
 
SDL_bool SDL_GameControllerGetAttached (SDL_GameController *gamecontroller)
 
SDL_Joystick * SDL_GameControllerGetJoystick (SDL_GameController *gamecontroller)
 
int SDL_GameControllerEventState (int state)
 
void SDL_GameControllerUpdate (void)
 
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString (const char *pchString)
 
const char * SDL_GameControllerGetStringForAxis (SDL_GameControllerAxis axis)
 
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
Sint16 SDL_GameControllerGetAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
SDL_GameControllerButton SDL_GameControllerGetButtonFromString (const char *pchString)
 
const char * SDL_GameControllerGetStringForButton (SDL_GameControllerButton button)
 
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button)
 
Uint8 SDL_GameControllerGetButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button)
 
int SDL_GameControllerRumble (SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
 
void SDL_GameControllerClose (SDL_GameController *gamecontroller)
 

Detailed Description

Include file for SDL game controller event handling

In order to use these functions, SDL_Init() must have been called with the SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system for game controllers, and load appropriate drivers.

If you would like to receive controller updates while the application is in the background, you should set the following hint before calling SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS

Definition in file SDL_gamecontroller.h.

Macro Definition Documentation

◆ SDL_GameControllerAddMappingsFromFile

#define SDL_GameControllerAddMappingsFromFile (   file)    SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)

Load a set of mappings from a file, filtered by the current SDL_GetPlatform()

Convenience macro.

Definition at line 129 of file SDL_gamecontroller.h.

Referenced by main(), and SDL_GameControllerInitMappings().

Enumeration Type Documentation

◆ SDL_GameControllerAxis

The list of axes available from a controller

Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though advanced UI will allow users to set or autodetect the dead zone, which varies between controllers.

Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.

Enumerator
SDL_CONTROLLER_AXIS_INVALID 
SDL_CONTROLLER_AXIS_LEFTX 
SDL_CONTROLLER_AXIS_LEFTY 
SDL_CONTROLLER_AXIS_RIGHTX 
SDL_CONTROLLER_AXIS_RIGHTY 
SDL_CONTROLLER_AXIS_TRIGGERLEFT 
SDL_CONTROLLER_AXIS_TRIGGERRIGHT 
SDL_CONTROLLER_AXIS_MAX 

Definition at line 272 of file SDL_gamecontroller.h.

◆ SDL_GameControllerBindType

Enumerator
SDL_CONTROLLER_BINDTYPE_NONE 
SDL_CONTROLLER_BINDTYPE_BUTTON 
SDL_CONTROLLER_BINDTYPE_AXIS 
SDL_CONTROLLER_BINDTYPE_HAT 

Definition at line 61 of file SDL_gamecontroller.h.

◆ SDL_GameControllerButton

The list of buttons available from a controller

Enumerator
SDL_CONTROLLER_BUTTON_INVALID 
SDL_CONTROLLER_BUTTON_A 
SDL_CONTROLLER_BUTTON_B 
SDL_CONTROLLER_BUTTON_X 
SDL_CONTROLLER_BUTTON_Y 
SDL_CONTROLLER_BUTTON_BACK 
SDL_CONTROLLER_BUTTON_GUIDE 
SDL_CONTROLLER_BUTTON_START 
SDL_CONTROLLER_BUTTON_LEFTSTICK 
SDL_CONTROLLER_BUTTON_RIGHTSTICK 
SDL_CONTROLLER_BUTTON_LEFTSHOULDER 
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER 
SDL_CONTROLLER_BUTTON_DPAD_UP 
SDL_CONTROLLER_BUTTON_DPAD_DOWN 
SDL_CONTROLLER_BUTTON_DPAD_LEFT 
SDL_CONTROLLER_BUTTON_DPAD_RIGHT 
SDL_CONTROLLER_BUTTON_MAX 

Definition at line 316 of file SDL_gamecontroller.h.

317 {
SDL_GameControllerButton

Function Documentation

◆ SDL_GameControllerAddMapping()

int SDL_GameControllerAddMapping ( const char *  mappingString)

Add or update an existing mapping configuration

Returns
1 if mapping is added, 0 if updated, -1 on error

Definition at line 1200 of file SDL_gamecontroller.c.

References SDL_CONTROLLER_MAPPING_PRIORITY_API, and SDL_PrivateGameControllerAddMapping().

Referenced by SDL_GameControllerAddMappingsFromRW().

1201 {
1203 }
static int SDL_PrivateGameControllerAddMapping(const char *mappingString, SDL_ControllerMappingPriority priority)

◆ SDL_GameControllerAddMappingsFromRW()

int SDL_GameControllerAddMappingsFromRW ( SDL_RWops rw,
int  freerw 
)

To count the number of game controllers in the system for the following: int nJoysticks = SDL_NumJoysticks(); int nGameControllers = 0; for (int i = 0; i < nJoysticks; i++) { if (SDL_IsGameController(i)) { nGameControllers++; } }

Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: guid,name,mappings

Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. The mapping format for joystick is: bX - a joystick button, index X hX.Y - hat X with value Y aX - axis X of the joystick Buttons can be used as a controller axis and vice versa.

This string shows an example of a valid mapping for a controller "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt

If freerw is non-zero, the stream will be closed after being read.

Returns
number of mappings added, -1 on error

Definition at line 1078 of file SDL_gamecontroller.c.

References sort_controllers::controllers, NULL, SDL_arraysize, SDL_CONTROLLER_PLATFORM_FIELD, SDL_free, SDL_GameControllerAddMapping(), SDL_GetPlatform, SDL_malloc, SDL_RWclose, SDL_RWread, SDL_RWsize, SDL_SetError, SDL_strchr, SDL_strlcpy, SDL_strlen, SDL_strncasecmp, and SDL_strstr.

1079 {
1080  const char *platform = SDL_GetPlatform();
1081  int controllers = 0;
1082  char *buf, *line, *line_end, *tmp, *comma, line_platform[64];
1083  size_t db_size, platform_len;
1084 
1085  if (rw == NULL) {
1086  return SDL_SetError("Invalid RWops");
1087  }
1088  db_size = (size_t)SDL_RWsize(rw);
1089 
1090  buf = (char *)SDL_malloc(db_size + 1);
1091  if (buf == NULL) {
1092  if (freerw) {
1093  SDL_RWclose(rw);
1094  }
1095  return SDL_SetError("Could not allocate space to read DB into memory");
1096  }
1097 
1098  if (SDL_RWread(rw, buf, db_size, 1) != 1) {
1099  if (freerw) {
1100  SDL_RWclose(rw);
1101  }
1102  SDL_free(buf);
1103  return SDL_SetError("Could not read DB");
1104  }
1105 
1106  if (freerw) {
1107  SDL_RWclose(rw);
1108  }
1109 
1110  buf[db_size] = '\0';
1111  line = buf;
1112 
1113  while (line < buf + db_size) {
1114  line_end = SDL_strchr(line, '\n');
1115  if (line_end != NULL) {
1116  *line_end = '\0';
1117  } else {
1118  line_end = buf + db_size;
1119  }
1120 
1121  /* Extract and verify the platform */
1123  if (tmp != NULL) {
1125  comma = SDL_strchr(tmp, ',');
1126  if (comma != NULL) {
1127  platform_len = comma - tmp + 1;
1128  if (platform_len + 1 < SDL_arraysize(line_platform)) {
1129  SDL_strlcpy(line_platform, tmp, platform_len);
1130  if (SDL_strncasecmp(line_platform, platform, platform_len) == 0 &&
1131  SDL_GameControllerAddMapping(line) > 0) {
1132  controllers++;
1133  }
1134  }
1135  }
1136  }
1137 
1138  line = line_end + 1;
1139  }
1140 
1141  SDL_free(buf);
1142  return controllers;
1143 }
#define SDL_strlcpy
#define SDL_CONTROLLER_PLATFORM_FIELD
#define SDL_RWread
#define SDL_strncasecmp
#define SDL_strchr
#define SDL_free
int SDL_GameControllerAddMapping(const char *mappingString)
unsigned int size_t
#define SDL_GetPlatform
#define SDL_RWsize
GLenum GLuint GLenum GLsizei const GLchar * buf
#define NULL
Definition: begin_code.h:167
#define SDL_SetError
#define SDL_strlen
#define SDL_RWclose
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:115
#define SDL_malloc
#define SDL_strstr

◆ SDL_GameControllerClose()

void SDL_GameControllerClose ( SDL_GameController *  gamecontroller)

Close a controller previously opened with SDL_GameControllerOpen().

Definition at line 1885 of file SDL_gamecontroller.c.

References NULL, SDL_free, SDL_gamecontrollers, SDL_JoystickClose, SDL_LockJoysticks, and SDL_UnlockJoysticks.

Referenced by SDL_GameControllerQuit().

1886 {
1887  SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
1888 
1889  if (!gamecontroller)
1890  return;
1891 
1893 
1894  /* First decrement ref count */
1895  if (--gamecontroller->ref_count > 0) {
1897  return;
1898  }
1899 
1900  SDL_JoystickClose(gamecontroller->joystick);
1901 
1902  gamecontrollerlist = SDL_gamecontrollers;
1903  gamecontrollerlistprev = NULL;
1904  while (gamecontrollerlist) {
1905  if (gamecontroller == gamecontrollerlist) {
1906  if (gamecontrollerlistprev) {
1907  /* unlink this entry */
1908  gamecontrollerlistprev->next = gamecontrollerlist->next;
1909  } else {
1910  SDL_gamecontrollers = gamecontroller->next;
1911  }
1912  break;
1913  }
1914  gamecontrollerlistprev = gamecontrollerlist;
1915  gamecontrollerlist = gamecontrollerlist->next;
1916  }
1917 
1918  SDL_free(gamecontroller->bindings);
1919  SDL_free(gamecontroller->last_match_axis);
1920  SDL_free(gamecontroller->last_hat_mask);
1921  SDL_free(gamecontroller);
1922 
1924 }
#define SDL_UnlockJoysticks
#define SDL_JoystickClose
static SDL_GameController * SDL_gamecontrollers
#define SDL_free
#define NULL
Definition: begin_code.h:167
#define SDL_LockJoysticks

◆ SDL_GameControllerEventState()

int SDL_GameControllerEventState ( int  state)

Enable/disable controller event polling.

If controller events are disabled, you must call SDL_GameControllerUpdate() yourself and check the state of the controller when you want controller information.

The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE.

Definition at line 2056 of file SDL_gamecontroller.c.

References i, SDL_arraysize, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERBUTTONDOWN, SDL_CONTROLLERBUTTONUP, SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMAPPED, SDL_CONTROLLERDEVICEREMOVED, SDL_ENABLE, SDL_EventState, SDL_IGNORE, and SDL_QUERY.

2057 {
2058 #if SDL_EVENTS_DISABLED
2059  return SDL_IGNORE;
2060 #else
2061  const Uint32 event_list[] = {
2064  };
2065  unsigned int i;
2066 
2067  switch (state) {
2068  case SDL_QUERY:
2069  state = SDL_IGNORE;
2070  for (i = 0; i < SDL_arraysize(event_list); ++i) {
2071  state = SDL_EventState(event_list[i], SDL_QUERY);
2072  if (state == SDL_ENABLE) {
2073  break;
2074  }
2075  }
2076  break;
2077  default:
2078  for (i = 0; i < SDL_arraysize(event_list); ++i) {
2079  SDL_EventState(event_list[i], state);
2080  }
2081  break;
2082  }
2083  return (state);
2084 #endif /* SDL_EVENTS_DISABLED */
2085 }
struct xkb_state * state
#define SDL_ENABLE
Definition: SDL_events.h:759
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
#define SDL_EventState
uint32_t Uint32
Definition: SDL_stdinc.h:203
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:115
#define SDL_QUERY
Definition: SDL_events.h:756
#define SDL_IGNORE
Definition: SDL_events.h:757

◆ SDL_GameControllerFromInstanceID()

SDL_GameController* SDL_GameControllerFromInstanceID ( SDL_JoystickID  joyid)

Return the SDL_GameController associated with an instance id.

Definition at line 1797 of file SDL_gamecontroller.c.

References NULL, SDL_gamecontrollers, SDL_LockJoysticks, and SDL_UnlockJoysticks.

1798 {
1799  SDL_GameController *gamecontroller;
1800 
1802  gamecontroller = SDL_gamecontrollers;
1803  while (gamecontroller) {
1804  if (gamecontroller->joystick->instance_id == joyid) {
1806  return gamecontroller;
1807  }
1808  gamecontroller = gamecontroller->next;
1809  }
1811  return NULL;
1812 }
#define SDL_UnlockJoysticks
static SDL_GameController * SDL_gamecontrollers
#define NULL
Definition: begin_code.h:167
#define SDL_LockJoysticks

◆ SDL_GameControllerGetAttached()

SDL_bool SDL_GameControllerGetAttached ( SDL_GameController *  gamecontroller)

Returns SDL_TRUE if the controller has been opened and currently connected, or SDL_FALSE if it has not.

Definition at line 1773 of file SDL_gamecontroller.c.

References SDL_FALSE, and SDL_JoystickGetAttached.

1774 {
1775  if (!gamecontroller)
1776  return SDL_FALSE;
1777 
1778  return SDL_JoystickGetAttached(gamecontroller->joystick);
1779 }
#define SDL_JoystickGetAttached

◆ SDL_GameControllerGetAxis()

Sint16 SDL_GameControllerGetAxis ( SDL_GameController *  gamecontroller,
SDL_GameControllerAxis  axis 
)

Get the current state of an axis control on a game controller.

The state is a value ranging from -32768 to 32767 (except for the triggers, which range from 0 to 32767).

The axis indices start at index 0.

Definition at line 1635 of file SDL_gamecontroller.c.

References SDL_ExtendedGameControllerBind::axis, SDL_ExtendedGameControllerBind::button, SDL_ExtendedGameControllerBind::hat, i, SDL_ExtendedGameControllerBind::input, SDL_ExtendedGameControllerBind::inputType, SDL_ExtendedGameControllerBind::output, SDL_ExtendedGameControllerBind::outputType, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_CONTROLLER_BINDTYPE_HAT, SDL_JoystickGetAxis, SDL_JoystickGetButton, SDL_JoystickGetHat, and SDL_PRESSED.

1636 {
1637  int i;
1638 
1639  if (!gamecontroller)
1640  return 0;
1641 
1642  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1643  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1644  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
1645  int value = 0;
1646  SDL_bool valid_input_range;
1647  SDL_bool valid_output_range;
1648 
1649  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1650  value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
1651  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
1652  valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
1653  } else {
1654  valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
1655  }
1656  if (valid_input_range) {
1657  if (binding->input.axis.axis_min != binding->output.axis.axis_min || binding->input.axis.axis_max != binding->output.axis.axis_max) {
1658  float normalized_value = (float)(value - binding->input.axis.axis_min) / (binding->input.axis.axis_max - binding->input.axis.axis_min);
1659  value = binding->output.axis.axis_min + (int)(normalized_value * (binding->output.axis.axis_max - binding->output.axis.axis_min));
1660  }
1661  } else {
1662  value = 0;
1663  }
1664  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1665  value = SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
1666  if (value == SDL_PRESSED) {
1667  value = binding->output.axis.axis_max;
1668  }
1669  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1670  int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
1671  if (hat_mask & binding->input.hat.hat_mask) {
1672  value = binding->output.axis.axis_max;
1673  }
1674  }
1675 
1676  if (binding->output.axis.axis_min < binding->output.axis.axis_max) {
1677  valid_output_range = (value >= binding->output.axis.axis_min && value <= binding->output.axis.axis_max);
1678  } else {
1679  valid_output_range = (value >= binding->output.axis.axis_max && value <= binding->output.axis.axis_min);
1680  }
1681  /* If the value is zero, there might be another binding that makes it non-zero */
1682  if (value != 0 && valid_output_range) {
1683  return (Sint16)value;
1684  }
1685  }
1686  }
1687  return 0;
1688 }
#define SDL_JoystickGetButton
union SDL_ExtendedGameControllerBind::@24 input
SDL_GameControllerBindType inputType
union SDL_ExtendedGameControllerBind::@25 output
SDL_Texture * axis
#define SDL_JoystickGetHat
SDL_GameControllerBindType outputType
GLsizei const GLfloat * value
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
SDL_bool
Definition: SDL_stdinc.h:161
#define SDL_JoystickGetAxis
#define SDL_PRESSED
Definition: SDL_events.h:50
int16_t Sint16
Definition: SDL_stdinc.h:185

◆ SDL_GameControllerGetAxisFromString()

SDL_GameControllerAxis SDL_GameControllerGetAxisFromString ( const char *  pchString)

turn this string into a axis mapping

Definition at line 462 of file SDL_gamecontroller.c.

References map_StringForControllerAxis, SDL_CONTROLLER_AXIS_INVALID, and SDL_strcasecmp.

Referenced by SDL_PrivateGameControllerParseElement().

463 {
464  int entry;
465 
466  if (pchString && (*pchString == '+' || *pchString == '-')) {
467  ++pchString;
468  }
469 
470  if (!pchString || !pchString[0]) {
472  }
473 
474  for (entry = 0; map_StringForControllerAxis[entry]; ++entry) {
475  if (!SDL_strcasecmp(pchString, map_StringForControllerAxis[entry]))
476  return (SDL_GameControllerAxis) entry;
477  }
479 }
static const char * map_StringForControllerAxis[]
#define SDL_strcasecmp
SDL_GameControllerAxis

◆ SDL_GameControllerGetBindForAxis()

SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis ( SDL_GameController *  gamecontroller,
SDL_GameControllerAxis  axis 
)

Get the SDL joystick layer binding for this controller button mapping

Definition at line 1818 of file SDL_gamecontroller.c.

References SDL_ExtendedGameControllerBind::axis, SDL_GameControllerButtonBind::axis, SDL_GameControllerButtonBind::bindType, SDL_ExtendedGameControllerBind::button, SDL_GameControllerButtonBind::button, SDL_ExtendedGameControllerBind::hat, SDL_GameControllerButtonBind::hat, i, SDL_ExtendedGameControllerBind::input, SDL_ExtendedGameControllerBind::inputType, SDL_ExtendedGameControllerBind::output, SDL_ExtendedGameControllerBind::outputType, SDL_CONTROLLER_AXIS_INVALID, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_CONTROLLER_BINDTYPE_HAT, SDL_zero, and SDL_GameControllerButtonBind::value.

1819 {
1820  int i;
1822  SDL_zero(bind);
1823 
1824  if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID)
1825  return bind;
1826 
1827  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1828  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1829  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
1830  bind.bindType = binding->inputType;
1831  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1832  /* FIXME: There might be multiple axes bound now that we have axis ranges... */
1833  bind.value.axis = binding->input.axis.axis;
1834  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1835  bind.value.button = binding->input.button;
1836  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1837  bind.value.hat.hat = binding->input.hat.hat;
1838  bind.value.hat.hat_mask = binding->input.hat.hat_mask;
1839  }
1840  break;
1841  }
1842  }
1843  return bind;
1844 }
union SDL_ExtendedGameControllerBind::@24 input
SDL_GameControllerBindType inputType
union SDL_ExtendedGameControllerBind::@25 output
SDL_Texture * axis
SDL_GameControllerBindType bindType
SDL_GameControllerBindType outputType
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
union SDL_GameControllerButtonBind::@0 value

◆ SDL_GameControllerGetBindForButton()

SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton ( SDL_GameController *  gamecontroller,
SDL_GameControllerButton  button 
)

Get the SDL joystick layer binding for this controller button mapping

Definition at line 1850 of file SDL_gamecontroller.c.

References SDL_ExtendedGameControllerBind::axis, SDL_GameControllerButtonBind::axis, SDL_GameControllerButtonBind::bindType, SDL_ExtendedGameControllerBind::button, SDL_GameControllerButtonBind::button, SDL_ExtendedGameControllerBind::hat, SDL_GameControllerButtonBind::hat, i, SDL_ExtendedGameControllerBind::input, SDL_ExtendedGameControllerBind::inputType, SDL_ExtendedGameControllerBind::output, SDL_ExtendedGameControllerBind::outputType, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_CONTROLLER_BINDTYPE_HAT, SDL_CONTROLLER_BUTTON_INVALID, SDL_zero, and SDL_GameControllerButtonBind::value.

1851 {
1852  int i;
1854  SDL_zero(bind);
1855 
1856  if (!gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID)
1857  return bind;
1858 
1859  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1860  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1861  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
1862  bind.bindType = binding->inputType;
1863  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1864  bind.value.axis = binding->input.axis.axis;
1865  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1866  bind.value.button = binding->input.button;
1867  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1868  bind.value.hat.hat = binding->input.hat.hat;
1869  bind.value.hat.hat_mask = binding->input.hat.hat_mask;
1870  }
1871  break;
1872  }
1873  }
1874  return bind;
1875 }
SDL_Texture * button
union SDL_ExtendedGameControllerBind::@24 input
SDL_GameControllerBindType inputType
union SDL_ExtendedGameControllerBind::@25 output
SDL_GameControllerBindType bindType
SDL_GameControllerBindType outputType
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
union SDL_GameControllerButtonBind::@0 value

◆ SDL_GameControllerGetButton()

Uint8 SDL_GameControllerGetButton ( SDL_GameController *  gamecontroller,
SDL_GameControllerButton  button 
)

Get the current state of a button on a game controller.

The button indices start at index 0.

Definition at line 1694 of file SDL_gamecontroller.c.

References SDL_ExtendedGameControllerBind::axis, SDL_ExtendedGameControllerBind::button, SDL_ExtendedGameControllerBind::hat, i, SDL_ExtendedGameControllerBind::input, SDL_ExtendedGameControllerBind::inputType, SDL_ExtendedGameControllerBind::output, SDL_ExtendedGameControllerBind::outputType, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_CONTROLLER_BINDTYPE_HAT, SDL_JoystickGetAxis, SDL_JoystickGetButton, SDL_JoystickGetHat, SDL_PRESSED, and SDL_RELEASED.

1695 {
1696  int i;
1697 
1698  if (!gamecontroller)
1699  return 0;
1700 
1701  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1702  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1703  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
1704  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1705  SDL_bool valid_input_range;
1706 
1707  int value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
1708  int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis.axis_min) / 2;
1709  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
1710  valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
1711  if (valid_input_range) {
1712  return (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
1713  }
1714  } else {
1715  valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
1716  if (valid_input_range) {
1717  return (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
1718  }
1719  }
1720  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1721  return SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
1722  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1723  int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
1724  return (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED;
1725  }
1726  }
1727  }
1728  return SDL_RELEASED;
1729 }
#define SDL_JoystickGetButton
SDL_Texture * button
union SDL_ExtendedGameControllerBind::@24 input
SDL_GameControllerBindType inputType
union SDL_ExtendedGameControllerBind::@25 output
#define SDL_JoystickGetHat
SDL_GameControllerBindType outputType
GLsizei const GLfloat * value
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
SDL_bool
Definition: SDL_stdinc.h:161
#define SDL_JoystickGetAxis
#define SDL_PRESSED
Definition: SDL_events.h:50
#define SDL_RELEASED
Definition: SDL_events.h:49

◆ SDL_GameControllerGetButtonFromString()

SDL_GameControllerButton SDL_GameControllerGetButtonFromString ( const char *  pchString)

turn this string into a button mapping

Definition at line 514 of file SDL_gamecontroller.c.

References map_StringForControllerButton, SDL_CONTROLLER_BUTTON_INVALID, and SDL_strcasecmp.

Referenced by SDL_PrivateGameControllerParseElement().

515 {
516  int entry;
517  if (!pchString || !pchString[0])
519 
520  for (entry = 0; map_StringForControllerButton[entry]; ++entry) {
521  if (SDL_strcasecmp(pchString, map_StringForControllerButton[entry]) == 0)
522  return (SDL_GameControllerButton) entry;
523  }
525 }
SDL_GameControllerButton
#define SDL_strcasecmp
static const char * map_StringForControllerButton[]

◆ SDL_GameControllerGetJoystick()

SDL_Joystick* SDL_GameControllerGetJoystick ( SDL_GameController *  gamecontroller)

Get the underlying joystick object used by a controller

Definition at line 1784 of file SDL_gamecontroller.c.

References NULL.

Referenced by SDL_GameControllerGetPlayerIndex(), SDL_GameControllerGetProduct(), SDL_GameControllerGetProductVersion(), SDL_GameControllerGetVendor(), SDL_GameControllerName(), and SDL_GameControllerRumble().

1785 {
1786  if (!gamecontroller)
1787  return NULL;
1788 
1789  return gamecontroller->joystick;
1790 }
#define NULL
Definition: begin_code.h:167

◆ SDL_GameControllerGetPlayerIndex()

int SDL_GameControllerGetPlayerIndex ( SDL_GameController *  gamecontroller)

Get the player index of an opened game controller, or -1 if it's not available

For XInput controllers this returns the XInput user index.

Definition at line 1745 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetPlayerIndex.

1746 {
1748 }
#define SDL_JoystickGetPlayerIndex
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)

◆ SDL_GameControllerGetProduct()

Uint16 SDL_GameControllerGetProduct ( SDL_GameController *  gamecontroller)

Get the USB product ID of an opened controller, if available. If the product ID isn't available this function returns 0.

Definition at line 1757 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetProduct.

1758 {
1759  return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller));
1760 }
#define SDL_JoystickGetProduct
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)

◆ SDL_GameControllerGetProductVersion()

Uint16 SDL_GameControllerGetProductVersion ( SDL_GameController *  gamecontroller)

Get the product version of an opened controller, if available. If the product version isn't available this function returns 0.

Definition at line 1763 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetProductVersion.

1764 {
1766 }
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
#define SDL_JoystickGetProductVersion

◆ SDL_GameControllerGetStringForAxis()

const char* SDL_GameControllerGetStringForAxis ( SDL_GameControllerAxis  axis)

turn this axis enum into a string mapping

Definition at line 484 of file SDL_gamecontroller.c.

References axis, map_StringForControllerAxis, NULL, SDL_CONTROLLER_AXIS_INVALID, and SDL_CONTROLLER_AXIS_MAX.

485 {
488  }
489  return NULL;
490 }
static const char * map_StringForControllerAxis[]
SDL_Texture * axis
#define NULL
Definition: begin_code.h:167

◆ SDL_GameControllerGetStringForButton()

const char* SDL_GameControllerGetStringForButton ( SDL_GameControllerButton  button)

turn this button enum into a string mapping

Definition at line 530 of file SDL_gamecontroller.c.

References axis, map_StringForControllerButton, NULL, SDL_CONTROLLER_BUTTON_INVALID, and SDL_CONTROLLER_BUTTON_MAX.

531 {
534  }
535  return NULL;
536 }
SDL_Texture * axis
static const char * map_StringForControllerButton[]
#define NULL
Definition: begin_code.h:167

◆ SDL_GameControllerGetVendor()

Uint16 SDL_GameControllerGetVendor ( SDL_GameController *  gamecontroller)

Get the USB vendor ID of an opened controller, if available. If the vendor ID isn't available this function returns 0.

Definition at line 1751 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetVendor.

1752 {
1753  return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller));
1754 }
#define SDL_JoystickGetVendor
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)

◆ SDL_GameControllerMapping()

char* SDL_GameControllerMapping ( SDL_GameController *  gamecontroller)

Get a mapping string for an open GameController

Returns
the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available

Definition at line 1284 of file SDL_gamecontroller.c.

References NULL, and SDL_GameControllerMappingForGUID().

1285 {
1286  if (!gamecontroller) {
1287  return NULL;
1288  }
1289 
1290  return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid);
1291 }
#define NULL
Definition: begin_code.h:167
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)

◆ SDL_GameControllerMappingForDeviceIndex()

char* SDL_GameControllerMappingForDeviceIndex ( int  joystick_index)

Get the mapping of a game controller. This can be called before any controllers are opened.

Returns
the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available

Get the mapping of a game controller. This can be called before any controllers are opened. If no mapping can be found, this function returns NULL.

Definition at line 1419 of file SDL_gamecontroller.c.

References ControllerMapping_t::mapping, ControllerMapping_t::name, NULL, SDL_JoystickGetDeviceGUID, SDL_JoystickGetGUIDString, SDL_LockJoysticks, SDL_malloc, SDL_OutOfMemory, SDL_PrivateGetControllerMapping(), SDL_snprintf, SDL_strlen, and SDL_UnlockJoysticks.

1420 {
1421  char *pMappingString = NULL;
1423 
1425  mapping = SDL_PrivateGetControllerMapping(joystick_index);
1426  if (mapping) {
1427  SDL_JoystickGUID guid;
1428  char pchGUID[33];
1429  size_t needed;
1430  guid = SDL_JoystickGetDeviceGUID(joystick_index);
1431  SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
1432  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1433  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1434  pMappingString = SDL_malloc(needed);
1435  if (!pMappingString) {
1436  SDL_OutOfMemory();
1438  return NULL;
1439  }
1440  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1441  }
1443  return pMappingString;
1444 }
#define SDL_UnlockJoysticks
#define SDL_JoystickGetGUIDString
#define SDL_JoystickGetDeviceGUID
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)
#define NULL
Definition: begin_code.h:167
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
#define SDL_strlen
#define SDL_snprintf
GLenum GLenum GLenum GLenum mapping
#define SDL_malloc
#define SDL_LockJoysticks

◆ SDL_GameControllerMappingForGUID()

char* SDL_GameControllerMappingForGUID ( SDL_JoystickGUID  guid)

Get a mapping string for a GUID

Returns
the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available

Definition at line 1260 of file SDL_gamecontroller.c.

References ControllerMapping_t::mapping, ControllerMapping_t::name, NULL, SDL_FALSE, SDL_JoystickGetGUIDString, SDL_malloc, SDL_OutOfMemory, SDL_PrivateGetControllerMappingForGUID(), SDL_snprintf, and SDL_strlen.

Referenced by SDL_GameControllerMapping().

1261 {
1262  char *pMappingString = NULL;
1264  if (mapping) {
1265  char pchGUID[33];
1266  size_t needed;
1267  SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
1268  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1269  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1270  pMappingString = SDL_malloc(needed);
1271  if (!pMappingString) {
1272  SDL_OutOfMemory();
1273  return NULL;
1274  }
1275  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1276  }
1277  return pMappingString;
1278 }
#define SDL_JoystickGetGUIDString
static ControllerMapping_t * SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid, SDL_bool exact_match)
#define NULL
Definition: begin_code.h:167
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
#define SDL_strlen
#define SDL_snprintf
GLenum GLenum GLenum GLenum mapping
#define SDL_malloc

◆ SDL_GameControllerMappingForIndex()

char* SDL_GameControllerMappingForIndex ( int  mapping_index)

Get the mapping at a particular index.

Returns
the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.

Definition at line 1227 of file SDL_gamecontroller.c.

References ControllerMapping_t::guid, ControllerMapping_t::mapping, ControllerMapping_t::name, ControllerMapping_t::next, NULL, SDL_JoystickGetGUIDString, SDL_malloc, SDL_memcmp, SDL_OutOfMemory, SDL_snprintf, and SDL_strlen.

1228 {
1230 
1231  for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
1232  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1233  continue;
1234  }
1235  if (mapping_index == 0) {
1236  char *pMappingString;
1237  char pchGUID[33];
1238  size_t needed;
1239 
1240  SDL_JoystickGetGUIDString(mapping->guid, pchGUID, sizeof(pchGUID));
1241  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1242  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1243  pMappingString = SDL_malloc(needed);
1244  if (!pMappingString) {
1245  SDL_OutOfMemory();
1246  return NULL;
1247  }
1248  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1249  return pMappingString;
1250  }
1251  --mapping_index;
1252  }
1253  return NULL;
1254 }
struct _ControllerMapping_t * next
#define SDL_JoystickGetGUIDString
SDL_JoystickGUID guid
static ControllerMapping_t * s_pSupportedControllers
#define SDL_memcmp
#define NULL
Definition: begin_code.h:167
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
static SDL_JoystickGUID s_zeroGUID
#define SDL_strlen
#define SDL_snprintf
GLenum GLenum GLenum GLenum mapping
#define SDL_malloc

◆ SDL_GameControllerName()

const char* SDL_GameControllerName ( SDL_GameController *  gamecontroller)

Return the name for this currently opened controller

Definition at line 1732 of file SDL_gamecontroller.c.

References NULL, SDL_GameControllerGetJoystick(), SDL_JoystickName, and SDL_strcmp.

1733 {
1734  if (!gamecontroller)
1735  return NULL;
1736 
1737  if (SDL_strcmp(gamecontroller->name, "*") == 0) {
1738  return SDL_JoystickName(SDL_GameControllerGetJoystick(gamecontroller));
1739  } else {
1740  return gamecontroller->name;
1741  }
1742 }
#define SDL_JoystickName
#define NULL
Definition: begin_code.h:167
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
#define SDL_strcmp

◆ SDL_GameControllerNameForIndex()

const char* SDL_GameControllerNameForIndex ( int  joystick_index)

Get the implementation dependent name of a game controller. This can be called before any controllers are opened. If no name can be found, this function returns NULL.

Definition at line 1399 of file SDL_gamecontroller.c.

References ControllerMapping_t::name, NULL, SDL_JoystickNameForIndex, SDL_PrivateGetControllerMapping(), and SDL_strcmp.

1400 {
1401  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1402  if (pSupportedController) {
1403  if (SDL_strcmp(pSupportedController->name, "*") == 0) {
1404  return SDL_JoystickNameForIndex(device_index);
1405  } else {
1406  return pSupportedController->name;
1407  }
1408  }
1409  return NULL;
1410 }
#define SDL_JoystickNameForIndex
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)
#define NULL
Definition: begin_code.h:167
#define SDL_strcmp

◆ SDL_GameControllerNumMappings()

int SDL_GameControllerNumMappings ( void  )

Get the number of mappings installed

Returns
the number of mappings

Definition at line 1209 of file SDL_gamecontroller.c.

References ControllerMapping_t::guid, ControllerMapping_t::next, and SDL_memcmp.

1210 {
1211  int num_mappings = 0;
1213 
1214  for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
1215  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1216  continue;
1217  }
1218  ++num_mappings;
1219  }
1220  return num_mappings;
1221 }
struct _ControllerMapping_t * next
SDL_JoystickGUID guid
static ControllerMapping_t * s_pSupportedControllers
#define SDL_memcmp
static SDL_JoystickGUID s_zeroGUID
GLenum GLenum GLenum GLenum mapping

◆ SDL_GameControllerOpen()

SDL_GameController* SDL_GameControllerOpen ( int  joystick_index)

Open a game controller for use. The index passed as an argument refers to the N'th game controller on the system. This index is not the value which will identify this controller in future controller events. The joystick's instance id (SDL_JoystickID) will be used there instead.

Returns
A controller identifier, or NULL if an error occurred.

Definition at line 1541 of file SDL_gamecontroller.c.

References ControllerMapping_t::mapping, ControllerMapping_t::name, NULL, SDL_calloc, SDL_free, SDL_gamecontrollers, SDL_JoystickClose, SDL_JoystickGetDeviceInstanceID, SDL_JoystickOpen, SDL_LockJoysticks, SDL_OutOfMemory, SDL_PrivateGetControllerMapping(), SDL_PrivateLoadButtonMapping(), SDL_SetError, and SDL_UnlockJoysticks.

1542 {
1543  SDL_JoystickID instance_id;
1544  SDL_GameController *gamecontroller;
1545  SDL_GameController *gamecontrollerlist;
1546  ControllerMapping_t *pSupportedController = NULL;
1547 
1549 
1550  gamecontrollerlist = SDL_gamecontrollers;
1551  /* If the controller is already open, return it */
1552  instance_id = SDL_JoystickGetDeviceInstanceID(device_index);
1553  while (gamecontrollerlist) {
1554  if (instance_id == gamecontrollerlist->joystick->instance_id) {
1555  gamecontroller = gamecontrollerlist;
1556  ++gamecontroller->ref_count;
1558  return (gamecontroller);
1559  }
1560  gamecontrollerlist = gamecontrollerlist->next;
1561  }
1562 
1563  /* Find a controller mapping */
1564  pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1565  if (!pSupportedController) {
1566  SDL_SetError("Couldn't find mapping for device (%d)", device_index);
1568  return NULL;
1569  }
1570 
1571  /* Create and initialize the controller */
1572  gamecontroller = (SDL_GameController *) SDL_calloc(1, sizeof(*gamecontroller));
1573  if (gamecontroller == NULL) {
1574  SDL_OutOfMemory();
1576  return NULL;
1577  }
1578 
1579  gamecontroller->joystick = SDL_JoystickOpen(device_index);
1580  if (!gamecontroller->joystick) {
1581  SDL_free(gamecontroller);
1583  return NULL;
1584  }
1585 
1586  if (gamecontroller->joystick->naxes) {
1587  gamecontroller->last_match_axis = (SDL_ExtendedGameControllerBind **)SDL_calloc(gamecontroller->joystick->naxes, sizeof(*gamecontroller->last_match_axis));
1588  if (!gamecontroller->last_match_axis) {
1589  SDL_OutOfMemory();
1590  SDL_JoystickClose(gamecontroller->joystick);
1591  SDL_free(gamecontroller);
1593  return NULL;
1594  }
1595  }
1596  if (gamecontroller->joystick->nhats) {
1597  gamecontroller->last_hat_mask = (Uint8 *)SDL_calloc(gamecontroller->joystick->nhats, sizeof(*gamecontroller->last_hat_mask));
1598  if (!gamecontroller->last_hat_mask) {
1599  SDL_OutOfMemory();
1600  SDL_JoystickClose(gamecontroller->joystick);
1601  SDL_free(gamecontroller->last_match_axis);
1602  SDL_free(gamecontroller);
1604  return NULL;
1605  }
1606  }
1607 
1608  SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->name, pSupportedController->mapping);
1609 
1610  /* Add the controller to list */
1611  ++gamecontroller->ref_count;
1612  /* Link the controller in the list */
1613  gamecontroller->next = SDL_gamecontrollers;
1614  SDL_gamecontrollers = gamecontroller;
1615 
1617 
1618  return (gamecontroller);
1619 }
#define SDL_UnlockJoysticks
#define SDL_JoystickClose
#define SDL_JoystickOpen
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:81
#define SDL_JoystickGetDeviceInstanceID
static SDL_GameController * SDL_gamecontrollers
uint8_t Uint8
Definition: SDL_stdinc.h:179
#define SDL_free
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)
#define NULL
Definition: begin_code.h:167
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
#define SDL_SetError
#define SDL_calloc
static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
#define SDL_LockJoysticks

◆ SDL_GameControllerRumble()

int SDL_GameControllerRumble ( SDL_GameController *  gamecontroller,
Uint16  low_frequency_rumble,
Uint16  high_frequency_rumble,
Uint32  duration_ms 
)

Trigger a rumble effect Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.

Parameters
gamecontrollerThe controller to vibrate
low_frequency_rumbleThe intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
high_frequency_rumbleThe intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
duration_msThe duration of the rumble effect, in milliseconds
Returns
0, or -1 if rumble isn't supported on this joystick

Definition at line 1879 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickRumble.

1880 {
1881  return SDL_JoystickRumble(SDL_GameControllerGetJoystick(gamecontroller), low_frequency_rumble, high_frequency_rumble, duration_ms);
1882 }
#define SDL_JoystickRumble
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)

◆ SDL_GameControllerUpdate()

void SDL_GameControllerUpdate ( void  )

Update the current state of the open game controllers.

This is called automatically by the event loop if any game controller events are enabled.

Definition at line 1625 of file SDL_gamecontroller.c.

References SDL_JoystickUpdate.

1626 {
1627  /* Just for API completeness; the joystick API does all the work. */
1629 }
#define SDL_JoystickUpdate

◆ SDL_IsGameController()

SDL_bool SDL_IsGameController ( int  joystick_index)

Is the joystick on this index supported by the game controller interface?

Definition at line 1464 of file SDL_gamecontroller.c.

References SDL_FALSE, SDL_PrivateGetControllerMapping(), and SDL_TRUE.

Referenced by SDL_GameControllerEventWatcher(), and SDL_GameControllerInit().

1465 {
1466  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1467  if (pSupportedController) {
1468  return SDL_TRUE;
1469  }
1470  return SDL_FALSE;
1471 }
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)