SDL  2.0
SDL_gamecontroller.c File Reference
#include "../SDL_internal.h"
#include "SDL_events.h"
#include "SDL_assert.h"
#include "SDL_hints.h"
#include "SDL_timer.h"
#include "SDL_sysjoystick.h"
#include "SDL_joystick_c.h"
#include "SDL_gamecontrollerdb.h"
#include "../events/SDL_events_c.h"
+ Include dependency graph for SDL_gamecontroller.c:

Go to the source code of this file.

Data Structures

struct  SDL_ExtendedGameControllerBind
 
struct  ControllerMapping_t
 
struct  SDL_GameController
 
struct  SDL_vidpid_list
 

Macros

#define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS   250
 
#define SDL_CONTROLLER_PLATFORM_FIELD   "platform:"
 

Enumerations

enum  SDL_ControllerMappingPriority {
  SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT,
  SDL_CONTROLLER_MAPPING_PRIORITY_API,
  SDL_CONTROLLER_MAPPING_PRIORITY_USER
}
 

Functions

static void SDL_LoadVIDPIDListFromHint (const char *hint, SDL_vidpid_list *list)
 
static void SDL_GameControllerIgnoreDevicesChanged (void *userdata, const char *name, const char *oldValue, const char *hint)
 
static void SDL_GameControllerIgnoreDevicesExceptChanged (void *userdata, const char *name, const char *oldValue, const char *hint)
 
static int SDL_PrivateGameControllerAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
 
static int SDL_PrivateGameControllerButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
 
static void UpdateEventsForDeviceRemoval ()
 
static SDL_bool HasSameOutput (SDL_ExtendedGameControllerBind *a, SDL_ExtendedGameControllerBind *b)
 
static void ResetOutput (SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
 
static void HandleJoystickAxis (SDL_GameController *gamecontroller, int axis, int value)
 
static void HandleJoystickButton (SDL_GameController *gamecontroller, int button, Uint8 state)
 
static void HandleJoystickHat (SDL_GameController *gamecontroller, int hat, Uint8 value)
 
static int SDL_GameControllerEventWatcher (void *userdata, SDL_Event *event)
 
static ControllerMapping_tSDL_PrivateGetControllerMappingForGUID (SDL_JoystickGUID *guid, SDL_bool exact_match)
 
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString (const char *pchString)
 
const char * SDL_GameControllerGetStringForAxis (SDL_GameControllerAxis axis)
 
SDL_GameControllerButton SDL_GameControllerGetButtonFromString (const char *pchString)
 
const char * SDL_GameControllerGetStringForButton (SDL_GameControllerButton axis)
 
static void SDL_PrivateGameControllerParseElement (SDL_GameController *gamecontroller, const char *szGameButton, const char *szJoystickButton)
 
static void SDL_PrivateGameControllerParseControllerConfigString (SDL_GameController *gamecontroller, const char *pchString)
 
static void SDL_PrivateLoadButtonMapping (SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
 
static char * SDL_PrivateGetControllerGUIDFromMappingString (const char *pMapping)
 
static char * SDL_PrivateGetControllerNameFromMappingString (const char *pMapping)
 
static char * SDL_PrivateGetControllerMappingFromMappingString (const char *pMapping)
 
static void SDL_PrivateGameControllerRefreshMapping (ControllerMapping_t *pControllerMapping)
 
static ControllerMapping_tSDL_PrivateAddMappingForGUID (SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)
 
static ControllerMapping_tSDL_PrivateGetControllerMappingForNameAndGUID (const char *name, SDL_JoystickGUID guid)
 
static ControllerMapping_tSDL_PrivateGetControllerMapping (int device_index)
 
int SDL_GameControllerAddMappingsFromRW (SDL_RWops *rw, int freerw)
 
static int SDL_PrivateGameControllerAddMapping (const char *mappingString, SDL_ControllerMappingPriority priority)
 
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)
 
static void SDL_GameControllerLoadHints ()
 
static SDL_bool SDL_GetControllerMappingFilePath (char *path, size_t size)
 
int SDL_GameControllerInitMappings (void)
 
int SDL_GameControllerInit (void)
 
const char * SDL_GameControllerNameForIndex (int device_index)
 
char * SDL_GameControllerMappingForDeviceIndex (int joystick_index)
 
SDL_bool SDL_IsGameControllerNameAndGUID (const char *name, SDL_JoystickGUID guid)
 
SDL_bool SDL_IsGameController (int device_index)
 
SDL_bool SDL_ShouldIgnoreGameController (const char *name, SDL_JoystickGUID guid)
 
SDL_GameController * SDL_GameControllerOpen (int device_index)
 
void SDL_GameControllerUpdate (void)
 
Sint16 SDL_GameControllerGetAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
Uint8 SDL_GameControllerGetButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button)
 
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)
 
SDL_GameController * SDL_GameControllerFromInstanceID (SDL_JoystickID joyid)
 
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton (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)
 
void SDL_GameControllerQuit (void)
 
void SDL_GameControllerQuitMappings (void)
 
int SDL_GameControllerEventState (int state)
 
void SDL_GameControllerHandleDelayedGuideButton (SDL_Joystick *joystick)
 

Variables

static SDL_GameController * SDL_gamecontrollers = NULL
 
static SDL_JoystickGUID s_zeroGUID
 
static ControllerMapping_ts_pSupportedControllers = NULL
 
static ControllerMapping_ts_pDefaultMapping = NULL
 
static ControllerMapping_ts_pHIDAPIMapping = NULL
 
static ControllerMapping_ts_pXInputMapping = NULL
 
static SDL_vidpid_list SDL_allowed_controllers
 
static SDL_vidpid_list SDL_ignored_controllers
 
static const char * map_StringForControllerAxis []
 
static const char * map_StringForControllerButton []
 

Macro Definition Documentation

◆ SDL_CONTROLLER_PLATFORM_FIELD

#define SDL_CONTROLLER_PLATFORM_FIELD   "platform:"

Definition at line 45 of file SDL_gamecontroller.c.

◆ SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS

#define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS   250

Definition at line 43 of file SDL_gamecontroller.c.

Enumeration Type Documentation

◆ SDL_ControllerMappingPriority

Enumerator
SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT 
SDL_CONTROLLER_MAPPING_PRIORITY_API 
SDL_CONTROLLER_MAPPING_PRIORITY_USER 

Definition at line 86 of file SDL_gamecontroller.c.

Function Documentation

◆ HandleJoystickAxis()

static void HandleJoystickAxis ( SDL_GameController *  gamecontroller,
int  axis,
int  value 
)
static

Definition at line 248 of file SDL_gamecontroller.c.

249 {
250  int i;
251  SDL_ExtendedGameControllerBind *last_match = gamecontroller->last_match_axis[axis];
253 
254  for (i = 0; i < gamecontroller->num_bindings; ++i) {
255  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
256  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
257  axis == binding->input.axis.axis) {
258  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
259  if (value >= binding->input.axis.axis_min &&
260  value <= binding->input.axis.axis_max) {
261  match = binding;
262  break;
263  }
264  } else {
265  if (value >= binding->input.axis.axis_max &&
266  value <= binding->input.axis.axis_min) {
267  match = binding;
268  break;
269  }
270  }
271  }
272  }
273 
274  if (last_match && (!match || !HasSameOutput(last_match, match))) {
275  /* Clear the last input that this axis generated */
276  ResetOutput(gamecontroller, last_match);
277  }
278 
279  if (match) {
281  if (match->input.axis.axis_min != match->output.axis.axis_min || match->input.axis.axis_max != match->output.axis.axis_max) {
282  float normalized_value = (float)(value - match->input.axis.axis_min) / (match->input.axis.axis_max - match->input.axis.axis_min);
283  value = match->output.axis.axis_min + (int)(normalized_value * (match->output.axis.axis_max - match->output.axis.axis_min));
284  }
285  SDL_PrivateGameControllerAxis(gamecontroller, match->output.axis.axis, (Sint16)value);
286  } else {
287  Uint8 state;
288  int threshold = match->input.axis.axis_min + (match->input.axis.axis_max - match->input.axis.axis_min) / 2;
289  if (match->input.axis.axis_max < match->input.axis.axis_min) {
290  state = (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
291  } else {
292  state = (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
293  }
294  SDL_PrivateGameControllerButton(gamecontroller, match->output.button, state);
295  }
296  }
297  gamecontroller->last_match_axis[axis] = match;
298 }

References SDL_ExtendedGameControllerBind::axis, axis, SDL_ExtendedGameControllerBind::button, HasSameOutput(), i, SDL_ExtendedGameControllerBind::input, SDL_ExtendedGameControllerBind::inputType, NULL, SDL_ExtendedGameControllerBind::output, SDL_ExtendedGameControllerBind::outputType, ResetOutput(), SDL_CONTROLLER_BINDTYPE_AXIS, SDL_PRESSED, SDL_PrivateGameControllerAxis(), SDL_PrivateGameControllerButton(), SDL_RELEASED, and state.

Referenced by SDL_GameControllerEventWatcher().

◆ HandleJoystickButton()

static void HandleJoystickButton ( SDL_GameController *  gamecontroller,
int  button,
Uint8  state 
)
static

Definition at line 300 of file SDL_gamecontroller.c.

301 {
302  int i;
303 
304  for (i = 0; i < gamecontroller->num_bindings; ++i) {
305  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
306  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON &&
307  button == binding->input.button) {
308  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
309  int value = state ? binding->output.axis.axis_max : binding->output.axis.axis_min;
310  SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)value);
311  } else {
312  SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, state);
313  }
314  break;
315  }
316  }
317 }

References SDL_ExtendedGameControllerBind::axis, SDL_ExtendedGameControllerBind::button, button, i, SDL_ExtendedGameControllerBind::input, SDL_ExtendedGameControllerBind::inputType, SDL_ExtendedGameControllerBind::output, SDL_ExtendedGameControllerBind::outputType, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_PrivateGameControllerAxis(), SDL_PrivateGameControllerButton(), and state.

Referenced by SDL_GameControllerEventWatcher().

◆ HandleJoystickHat()

static void HandleJoystickHat ( SDL_GameController *  gamecontroller,
int  hat,
Uint8  value 
)
static

Definition at line 319 of file SDL_gamecontroller.c.

320 {
321  int i;
322  Uint8 last_mask = gamecontroller->last_hat_mask[hat];
323  Uint8 changed_mask = (last_mask ^ value);
324 
325  for (i = 0; i < gamecontroller->num_bindings; ++i) {
326  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
327  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT && hat == binding->input.hat.hat) {
328  if ((changed_mask & binding->input.hat.hat_mask) != 0) {
329  if (value & binding->input.hat.hat_mask) {
330  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
331  SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)binding->output.axis.axis_max);
332  } else {
333  SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, SDL_PRESSED);
334  }
335  } else {
336  ResetOutput(gamecontroller, binding);
337  }
338  }
339  }
340  }
341  gamecontroller->last_hat_mask[hat] = value;
342 }

References SDL_ExtendedGameControllerBind::axis, SDL_ExtendedGameControllerBind::button, SDL_ExtendedGameControllerBind::hat, i, SDL_ExtendedGameControllerBind::input, SDL_ExtendedGameControllerBind::inputType, SDL_ExtendedGameControllerBind::output, SDL_ExtendedGameControllerBind::outputType, ResetOutput(), SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_HAT, SDL_PRESSED, SDL_PrivateGameControllerAxis(), and SDL_PrivateGameControllerButton().

Referenced by SDL_GameControllerEventWatcher().

◆ HasSameOutput()

static SDL_bool HasSameOutput ( SDL_ExtendedGameControllerBind a,
SDL_ExtendedGameControllerBind b 
)
static

Definition at line 226 of file SDL_gamecontroller.c.

227 {
228  if (a->outputType != b->outputType) {
229  return SDL_FALSE;
230  }
231 
232  if (a->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
233  return (a->output.axis.axis == b->output.axis.axis);
234  } else {
235  return (a->output.button == b->output.button);
236  }
237 }

References SDL_CONTROLLER_BINDTYPE_AXIS, and SDL_FALSE.

Referenced by HandleJoystickAxis().

◆ ResetOutput()

◆ 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.

1201 {
1203 }

References SDL_CONTROLLER_MAPPING_PRIORITY_API, and SDL_PrivateGameControllerAddMapping().

Referenced by SDL_GameControllerAddMappingsFromRW().

◆ 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.

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 }

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.

◆ 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.

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 }

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

Referenced by SDL_GameControllerQuit().

◆ 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.

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 }

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

◆ SDL_GameControllerEventWatcher()

static int SDL_GameControllerEventWatcher ( void userdata,
SDL_Event event 
)
static

Definition at line 347 of file SDL_gamecontroller.c.

348 {
349  switch(event->type) {
350  case SDL_JOYAXISMOTION:
351  {
352  SDL_GameController *controllerlist = SDL_gamecontrollers;
353  while (controllerlist) {
354  if (controllerlist->joystick->instance_id == event->jaxis.which) {
355  HandleJoystickAxis(controllerlist, event->jaxis.axis, event->jaxis.value);
356  break;
357  }
358  controllerlist = controllerlist->next;
359  }
360  }
361  break;
362  case SDL_JOYBUTTONDOWN:
363  case SDL_JOYBUTTONUP:
364  {
365  SDL_GameController *controllerlist = SDL_gamecontrollers;
366  while (controllerlist) {
367  if (controllerlist->joystick->instance_id == event->jbutton.which) {
368  HandleJoystickButton(controllerlist, event->jbutton.button, event->jbutton.state);
369  break;
370  }
371  controllerlist = controllerlist->next;
372  }
373  }
374  break;
375  case SDL_JOYHATMOTION:
376  {
377  SDL_GameController *controllerlist = SDL_gamecontrollers;
378  while (controllerlist) {
379  if (controllerlist->joystick->instance_id == event->jhat.which) {
380  HandleJoystickHat(controllerlist, event->jhat.hat, event->jhat.value);
381  break;
382  }
383  controllerlist = controllerlist->next;
384  }
385  }
386  break;
387  case SDL_JOYDEVICEADDED:
388  {
389  if (SDL_IsGameController(event->jdevice.which)) {
390  SDL_Event deviceevent;
391  deviceevent.type = SDL_CONTROLLERDEVICEADDED;
392  deviceevent.cdevice.which = event->jdevice.which;
393  SDL_PushEvent(&deviceevent);
394  }
395  }
396  break;
398  {
399  SDL_GameController *controllerlist = SDL_gamecontrollers;
400  while (controllerlist) {
401  if (controllerlist->joystick->instance_id == event->jdevice.which) {
402  SDL_Event deviceevent;
403 
404  deviceevent.type = SDL_CONTROLLERDEVICEREMOVED;
405  deviceevent.cdevice.which = event->jdevice.which;
406  SDL_PushEvent(&deviceevent);
407 
409  break;
410  }
411  controllerlist = controllerlist->next;
412  }
413  }
414  break;
415  default:
416  break;
417  }
418 
419  return 1;
420 }

References SDL_Event::cdevice, HandleJoystickAxis(), HandleJoystickButton(), HandleJoystickHat(), SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_gamecontrollers, SDL_IsGameController(), SDL_JOYAXISMOTION, SDL_JOYBUTTONDOWN, SDL_JOYBUTTONUP, SDL_JOYDEVICEADDED, SDL_JOYDEVICEREMOVED, SDL_JOYHATMOTION, SDL_PushEvent, SDL_Event::type, UpdateEventsForDeviceRemoval(), and SDL_ControllerDeviceEvent::which.

Referenced by SDL_GameControllerInit(), and SDL_GameControllerQuitMappings().

◆ 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.

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 }

References NULL, SDL_gamecontrollers, SDL_LockJoysticks, and SDL_UnlockJoysticks.

◆ 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.

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

References SDL_FALSE, and 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.

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 }

References SDL_ExtendedGameControllerBind::axis, 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.

◆ 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.

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 }

References map_StringForControllerAxis, SDL_CONTROLLER_AXIS_INVALID, and SDL_strcasecmp.

Referenced by SDL_PrivateGameControllerParseElement().

◆ 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.

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 }

References SDL_ExtendedGameControllerBind::axis, 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.

◆ 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.

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 }

References SDL_ExtendedGameControllerBind::axis, SDL_GameControllerButtonBind::axis, SDL_GameControllerButtonBind::bindType, SDL_ExtendedGameControllerBind::button, 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.

◆ 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.

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 }

References SDL_ExtendedGameControllerBind::axis, SDL_ExtendedGameControllerBind::button, 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.

◆ 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.

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 }

References map_StringForControllerButton, SDL_CONTROLLER_BUTTON_INVALID, and SDL_strcasecmp.

Referenced by SDL_PrivateGameControllerParseElement().

◆ 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.

1785 {
1786  if (!gamecontroller)
1787  return NULL;
1788 
1789  return gamecontroller->joystick;
1790 }

References NULL.

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

◆ 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.

1746 {
1748 }

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetPlayerIndex.

◆ 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.

1758 {
1759  return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller));
1760 }

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetProduct.

◆ 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.

1764 {
1766 }

References SDL_GameControllerGetJoystick(), and 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.

485 {
488  }
489  return NULL;
490 }

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

◆ 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.

531 {
534  }
535  return NULL;
536 }

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

◆ 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.

1752 {
1753  return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller));
1754 }

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetVendor.

◆ SDL_GameControllerHandleDelayedGuideButton()

void SDL_GameControllerHandleDelayedGuideButton ( SDL_Joystick *  joystick)

Definition at line 2088 of file SDL_gamecontroller.c.

2089 {
2090  SDL_GameController *controllerlist = SDL_gamecontrollers;
2091  while (controllerlist) {
2092  if (controllerlist->joystick == joystick) {
2094  break;
2095  }
2096  controllerlist = controllerlist->next;
2097  }
2098 }

References SDL_GameController::joystick, SDL_CONTROLLER_BUTTON_GUIDE, SDL_gamecontrollers, SDL_PrivateGameControllerButton(), and SDL_RELEASED.

Referenced by SDL_JoystickUpdate().

◆ SDL_GameControllerIgnoreDevicesChanged()

static void SDL_GameControllerIgnoreDevicesChanged ( void userdata,
const char *  name,
const char *  oldValue,
const char *  hint 
)
static

◆ SDL_GameControllerIgnoreDevicesExceptChanged()

static void SDL_GameControllerIgnoreDevicesExceptChanged ( void userdata,
const char *  name,
const char *  oldValue,
const char *  hint 
)
static

◆ SDL_GameControllerInit()

int SDL_GameControllerInit ( void  )

Definition at line 1374 of file SDL_gamecontroller.c.

1375 {
1376  int i;
1377 
1378  /* watch for joy events and fire controller ones if needed */
1380 
1381  /* Send added events for controllers currently attached */
1382  for (i = 0; i < SDL_NumJoysticks(); ++i) {
1383  if (SDL_IsGameController(i)) {
1384  SDL_Event deviceevent;
1385  deviceevent.type = SDL_CONTROLLERDEVICEADDED;
1386  deviceevent.cdevice.which = i;
1387  SDL_PushEvent(&deviceevent);
1388  }
1389  }
1390 
1391  return (0);
1392 }

References SDL_Event::cdevice, i, NULL, SDL_AddEventWatch, SDL_CONTROLLERDEVICEADDED, SDL_GameControllerEventWatcher(), SDL_IsGameController(), SDL_NumJoysticks, SDL_PushEvent, SDL_Event::type, and SDL_ControllerDeviceEvent::which.

Referenced by SDL_InitSubSystem().

◆ SDL_GameControllerInitMappings()

int SDL_GameControllerInitMappings ( void  )

Definition at line 1345 of file SDL_gamecontroller.c.

1346 {
1347  char szControllerMapPath[1024];
1348  int i = 0;
1349  const char *pMappingString = NULL;
1350  pMappingString = s_ControllerMappings[i];
1351  while (pMappingString) {
1353 
1354  i++;
1355  pMappingString = s_ControllerMappings[i];
1356  }
1357 
1358  if (SDL_GetControllerMappingFilePath(szControllerMapPath, sizeof(szControllerMapPath))) {
1359  SDL_GameControllerAddMappingsFromFile(szControllerMapPath);
1360  }
1361 
1362  /* load in any user supplied config */
1364 
1369 
1370  return (0);
1371 }

References i, NULL, s_ControllerMappings, SDL_AddHintCallback, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT, SDL_GameControllerAddMappingsFromFile, SDL_GameControllerIgnoreDevicesChanged(), SDL_GameControllerIgnoreDevicesExceptChanged(), SDL_GameControllerLoadHints(), SDL_GetControllerMappingFilePath(), SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT, and SDL_PrivateGameControllerAddMapping().

Referenced by SDL_JoystickInit().

◆ SDL_GameControllerLoadHints()

static void SDL_GameControllerLoadHints ( )
static

Definition at line 1294 of file SDL_gamecontroller.c.

1295 {
1296  const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG);
1297  if (hint && hint[0]) {
1298  size_t nchHints = SDL_strlen(hint);
1299  char *pUserMappings = SDL_malloc(nchHints + 1);
1300  char *pTempMappings = pUserMappings;
1301  SDL_memcpy(pUserMappings, hint, nchHints);
1302  pUserMappings[nchHints] = '\0';
1303  while (pUserMappings) {
1304  char *pchNewLine = NULL;
1305 
1306  pchNewLine = SDL_strchr(pUserMappings, '\n');
1307  if (pchNewLine)
1308  *pchNewLine = '\0';
1309 
1311 
1312  if (pchNewLine) {
1313  pUserMappings = pchNewLine + 1;
1314  } else {
1315  pUserMappings = NULL;
1316  }
1317  }
1318  SDL_free(pTempMappings);
1319  }
1320 }

References NULL, SDL_CONTROLLER_MAPPING_PRIORITY_USER, SDL_free, SDL_GetHint, SDL_HINT_GAMECONTROLLERCONFIG, SDL_malloc, SDL_memcpy, SDL_PrivateGameControllerAddMapping(), SDL_strchr, and SDL_strlen.

Referenced by SDL_GameControllerInitMappings().

◆ 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.

1285 {
1286  if (!gamecontroller) {
1287  return NULL;
1288  }
1289 
1290  return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid);
1291 }

References NULL, and SDL_GameControllerMappingForGUID().

◆ SDL_GameControllerMappingForDeviceIndex()

char* SDL_GameControllerMappingForDeviceIndex ( int  joystick_index)

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.

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 }

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

◆ 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.

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 }

References NULL, SDL_FALSE, SDL_JoystickGetGUIDString, SDL_malloc, SDL_OutOfMemory, SDL_PrivateGetControllerMappingForGUID(), SDL_snprintf, and SDL_strlen.

Referenced by SDL_GameControllerMapping().

◆ 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.

1228 {
1230 
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 }

References NULL, s_pSupportedControllers, s_zeroGUID, SDL_JoystickGetGUIDString, SDL_malloc, SDL_memcmp, SDL_OutOfMemory, SDL_snprintf, and SDL_strlen.

◆ 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.

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 }

References NULL, SDL_GameControllerGetJoystick(), SDL_JoystickName, and 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.

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 }

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

1210 {
1211  int num_mappings = 0;
1213 
1215  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1216  continue;
1217  }
1218  ++num_mappings;
1219  }
1220  return num_mappings;
1221 }

References s_pSupportedControllers, s_zeroGUID, and SDL_memcmp.

◆ 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.

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 }

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.

◆ SDL_GameControllerQuit()

void SDL_GameControllerQuit ( void  )

Definition at line 1931 of file SDL_gamecontroller.c.

1932 {
1934  while (SDL_gamecontrollers) {
1935  SDL_gamecontrollers->ref_count = 1;
1937  }
1939 }

References SDL_GameControllerClose(), SDL_gamecontrollers, SDL_LockJoysticks, and SDL_UnlockJoysticks.

Referenced by SDL_QuitSubSystem().

◆ SDL_GameControllerQuitMappings()

void SDL_GameControllerQuitMappings ( void  )

Definition at line 1942 of file SDL_gamecontroller.c.

References SDL_vidpid_list::entries, ControllerMapping_t::mapping, ControllerMapping_t::name, ControllerMapping_t::next, NULL, s_pSupportedControllers, SDL_allowed_controllers, SDL_DelEventWatch, SDL_DelHintCallback, SDL_free, SDL_GameControllerEventWatcher(), SDL_GameControllerIgnoreDevicesChanged(), SDL_GameControllerIgnoreDevicesExceptChanged(), SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES, SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT, SDL_ignored_controllers, and SDL_zero.

Referenced by SDL_JoystickQuit().

◆ 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.

1880 {
1881  return SDL_JoystickRumble(SDL_GameControllerGetJoystick(gamecontroller), low_frequency_rumble, high_frequency_rumble, duration_ms);
1882 }

References SDL_GameControllerGetJoystick(), and SDL_JoystickRumble.

◆ 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.

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

References SDL_JoystickUpdate.

◆ SDL_GetControllerMappingFilePath()

static SDL_bool SDL_GetControllerMappingFilePath ( char *  path,
size_t  size 
)
static

Definition at line 1327 of file SDL_gamecontroller.c.

1328 {
1329  const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG_FILE);
1330  if (hint && *hint) {
1331  return SDL_strlcpy(path, hint, size) < size;
1332  }
1333 
1334 #if defined(__ANDROID__)
1335  return SDL_snprintf(path, size, "%s/controller_map.txt", SDL_AndroidGetInternalStoragePath()) < size;
1336 #else
1337  return SDL_FALSE;
1338 #endif
1339 }

References SDL_AndroidGetInternalStoragePath, SDL_FALSE, SDL_GetHint, SDL_HINT_GAMECONTROLLERCONFIG_FILE, SDL_snprintf, and SDL_strlcpy.

Referenced by SDL_GameControllerInitMappings().

◆ 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.

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

References SDL_FALSE, SDL_PrivateGetControllerMapping(), and SDL_TRUE.

Referenced by SDL_GameControllerEventWatcher(), and SDL_GameControllerInit().

◆ SDL_IsGameControllerNameAndGUID()

SDL_bool SDL_IsGameControllerNameAndGUID ( const char *  name,
SDL_JoystickGUID  guid 
)

Definition at line 1451 of file SDL_gamecontroller.c.

1452 {
1454  if (pSupportedController) {
1455  return SDL_TRUE;
1456  }
1457  return SDL_FALSE;
1458 }

References SDL_FALSE, SDL_PrivateGetControllerMappingForNameAndGUID(), and SDL_TRUE.

Referenced by SDL_ShouldIgnoreJoystick().

◆ SDL_LoadVIDPIDListFromHint()

static void SDL_LoadVIDPIDListFromHint ( const char *  hint,
SDL_vidpid_list list 
)
static

Definition at line 136 of file SDL_gamecontroller.c.

137 {
138  Uint32 entry;
139  char *spot;
140  char *file = NULL;
141 
142  list->num_entries = 0;
143 
144  if (hint && *hint == '@') {
145  spot = file = (char *)SDL_LoadFile(hint+1, NULL);
146  } else {
147  spot = (char *)hint;
148  }
149 
150  if (!spot) {
151  return;
152  }
153 
154  while ((spot = SDL_strstr(spot, "0x")) != NULL) {
155  entry = (Uint16)SDL_strtol(spot, &spot, 0);
156  entry <<= 16;
157  spot = SDL_strstr(spot, "0x");
158  if (!spot) {
159  break;
160  }
161  entry |= (Uint16)SDL_strtol(spot, &spot, 0);
162 
163  if (list->num_entries == list->max_entries) {
164  int max_entries = list->max_entries + 16;
165  Uint32 *entries = (Uint32 *)SDL_realloc(list->entries, max_entries*sizeof(*list->entries));
166  if (entries == NULL) {
167  /* Out of memory, go with what we have already */
168  break;
169  }
170  list->entries = entries;
171  list->max_entries = max_entries;
172  }
173  list->entries[list->num_entries++] = entry;
174  }
175 
176  if (file) {
177  SDL_free(file);
178  }
179 }

References SDL_vidpid_list::entries, SDL_vidpid_list::max_entries, NULL, SDL_vidpid_list::num_entries, SDL_free, SDL_LoadFile, SDL_realloc, SDL_strstr, and SDL_strtol.

Referenced by SDL_GameControllerIgnoreDevicesChanged(), and SDL_GameControllerIgnoreDevicesExceptChanged().

◆ SDL_PrivateAddMappingForGUID()

static ControllerMapping_t* SDL_PrivateAddMappingForGUID ( SDL_JoystickGUID  jGUID,
const char *  mappingString,
SDL_bool existing,
SDL_ControllerMappingPriority  priority 
)
static

Definition at line 825 of file SDL_gamecontroller.c.

826 {
827  char *pchName;
828  char *pchMapping;
829  ControllerMapping_t *pControllerMapping;
830 
831  pchName = SDL_PrivateGetControllerNameFromMappingString(mappingString);
832  if (!pchName) {
833  SDL_SetError("Couldn't parse name from %s", mappingString);
834  return NULL;
835  }
836 
837  pchMapping = SDL_PrivateGetControllerMappingFromMappingString(mappingString);
838  if (!pchMapping) {
839  SDL_free(pchName);
840  SDL_SetError("Couldn't parse %s", mappingString);
841  return NULL;
842  }
843 
844  pControllerMapping = SDL_PrivateGetControllerMappingForGUID(&jGUID, SDL_TRUE);
845  if (pControllerMapping) {
846  /* Only overwrite the mapping if the priority is the same or higher. */
847  if (pControllerMapping->priority <= priority) {
848  /* Update existing mapping */
849  SDL_free(pControllerMapping->name);
850  pControllerMapping->name = pchName;
851  SDL_free(pControllerMapping->mapping);
852  pControllerMapping->mapping = pchMapping;
853  pControllerMapping->priority = priority;
854  /* refresh open controllers */
855  SDL_PrivateGameControllerRefreshMapping(pControllerMapping);
856  } else {
857  SDL_free(pchName);
858  SDL_free(pchMapping);
859  }
860  *existing = SDL_TRUE;
861  } else {
862  pControllerMapping = SDL_malloc(sizeof(*pControllerMapping));
863  if (!pControllerMapping) {
864  SDL_free(pchName);
865  SDL_free(pchMapping);
866  SDL_OutOfMemory();
867  return NULL;
868  }
869  pControllerMapping->guid = jGUID;
870  pControllerMapping->name = pchName;
871  pControllerMapping->mapping = pchMapping;
872  pControllerMapping->next = NULL;
873  pControllerMapping->priority = priority;
874 
876  /* Add the mapping to the end of the list */
877  ControllerMapping_t *pCurrMapping, *pPrevMapping;
878 
879  for ( pPrevMapping = s_pSupportedControllers, pCurrMapping = pPrevMapping->next;
880  pCurrMapping;
881  pPrevMapping = pCurrMapping, pCurrMapping = pCurrMapping->next ) {
882  continue;
883  }
884  pPrevMapping->next = pControllerMapping;
885  } else {
886  s_pSupportedControllers = pControllerMapping;
887  }
888  *existing = SDL_FALSE;
889  }
890  return pControllerMapping;
891 }

References ControllerMapping_t::guid, ControllerMapping_t::mapping, ControllerMapping_t::name, ControllerMapping_t::next, NULL, ControllerMapping_t::priority, s_pSupportedControllers, SDL_FALSE, SDL_free, SDL_malloc, SDL_OutOfMemory, SDL_PrivateGameControllerRefreshMapping(), SDL_PrivateGetControllerMappingForGUID(), SDL_PrivateGetControllerMappingFromMappingString(), SDL_PrivateGetControllerNameFromMappingString(), SDL_SetError, and SDL_TRUE.

Referenced by SDL_PrivateGameControllerAddMapping(), and SDL_PrivateGetControllerMappingForNameAndGUID().

◆ SDL_PrivateGameControllerAddMapping()

static int SDL_PrivateGameControllerAddMapping ( const char *  mappingString,
SDL_ControllerMappingPriority  priority 
)
static

Definition at line 1149 of file SDL_gamecontroller.c.

1150 {
1151  char *pchGUID;
1152  SDL_JoystickGUID jGUID;
1153  SDL_bool is_default_mapping = SDL_FALSE;
1154  SDL_bool is_hidapi_mapping = SDL_FALSE;
1155  SDL_bool is_xinput_mapping = SDL_FALSE;
1156  SDL_bool existing = SDL_FALSE;
1157  ControllerMapping_t *pControllerMapping;
1158 
1159  if (!mappingString) {
1160  return SDL_InvalidParamError("mappingString");
1161  }
1162 
1163  pchGUID = SDL_PrivateGetControllerGUIDFromMappingString(mappingString);
1164  if (!pchGUID) {
1165  return SDL_SetError("Couldn't parse GUID from %s", mappingString);
1166  }
1167  if (!SDL_strcasecmp(pchGUID, "default")) {
1168  is_default_mapping = SDL_TRUE;
1169  } else if (!SDL_strcasecmp(pchGUID, "hidapi")) {
1170  is_hidapi_mapping = SDL_TRUE;
1171  } else if (!SDL_strcasecmp(pchGUID, "xinput")) {
1172  is_xinput_mapping = SDL_TRUE;
1173  }
1174  jGUID = SDL_JoystickGetGUIDFromString(pchGUID);
1175  SDL_free(pchGUID);
1176 
1177  pControllerMapping = SDL_PrivateAddMappingForGUID(jGUID, mappingString, &existing, priority);
1178  if (!pControllerMapping) {
1179  return -1;
1180  }
1181 
1182  if (existing) {
1183  return 0;
1184  } else {
1185  if (is_default_mapping) {
1186  s_pDefaultMapping = pControllerMapping;
1187  } else if (is_hidapi_mapping) {
1188  s_pHIDAPIMapping = pControllerMapping;
1189  } else if (is_xinput_mapping) {
1190  s_pXInputMapping = pControllerMapping;
1191  }
1192  return 1;
1193  }
1194 }

References s_pDefaultMapping, s_pHIDAPIMapping, s_pXInputMapping, SDL_FALSE, SDL_free, SDL_InvalidParamError, SDL_JoystickGetGUIDFromString, SDL_PrivateAddMappingForGUID(), SDL_PrivateGetControllerGUIDFromMappingString(), SDL_SetError, SDL_strcasecmp, and SDL_TRUE.

Referenced by SDL_GameControllerAddMapping(), SDL_GameControllerInitMappings(), and SDL_GameControllerLoadHints().

◆ SDL_PrivateGameControllerAxis()

static int SDL_PrivateGameControllerAxis ( SDL_GameController *  gamecontroller,
SDL_GameControllerAxis  axis,
Sint16  value 
)
static

Definition at line 1975 of file SDL_gamecontroller.c.

1976 {
1977  int posted;
1978 
1979  /* translate the event, if desired */
1980  posted = 0;
1981 #if !SDL_EVENTS_DISABLED
1983  SDL_Event event;
1984  event.type = SDL_CONTROLLERAXISMOTION;
1985  event.caxis.which = gamecontroller->joystick->instance_id;
1986  event.caxis.axis = axis;
1987  event.caxis.value = value;
1988  posted = SDL_PushEvent(&event) == 1;
1989  }
1990 #endif /* !SDL_EVENTS_DISABLED */
1991  return (posted);
1992 }

References axis, SDL_CONTROLLERAXISMOTION, SDL_ENABLE, SDL_GetEventState, and SDL_PushEvent.

Referenced by HandleJoystickAxis(), HandleJoystickButton(), HandleJoystickHat(), and ResetOutput().

◆ SDL_PrivateGameControllerButton()

static int SDL_PrivateGameControllerButton ( SDL_GameController *  gamecontroller,
SDL_GameControllerButton  button,
Uint8  state 
)
static

Definition at line 1999 of file SDL_gamecontroller.c.

2000 {
2001  int posted;
2002 #if !SDL_EVENTS_DISABLED
2003  SDL_Event event;
2004 
2006  return (0);
2007 
2008  switch (state) {
2009  case SDL_PRESSED:
2010  event.type = SDL_CONTROLLERBUTTONDOWN;
2011  break;
2012  case SDL_RELEASED:
2013  event.type = SDL_CONTROLLERBUTTONUP;
2014  break;
2015  default:
2016  /* Invalid state -- bail */
2017  return (0);
2018  }
2019 #endif /* !SDL_EVENTS_DISABLED */
2020 
2022  Uint32 now = SDL_GetTicks();
2023  if (state == SDL_PRESSED) {
2024  gamecontroller->guide_button_down = now;
2025 
2026  if (gamecontroller->joystick->delayed_guide_button) {
2027  /* Skip duplicate press */
2028  return (0);
2029  }
2030  } else {
2031  if (!SDL_TICKS_PASSED(now, gamecontroller->guide_button_down+SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS) && !gamecontroller->joystick->force_recentering) {
2032  gamecontroller->joystick->delayed_guide_button = SDL_TRUE;
2033  return (0);
2034  }
2035  gamecontroller->joystick->delayed_guide_button = SDL_FALSE;
2036  }
2037  }
2038 
2039  /* translate the event, if desired */
2040  posted = 0;
2041 #if !SDL_EVENTS_DISABLED
2042  if (SDL_GetEventState(event.type) == SDL_ENABLE) {
2043  event.cbutton.which = gamecontroller->joystick->instance_id;
2044  event.cbutton.button = button;
2045  event.cbutton.state = state;
2046  posted = SDL_PushEvent(&event) == 1;
2047  }
2048 #endif /* !SDL_EVENTS_DISABLED */
2049  return (posted);
2050 }

References button, SDL_CONTROLLER_BUTTON_GUIDE, SDL_CONTROLLER_BUTTON_INVALID, SDL_CONTROLLERBUTTONDOWN, SDL_CONTROLLERBUTTONUP, SDL_ENABLE, SDL_FALSE, SDL_GetEventState, SDL_GetTicks(), SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS, SDL_PRESSED, SDL_PushEvent, SDL_RELEASED, SDL_TICKS_PASSED, SDL_TRUE, and state.

Referenced by HandleJoystickAxis(), HandleJoystickButton(), HandleJoystickHat(), ResetOutput(), and SDL_GameControllerHandleDelayedGuideButton().

◆ SDL_PrivateGameControllerParseControllerConfigString()

static void SDL_PrivateGameControllerParseControllerConfigString ( SDL_GameController *  gamecontroller,
const char *  pchString 
)
static

Definition at line 637 of file SDL_gamecontroller.c.

638 {
639  char szGameButton[20];
640  char szJoystickButton[20];
641  SDL_bool bGameButton = SDL_TRUE;
642  int i = 0;
643  const char *pchPos = pchString;
644 
645  SDL_zero(szGameButton);
646  SDL_zero(szJoystickButton);
647 
648  while (pchPos && *pchPos) {
649  if (*pchPos == ':') {
650  i = 0;
651  bGameButton = SDL_FALSE;
652  } else if (*pchPos == ' ') {
653 
654  } else if (*pchPos == ',') {
655  i = 0;
656  bGameButton = SDL_TRUE;
657  SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
658  SDL_zero(szGameButton);
659  SDL_zero(szJoystickButton);
660 
661  } else if (bGameButton) {
662  if (i >= sizeof(szGameButton)) {
663  SDL_SetError("Button name too large: %s", szGameButton);
664  return;
665  }
666  szGameButton[i] = *pchPos;
667  i++;
668  } else {
669  if (i >= sizeof(szJoystickButton)) {
670  SDL_SetError("Joystick button name too large: %s", szJoystickButton);
671  return;
672  }
673  szJoystickButton[i] = *pchPos;
674  i++;
675  }
676  pchPos++;
677  }
678 
679  /* No more values if the string was terminated by a comma. Don't report an error. */
680  if (szGameButton[0] != '\0' || szJoystickButton[0] != '\0') {
681  SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
682  }
683 }

References i, SDL_FALSE, SDL_PrivateGameControllerParseElement(), SDL_SetError, SDL_TRUE, and SDL_zero.

Referenced by SDL_PrivateLoadButtonMapping().

◆ SDL_PrivateGameControllerParseElement()

static void SDL_PrivateGameControllerParseElement ( SDL_GameController *  gamecontroller,
const char *  szGameButton,
const char *  szJoystickButton 
)
static

Definition at line 541 of file SDL_gamecontroller.c.

542 {
546  SDL_bool invert_input = SDL_FALSE;
547  char half_axis_input = 0;
548  char half_axis_output = 0;
549 
550  if (*szGameButton == '+' || *szGameButton == '-') {
551  half_axis_output = *szGameButton++;
552  }
553 
558  bind.output.axis.axis = axis;
560  bind.output.axis.axis_min = 0;
561  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
562  } else {
563  if (half_axis_output == '+') {
564  bind.output.axis.axis_min = 0;
565  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
566  } else if (half_axis_output == '-') {
567  bind.output.axis.axis_min = 0;
568  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
569  } else {
570  bind.output.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
571  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
572  }
573  }
574  } else if (button != SDL_CONTROLLER_BUTTON_INVALID) {
576  bind.output.button = button;
577  } else {
578  SDL_SetError("Unexpected controller element %s", szGameButton);
579  return;
580  }
581 
582  if (*szJoystickButton == '+' || *szJoystickButton == '-') {
583  half_axis_input = *szJoystickButton++;
584  }
585  if (szJoystickButton[SDL_strlen(szJoystickButton) - 1] == '~') {
586  invert_input = SDL_TRUE;
587  }
588 
589  if (szJoystickButton[0] == 'a' && SDL_isdigit(szJoystickButton[1])) {
591  bind.input.axis.axis = SDL_atoi(&szJoystickButton[1]);
592  if (half_axis_input == '+') {
593  bind.input.axis.axis_min = 0;
594  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
595  } else if (half_axis_input == '-') {
596  bind.input.axis.axis_min = 0;
597  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
598  } else {
599  bind.input.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
600  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
601  }
602  if (invert_input) {
603  int tmp = bind.input.axis.axis_min;
604  bind.input.axis.axis_min = bind.input.axis.axis_max;
605  bind.input.axis.axis_max = tmp;
606  }
607  } else if (szJoystickButton[0] == 'b' && SDL_isdigit(szJoystickButton[1])) {
609  bind.input.button = SDL_atoi(&szJoystickButton[1]);
610  } else if (szJoystickButton[0] == 'h' && SDL_isdigit(szJoystickButton[1]) &&
611  szJoystickButton[2] == '.' && SDL_isdigit(szJoystickButton[3])) {
612  int hat = SDL_atoi(&szJoystickButton[1]);
613  int mask = SDL_atoi(&szJoystickButton[3]);
615  bind.input.hat.hat = hat;
616  bind.input.hat.hat_mask = mask;
617  } else {
618  SDL_SetError("Unexpected joystick element: %s", szJoystickButton);
619  return;
620  }
621 
622  ++gamecontroller->num_bindings;
623  gamecontroller->bindings = (SDL_ExtendedGameControllerBind *)SDL_realloc(gamecontroller->bindings, gamecontroller->num_bindings * sizeof(*gamecontroller->bindings));
624  if (!gamecontroller->bindings) {
625  gamecontroller->num_bindings = 0;
626  SDL_OutOfMemory();
627  return;
628  }
629  gamecontroller->bindings[gamecontroller->num_bindings - 1] = bind;
630 }

References SDL_ExtendedGameControllerBind::axis, axis, SDL_ExtendedGameControllerBind::button, button, SDL_ExtendedGameControllerBind::hat, SDL_ExtendedGameControllerBind::input, SDL_ExtendedGameControllerBind::inputType, SDL_ExtendedGameControllerBind::output, SDL_ExtendedGameControllerBind::outputType, SDL_atoi, SDL_CONTROLLER_AXIS_INVALID, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_CONTROLLER_BINDTYPE_HAT, SDL_CONTROLLER_BUTTON_INVALID, SDL_FALSE, SDL_GameControllerGetAxisFromString(), SDL_GameControllerGetButtonFromString(), SDL_isdigit, SDL_JOYSTICK_AXIS_MAX, SDL_JOYSTICK_AXIS_MIN, SDL_OutOfMemory, SDL_realloc, SDL_SetError, SDL_strlen, and SDL_TRUE.

Referenced by SDL_PrivateGameControllerParseControllerConfigString().

◆ SDL_PrivateGameControllerRefreshMapping()

static void SDL_PrivateGameControllerRefreshMapping ( ControllerMapping_t pControllerMapping)
static

Definition at line 801 of file SDL_gamecontroller.c.

802 {
803  SDL_GameController *gamecontrollerlist = SDL_gamecontrollers;
804  while (gamecontrollerlist) {
805  if (!SDL_memcmp(&gamecontrollerlist->joystick->guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid))) {
806  /* Not really threadsafe. Should this lock access within SDL_GameControllerEventWatcher? */
807  SDL_PrivateLoadButtonMapping(gamecontrollerlist, pControllerMapping->name, pControllerMapping->mapping);
808 
809  {
811  event.type = SDL_CONTROLLERDEVICEREMAPPED;
812  event.cdevice.which = gamecontrollerlist->joystick->instance_id;
814  }
815  }
816 
817  gamecontrollerlist = gamecontrollerlist->next;
818  }
819 }

References ControllerMapping_t::guid, ControllerMapping_t::mapping, ControllerMapping_t::name, SDL_CONTROLLERDEVICEREMAPPED, SDL_gamecontrollers, SDL_memcmp, SDL_PrivateLoadButtonMapping(), and SDL_PushEvent.

Referenced by SDL_PrivateAddMappingForGUID().

◆ SDL_PrivateGetControllerGUIDFromMappingString()

static char* SDL_PrivateGetControllerGUIDFromMappingString ( const char *  pMapping)
static

Definition at line 717 of file SDL_gamecontroller.c.

718 {
719  const char *pFirstComma = SDL_strchr(pMapping, ',');
720  if (pFirstComma) {
721  char *pchGUID = SDL_malloc(pFirstComma - pMapping + 1);
722  if (!pchGUID) {
723  SDL_OutOfMemory();
724  return NULL;
725  }
726  SDL_memcpy(pchGUID, pMapping, pFirstComma - pMapping);
727  pchGUID[pFirstComma - pMapping] = '\0';
728 
729  /* Convert old style GUIDs to the new style in 2.0.5 */
730 #if __WIN32__
731  if (SDL_strlen(pchGUID) == 32 &&
732  SDL_memcmp(&pchGUID[20], "504944564944", 12) == 0) {
733  SDL_memcpy(&pchGUID[20], "000000000000", 12);
734  SDL_memcpy(&pchGUID[16], &pchGUID[4], 4);
735  SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
736  SDL_memcpy(&pchGUID[0], "03000000", 8);
737  }
738 #elif __MACOSX__
739  if (SDL_strlen(pchGUID) == 32 &&
740  SDL_memcmp(&pchGUID[4], "000000000000", 12) == 0 &&
741  SDL_memcmp(&pchGUID[20], "000000000000", 12) == 0) {
742  SDL_memcpy(&pchGUID[20], "000000000000", 12);
743  SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
744  SDL_memcpy(&pchGUID[0], "03000000", 8);
745  }
746 #endif
747  return pchGUID;
748  }
749  return NULL;
750 }

References NULL, SDL_malloc, SDL_memcmp, SDL_memcpy, SDL_OutOfMemory, SDL_strchr, and SDL_strlen.

Referenced by SDL_PrivateGameControllerAddMapping().

◆ SDL_PrivateGetControllerMapping()

static ControllerMapping_t* SDL_PrivateGetControllerMapping ( int  device_index)
static

Definition at line 1053 of file SDL_gamecontroller.c.

1054 {
1055  const char *name;
1056  SDL_JoystickGUID guid;
1058 
1060 
1061  if ((device_index < 0) || (device_index >= SDL_NumJoysticks())) {
1062  SDL_SetError("There are %d joysticks available", SDL_NumJoysticks());
1064  return (NULL);
1065  }
1066 
1067  name = SDL_JoystickNameForIndex(device_index);
1068  guid = SDL_JoystickGetDeviceGUID(device_index);
1071  return mapping;
1072 }

References NULL, SDL_JoystickGetDeviceGUID, SDL_JoystickNameForIndex, SDL_LockJoysticks, SDL_NumJoysticks, SDL_PrivateGetControllerMappingForNameAndGUID(), SDL_SetError, and SDL_UnlockJoysticks.

Referenced by SDL_GameControllerMappingForDeviceIndex(), SDL_GameControllerNameForIndex(), SDL_GameControllerOpen(), and SDL_IsGameController().

◆ SDL_PrivateGetControllerMappingForGUID()

static ControllerMapping_t* SDL_PrivateGetControllerMappingForGUID ( SDL_JoystickGUID guid,
SDL_bool  exact_match 
)
static

Definition at line 425 of file SDL_gamecontroller.c.

426 {
427  ControllerMapping_t *pSupportedController = s_pSupportedControllers;
428  while (pSupportedController) {
429  if (SDL_memcmp(guid, &pSupportedController->guid, sizeof(*guid)) == 0) {
430  return pSupportedController;
431  }
432  pSupportedController = pSupportedController->next;
433  }
434  if (!exact_match) {
435  if (SDL_IsJoystickHIDAPI(*guid)) {
436  /* This is a HIDAPI device */
437  return s_pHIDAPIMapping;
438  }
439 #if SDL_JOYSTICK_XINPUT
440  if (SDL_IsJoystickXInput(*guid)) {
441  /* This is an XInput device */
442  return s_pXInputMapping;
443  }
444 #endif
445  }
446  return NULL;
447 }

References ControllerMapping_t::guid, ControllerMapping_t::next, NULL, s_pHIDAPIMapping, s_pSupportedControllers, s_pXInputMapping, SDL_IsJoystickHIDAPI(), SDL_IsJoystickXInput(), and SDL_memcmp.

Referenced by SDL_GameControllerMappingForGUID(), SDL_PrivateAddMappingForGUID(), and SDL_PrivateGetControllerMappingForNameAndGUID().

◆ SDL_PrivateGetControllerMappingForNameAndGUID()

static ControllerMapping_t* SDL_PrivateGetControllerMappingForNameAndGUID ( const char *  name,
SDL_JoystickGUID  guid 
)
static

Definition at line 1020 of file SDL_gamecontroller.c.

1021 {
1023 
1025 #ifdef __LINUX__
1026  if (!mapping && name) {
1027  if (SDL_strstr(name, "Xbox 360 Wireless Receiver")) {
1028  /* The Linux driver xpad.c maps the wireless dpad to buttons */
1029  SDL_bool existing;
1031 "none,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3",
1033  }
1034  }
1035 #endif /* __LINUX__ */
1036 
1037  if (!mapping && name) {
1038  if (SDL_strstr(name, "Xbox") || SDL_strstr(name, "X-Box") || SDL_strstr(name, "XBOX")) {
1040  }
1041  }
1042 #ifdef __ANDROID__
1043  if (!mapping && name && !SDL_IsJoystickHIDAPI(guid)) {
1044  mapping = SDL_CreateMappingForAndroidController(name, guid);
1045  }
1046 #endif
1047  if (!mapping) {
1049  }
1050  return mapping;
1051 }

References s_pDefaultMapping, s_pXInputMapping, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT, SDL_FALSE, SDL_IsJoystickHIDAPI(), SDL_PrivateAddMappingForGUID(), SDL_PrivateGetControllerMappingForGUID(), and SDL_strstr.

Referenced by SDL_IsGameControllerNameAndGUID(), and SDL_PrivateGetControllerMapping().

◆ SDL_PrivateGetControllerMappingFromMappingString()

static char* SDL_PrivateGetControllerMappingFromMappingString ( const char *  pMapping)
static

Definition at line 783 of file SDL_gamecontroller.c.

784 {
785  const char *pFirstComma, *pSecondComma;
786 
787  pFirstComma = SDL_strchr(pMapping, ',');
788  if (!pFirstComma)
789  return NULL;
790 
791  pSecondComma = SDL_strchr(pFirstComma + 1, ',');
792  if (!pSecondComma)
793  return NULL;
794 
795  return SDL_strdup(pSecondComma + 1); /* mapping is everything after the 3rd comma */
796 }

References NULL, SDL_strchr, and SDL_strdup.

Referenced by SDL_PrivateAddMappingForGUID().

◆ SDL_PrivateGetControllerNameFromMappingString()

static char* SDL_PrivateGetControllerNameFromMappingString ( const char *  pMapping)
static

Definition at line 756 of file SDL_gamecontroller.c.

757 {
758  const char *pFirstComma, *pSecondComma;
759  char *pchName;
760 
761  pFirstComma = SDL_strchr(pMapping, ',');
762  if (!pFirstComma)
763  return NULL;
764 
765  pSecondComma = SDL_strchr(pFirstComma + 1, ',');
766  if (!pSecondComma)
767  return NULL;
768 
769  pchName = SDL_malloc(pSecondComma - pFirstComma);
770  if (!pchName) {
771  SDL_OutOfMemory();
772  return NULL;
773  }
774  SDL_memcpy(pchName, pFirstComma + 1, pSecondComma - pFirstComma);
775  pchName[pSecondComma - pFirstComma - 1] = 0;
776  return pchName;
777 }

References NULL, SDL_malloc, SDL_memcpy, SDL_OutOfMemory, and SDL_strchr.

Referenced by SDL_PrivateAddMappingForGUID().

◆ SDL_PrivateLoadButtonMapping()

static void SDL_PrivateLoadButtonMapping ( SDL_GameController *  gamecontroller,
const char *  pchName,
const char *  pchMapping 
)
static

Definition at line 688 of file SDL_gamecontroller.c.

689 {
690  int i;
691 
692  gamecontroller->name = pchName;
693  gamecontroller->num_bindings = 0;
694  SDL_memset(gamecontroller->last_match_axis, 0, gamecontroller->joystick->naxes * sizeof(*gamecontroller->last_match_axis));
695 
696  SDL_PrivateGameControllerParseControllerConfigString(gamecontroller, pchMapping);
697 
698  /* Set the zero point for triggers */
699  for (i = 0; i < gamecontroller->num_bindings; ++i) {
700  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
701  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
703  (binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
704  binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
705  if (binding->input.axis.axis < gamecontroller->joystick->naxes) {
706  gamecontroller->joystick->axes[binding->input.axis.axis].value =
707  gamecontroller->joystick->axes[binding->input.axis.axis].zero = (Sint16)binding->input.axis.axis_min;
708  }
709  }
710  }
711 }

References SDL_ExtendedGameControllerBind::axis, i, SDL_ExtendedGameControllerBind::input, SDL_ExtendedGameControllerBind::inputType, SDL_ExtendedGameControllerBind::output, SDL_ExtendedGameControllerBind::outputType, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_memset, and SDL_PrivateGameControllerParseControllerConfigString().

Referenced by SDL_GameControllerOpen(), and SDL_PrivateGameControllerRefreshMapping().

◆ SDL_ShouldIgnoreGameController()

SDL_bool SDL_ShouldIgnoreGameController ( const char *  name,
SDL_JoystickGUID  guid 
)

Definition at line 1476 of file SDL_gamecontroller.c.

1477 {
1478  int i;
1479  Uint16 vendor;
1480  Uint16 product;
1481  Uint16 version;
1482  Uint32 vidpid;
1483 
1484 #if defined(__LINUX__)
1485  if (name && SDL_strstr(name, "Wireless Controller Motion Sensors")) {
1486  /* Don't treat the PS4 motion controls as a separate game controller */
1487  return SDL_TRUE;
1488  }
1489 #endif
1490 
1493  return SDL_FALSE;
1494  }
1495 
1496  SDL_GetJoystickGUIDInfo(guid, &vendor, &product, &version);
1497 
1498  if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE)) {
1499  /* We shouldn't ignore Steam's virtual gamepad since it's using the hints to filter out the real controllers so it can remap input for the virtual controller */
1500  SDL_bool bSteamVirtualGamepad = SDL_FALSE;
1501 #if defined(__LINUX__)
1502  bSteamVirtualGamepad = (vendor == 0x28DE && product == 0x11FF);
1503 #elif defined(__MACOSX__)
1504  bSteamVirtualGamepad = (vendor == 0x045E && product == 0x028E && version == 1);
1505 #elif defined(__WIN32__)
1506  /* We can't tell on Windows, but Steam will block others in input hooks */
1507  bSteamVirtualGamepad = SDL_TRUE;
1508 #endif
1509  if (bSteamVirtualGamepad) {
1510  return SDL_FALSE;
1511  }
1512  }
1513 
1514  vidpid = MAKE_VIDPID(vendor, product);
1515 
1517  for (i = 0; i < SDL_allowed_controllers.num_entries; ++i) {
1518  if (vidpid == SDL_allowed_controllers.entries[i]) {
1519  return SDL_FALSE;
1520  }
1521  }
1522  return SDL_TRUE;
1523  } else {
1524  for (i = 0; i < SDL_ignored_controllers.num_entries; ++i) {
1525  if (vidpid == SDL_ignored_controllers.entries[i]) {
1526  return SDL_TRUE;
1527  }
1528  }
1529  return SDL_FALSE;
1530  }
1531 }

References SDL_vidpid_list::entries, i, MAKE_VIDPID, SDL_vidpid_list::num_entries, SDL_allowed_controllers, SDL_FALSE, SDL_GetHintBoolean, SDL_GetJoystickGUIDInfo(), SDL_ignored_controllers, SDL_strstr, and SDL_TRUE.

Referenced by SDL_ShouldIgnoreJoystick().

◆ UpdateEventsForDeviceRemoval()

static void UpdateEventsForDeviceRemoval ( )
static

Definition at line 201 of file SDL_gamecontroller.c.

202 {
203  int i, num_events;
204  SDL_Event *events;
205  SDL_bool isstack;
206 
208  if (num_events <= 0) {
209  return;
210  }
211 
212  events = SDL_small_alloc(SDL_Event, num_events, &isstack);
213  if (!events) {
214  return;
215  }
216 
218  for (i = 0; i < num_events; ++i) {
219  --events[i].cdevice.which;
220  }
221  SDL_PeepEvents(events, num_events, SDL_ADDEVENT, 0, 0);
222 
223  SDL_small_free(events, isstack);
224 }

References SDL_Event::cdevice, events, i, NULL, SDL_ADDEVENT, SDL_CONTROLLERDEVICEADDED, SDL_GETEVENT, SDL_PEEKEVENT, SDL_PeepEvents, SDL_small_alloc, SDL_small_free, and SDL_ControllerDeviceEvent::which.

Referenced by SDL_GameControllerEventWatcher().

Variable Documentation

◆ map_StringForControllerAxis

const char* map_StringForControllerAxis[]
static
Initial value:
= {
"leftx",
"lefty",
"rightx",
"righty",
"lefttrigger",
"righttrigger",
}

Definition at line 449 of file SDL_gamecontroller.c.

Referenced by SDL_GameControllerGetAxisFromString(), and SDL_GameControllerGetStringForAxis().

◆ map_StringForControllerButton

const char* map_StringForControllerButton[]
static
Initial value:
= {
"a",
"b",
"x",
"y",
"back",
"guide",
"start",
"leftstick",
"rightstick",
"leftshoulder",
"rightshoulder",
"dpup",
"dpdown",
"dpleft",
"dpright",
}

Definition at line 492 of file SDL_gamecontroller.c.

Referenced by SDL_GameControllerGetButtonFromString(), and SDL_GameControllerGetStringForButton().

◆ s_pDefaultMapping

◆ s_pHIDAPIMapping

ControllerMapping_t* s_pHIDAPIMapping = NULL
static

◆ s_pSupportedControllers

◆ s_pXInputMapping

◆ s_zeroGUID

SDL_JoystickGUID s_zeroGUID
static

◆ SDL_allowed_controllers

◆ SDL_gamecontrollers

◆ SDL_ignored_controllers

SDL_LoadVIDPIDListFromHint
static void SDL_LoadVIDPIDListFromHint(const char *hint, SDL_vidpid_list *list)
Definition: SDL_gamecontroller.c:136
SDL_PrivateGetControllerMappingForGUID
static ControllerMapping_t * SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid, SDL_bool exact_match)
Definition: SDL_gamecontroller.c:425
SDL_ExtendedGameControllerBind::outputType
SDL_GameControllerBindType outputType
Definition: SDL_gamecontroller.c:70
SDL_CONTROLLER_MAPPING_PRIORITY_API
Definition: SDL_gamecontroller.c:89
SDL_zero
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
SDL_Event::type
Uint32 type
Definition: SDL_events.h:559
SDL_CONTROLLERDEVICEREMOVED
Definition: SDL_events.h:124
SDL_IsJoystickHIDAPI
SDL_bool SDL_IsJoystickHIDAPI(SDL_JoystickGUID guid)
Definition: SDL_joystick.c:1208
SDL_memset
#define SDL_memset
Definition: SDL_dynapi_overrides.h:386
s_zeroGUID
static SDL_JoystickGUID s_zeroGUID
Definition: SDL_gamecontroller.c:102
SDL_LoadFile
#define SDL_LoadFile
Definition: SDL_dynapi_overrides.h:726
SDL_GameControllerButtonBind::button
int button
Definition: SDL_gamecontroller.h:77
HasSameOutput
static SDL_bool HasSameOutput(SDL_ExtendedGameControllerBind *a, SDL_ExtendedGameControllerBind *b)
Definition: SDL_gamecontroller.c:226
SDL_PrivateGameControllerAxis
static int SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
Definition: SDL_gamecontroller.c:1975
SDL_PrivateGetControllerGUIDFromMappingString
static char * SDL_PrivateGetControllerGUIDFromMappingString(const char *pMapping)
Definition: SDL_gamecontroller.c:717
SDL_strlcpy
#define SDL_strlcpy
Definition: SDL_dynapi_overrides.h:394
SDL_JoystickGetVendor
#define SDL_JoystickGetVendor
Definition: SDL_dynapi_overrides.h:612
SDL_small_free
#define SDL_small_free(ptr, isstack)
Definition: SDL_internal.h:40
SDL_IsGameController
SDL_bool SDL_IsGameController(int device_index)
Definition: SDL_gamecontroller.c:1464
SDL_GameControllerEventWatcher
static int SDL_GameControllerEventWatcher(void *userdata, SDL_Event *event)
Definition: SDL_gamecontroller.c:347
SDL_ExtendedGameControllerBind::input
union SDL_ExtendedGameControllerBind::@24 input
mask
GLenum GLint GLuint mask
Definition: SDL_opengl_glext.h:657
SDL_GameControllerButtonBind::hat
int hat
Definition: SDL_gamecontroller.h:80
ControllerMapping_t::priority
SDL_ControllerMappingPriority priority
Definition: SDL_gamecontroller.c:98
SDL_gamecontrollers
static SDL_GameController * SDL_gamecontrollers
Definition: SDL_gamecontroller.c:48
SDL_UnlockJoysticks
#define SDL_UnlockJoysticks
Definition: SDL_dynapi_overrides.h:639
SDL_JoystickClose
#define SDL_JoystickClose
Definition: SDL_dynapi_overrides.h:215
SDL_ExtendedGameControllerBind::button
int button
Definition: SDL_gamecontroller.c:55
SDL_ADDEVENT
Definition: SDL_events.h:615
NULL
#define NULL
Definition: begin_code.h:167
SDL_CONTROLLER_BUTTON_INVALID
Definition: SDL_gamecontroller.h:318
b
GLboolean GLboolean GLboolean b
Definition: SDL_opengl_glext.h:1109
SDL_JoystickGetButton
#define SDL_JoystickGetButton
Definition: SDL_dynapi_overrides.h:214
UpdateEventsForDeviceRemoval
static void UpdateEventsForDeviceRemoval()
Definition: SDL_gamecontroller.c:201
SDL_PrivateGameControllerParseElement
static void SDL_PrivateGameControllerParseElement(SDL_GameController *gamecontroller, const char *szGameButton, const char *szJoystickButton)
Definition: SDL_gamecontroller.c:541
SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS
#define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS
Definition: SDL_gamecontroller.c:43
SDL_CONTROLLERBUTTONDOWN
Definition: SDL_events.h:121
SDL_GameControllerButtonBind::bindType
SDL_GameControllerBindType bindType
Definition: SDL_gamecontroller.h:74
SDL_ExtendedGameControllerBind
Definition: SDL_gamecontroller.c:50
HandleJoystickAxis
static void HandleJoystickAxis(SDL_GameController *gamecontroller, int axis, int value)
Definition: SDL_gamecontroller.c:248
SDL_GameControllerIgnoreDevicesChanged
static void SDL_GameControllerIgnoreDevicesChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
Definition: SDL_gamecontroller.c:182
SDL_NumJoysticks
#define SDL_NumJoysticks
Definition: SDL_dynapi_overrides.h:195
ControllerMapping_t
Definition: SDL_gamecontroller.c:93
SDL_realloc
#define SDL_realloc
Definition: SDL_dynapi_overrides.h:376
SDL_InvalidParamError
#define SDL_InvalidParamError(param)
Definition: SDL_error.h:54
SDL_CONTROLLER_PLATFORM_FIELD
#define SDL_CONTROLLER_PLATFORM_FIELD
Definition: SDL_gamecontroller.c:45
SDL_vidpid_list::entries
Uint32 * entries
Definition: SDL_gamecontroller.c:129
SDL_ExtendedGameControllerBind::inputType
SDL_GameControllerBindType inputType
Definition: SDL_gamecontroller.c:52
SDL_PrivateGetControllerMapping
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)
Definition: SDL_gamecontroller.c:1053
SDL_ControllerDeviceEvent::which
Sint32 which
Definition: SDL_events.h:413
SDL_JoystickGetGUIDString
#define SDL_JoystickGetGUIDString
Definition: SDL_dynapi_overrides.h:201
SDL_ENABLE
#define SDL_ENABLE
Definition: SDL_events.h:759
SDL_JoystickNameForIndex
#define SDL_JoystickNameForIndex
Definition: SDL_dynapi_overrides.h:196
SDL_GameControllerButtonBind
Definition: SDL_gamecontroller.h:72
SDL_ControllerMappingPriority
SDL_ControllerMappingPriority
Definition: SDL_gamecontroller.c:86
input
GLenum GLenum GLenum input
Definition: SDL_opengl_glext.h:9374
path
GLsizei const GLchar *const * path
Definition: SDL_opengl_glext.h:3730
SDL_RWread
#define SDL_RWread
Definition: SDL_dynapi_overrides.h:723
SDL_JOYDEVICEREMOVED
Definition: SDL_events.h:117
SDL_JoystickGetHat
#define SDL_JoystickGetHat
Definition: SDL_dynapi_overrides.h:212
SDL_JoystickGetProduct
#define SDL_JoystickGetProduct
Definition: SDL_dynapi_overrides.h:613
a
GLboolean GLboolean GLboolean GLboolean a
Definition: SDL_opengl_glext.h:1109
SDL_GetHint
#define SDL_GetHint
Definition: SDL_dynapi_overrides.h:191
SDL_RELEASED
#define SDL_RELEASED
Definition: SDL_events.h:49
ControllerMapping_t::next
struct _ControllerMapping_t * next
Definition: SDL_gamecontroller.c:99
SDL_JoystickOpen
#define SDL_JoystickOpen
Definition: SDL_dynapi_overrides.h:197
SDL_vidpid_list::max_entries
int max_entries
Definition: SDL_gamecontroller.c:128
SDL_small_alloc
#define SDL_small_alloc(type, count, pisstack)
Definition: SDL_internal.h:39
s_pSupportedControllers
static ControllerMapping_t * s_pSupportedControllers
Definition: SDL_gamecontroller.c:103
SDL_CONTROLLERDEVICEADDED
Definition: SDL_events.h:123
SDL_JoystickName
#define SDL_JoystickName
Definition: SDL_dynapi_overrides.h:198
SDL_ExtendedGameControllerBind::output
union SDL_ExtendedGameControllerBind::@25 output
SDL_CONTROLLERAXISMOTION
Definition: SDL_events.h:120
SDL_GameControllerGetJoystick
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1784
SDL_CONTROLLER_BUTTON_MAX
Definition: SDL_gamecontroller.h:334
SDL_JoystickGetPlayerIndex
#define SDL_JoystickGetPlayerIndex
Definition: SDL_dynapi_overrides.h:702
SDL_strcasecmp
#define SDL_strcasecmp
Definition: SDL_dynapi_overrides.h:419
SDL_vidpid_list::num_entries
int num_entries
Definition: SDL_gamecontroller.c:127
SDL_GameControllerButtonBind::value
union SDL_GameControllerButtonBind::@0 value
SDL_strncasecmp
#define SDL_strncasecmp
Definition: SDL_dynapi_overrides.h:420
SDL_CONTROLLER_BINDTYPE_BUTTON
Definition: SDL_gamecontroller.h:64
SDL_GameControllerGetAxisFromString
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
Definition: SDL_gamecontroller.c:462
map_StringForControllerButton
static const char * map_StringForControllerButton[]
Definition: SDL_gamecontroller.c:492
SDL_QUERY
#define SDL_QUERY
Definition: SDL_events.h:756
SDL_PRESSED
#define SDL_PRESSED
Definition: SDL_events.h:50
SDL_HINT_GAMECONTROLLERCONFIG_FILE
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE
A variable that lets you provide a file with extra gamecontroller db entries.
Definition: SDL_hints.h:457
Sint16
int16_t Sint16
Definition: SDL_stdinc.h:185
buf
GLenum GLuint GLenum GLsizei const GLchar * buf
Definition: SDL_opengl_glext.h:2480
SDL_GameControllerGetButtonFromString
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
Definition: SDL_gamecontroller.c:514
SDL_PrivateGameControllerRefreshMapping
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Get the number of milliseconds since the SDL library initialization.
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Definition: SDL_gamecontroller.h:66
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Definition: SDL_stdinc.h:161
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Definition: sort_controllers.py:12
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Definition: SDL_gamecontroller.c:97
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Definition: SDL_gamecontroller.c:1885
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Definition: SDL_dynapi_overrides.h:40
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Definition: SDL_stdinc.h:164
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Definition: SDL_gamecontroller.c:1260
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A variable that lets you manually hint extra gamecontroller db entries.
Definition: SDL_hints.h:447
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Definition: SDL_dynapi_overrides.h:397
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Definition: SDL_gamecontroller.c:88
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Definition: SDL_gamecontroller.c:64
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Definition: SDL_stdinc.h:203
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Compare SDL ticks values, and return true if A has passed B.
Definition: SDL_timer.h:56
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Definition: SDL_gamecontroller.c:637
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Definition: SDL_events.h:557
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static int SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
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Definition: SDL_dynapi_overrides.h:193
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Definition: SDL_gamecontroller.c:783
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Definition: SDL_gamecontroller.c:105
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Definition: SDL_hints.h:470
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Definition: SDL_dynapi_overrides.h:374
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Definition: SDL_events.h:114
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Definition: SDL_gamecontroller.h:280
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Definition: SDL_dynapi_overrides.h:417
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Definition: SDL_dynapi_overrides.h:403
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Definition: SDL_joystick.h:70
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Definition: SDL_events.h:576
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unsigned int size_t
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Definition: SDL_waylandsym.h:113
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#define SDL_GameControllerAddMappingsFromFile(file)
Definition: SDL_gamecontroller.h:129
i
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
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#define SDL_JoystickGetProductVersion
Definition: SDL_dynapi_overrides.h:614
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Definition: SDL_events.h:113
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static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
Definition: SDL_gamecontroller.c:239
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#define SDL_LockJoysticks
Definition: SDL_dynapi_overrides.h:638
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Definition: testgamecontroller.c:67
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#define SDL_AndroidGetInternalStoragePath
Definition: SDL_dynapi_overrides.h:51
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Definition: SDL_stdinc.h:191
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static SDL_bool SDL_GetControllerMappingFilePath(char *path, size_t size)
Definition: SDL_gamecontroller.c:1327
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Definition: SDL_events.h:616
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#define SDL_DelEventWatch
Definition: SDL_dynapi_overrides.h:129
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Definition: SDL_joystick.h:81
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static void SDL_GameControllerIgnoreDevicesExceptChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
Definition: SDL_gamecontroller.c:188
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Definition: SDL_gamecontroller.h:324
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int SDL_GameControllerAddMapping(const char *mappingString)
Definition: SDL_gamecontroller.c:1200
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#define SDL_JoystickGetGUIDFromString
Definition: SDL_dynapi_overrides.h:202
SDL_PrivateAddMappingForGUID
static ControllerMapping_t * SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)
Definition: SDL_gamecontroller.c:825
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Definition: SDL_gamecontroller.h:316