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

Go to the source code of this file.

Data Structures

struct  SDL_GameControllerButtonBind
 

Macros

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

Enumerations

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

Functions

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

Detailed Description

Include file for SDL game controller event handling

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

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

Definition in file SDL_gamecontroller.h.

Macro Definition Documentation

◆ SDL_GameControllerAddMappingsFromFile

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

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

Convenience macro.

Definition at line 129 of file SDL_gamecontroller.h.

Referenced by main(), and SDL_GameControllerInitMappings().

Enumeration Type Documentation

◆ SDL_GameControllerAxis

The list of axes available from a controller

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

Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.

Enumerator
SDL_CONTROLLER_AXIS_INVALID 
SDL_CONTROLLER_AXIS_LEFTX 
SDL_CONTROLLER_AXIS_LEFTY 
SDL_CONTROLLER_AXIS_RIGHTX 
SDL_CONTROLLER_AXIS_RIGHTY 
SDL_CONTROLLER_AXIS_TRIGGERLEFT 
SDL_CONTROLLER_AXIS_TRIGGERRIGHT 
SDL_CONTROLLER_AXIS_MAX 

Definition at line 257 of file SDL_gamecontroller.h.

◆ SDL_GameControllerBindType

Enumerator
SDL_CONTROLLER_BINDTYPE_NONE 
SDL_CONTROLLER_BINDTYPE_BUTTON 
SDL_CONTROLLER_BINDTYPE_AXIS 
SDL_CONTROLLER_BINDTYPE_HAT 

Definition at line 61 of file SDL_gamecontroller.h.

◆ SDL_GameControllerButton

The list of buttons available from a controller

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

Definition at line 301 of file SDL_gamecontroller.h.

302 {
SDL_GameControllerButton

Function Documentation

◆ SDL_GameControllerAddMapping()

int SDL_GameControllerAddMapping ( const char *  mappingString)

Add or update an existing mapping configuration

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

Definition at line 1049 of file SDL_gamecontroller.c.

References SDL_CONTROLLER_MAPPING_PRIORITY_API, and SDL_PrivateGameControllerAddMapping().

Referenced by SDL_GameControllerAddMappingsFromRW().

1050 {
1052 }
static int SDL_PrivateGameControllerAddMapping(const char *mappingString, SDL_ControllerMappingPriority priority)

◆ SDL_GameControllerAddMappingsFromRW()

int SDL_GameControllerAddMappingsFromRW ( SDL_RWops rw,
int  freerw 
)

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

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

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

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

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

Returns
number of mappings added, -1 on error

Definition at line 930 of file SDL_gamecontroller.c.

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

931 {
932  const char *platform = SDL_GetPlatform();
933  int controllers = 0;
934  char *buf, *line, *line_end, *tmp, *comma, line_platform[64];
935  size_t db_size, platform_len;
936 
937  if (rw == NULL) {
938  return SDL_SetError("Invalid RWops");
939  }
940  db_size = (size_t)SDL_RWsize(rw);
941 
942  buf = (char *)SDL_malloc(db_size + 1);
943  if (buf == NULL) {
944  if (freerw) {
945  SDL_RWclose(rw);
946  }
947  return SDL_SetError("Could not allocate space to read DB into memory");
948  }
949 
950  if (SDL_RWread(rw, buf, db_size, 1) != 1) {
951  if (freerw) {
952  SDL_RWclose(rw);
953  }
954  SDL_free(buf);
955  return SDL_SetError("Could not read DB");
956  }
957 
958  if (freerw) {
959  SDL_RWclose(rw);
960  }
961 
962  buf[db_size] = '\0';
963  line = buf;
964 
965  while (line < buf + db_size) {
966  line_end = SDL_strchr(line, '\n');
967  if (line_end != NULL) {
968  *line_end = '\0';
969  } else {
970  line_end = buf + db_size;
971  }
972 
973  /* Extract and verify the platform */
975  if (tmp != NULL) {
977  comma = SDL_strchr(tmp, ',');
978  if (comma != NULL) {
979  platform_len = comma - tmp + 1;
980  if (platform_len + 1 < SDL_arraysize(line_platform)) {
981  SDL_strlcpy(line_platform, tmp, platform_len);
982  if (SDL_strncasecmp(line_platform, platform, platform_len) == 0 &&
983  SDL_GameControllerAddMapping(line) > 0) {
984  controllers++;
985  }
986  }
987  }
988  }
989 
990  line = line_end + 1;
991  }
992 
993  SDL_free(buf);
994  return controllers;
995 }
#define SDL_strlcpy
#define SDL_CONTROLLER_PLATFORM_FIELD
#define SDL_RWsize(ctx)
Definition: SDL_rwops.h:184
#define SDL_RWread(ctx, ptr, size, n)
Definition: SDL_rwops.h:187
#define SDL_strncasecmp
#define SDL_strchr
unsigned int size_t
#define SDL_free
int SDL_GameControllerAddMapping(const char *mappingString)
#define SDL_GetPlatform
GLenum GLuint GLenum GLsizei const GLchar * buf
#define NULL
Definition: begin_code.h:164
#define SDL_RWclose(ctx)
Definition: SDL_rwops.h:189
#define SDL_SetError
#define SDL_strlen
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:93
#define SDL_malloc
#define SDL_strstr

◆ SDL_GameControllerClose()

void SDL_GameControllerClose ( SDL_GameController *  gamecontroller)

Close a controller previously opened with SDL_GameControllerOpen().

Definition at line 1670 of file SDL_gamecontroller.c.

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

Referenced by SDL_GameControllerQuit().

1671 {
1672  SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
1673 
1674  if (!gamecontroller)
1675  return;
1676 
1678 
1679  /* First decrement ref count */
1680  if (--gamecontroller->ref_count > 0) {
1682  return;
1683  }
1684 
1685  SDL_JoystickClose(gamecontroller->joystick);
1686 
1687  gamecontrollerlist = SDL_gamecontrollers;
1688  gamecontrollerlistprev = NULL;
1689  while (gamecontrollerlist) {
1690  if (gamecontroller == gamecontrollerlist) {
1691  if (gamecontrollerlistprev) {
1692  /* unlink this entry */
1693  gamecontrollerlistprev->next = gamecontrollerlist->next;
1694  } else {
1695  SDL_gamecontrollers = gamecontroller->next;
1696  }
1697  break;
1698  }
1699  gamecontrollerlistprev = gamecontrollerlist;
1700  gamecontrollerlist = gamecontrollerlist->next;
1701  }
1702 
1703  SDL_free(gamecontroller->bindings);
1704  SDL_free(gamecontroller->last_match_axis);
1705  SDL_free(gamecontroller->last_hat_mask);
1706  SDL_free(gamecontroller);
1707 
1709 }
#define SDL_UnlockJoysticks
#define SDL_JoystickClose
static SDL_GameController * SDL_gamecontrollers
#define SDL_free
#define NULL
Definition: begin_code.h:164
#define SDL_LockJoysticks

◆ SDL_GameControllerEventState()

int SDL_GameControllerEventState ( int  state)

Enable/disable controller event polling.

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

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

Definition at line 1823 of file SDL_gamecontroller.c.

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

1824 {
1825 #if SDL_EVENTS_DISABLED
1826  return SDL_IGNORE;
1827 #else
1828  const Uint32 event_list[] = {
1831  };
1832  unsigned int i;
1833 
1834  switch (state) {
1835  case SDL_QUERY:
1836  state = SDL_IGNORE;
1837  for (i = 0; i < SDL_arraysize(event_list); ++i) {
1838  state = SDL_EventState(event_list[i], SDL_QUERY);
1839  if (state == SDL_ENABLE) {
1840  break;
1841  }
1842  }
1843  break;
1844  default:
1845  for (i = 0; i < SDL_arraysize(event_list); ++i) {
1846  SDL_EventState(event_list[i], state);
1847  }
1848  break;
1849  }
1850  return (state);
1851 #endif /* SDL_EVENTS_DISABLED */
1852 }
struct xkb_state * state
#define SDL_ENABLE
Definition: SDL_events.h:722
uint32_t Uint32
Definition: SDL_stdinc.h:181
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
#define SDL_EventState
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:93
#define SDL_QUERY
Definition: SDL_events.h:719
#define SDL_IGNORE
Definition: SDL_events.h:720

◆ SDL_GameControllerFromInstanceID()

SDL_GameController* SDL_GameControllerFromInstanceID ( SDL_JoystickID  joyid)

Return the SDL_GameController associated with an instance id.

Definition at line 1588 of file SDL_gamecontroller.c.

References NULL, SDL_gamecontrollers, SDL_LockJoysticks, and SDL_UnlockJoysticks.

1589 {
1590  SDL_GameController *gamecontroller;
1591 
1593  gamecontroller = SDL_gamecontrollers;
1594  while (gamecontroller) {
1595  if (gamecontroller->joystick->instance_id == joyid) {
1597  return gamecontroller;
1598  }
1599  gamecontroller = gamecontroller->next;
1600  }
1602  return NULL;
1603 }
#define SDL_UnlockJoysticks
static SDL_GameController * SDL_gamecontrollers
#define NULL
Definition: begin_code.h:164
#define SDL_LockJoysticks

◆ SDL_GameControllerGetAttached()

SDL_bool SDL_GameControllerGetAttached ( SDL_GameController *  gamecontroller)

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

Definition at line 1564 of file SDL_gamecontroller.c.

References SDL_FALSE, and SDL_JoystickGetAttached.

1565 {
1566  if (!gamecontroller)
1567  return SDL_FALSE;
1568 
1569  return SDL_JoystickGetAttached(gamecontroller->joystick);
1570 }
#define SDL_JoystickGetAttached

◆ SDL_GameControllerGetAxis()

Sint16 SDL_GameControllerGetAxis ( SDL_GameController *  gamecontroller,
SDL_GameControllerAxis  axis 
)

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

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

The axis indices start at index 0.

Definition at line 1438 of file SDL_gamecontroller.c.

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

1439 {
1440  int i;
1441 
1442  if (!gamecontroller)
1443  return 0;
1444 
1445  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1446  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1447  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
1448  int value = 0;
1449  SDL_bool valid_input_range;
1450  SDL_bool valid_output_range;
1451 
1452  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1453  value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
1454  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
1455  valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
1456  } else {
1457  valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
1458  }
1459  if (valid_input_range) {
1460  if (binding->input.axis.axis_min != binding->output.axis.axis_min || binding->input.axis.axis_max != binding->output.axis.axis_max) {
1461  float normalized_value = (float)(value - binding->input.axis.axis_min) / (binding->input.axis.axis_max - binding->input.axis.axis_min);
1462  value = binding->output.axis.axis_min + (int)(normalized_value * (binding->output.axis.axis_max - binding->output.axis.axis_min));
1463  }
1464  }
1465  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1466  value = SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
1467  if (value == SDL_PRESSED) {
1468  value = binding->output.axis.axis_max;
1469  }
1470  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1471  int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
1472  if (hat_mask & binding->input.hat.hat_mask) {
1473  value = binding->output.axis.axis_max;
1474  }
1475  }
1476 
1477  if (binding->output.axis.axis_min < binding->output.axis.axis_max) {
1478  valid_output_range = (value >= binding->output.axis.axis_min && value <= binding->output.axis.axis_max);
1479  } else {
1480  valid_output_range = (value >= binding->output.axis.axis_max && value <= binding->output.axis.axis_min);
1481  }
1482  /* If the value is zero, there might be another binding that makes it non-zero */
1483  if (value != 0 && valid_output_range) {
1484  return (Sint16)value;
1485  }
1486  }
1487  }
1488  return 0;
1489 }
union SDL_ExtendedGameControllerBind::@24 output
#define SDL_JoystickGetButton
SDL_GameControllerBindType inputType
SDL_Texture * axis
#define SDL_JoystickGetHat
union SDL_ExtendedGameControllerBind::@23 input
SDL_GameControllerBindType outputType
GLsizei const GLfloat * value
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
SDL_bool
Definition: SDL_stdinc.h:139
#define SDL_JoystickGetAxis
#define SDL_PRESSED
Definition: SDL_events.h:50
int16_t Sint16
Definition: SDL_stdinc.h:163

◆ SDL_GameControllerGetAxisFromString()

SDL_GameControllerAxis SDL_GameControllerGetAxisFromString ( const char *  pchString)

turn this string into a axis mapping

Definition at line 444 of file SDL_gamecontroller.c.

References map_StringForControllerAxis, SDL_CONTROLLER_AXIS_INVALID, and SDL_strcasecmp.

Referenced by SDL_PrivateGameControllerParseElement().

445 {
446  int entry;
447 
448  if (pchString && (*pchString == '+' || *pchString == '-')) {
449  ++pchString;
450  }
451 
452  if (!pchString || !pchString[0]) {
454  }
455 
456  for (entry = 0; map_StringForControllerAxis[entry]; ++entry) {
457  if (!SDL_strcasecmp(pchString, map_StringForControllerAxis[entry]))
458  return (SDL_GameControllerAxis) entry;
459  }
461 }
static const char * map_StringForControllerAxis[]
#define SDL_strcasecmp
SDL_GameControllerAxis

◆ SDL_GameControllerGetBindForAxis()

SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis ( SDL_GameController *  gamecontroller,
SDL_GameControllerAxis  axis 
)

Get the SDL joystick layer binding for this controller button mapping

Definition at line 1609 of file SDL_gamecontroller.c.

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

1610 {
1611  int i;
1613  SDL_zero(bind);
1614 
1615  if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID)
1616  return bind;
1617 
1618  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1619  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1620  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
1621  bind.bindType = binding->inputType;
1622  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1623  /* FIXME: There might be multiple axes bound now that we have axis ranges... */
1624  bind.value.axis = binding->input.axis.axis;
1625  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1626  bind.value.button = binding->input.button;
1627  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1628  bind.value.hat.hat = binding->input.hat.hat;
1629  bind.value.hat.hat_mask = binding->input.hat.hat_mask;
1630  }
1631  break;
1632  }
1633  }
1634  return bind;
1635 }
union SDL_ExtendedGameControllerBind::@24 output
SDL_GameControllerBindType inputType
SDL_Texture * axis
union SDL_ExtendedGameControllerBind::@23 input
SDL_GameControllerBindType bindType
SDL_GameControllerBindType outputType
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
union SDL_GameControllerButtonBind::@0 value

◆ SDL_GameControllerGetBindForButton()

SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton ( SDL_GameController *  gamecontroller,
SDL_GameControllerButton  button 
)

Get the SDL joystick layer binding for this controller button mapping

Definition at line 1641 of file SDL_gamecontroller.c.

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

1642 {
1643  int i;
1645  SDL_zero(bind);
1646 
1647  if (!gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID)
1648  return bind;
1649 
1650  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1651  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1652  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
1653  bind.bindType = binding->inputType;
1654  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1655  bind.value.axis = binding->input.axis.axis;
1656  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1657  bind.value.button = binding->input.button;
1658  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1659  bind.value.hat.hat = binding->input.hat.hat;
1660  bind.value.hat.hat_mask = binding->input.hat.hat_mask;
1661  }
1662  break;
1663  }
1664  }
1665  return bind;
1666 }
union SDL_ExtendedGameControllerBind::@24 output
SDL_Texture * button
SDL_GameControllerBindType inputType
union SDL_ExtendedGameControllerBind::@23 input
SDL_GameControllerBindType bindType
SDL_GameControllerBindType outputType
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
union SDL_GameControllerButtonBind::@0 value

◆ SDL_GameControllerGetButton()

Uint8 SDL_GameControllerGetButton ( SDL_GameController *  gamecontroller,
SDL_GameControllerButton  button 
)

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

The button indices start at index 0.

Definition at line 1495 of file SDL_gamecontroller.c.

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

1496 {
1497  int i;
1498 
1499  if (!gamecontroller)
1500  return 0;
1501 
1502  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1503  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1504  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
1505  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1506  SDL_bool valid_input_range;
1507 
1508  int value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
1509  int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis.axis_min) / 2;
1510  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
1511  valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
1512  if (valid_input_range) {
1513  return (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
1514  }
1515  } else {
1516  valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
1517  if (valid_input_range) {
1518  return (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
1519  }
1520  }
1521  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1522  return SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
1523  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1524  int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
1525  return (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED;
1526  }
1527  }
1528  }
1529  return SDL_RELEASED;
1530 }
union SDL_ExtendedGameControllerBind::@24 output
#define SDL_JoystickGetButton
SDL_Texture * button
SDL_GameControllerBindType inputType
#define SDL_JoystickGetHat
union SDL_ExtendedGameControllerBind::@23 input
SDL_GameControllerBindType outputType
GLsizei const GLfloat * value
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
SDL_bool
Definition: SDL_stdinc.h:139
#define SDL_JoystickGetAxis
#define SDL_PRESSED
Definition: SDL_events.h:50
#define SDL_RELEASED
Definition: SDL_events.h:49

◆ SDL_GameControllerGetButtonFromString()

SDL_GameControllerButton SDL_GameControllerGetButtonFromString ( const char *  pchString)

turn this string into a button mapping

Definition at line 496 of file SDL_gamecontroller.c.

References map_StringForControllerButton, SDL_CONTROLLER_BUTTON_INVALID, and SDL_strcasecmp.

Referenced by SDL_PrivateGameControllerParseElement().

497 {
498  int entry;
499  if (!pchString || !pchString[0])
501 
502  for (entry = 0; map_StringForControllerButton[entry]; ++entry) {
503  if (SDL_strcasecmp(pchString, map_StringForControllerButton[entry]) == 0)
504  return (SDL_GameControllerButton) entry;
505  }
507 }
SDL_GameControllerButton
#define SDL_strcasecmp
static const char * map_StringForControllerButton[]

◆ SDL_GameControllerGetJoystick()

SDL_Joystick* SDL_GameControllerGetJoystick ( SDL_GameController *  gamecontroller)

Get the underlying joystick object used by a controller

Definition at line 1575 of file SDL_gamecontroller.c.

References NULL.

Referenced by SDL_GameControllerGetProduct(), SDL_GameControllerGetProductVersion(), and SDL_GameControllerGetVendor().

1576 {
1577  if (!gamecontroller)
1578  return NULL;
1579 
1580  return gamecontroller->joystick;
1581 }
#define NULL
Definition: begin_code.h:164

◆ 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 1548 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetProduct.

1549 {
1550  return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller));
1551 }
#define SDL_JoystickGetProduct
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)

◆ SDL_GameControllerGetProductVersion()

Uint16 SDL_GameControllerGetProductVersion ( SDL_GameController *  gamecontroller)

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

Definition at line 1554 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetProductVersion.

1555 {
1557 }
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
#define SDL_JoystickGetProductVersion

◆ SDL_GameControllerGetStringForAxis()

const char* SDL_GameControllerGetStringForAxis ( SDL_GameControllerAxis  axis)

turn this axis enum into a string mapping

Definition at line 466 of file SDL_gamecontroller.c.

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

467 {
470  }
471  return NULL;
472 }
static const char * map_StringForControllerAxis[]
SDL_Texture * axis
#define NULL
Definition: begin_code.h:164

◆ SDL_GameControllerGetStringForButton()

const char* SDL_GameControllerGetStringForButton ( SDL_GameControllerButton  button)

turn this button enum into a string mapping

Definition at line 512 of file SDL_gamecontroller.c.

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

513 {
516  }
517  return NULL;
518 }
SDL_Texture * axis
static const char * map_StringForControllerButton[]
#define NULL
Definition: begin_code.h:164

◆ 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 1542 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetVendor.

1543 {
1544  return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller));
1545 }
#define SDL_JoystickGetVendor
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)

◆ SDL_GameControllerMapping()

char* SDL_GameControllerMapping ( SDL_GameController *  gamecontroller)

Get a mapping string for an open GameController

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

Definition at line 1133 of file SDL_gamecontroller.c.

References NULL, and SDL_GameControllerMappingForGUID().

1134 {
1135  if (!gamecontroller) {
1136  return NULL;
1137  }
1138 
1139  return SDL_GameControllerMappingForGUID(gamecontroller->guid);
1140 }
#define NULL
Definition: begin_code.h:164
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)

◆ 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 1109 of file SDL_gamecontroller.c.

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

Referenced by SDL_GameControllerMapping().

1110 {
1111  char *pMappingString = NULL;
1113  if (mapping) {
1114  char pchGUID[33];
1115  size_t needed;
1116  SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
1117  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1118  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1119  pMappingString = SDL_malloc(needed);
1120  if (!pMappingString) {
1121  SDL_OutOfMemory();
1122  return NULL;
1123  }
1124  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1125  }
1126  return pMappingString;
1127 }
#define SDL_JoystickGetGUIDString
static ControllerMapping_t * SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid)
#define NULL
Definition: begin_code.h:164
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
#define SDL_strlen
#define SDL_snprintf
GLenum GLenum GLenum GLenum mapping
#define SDL_malloc

◆ SDL_GameControllerMappingForIndex()

char* SDL_GameControllerMappingForIndex ( int  mapping_index)

Get the mapping at a particular index.

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

Definition at line 1076 of file SDL_gamecontroller.c.

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

1077 {
1079 
1080  for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
1081  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1082  continue;
1083  }
1084  if (mapping_index == 0) {
1085  char *pMappingString;
1086  char pchGUID[33];
1087  size_t needed;
1088 
1089  SDL_JoystickGetGUIDString(mapping->guid, pchGUID, sizeof(pchGUID));
1090  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1091  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1092  pMappingString = SDL_malloc(needed);
1093  if (!pMappingString) {
1094  SDL_OutOfMemory();
1095  return NULL;
1096  }
1097  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1098  return pMappingString;
1099  }
1100  --mapping_index;
1101  }
1102  return NULL;
1103 }
struct _ControllerMapping_t * next
#define SDL_JoystickGetGUIDString
SDL_JoystickGUID guid
static ControllerMapping_t * s_pSupportedControllers
#define SDL_memcmp
#define NULL
Definition: begin_code.h:164
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
static SDL_JoystickGUID s_zeroGUID
#define SDL_strlen
#define SDL_snprintf
GLenum GLenum GLenum GLenum mapping
#define SDL_malloc

◆ SDL_GameControllerName()

const char* SDL_GameControllerName ( SDL_GameController *  gamecontroller)

Return the name for this currently opened controller

Definition at line 1533 of file SDL_gamecontroller.c.

References NULL.

1534 {
1535  if (!gamecontroller)
1536  return NULL;
1537 
1538  return gamecontroller->name;
1539 }
#define NULL
Definition: begin_code.h:164

◆ 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 1246 of file SDL_gamecontroller.c.

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

1247 {
1248  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1249  if (pSupportedController) {
1250  return pSupportedController->name;
1251  }
1252  return NULL;
1253 }
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)
#define NULL
Definition: begin_code.h:164

◆ SDL_GameControllerNumMappings()

int SDL_GameControllerNumMappings ( void  )

Get the number of mappings installed

Returns
the number of mappings

Definition at line 1058 of file SDL_gamecontroller.c.

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

1059 {
1060  int num_mappings = 0;
1062 
1063  for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
1064  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1065  continue;
1066  }
1067  ++num_mappings;
1068  }
1069  return num_mappings;
1070 }
struct _ControllerMapping_t * next
SDL_JoystickGUID guid
static ControllerMapping_t * s_pSupportedControllers
#define SDL_memcmp
static SDL_JoystickGUID s_zeroGUID
GLenum GLenum GLenum GLenum mapping

◆ SDL_GameControllerOpen()

SDL_GameController* SDL_GameControllerOpen ( int  joystick_index)

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

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

Definition at line 1341 of file SDL_gamecontroller.c.

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

1342 {
1343  SDL_GameController *gamecontroller;
1344  SDL_GameController *gamecontrollerlist;
1345  ControllerMapping_t *pSupportedController = NULL;
1346 
1347  if ((device_index < 0) || (device_index >= SDL_NumJoysticks())) {
1348  SDL_SetError("There are %d joysticks available", SDL_NumJoysticks());
1349  return (NULL);
1350  }
1351 
1353 
1354  gamecontrollerlist = SDL_gamecontrollers;
1355  /* If the controller is already open, return it */
1356  while (gamecontrollerlist) {
1357  if (SDL_SYS_GetInstanceIdOfDeviceIndex(device_index) == gamecontrollerlist->joystick->instance_id) {
1358  gamecontroller = gamecontrollerlist;
1359  ++gamecontroller->ref_count;
1361  return (gamecontroller);
1362  }
1363  gamecontrollerlist = gamecontrollerlist->next;
1364  }
1365 
1366  /* Find a controller mapping */
1367  pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1368  if (!pSupportedController) {
1369  SDL_SetError("Couldn't find mapping for device (%d)", device_index);
1371  return NULL;
1372  }
1373 
1374  /* Create and initialize the controller */
1375  gamecontroller = (SDL_GameController *) SDL_calloc(1, sizeof(*gamecontroller));
1376  if (gamecontroller == NULL) {
1377  SDL_OutOfMemory();
1379  return NULL;
1380  }
1381 
1382  gamecontroller->joystick = SDL_JoystickOpen(device_index);
1383  if (!gamecontroller->joystick) {
1384  SDL_free(gamecontroller);
1386  return NULL;
1387  }
1388 
1389  if (gamecontroller->joystick->naxes) {
1390  gamecontroller->last_match_axis = (SDL_ExtendedGameControllerBind **)SDL_calloc(gamecontroller->joystick->naxes, sizeof(*gamecontroller->last_match_axis));
1391  if (!gamecontroller->last_match_axis) {
1392  SDL_OutOfMemory();
1393  SDL_JoystickClose(gamecontroller->joystick);
1394  SDL_free(gamecontroller);
1396  return NULL;
1397  }
1398  }
1399  if (gamecontroller->joystick->nhats) {
1400  gamecontroller->last_hat_mask = (Uint8 *)SDL_calloc(gamecontroller->joystick->nhats, sizeof(*gamecontroller->last_hat_mask));
1401  if (!gamecontroller->last_hat_mask) {
1402  SDL_OutOfMemory();
1403  SDL_JoystickClose(gamecontroller->joystick);
1404  SDL_free(gamecontroller->last_match_axis);
1405  SDL_free(gamecontroller);
1407  return NULL;
1408  }
1409  }
1410 
1411  SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->guid, pSupportedController->name, pSupportedController->mapping);
1412 
1413  /* Add the controller to list */
1414  ++gamecontroller->ref_count;
1415  /* Link the controller in the list */
1416  gamecontroller->next = SDL_gamecontrollers;
1417  SDL_gamecontrollers = gamecontroller;
1418 
1420 
1421  return (gamecontroller);
1422 }
#define SDL_UnlockJoysticks
#define SDL_JoystickClose
#define SDL_JoystickOpen
#define SDL_NumJoysticks
SDL_JoystickGUID guid
static SDL_GameController * SDL_gamecontrollers
uint8_t Uint8
Definition: SDL_stdinc.h:157
#define SDL_free
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)
#define NULL
Definition: begin_code.h:164
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
#define SDL_SetError
#define SDL_calloc
SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index)
static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, SDL_JoystickGUID guid, const char *pchName, const char *pchMapping)
#define SDL_LockJoysticks

◆ 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 1428 of file SDL_gamecontroller.c.

References SDL_JoystickUpdate.

1429 {
1430  /* Just for API completeness; the joystick API does all the work. */
1432 }
#define SDL_JoystickUpdate

◆ SDL_IsGameController()

SDL_bool SDL_IsGameController ( int  joystick_index)

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

Definition at line 1273 of file SDL_gamecontroller.c.

References SDL_FALSE, SDL_PrivateGetControllerMapping(), and SDL_TRUE.

Referenced by SDL_GameControllerEventWatcher(), and SDL_GameControllerInit().

1274 {
1275  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1276  if (pSupportedController) {
1277  return SDL_TRUE;
1278  }
1279  return SDL_FALSE;
1280 }
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)