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_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_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_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, SDL_JoystickGUID guid, 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)
 
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)
 
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)
 
void SDL_GameControllerClose (SDL_GameController *gamecontroller)
 
void SDL_GameControllerQuit (void)
 
void SDL_GameControllerQuitMappings (void)
 
int SDL_GameControllerEventState (int state)
 

Variables

static SDL_GameController * SDL_gamecontrollers = NULL
 
static SDL_JoystickGUID s_zeroGUID
 
static ControllerMapping_ts_pSupportedControllers = NULL
 
static ControllerMapping_ts_pXInputMapping = NULL
 
static ControllerMapping_ts_pEmscriptenMapping = 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 41 of file SDL_gamecontroller.c.

Referenced by SDL_GameControllerAddMappingsFromRW().

Enumeration Type Documentation

◆ SDL_ControllerMappingPriority

Enumerator
SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT 
SDL_CONTROLLER_MAPPING_PRIORITY_API 
SDL_CONTROLLER_MAPPING_PRIORITY_USER 

Definition at line 82 of file SDL_gamecontroller.c.

Function Documentation

◆ HandleJoystickAxis()

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

Definition at line 242 of file SDL_gamecontroller.c.

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().

243 {
244  int i;
245  SDL_ExtendedGameControllerBind *last_match = gamecontroller->last_match_axis[axis];
247 
248  for (i = 0; i < gamecontroller->num_bindings; ++i) {
249  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
250  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
251  axis == binding->input.axis.axis) {
252  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
253  if (value >= binding->input.axis.axis_min &&
254  value <= binding->input.axis.axis_max) {
255  match = binding;
256  break;
257  }
258  } else {
259  if (value >= binding->input.axis.axis_max &&
260  value <= binding->input.axis.axis_min) {
261  match = binding;
262  break;
263  }
264  }
265  }
266  }
267 
268  if (last_match && (!match || !HasSameOutput(last_match, match))) {
269  /* Clear the last input that this axis generated */
270  ResetOutput(gamecontroller, last_match);
271  }
272 
273  if (match) {
275  if (match->input.axis.axis_min != match->output.axis.axis_min || match->input.axis.axis_max != match->output.axis.axis_max) {
276  float normalized_value = (float)(value - match->input.axis.axis_min) / (match->input.axis.axis_max - match->input.axis.axis_min);
277  value = match->output.axis.axis_min + (int)(normalized_value * (match->output.axis.axis_max - match->output.axis.axis_min));
278  }
279  SDL_PrivateGameControllerAxis(gamecontroller, match->output.axis.axis, (Sint16)value);
280  } else {
281  Uint8 state;
282  int threshold = match->input.axis.axis_min + (match->input.axis.axis_max - match->input.axis.axis_min) / 2;
283  if (match->input.axis.axis_max < match->input.axis.axis_min) {
284  state = (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
285  } else {
286  state = (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
287  }
288  SDL_PrivateGameControllerButton(gamecontroller, match->output.button, state);
289  }
290  }
291  gamecontroller->last_match_axis[axis] = match;
292 }
union SDL_ExtendedGameControllerBind::@24 output
static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
struct xkb_state * state
SDL_GameControllerBindType inputType
SDL_Texture * axis
union SDL_ExtendedGameControllerBind::@23 input
GLenum GLenum GLenum input
uint8_t Uint8
Definition: SDL_stdinc.h:157
SDL_GameControllerBindType outputType
static SDL_bool HasSameOutput(SDL_ExtendedGameControllerBind *a, SDL_ExtendedGameControllerBind *b)
GLsizei const GLfloat * value
static int SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
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 NULL
Definition: begin_code.h:164
#define SDL_PRESSED
Definition: SDL_events.h:50
#define SDL_RELEASED
Definition: SDL_events.h:49
static int SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
int16_t Sint16
Definition: SDL_stdinc.h:163

◆ HandleJoystickButton()

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

Definition at line 294 of file SDL_gamecontroller.c.

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

Referenced by SDL_GameControllerEventWatcher().

295 {
296  int i;
297 
298  for (i = 0; i < gamecontroller->num_bindings; ++i) {
299  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
300  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON &&
301  button == binding->input.button) {
302  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
303  int value = state ? binding->output.axis.axis_max : binding->output.axis.axis_min;
304  SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)value);
305  } else {
306  SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, state);
307  }
308  break;
309  }
310  }
311 }
union SDL_ExtendedGameControllerBind::@24 output
SDL_Texture * button
struct xkb_state * state
SDL_GameControllerBindType inputType
union SDL_ExtendedGameControllerBind::@23 input
SDL_GameControllerBindType outputType
GLsizei const GLfloat * value
static int SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
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
static int SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
int16_t Sint16
Definition: SDL_stdinc.h:163

◆ HandleJoystickHat()

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

Definition at line 313 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, ResetOutput(), SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_HAT, SDL_PRESSED, SDL_PrivateGameControllerAxis(), and SDL_PrivateGameControllerButton().

Referenced by SDL_GameControllerEventWatcher().

314 {
315  int i;
316  Uint8 last_mask = gamecontroller->last_hat_mask[hat];
317  Uint8 changed_mask = (last_mask ^ value);
318 
319  for (i = 0; i < gamecontroller->num_bindings; ++i) {
320  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
321  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT && hat == binding->input.hat.hat) {
322  if ((changed_mask & binding->input.hat.hat_mask) != 0) {
323  if (value & binding->input.hat.hat_mask) {
324  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
325  SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)binding->output.axis.axis_max);
326  } else {
327  SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, SDL_PRESSED);
328  }
329  } else {
330  ResetOutput(gamecontroller, binding);
331  }
332  }
333  }
334  }
335  gamecontroller->last_hat_mask[hat] = value;
336 }
union SDL_ExtendedGameControllerBind::@24 output
static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
SDL_GameControllerBindType inputType
union SDL_ExtendedGameControllerBind::@23 input
uint8_t Uint8
Definition: SDL_stdinc.h:157
SDL_GameControllerBindType outputType
GLsizei const GLfloat * value
static int SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
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_PRESSED
Definition: SDL_events.h:50
static int SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
int16_t Sint16
Definition: SDL_stdinc.h:163

◆ HasSameOutput()

◆ ResetOutput()

static void ResetOutput ( SDL_GameController *  gamecontroller,
SDL_ExtendedGameControllerBind bind 
)
static

Definition at line 233 of file SDL_gamecontroller.c.

References SDL_ExtendedGameControllerBind::axis, SDL_ExtendedGameControllerBind::button, SDL_ExtendedGameControllerBind::output, SDL_ExtendedGameControllerBind::outputType, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_PrivateGameControllerAxis(), SDL_PrivateGameControllerButton(), and SDL_RELEASED.

Referenced by HandleJoystickAxis(), and HandleJoystickHat().

234 {
236  SDL_PrivateGameControllerAxis(gamecontroller, bind->output.axis.axis, 0);
237  } else {
239  }
240 }
union SDL_ExtendedGameControllerBind::@24 output
SDL_GameControllerBindType outputType
static int SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
#define SDL_RELEASED
Definition: SDL_events.h:49
static int SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)

◆ 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 1065 of file SDL_gamecontroller.c.

References SDL_CONTROLLER_MAPPING_PRIORITY_API, and SDL_PrivateGameControllerAddMapping().

Referenced by SDL_GameControllerAddMappingsFromRW().

1066 {
1068 }
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 946 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.

947 {
948  const char *platform = SDL_GetPlatform();
949  int controllers = 0;
950  char *buf, *line, *line_end, *tmp, *comma, line_platform[64];
951  size_t db_size, platform_len;
952 
953  if (rw == NULL) {
954  return SDL_SetError("Invalid RWops");
955  }
956  db_size = (size_t)SDL_RWsize(rw);
957 
958  buf = (char *)SDL_malloc(db_size + 1);
959  if (buf == NULL) {
960  if (freerw) {
961  SDL_RWclose(rw);
962  }
963  return SDL_SetError("Could not allocate space to read DB into memory");
964  }
965 
966  if (SDL_RWread(rw, buf, db_size, 1) != 1) {
967  if (freerw) {
968  SDL_RWclose(rw);
969  }
970  SDL_free(buf);
971  return SDL_SetError("Could not read DB");
972  }
973 
974  if (freerw) {
975  SDL_RWclose(rw);
976  }
977 
978  buf[db_size] = '\0';
979  line = buf;
980 
981  while (line < buf + db_size) {
982  line_end = SDL_strchr(line, '\n');
983  if (line_end != NULL) {
984  *line_end = '\0';
985  } else {
986  line_end = buf + db_size;
987  }
988 
989  /* Extract and verify the platform */
991  if (tmp != NULL) {
993  comma = SDL_strchr(tmp, ',');
994  if (comma != NULL) {
995  platform_len = comma - tmp + 1;
996  if (platform_len + 1 < SDL_arraysize(line_platform)) {
997  SDL_strlcpy(line_platform, tmp, platform_len);
998  if (SDL_strncasecmp(line_platform, platform, platform_len) == 0 &&
999  SDL_GameControllerAddMapping(line) > 0) {
1000  controllers++;
1001  }
1002  }
1003  }
1004  }
1005 
1006  line = line_end + 1;
1007  }
1008 
1009  SDL_free(buf);
1010  return controllers;
1011 }
#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 1687 of file SDL_gamecontroller.c.

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

Referenced by SDL_GameControllerQuit().

1688 {
1689  SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
1690 
1691  if (!gamecontroller)
1692  return;
1693 
1695 
1696  /* First decrement ref count */
1697  if (--gamecontroller->ref_count > 0) {
1699  return;
1700  }
1701 
1702  SDL_JoystickClose(gamecontroller->joystick);
1703 
1704  gamecontrollerlist = SDL_gamecontrollers;
1705  gamecontrollerlistprev = NULL;
1706  while (gamecontrollerlist) {
1707  if (gamecontroller == gamecontrollerlist) {
1708  if (gamecontrollerlistprev) {
1709  /* unlink this entry */
1710  gamecontrollerlistprev->next = gamecontrollerlist->next;
1711  } else {
1712  SDL_gamecontrollers = gamecontroller->next;
1713  }
1714  break;
1715  }
1716  gamecontrollerlistprev = gamecontrollerlist;
1717  gamecontrollerlist = gamecontrollerlist->next;
1718  }
1719 
1720  SDL_free(gamecontroller->bindings);
1721  SDL_free(gamecontroller->last_match_axis);
1722  SDL_free(gamecontroller->last_hat_mask);
1723  SDL_free(gamecontroller);
1724 
1726 }
#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 1840 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.

1841 {
1842 #if SDL_EVENTS_DISABLED
1843  return SDL_IGNORE;
1844 #else
1845  const Uint32 event_list[] = {
1848  };
1849  unsigned int i;
1850 
1851  switch (state) {
1852  case SDL_QUERY:
1853  state = SDL_IGNORE;
1854  for (i = 0; i < SDL_arraysize(event_list); ++i) {
1855  state = SDL_EventState(event_list[i], SDL_QUERY);
1856  if (state == SDL_ENABLE) {
1857  break;
1858  }
1859  }
1860  break;
1861  default:
1862  for (i = 0; i < SDL_arraysize(event_list); ++i) {
1863  SDL_EventState(event_list[i], state);
1864  }
1865  break;
1866  }
1867  return (state);
1868 #endif /* SDL_EVENTS_DISABLED */
1869 }
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_GameControllerEventWatcher()

static int SDL_GameControllerEventWatcher ( void userdata,
SDL_Event event 
)
static

Definition at line 341 of file SDL_gamecontroller.c.

References SDL_JoyAxisEvent::axis, SDL_JoyButtonEvent::button, SDL_Event::cdevice, HandleJoystickAxis(), HandleJoystickButton(), HandleJoystickHat(), SDL_JoyHatEvent::hat, SDL_Event::jaxis, SDL_Event::jbutton, SDL_Event::jdevice, SDL_Event::jhat, SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_gamecontrollers, SDL_IsGameController(), SDL_JOYAXISMOTION, SDL_JOYBUTTONDOWN, SDL_JOYBUTTONUP, SDL_JOYDEVICEADDED, SDL_JOYDEVICEREMOVED, SDL_JOYHATMOTION, SDL_PushEvent, SDL_JoyButtonEvent::state, SDL_Event::type, UpdateEventsForDeviceRemoval(), SDL_JoyAxisEvent::value, SDL_JoyHatEvent::value, SDL_JoyAxisEvent::which, SDL_JoyHatEvent::which, SDL_JoyButtonEvent::which, SDL_JoyDeviceEvent::which, and SDL_ControllerDeviceEvent::which.

Referenced by SDL_GameControllerInit(), and SDL_GameControllerQuitMappings().

342 {
343  switch(event->type) {
344  case SDL_JOYAXISMOTION:
345  {
346  SDL_GameController *controllerlist = SDL_gamecontrollers;
347  while (controllerlist) {
348  if (controllerlist->joystick->instance_id == event->jaxis.which) {
349  HandleJoystickAxis(controllerlist, event->jaxis.axis, event->jaxis.value);
350  break;
351  }
352  controllerlist = controllerlist->next;
353  }
354  }
355  break;
356  case SDL_JOYBUTTONDOWN:
357  case SDL_JOYBUTTONUP:
358  {
359  SDL_GameController *controllerlist = SDL_gamecontrollers;
360  while (controllerlist) {
361  if (controllerlist->joystick->instance_id == event->jbutton.which) {
362  HandleJoystickButton(controllerlist, event->jbutton.button, event->jbutton.state);
363  break;
364  }
365  controllerlist = controllerlist->next;
366  }
367  }
368  break;
369  case SDL_JOYHATMOTION:
370  {
371  SDL_GameController *controllerlist = SDL_gamecontrollers;
372  while (controllerlist) {
373  if (controllerlist->joystick->instance_id == event->jhat.which) {
374  HandleJoystickHat(controllerlist, event->jhat.hat, event->jhat.value);
375  break;
376  }
377  controllerlist = controllerlist->next;
378  }
379  }
380  break;
381  case SDL_JOYDEVICEADDED:
382  {
383  if (SDL_IsGameController(event->jdevice.which)) {
384  SDL_Event deviceevent;
385  deviceevent.type = SDL_CONTROLLERDEVICEADDED;
386  deviceevent.cdevice.which = event->jdevice.which;
387  SDL_PushEvent(&deviceevent);
388  }
389  }
390  break;
392  {
393  SDL_GameController *controllerlist = SDL_gamecontrollers;
394  while (controllerlist) {
395  if (controllerlist->joystick->instance_id == event->jdevice.which) {
396  SDL_Event deviceevent;
397 
398  deviceevent.type = SDL_CONTROLLERDEVICEREMOVED;
399  deviceevent.cdevice.which = event->jdevice.which;
400  SDL_PushEvent(&deviceevent);
401 
403  break;
404  }
405  controllerlist = controllerlist->next;
406  }
407  }
408  break;
409  default:
410  break;
411  }
412 
413  return 1;
414 }
SDL_JoystickID which
Definition: SDL_events.h:335
SDL_JoyDeviceEvent jdevice
Definition: SDL_events.h:540
static void HandleJoystickHat(SDL_GameController *gamecontroller, int hat, Uint8 value)
SDL_ControllerDeviceEvent cdevice
Definition: SDL_events.h:543
SDL_JoyButtonEvent jbutton
Definition: SDL_events.h:539
static void UpdateEventsForDeviceRemoval()
SDL_JoystickID which
Definition: SDL_events.h:283
static SDL_GameController * SDL_gamecontrollers
SDL_JoyAxisEvent jaxis
Definition: SDL_events.h:536
#define SDL_PushEvent
static void HandleJoystickButton(SDL_GameController *gamecontroller, int button, Uint8 state)
SDL_bool SDL_IsGameController(int device_index)
General event structure.
Definition: SDL_events.h:525
SDL_JoyHatEvent jhat
Definition: SDL_events.h:538
SDL_JoystickID which
Definition: SDL_events.h:315
static void HandleJoystickAxis(SDL_GameController *gamecontroller, int axis, int value)
Uint32 type
Definition: SDL_events.h:527

◆ SDL_GameControllerFromInstanceID()

SDL_GameController* SDL_GameControllerFromInstanceID ( SDL_JoystickID  joyid)

Return the SDL_GameController associated with an instance id.

Definition at line 1605 of file SDL_gamecontroller.c.

References NULL, SDL_gamecontrollers, SDL_LockJoysticks, and SDL_UnlockJoysticks.

1606 {
1607  SDL_GameController *gamecontroller;
1608 
1610  gamecontroller = SDL_gamecontrollers;
1611  while (gamecontroller) {
1612  if (gamecontroller->joystick->instance_id == joyid) {
1614  return gamecontroller;
1615  }
1616  gamecontroller = gamecontroller->next;
1617  }
1619  return NULL;
1620 }
#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 1581 of file SDL_gamecontroller.c.

References SDL_FALSE, and SDL_JoystickGetAttached.

1582 {
1583  if (!gamecontroller)
1584  return SDL_FALSE;
1585 
1586  return SDL_JoystickGetAttached(gamecontroller->joystick);
1587 }
#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 1455 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.

1456 {
1457  int i;
1458 
1459  if (!gamecontroller)
1460  return 0;
1461 
1462  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1463  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1464  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
1465  int value = 0;
1466  SDL_bool valid_input_range;
1467  SDL_bool valid_output_range;
1468 
1469  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1470  value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
1471  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
1472  valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
1473  } else {
1474  valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
1475  }
1476  if (valid_input_range) {
1477  if (binding->input.axis.axis_min != binding->output.axis.axis_min || binding->input.axis.axis_max != binding->output.axis.axis_max) {
1478  float normalized_value = (float)(value - binding->input.axis.axis_min) / (binding->input.axis.axis_max - binding->input.axis.axis_min);
1479  value = binding->output.axis.axis_min + (int)(normalized_value * (binding->output.axis.axis_max - binding->output.axis.axis_min));
1480  }
1481  }
1482  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1483  value = SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
1484  if (value == SDL_PRESSED) {
1485  value = binding->output.axis.axis_max;
1486  }
1487  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1488  int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
1489  if (hat_mask & binding->input.hat.hat_mask) {
1490  value = binding->output.axis.axis_max;
1491  }
1492  }
1493 
1494  if (binding->output.axis.axis_min < binding->output.axis.axis_max) {
1495  valid_output_range = (value >= binding->output.axis.axis_min && value <= binding->output.axis.axis_max);
1496  } else {
1497  valid_output_range = (value >= binding->output.axis.axis_max && value <= binding->output.axis.axis_min);
1498  }
1499  /* If the value is zero, there might be another binding that makes it non-zero */
1500  if (value != 0 && valid_output_range) {
1501  return (Sint16)value;
1502  }
1503  }
1504  }
1505  return 0;
1506 }
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 1626 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.

1627 {
1628  int i;
1630  SDL_zero(bind);
1631 
1632  if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID)
1633  return bind;
1634 
1635  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1636  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1637  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
1638  bind.bindType = binding->inputType;
1639  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1640  /* FIXME: There might be multiple axes bound now that we have axis ranges... */
1641  bind.value.axis = binding->input.axis.axis;
1642  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1643  bind.value.button = binding->input.button;
1644  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1645  bind.value.hat.hat = binding->input.hat.hat;
1646  bind.value.hat.hat_mask = binding->input.hat.hat_mask;
1647  }
1648  break;
1649  }
1650  }
1651  return bind;
1652 }
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 1658 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.

1659 {
1660  int i;
1662  SDL_zero(bind);
1663 
1664  if (!gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID)
1665  return bind;
1666 
1667  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1668  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1669  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
1670  bind.bindType = binding->inputType;
1671  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1672  bind.value.axis = binding->input.axis.axis;
1673  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1674  bind.value.button = binding->input.button;
1675  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1676  bind.value.hat.hat = binding->input.hat.hat;
1677  bind.value.hat.hat_mask = binding->input.hat.hat_mask;
1678  }
1679  break;
1680  }
1681  }
1682  return bind;
1683 }
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 1512 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.

1513 {
1514  int i;
1515 
1516  if (!gamecontroller)
1517  return 0;
1518 
1519  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1520  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1521  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
1522  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1523  SDL_bool valid_input_range;
1524 
1525  int value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
1526  int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis.axis_min) / 2;
1527  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
1528  valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
1529  if (valid_input_range) {
1530  return (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
1531  }
1532  } else {
1533  valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
1534  if (valid_input_range) {
1535  return (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
1536  }
1537  }
1538  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1539  return SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
1540  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1541  int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
1542  return (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED;
1543  }
1544  }
1545  }
1546  return SDL_RELEASED;
1547 }
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 1592 of file SDL_gamecontroller.c.

References NULL.

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

1593 {
1594  if (!gamecontroller)
1595  return NULL;
1596 
1597  return gamecontroller->joystick;
1598 }
#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 1565 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetProduct.

1566 {
1567  return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller));
1568 }
#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 1571 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetProductVersion.

1572 {
1574 }
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 1559 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetVendor.

1560 {
1561  return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller));
1562 }
#define SDL_JoystickGetVendor
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)

◆ SDL_GameControllerIgnoreDevicesChanged()

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

Definition at line 177 of file SDL_gamecontroller.c.

References SDL_LoadVIDPIDListFromHint(), and SDLCALL.

Referenced by SDL_GameControllerInitMappings(), and SDL_GameControllerQuitMappings().

178 {
180 }
static SDL_vidpid_list SDL_ignored_controllers
static void SDL_LoadVIDPIDListFromHint(const char *hint, SDL_vidpid_list *list)

◆ SDL_GameControllerIgnoreDevicesExceptChanged()

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

Definition at line 183 of file SDL_gamecontroller.c.

References axis, button, SDL_LoadVIDPIDListFromHint(), SDL_PrivateGameControllerAxis(), SDL_PrivateGameControllerButton(), and state.

Referenced by SDL_GameControllerInitMappings(), and SDL_GameControllerQuitMappings().

184 {
186 }
static SDL_vidpid_list SDL_allowed_controllers
static void SDL_LoadVIDPIDListFromHint(const char *hint, SDL_vidpid_list *list)

◆ SDL_GameControllerInit()

int SDL_GameControllerInit ( void  )

Definition at line 1237 of file SDL_gamecontroller.c.

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().

1238 {
1239  int i;
1240 
1241  /* watch for joy events and fire controller ones if needed */
1243 
1244  /* Send added events for controllers currently attached */
1245  for (i = 0; i < SDL_NumJoysticks(); ++i) {
1246  if (SDL_IsGameController(i)) {
1247  SDL_Event deviceevent;
1248  deviceevent.type = SDL_CONTROLLERDEVICEADDED;
1249  deviceevent.cdevice.which = i;
1250  SDL_PushEvent(&deviceevent);
1251  }
1252  }
1253 
1254  return (0);
1255 }
static int SDL_GameControllerEventWatcher(void *userdata, SDL_Event *event)
SDL_ControllerDeviceEvent cdevice
Definition: SDL_events.h:543
#define SDL_NumJoysticks
#define SDL_PushEvent
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 SDL_IsGameController(int device_index)
#define NULL
Definition: begin_code.h:164
#define SDL_AddEventWatch
General event structure.
Definition: SDL_events.h:525
Uint32 type
Definition: SDL_events.h:527

◆ SDL_GameControllerInitMappings()

int SDL_GameControllerInitMappings ( void  )

Definition at line 1208 of file SDL_gamecontroller.c.

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().

1209 {
1210  char szControllerMapPath[1024];
1211  int i = 0;
1212  const char *pMappingString = NULL;
1213  pMappingString = s_ControllerMappings[i];
1214  while (pMappingString) {
1216 
1217  i++;
1218  pMappingString = s_ControllerMappings[i];
1219  }
1220 
1221  if (SDL_GetControllerMappingFilePath(szControllerMapPath, sizeof(szControllerMapPath))) {
1222  SDL_GameControllerAddMappingsFromFile(szControllerMapPath);
1223  }
1224 
1225  /* load in any user supplied config */
1227 
1232 
1233  return (0);
1234 }
static SDL_bool SDL_GetControllerMappingFilePath(char *path, size_t size)
static void SDL_GameControllerLoadHints()
static int SDL_PrivateGameControllerAddMapping(const char *mappingString, SDL_ControllerMappingPriority priority)
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT
Definition: SDL_hints.h:453
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 NULL
Definition: begin_code.h:164
static void SDL_GameControllerIgnoreDevicesExceptChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
static const char * s_ControllerMappings[]
#define SDL_AddHintCallback
#define SDL_GameControllerAddMappingsFromFile(file)
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES
Definition: SDL_hints.h:440
static void SDL_GameControllerIgnoreDevicesChanged(void *userdata, const char *name, const char *oldValue, const char *hint)

◆ SDL_GameControllerLoadHints()

static void SDL_GameControllerLoadHints ( )
static

Definition at line 1159 of file SDL_gamecontroller.c.

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().

1160 {
1161  const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG);
1162  if (hint && hint[0]) {
1163  size_t nchHints = SDL_strlen(hint);
1164  char *pUserMappings = SDL_malloc(nchHints + 1);
1165  char *pTempMappings = pUserMappings;
1166  SDL_memcpy(pUserMappings, hint, nchHints);
1167  pUserMappings[nchHints] = '\0';
1168  while (pUserMappings) {
1169  char *pchNewLine = NULL;
1170 
1171  pchNewLine = SDL_strchr(pUserMappings, '\n');
1172  if (pchNewLine)
1173  *pchNewLine = '\0';
1174 
1176 
1177  if (pchNewLine) {
1178  pUserMappings = pchNewLine + 1;
1179  } else {
1180  pUserMappings = NULL;
1181  }
1182  }
1183  SDL_free(pTempMappings);
1184  }
1185 }
#define SDL_GetHint
#define SDL_strchr
static int SDL_PrivateGameControllerAddMapping(const char *mappingString, SDL_ControllerMappingPriority priority)
#define SDL_memcpy
#define SDL_free
#define NULL
Definition: begin_code.h:164
#define SDL_strlen
#define SDL_HINT_GAMECONTROLLERCONFIG
A variable that lets you manually hint extra gamecontroller db entries.
Definition: SDL_hints.h:427
#define SDL_malloc

◆ 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 1149 of file SDL_gamecontroller.c.

References NULL, and SDL_GameControllerMappingForGUID().

1150 {
1151  if (!gamecontroller) {
1152  return NULL;
1153  }
1154 
1155  return SDL_GameControllerMappingForGUID(gamecontroller->guid);
1156 }
#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 1125 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().

1126 {
1127  char *pMappingString = NULL;
1129  if (mapping) {
1130  char pchGUID[33];
1131  size_t needed;
1132  SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
1133  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1134  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1135  pMappingString = SDL_malloc(needed);
1136  if (!pMappingString) {
1137  SDL_OutOfMemory();
1138  return NULL;
1139  }
1140  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1141  }
1142  return pMappingString;
1143 }
#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 1092 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.

1093 {
1095 
1096  for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
1097  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1098  continue;
1099  }
1100  if (mapping_index == 0) {
1101  char *pMappingString;
1102  char pchGUID[33];
1103  size_t needed;
1104 
1105  SDL_JoystickGetGUIDString(mapping->guid, pchGUID, sizeof(pchGUID));
1106  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1107  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1108  pMappingString = SDL_malloc(needed);
1109  if (!pMappingString) {
1110  SDL_OutOfMemory();
1111  return NULL;
1112  }
1113  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1114  return pMappingString;
1115  }
1116  --mapping_index;
1117  }
1118  return NULL;
1119 }
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 1550 of file SDL_gamecontroller.c.

References NULL.

1551 {
1552  if (!gamecontroller)
1553  return NULL;
1554 
1555  return gamecontroller->name;
1556 }
#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 1262 of file SDL_gamecontroller.c.

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

1263 {
1264  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1265  if (pSupportedController) {
1266  return pSupportedController->name;
1267  }
1268  return NULL;
1269 }
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 1074 of file SDL_gamecontroller.c.

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

1075 {
1076  int num_mappings = 0;
1078 
1079  for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
1080  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1081  continue;
1082  }
1083  ++num_mappings;
1084  }
1085  return num_mappings;
1086 }
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 1357 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.

1358 {
1359  SDL_GameController *gamecontroller;
1360  SDL_GameController *gamecontrollerlist;
1361  ControllerMapping_t *pSupportedController = NULL;
1362 
1364 
1365  if ((device_index < 0) || (device_index >= SDL_NumJoysticks())) {
1366  SDL_SetError("There are %d joysticks available", SDL_NumJoysticks());
1368  return (NULL);
1369  }
1370 
1371  gamecontrollerlist = SDL_gamecontrollers;
1372  /* If the controller is already open, return it */
1373  while (gamecontrollerlist) {
1374  if (SDL_SYS_GetInstanceIdOfDeviceIndex(device_index) == gamecontrollerlist->joystick->instance_id) {
1375  gamecontroller = gamecontrollerlist;
1376  ++gamecontroller->ref_count;
1378  return (gamecontroller);
1379  }
1380  gamecontrollerlist = gamecontrollerlist->next;
1381  }
1382 
1383  /* Find a controller mapping */
1384  pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1385  if (!pSupportedController) {
1386  SDL_SetError("Couldn't find mapping for device (%d)", device_index);
1388  return NULL;
1389  }
1390 
1391  /* Create and initialize the controller */
1392  gamecontroller = (SDL_GameController *) SDL_calloc(1, sizeof(*gamecontroller));
1393  if (gamecontroller == NULL) {
1394  SDL_OutOfMemory();
1396  return NULL;
1397  }
1398 
1399  gamecontroller->joystick = SDL_JoystickOpen(device_index);
1400  if (!gamecontroller->joystick) {
1401  SDL_free(gamecontroller);
1403  return NULL;
1404  }
1405 
1406  if (gamecontroller->joystick->naxes) {
1407  gamecontroller->last_match_axis = (SDL_ExtendedGameControllerBind **)SDL_calloc(gamecontroller->joystick->naxes, sizeof(*gamecontroller->last_match_axis));
1408  if (!gamecontroller->last_match_axis) {
1409  SDL_OutOfMemory();
1410  SDL_JoystickClose(gamecontroller->joystick);
1411  SDL_free(gamecontroller);
1413  return NULL;
1414  }
1415  }
1416  if (gamecontroller->joystick->nhats) {
1417  gamecontroller->last_hat_mask = (Uint8 *)SDL_calloc(gamecontroller->joystick->nhats, sizeof(*gamecontroller->last_hat_mask));
1418  if (!gamecontroller->last_hat_mask) {
1419  SDL_OutOfMemory();
1420  SDL_JoystickClose(gamecontroller->joystick);
1421  SDL_free(gamecontroller->last_match_axis);
1422  SDL_free(gamecontroller);
1424  return NULL;
1425  }
1426  }
1427 
1428  SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->guid, pSupportedController->name, pSupportedController->mapping);
1429 
1430  /* Add the controller to list */
1431  ++gamecontroller->ref_count;
1432  /* Link the controller in the list */
1433  gamecontroller->next = SDL_gamecontrollers;
1434  SDL_gamecontrollers = gamecontroller;
1435 
1437 
1438  return (gamecontroller);
1439 }
#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_GameControllerQuit()

void SDL_GameControllerQuit ( void  )

Definition at line 1733 of file SDL_gamecontroller.c.

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

Referenced by SDL_QuitSubSystem().

1734 {
1736  while (SDL_gamecontrollers) {
1737  SDL_gamecontrollers->ref_count = 1;
1739  }
1741 }
#define SDL_UnlockJoysticks
void SDL_GameControllerClose(SDL_GameController *gamecontroller)
static SDL_GameController * SDL_gamecontrollers
#define SDL_LockJoysticks

◆ SDL_GameControllerQuitMappings()

void SDL_GameControllerQuitMappings ( void  )

Definition at line 1744 of file SDL_gamecontroller.c.

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

Referenced by SDL_JoystickQuit().

1745 {
1746  ControllerMapping_t *pControllerMap;
1747 
1748  while (s_pSupportedControllers) {
1749  pControllerMap = s_pSupportedControllers;
1751  SDL_free(pControllerMap->name);
1752  SDL_free(pControllerMap->mapping);
1753  SDL_free(pControllerMap);
1754  }
1755 
1757 
1762 
1766  }
1770  }
1771 }
#define SDL_DelEventWatch
static int SDL_GameControllerEventWatcher(void *userdata, SDL_Event *event)
struct _ControllerMapping_t * next
static SDL_vidpid_list SDL_ignored_controllers
static ControllerMapping_t * s_pSupportedControllers
#define SDL_free
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT
Definition: SDL_hints.h:453
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
#define NULL
Definition: begin_code.h:164
static void SDL_GameControllerIgnoreDevicesExceptChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
static SDL_vidpid_list SDL_allowed_controllers
#define SDL_DelHintCallback
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES
Definition: SDL_hints.h:440
static void SDL_GameControllerIgnoreDevicesChanged(void *userdata, const char *name, const char *oldValue, const char *hint)

◆ 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 1445 of file SDL_gamecontroller.c.

References SDL_JoystickUpdate.

1446 {
1447  /* Just for API completeness; the joystick API does all the work. */
1449 }
#define SDL_JoystickUpdate

◆ SDL_GetControllerMappingFilePath()

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

Definition at line 1192 of file SDL_gamecontroller.c.

References SDL_AndroidGetInternalStoragePath, SDL_FALSE, SDL_snprintf, and SDL_strlcpy.

Referenced by SDL_GameControllerInitMappings().

1193 {
1194 #ifdef CONTROLLER_MAPPING_FILE
1195 #define STRING(X) SDL_STRINGIFY_ARG(X)
1196  return SDL_strlcpy(path, STRING(CONTROLLER_MAPPING_FILE), size) < size;
1197 #elif defined(__ANDROID__)
1198  return SDL_snprintf(path, size, "%s/controller_map.txt", SDL_AndroidGetInternalStoragePath()) < size;
1199 #else
1200  return SDL_FALSE;
1201 #endif
1202 }
#define SDL_strlcpy
GLsizeiptr size
#define SDL_snprintf
GLsizei const GLchar *const * path
#define SDL_AndroidGetInternalStoragePath

◆ SDL_IsGameController()

SDL_bool SDL_IsGameController ( int  joystick_index)

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

Definition at line 1289 of file SDL_gamecontroller.c.

References SDL_FALSE, SDL_PrivateGetControllerMapping(), and SDL_TRUE.

Referenced by SDL_GameControllerEventWatcher(), and SDL_GameControllerInit().

1290 {
1291  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1292  if (pSupportedController) {
1293  return SDL_TRUE;
1294  }
1295  return SDL_FALSE;
1296 }
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)

◆ SDL_IsGameControllerNameAndGUID()

SDL_bool SDL_IsGameControllerNameAndGUID ( const char *  name,
SDL_JoystickGUID  guid 
)

Definition at line 1276 of file SDL_gamecontroller.c.

References SDL_FALSE, SDL_PrivateGetControllerMappingForNameAndGUID(), and SDL_TRUE.

1277 {
1279  if (pSupportedController) {
1280  return SDL_TRUE;
1281  }
1282  return SDL_FALSE;
1283 }
static ControllerMapping_t * SDL_PrivateGetControllerMappingForNameAndGUID(const char *name, SDL_JoystickGUID guid)
GLuint const GLchar * name

◆ SDL_LoadVIDPIDListFromHint()

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

Definition at line 131 of file SDL_gamecontroller.c.

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

Referenced by SDL_GameControllerIgnoreDevicesChanged(), and SDL_GameControllerIgnoreDevicesExceptChanged().

132 {
133  Uint32 entry;
134  char *spot;
135  char *file = NULL;
136 
137  list->num_entries = 0;
138 
139  if (hint && *hint == '@') {
140  spot = file = (char *)SDL_LoadFile(hint+1, NULL);
141  } else {
142  spot = (char *)hint;
143  }
144 
145  if (!spot) {
146  return;
147  }
148 
149  while ((spot = SDL_strstr(spot, "0x")) != NULL) {
150  entry = (Uint16)SDL_strtol(spot, &spot, 0);
151  entry <<= 16;
152  spot = SDL_strstr(spot, "0x");
153  if (!spot) {
154  break;
155  }
156  entry |= (Uint16)SDL_strtol(spot, &spot, 0);
157 
158  if (list->num_entries == list->max_entries) {
159  int max_entries = list->max_entries + 16;
160  Uint32 *entries = (Uint32 *)SDL_realloc(list->entries, max_entries*sizeof(*list->entries));
161  if (entries == NULL) {
162  /* Out of memory, go with what we have already */
163  break;
164  }
165  list->entries = entries;
166  list->max_entries = max_entries;
167  }
168  list->entries[list->num_entries++] = entry;
169  }
170 
171  if (file) {
172  SDL_free(file);
173  }
174 }
uint32_t Uint32
Definition: SDL_stdinc.h:181
#define SDL_realloc
#define SDL_free
#define SDL_strtol
#define NULL
Definition: begin_code.h:164
uint16_t Uint16
Definition: SDL_stdinc.h:169
#define SDL_LoadFile(file, datasize)
Definition: SDL_rwops.h:214
#define SDL_strstr

◆ SDL_PrivateAddMappingForGUID()

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

Definition at line 804 of file SDL_gamecontroller.c.

References ControllerMapping_t::guid, ControllerMapping_t::mapping, ControllerMapping_t::name, ControllerMapping_t::next, NULL, ControllerMapping_t::priority, 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(), SDL_PrivateGetControllerMapping(), and SDL_PrivateGetControllerMappingForNameAndGUID().

805 {
806  char *pchName;
807  char *pchMapping;
808  ControllerMapping_t *pControllerMapping;
809 
810  pchName = SDL_PrivateGetControllerNameFromMappingString(mappingString);
811  if (!pchName) {
812  SDL_SetError("Couldn't parse name from %s", mappingString);
813  return NULL;
814  }
815 
816  pchMapping = SDL_PrivateGetControllerMappingFromMappingString(mappingString);
817  if (!pchMapping) {
818  SDL_free(pchName);
819  SDL_SetError("Couldn't parse %s", mappingString);
820  return NULL;
821  }
822 
823  pControllerMapping = SDL_PrivateGetControllerMappingForGUID(&jGUID);
824  if (pControllerMapping) {
825  /* Only overwrite the mapping if the priority is the same or higher. */
826  if (pControllerMapping->priority <= priority) {
827  /* Update existing mapping */
828  SDL_free(pControllerMapping->name);
829  pControllerMapping->name = pchName;
830  SDL_free(pControllerMapping->mapping);
831  pControllerMapping->mapping = pchMapping;
832  pControllerMapping->priority = priority;
833  /* refresh open controllers */
834  SDL_PrivateGameControllerRefreshMapping(pControllerMapping);
835  } else {
836  SDL_free(pchName);
837  SDL_free(pchMapping);
838  }
839  *existing = SDL_TRUE;
840  } else {
841  pControllerMapping = SDL_malloc(sizeof(*pControllerMapping));
842  if (!pControllerMapping) {
843  SDL_free(pchName);
844  SDL_free(pchMapping);
845  SDL_OutOfMemory();
846  return NULL;
847  }
848  pControllerMapping->guid = jGUID;
849  pControllerMapping->name = pchName;
850  pControllerMapping->mapping = pchMapping;
851  pControllerMapping->next = NULL;
852  pControllerMapping->priority = priority;
853 
855  /* Add the mapping to the end of the list */
856  ControllerMapping_t *pCurrMapping, *pPrevMapping;
857 
858  for ( pPrevMapping = s_pSupportedControllers, pCurrMapping = pPrevMapping->next;
859  pCurrMapping;
860  pPrevMapping = pCurrMapping, pCurrMapping = pCurrMapping->next ) {
861  continue;
862  }
863  pPrevMapping->next = pControllerMapping;
864  } else {
865  s_pSupportedControllers = pControllerMapping;
866  }
867  *existing = SDL_FALSE;
868  }
869  return pControllerMapping;
870 }
SDL_ControllerMappingPriority priority
struct _ControllerMapping_t * next
static ControllerMapping_t * SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid)
SDL_JoystickGUID guid
static ControllerMapping_t * s_pSupportedControllers
#define SDL_free
static char * SDL_PrivateGetControllerMappingFromMappingString(const char *pMapping)
static void SDL_PrivateGameControllerRefreshMapping(ControllerMapping_t *pControllerMapping)
#define NULL
Definition: begin_code.h:164
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
static char * SDL_PrivateGetControllerNameFromMappingString(const char *pMapping)
#define SDL_SetError
#define SDL_malloc

◆ SDL_PrivateGameControllerAddMapping()

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

Definition at line 1017 of file SDL_gamecontroller.c.

References 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().

1018 {
1019  char *pchGUID;
1020  SDL_JoystickGUID jGUID;
1021  SDL_bool is_xinput_mapping = SDL_FALSE;
1022  SDL_bool is_emscripten_mapping = SDL_FALSE;
1023  SDL_bool existing = SDL_FALSE;
1024  ControllerMapping_t *pControllerMapping;
1025 
1026  if (!mappingString) {
1027  return SDL_InvalidParamError("mappingString");
1028  }
1029 
1030  pchGUID = SDL_PrivateGetControllerGUIDFromMappingString(mappingString);
1031  if (!pchGUID) {
1032  return SDL_SetError("Couldn't parse GUID from %s", mappingString);
1033  }
1034  if (!SDL_strcasecmp(pchGUID, "xinput")) {
1035  is_xinput_mapping = SDL_TRUE;
1036  }
1037  if (!SDL_strcasecmp(pchGUID, "emscripten")) {
1038  is_emscripten_mapping = SDL_TRUE;
1039  }
1040  jGUID = SDL_JoystickGetGUIDFromString(pchGUID);
1041  SDL_free(pchGUID);
1042 
1043  pControllerMapping = SDL_PrivateAddMappingForGUID(jGUID, mappingString, &existing, priority);
1044  if (!pControllerMapping) {
1045  return -1;
1046  }
1047 
1048  if (existing) {
1049  return 0;
1050  } else {
1051  if (is_xinput_mapping) {
1052  s_pXInputMapping = pControllerMapping;
1053  }
1054  if (is_emscripten_mapping) {
1055  s_pEmscriptenMapping = pControllerMapping;
1056  }
1057  return 1;
1058  }
1059 }
#define SDL_InvalidParamError(param)
Definition: SDL_error.h:54
#define SDL_strcasecmp
static ControllerMapping_t * s_pEmscriptenMapping
#define SDL_free
static char * SDL_PrivateGetControllerGUIDFromMappingString(const char *pMapping)
SDL_bool
Definition: SDL_stdinc.h:139
#define SDL_SetError
static ControllerMapping_t * s_pXInputMapping
static ControllerMapping_t * SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)
#define SDL_JoystickGetGUIDFromString

◆ SDL_PrivateGameControllerAxis()

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

Definition at line 1777 of file SDL_gamecontroller.c.

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

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

1778 {
1779  int posted;
1780 
1781  /* translate the event, if desired */
1782  posted = 0;
1783 #if !SDL_EVENTS_DISABLED
1785  SDL_Event event;
1786  event.type = SDL_CONTROLLERAXISMOTION;
1787  event.caxis.which = gamecontroller->joystick->instance_id;
1788  event.caxis.axis = axis;
1789  event.caxis.value = value;
1790  posted = SDL_PushEvent(&event) == 1;
1791  }
1792 #endif /* !SDL_EVENTS_DISABLED */
1793  return (posted);
1794 }
#define SDL_ENABLE
Definition: SDL_events.h:722
SDL_Texture * axis
#define SDL_GetEventState(type)
Definition: SDL_events.h:735
struct _cl_event * event
#define SDL_PushEvent
GLsizei const GLfloat * value
General event structure.
Definition: SDL_events.h:525

◆ SDL_PrivateGameControllerButton()

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

Definition at line 1801 of file SDL_gamecontroller.c.

References button, SDL_CONTROLLER_BUTTON_INVALID, SDL_CONTROLLERBUTTONDOWN, SDL_CONTROLLERBUTTONUP, SDL_ENABLE, SDL_GetEventState, SDL_PRESSED, SDL_PushEvent, SDL_RELEASED, state, and SDL_Event::type.

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

1802 {
1803  int posted;
1804 #if !SDL_EVENTS_DISABLED
1805  SDL_Event event;
1806 
1808  return (0);
1809 
1810  switch (state) {
1811  case SDL_PRESSED:
1812  event.type = SDL_CONTROLLERBUTTONDOWN;
1813  break;
1814  case SDL_RELEASED:
1815  event.type = SDL_CONTROLLERBUTTONUP;
1816  break;
1817  default:
1818  /* Invalid state -- bail */
1819  return (0);
1820  }
1821 #endif /* !SDL_EVENTS_DISABLED */
1822 
1823  /* translate the event, if desired */
1824  posted = 0;
1825 #if !SDL_EVENTS_DISABLED
1826  if (SDL_GetEventState(event.type) == SDL_ENABLE) {
1827  event.cbutton.which = gamecontroller->joystick->instance_id;
1828  event.cbutton.button = button;
1829  event.cbutton.state = state;
1830  posted = SDL_PushEvent(&event) == 1;
1831  }
1832 #endif /* !SDL_EVENTS_DISABLED */
1833  return (posted);
1834 }
SDL_Texture * button
struct xkb_state * state
#define SDL_ENABLE
Definition: SDL_events.h:722
#define SDL_GetEventState(type)
Definition: SDL_events.h:735
struct _cl_event * event
#define SDL_PushEvent
General event structure.
Definition: SDL_events.h:525
#define SDL_PRESSED
Definition: SDL_events.h:50
#define SDL_RELEASED
Definition: SDL_events.h:49
Uint32 type
Definition: SDL_events.h:527

◆ SDL_PrivateGameControllerParseControllerConfigString()

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

Definition at line 619 of file SDL_gamecontroller.c.

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

Referenced by SDL_PrivateLoadButtonMapping().

620 {
621  char szGameButton[20];
622  char szJoystickButton[20];
623  SDL_bool bGameButton = SDL_TRUE;
624  int i = 0;
625  const char *pchPos = pchString;
626 
627  SDL_zero(szGameButton);
628  SDL_zero(szJoystickButton);
629 
630  while (pchPos && *pchPos) {
631  if (*pchPos == ':') {
632  i = 0;
633  bGameButton = SDL_FALSE;
634  } else if (*pchPos == ' ') {
635 
636  } else if (*pchPos == ',') {
637  i = 0;
638  bGameButton = SDL_TRUE;
639  SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
640  SDL_zero(szGameButton);
641  SDL_zero(szJoystickButton);
642 
643  } else if (bGameButton) {
644  if (i >= sizeof(szGameButton)) {
645  SDL_SetError("Button name too large: %s", szGameButton);
646  return;
647  }
648  szGameButton[i] = *pchPos;
649  i++;
650  } else {
651  if (i >= sizeof(szJoystickButton)) {
652  SDL_SetError("Joystick button name too large: %s", szJoystickButton);
653  return;
654  }
655  szJoystickButton[i] = *pchPos;
656  i++;
657  }
658  pchPos++;
659  }
660 
661  SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
662 
663 }
#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
static void SDL_PrivateGameControllerParseElement(SDL_GameController *gamecontroller, const char *szGameButton, const char *szJoystickButton)
SDL_bool
Definition: SDL_stdinc.h:139
#define SDL_SetError

◆ SDL_PrivateGameControllerParseElement()

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

Definition at line 523 of file SDL_gamecontroller.c.

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().

524 {
528  SDL_bool invert_input = SDL_FALSE;
529  char half_axis_input = 0;
530  char half_axis_output = 0;
531 
532  if (*szGameButton == '+' || *szGameButton == '-') {
533  half_axis_output = *szGameButton++;
534  }
535 
536  axis = SDL_GameControllerGetAxisFromString(szGameButton);
537  button = SDL_GameControllerGetButtonFromString(szGameButton);
538  if (axis != SDL_CONTROLLER_AXIS_INVALID) {
540  bind.output.axis.axis = axis;
542  bind.output.axis.axis_min = 0;
543  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
544  } else {
545  if (half_axis_output == '+') {
546  bind.output.axis.axis_min = 0;
547  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
548  } else if (half_axis_output == '-') {
549  bind.output.axis.axis_min = 0;
550  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
551  } else {
552  bind.output.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
553  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
554  }
555  }
556  } else if (button != SDL_CONTROLLER_BUTTON_INVALID) {
558  bind.output.button = button;
559  } else {
560  SDL_SetError("Unexpected controller element %s", szGameButton);
561  return;
562  }
563 
564  if (*szJoystickButton == '+' || *szJoystickButton == '-') {
565  half_axis_input = *szJoystickButton++;
566  }
567  if (szJoystickButton[SDL_strlen(szJoystickButton) - 1] == '~') {
568  invert_input = SDL_TRUE;
569  }
570 
571  if (szJoystickButton[0] == 'a' && SDL_isdigit(szJoystickButton[1])) {
573  bind.input.axis.axis = SDL_atoi(&szJoystickButton[1]);
574  if (half_axis_input == '+') {
575  bind.input.axis.axis_min = 0;
576  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
577  } else if (half_axis_input == '-') {
578  bind.input.axis.axis_min = 0;
579  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
580  } else {
581  bind.input.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
582  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
583  }
584  if (invert_input) {
585  int tmp = bind.input.axis.axis_min;
586  bind.input.axis.axis_min = bind.input.axis.axis_max;
587  bind.input.axis.axis_max = tmp;
588  }
589  } else if (szJoystickButton[0] == 'b' && SDL_isdigit(szJoystickButton[1])) {
591  bind.input.button = SDL_atoi(&szJoystickButton[1]);
592  } else if (szJoystickButton[0] == 'h' && SDL_isdigit(szJoystickButton[1]) &&
593  szJoystickButton[2] == '.' && SDL_isdigit(szJoystickButton[3])) {
594  int hat = SDL_atoi(&szJoystickButton[1]);
595  int mask = SDL_atoi(&szJoystickButton[3]);
597  bind.input.hat.hat = hat;
598  bind.input.hat.hat_mask = mask;
599  } else {
600  SDL_SetError("Unexpected joystick element: %s", szJoystickButton);
601  return;
602  }
603 
604  ++gamecontroller->num_bindings;
605  gamecontroller->bindings = (SDL_ExtendedGameControllerBind *)SDL_realloc(gamecontroller->bindings, gamecontroller->num_bindings * sizeof(*gamecontroller->bindings));
606  if (!gamecontroller->bindings) {
607  gamecontroller->num_bindings = 0;
608  SDL_OutOfMemory();
609  return;
610  }
611  gamecontroller->bindings[gamecontroller->num_bindings - 1] = bind;
612 }
union SDL_ExtendedGameControllerBind::@24 output
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
SDL_Texture * button
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
SDL_GameControllerBindType inputType
SDL_Texture * axis
SDL_GameControllerButton
#define SDL_realloc
#define SDL_JOYSTICK_AXIS_MIN
Definition: SDL_joystick.h:289
union SDL_ExtendedGameControllerBind::@23 input
#define SDL_JOYSTICK_AXIS_MAX
Definition: SDL_joystick.h:288
#define SDL_isdigit
GLenum GLint GLuint mask
SDL_GameControllerBindType outputType
#define SDL_atoi
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_bool
Definition: SDL_stdinc.h:139
#define SDL_SetError
#define SDL_strlen
SDL_GameControllerAxis

◆ SDL_PrivateGameControllerRefreshMapping()

static void SDL_PrivateGameControllerRefreshMapping ( ControllerMapping_t pControllerMapping)
static

Definition at line 782 of file SDL_gamecontroller.c.

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().

783 {
784  SDL_GameController *gamecontrollerlist = SDL_gamecontrollers;
785  while (gamecontrollerlist) {
786  if (!SDL_memcmp(&gamecontrollerlist->guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid))) {
788  event.type = SDL_CONTROLLERDEVICEREMAPPED;
789  event.cdevice.which = gamecontrollerlist->joystick->instance_id;
790  SDL_PushEvent(&event);
791 
792  /* Not really threadsafe. Should this lock access within SDL_GameControllerEventWatcher? */
793  SDL_PrivateLoadButtonMapping(gamecontrollerlist, pControllerMapping->guid, pControllerMapping->name, pControllerMapping->mapping);
794  }
795 
796  gamecontrollerlist = gamecontrollerlist->next;
797  }
798 }
SDL_JoystickGUID guid
static SDL_GameController * SDL_gamecontrollers
struct _cl_event * event
#define SDL_PushEvent
#define SDL_memcmp
General event structure.
Definition: SDL_events.h:525
static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, SDL_JoystickGUID guid, const char *pchName, const char *pchMapping)

◆ SDL_PrivateGetControllerGUIDFromMappingString()

static char* SDL_PrivateGetControllerGUIDFromMappingString ( const char *  pMapping)
static

Definition at line 698 of file SDL_gamecontroller.c.

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

Referenced by SDL_PrivateGameControllerAddMapping().

699 {
700  const char *pFirstComma = SDL_strchr(pMapping, ',');
701  if (pFirstComma) {
702  char *pchGUID = SDL_malloc(pFirstComma - pMapping + 1);
703  if (!pchGUID) {
704  SDL_OutOfMemory();
705  return NULL;
706  }
707  SDL_memcpy(pchGUID, pMapping, pFirstComma - pMapping);
708  pchGUID[pFirstComma - pMapping] = '\0';
709 
710  /* Convert old style GUIDs to the new style in 2.0.5 */
711 #if __WIN32__
712  if (SDL_strlen(pchGUID) == 32 &&
713  SDL_memcmp(&pchGUID[20], "504944564944", 12) == 0) {
714  SDL_memcpy(&pchGUID[20], "000000000000", 12);
715  SDL_memcpy(&pchGUID[16], &pchGUID[4], 4);
716  SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
717  SDL_memcpy(&pchGUID[0], "03000000", 8);
718  }
719 #elif __MACOSX__
720  if (SDL_strlen(pchGUID) == 32 &&
721  SDL_memcmp(&pchGUID[4], "000000000000", 12) == 0 &&
722  SDL_memcmp(&pchGUID[20], "000000000000", 12) == 0) {
723  SDL_memcpy(&pchGUID[20], "000000000000", 12);
724  SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
725  SDL_memcpy(&pchGUID[0], "03000000", 8);
726  }
727 #endif
728  return pchGUID;
729  }
730  return NULL;
731 }
#define SDL_strchr
#define SDL_memcpy
#define SDL_memcmp
#define NULL
Definition: begin_code.h:164
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
#define SDL_strlen
#define SDL_malloc

◆ SDL_PrivateGetControllerMapping()

static ControllerMapping_t* SDL_PrivateGetControllerMapping ( int  device_index)
static

Definition at line 907 of file SDL_gamecontroller.c.

References recDevice::guid, recDevice::name, NULL, s_pXInputMapping, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT, SDL_JoystickGetDeviceGUID, SDL_JoystickNameForIndex, SDL_LockJoysticks, SDL_NumJoysticks, SDL_PrivateAddMappingForGUID(), SDL_PrivateGetControllerMappingForNameAndGUID(), SDL_SetError, SDL_snprintf, and SDL_UnlockJoysticks.

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

908 {
909  const char *name;
910  SDL_JoystickGUID guid;
912 
914 
915  if ((device_index < 0) || (device_index >= SDL_NumJoysticks())) {
916  SDL_SetError("There are %d joysticks available", SDL_NumJoysticks());
918  return (NULL);
919  }
920 
921  name = SDL_JoystickNameForIndex(device_index);
922  guid = SDL_JoystickGetDeviceGUID(device_index);
923  mapping = SDL_PrivateGetControllerMappingForNameAndGUID(name, guid);
924 #if SDL_JOYSTICK_XINPUT
925  if (!mapping && SDL_SYS_IsXInputGamepad_DeviceIndex(device_index)) {
926  mapping = s_pXInputMapping;
927  }
928 #endif
929 #if defined(__ANDROID__)
930  if (!mapping && SDL_SYS_IsDPAD_DeviceIndex(device_index)) {
931  SDL_bool existing;
932  char mapping_string[1024];
933  SDL_snprintf(mapping_string, sizeof(mapping_string), "none,%s,a:b0,b:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,", name);
934  mapping = SDL_PrivateAddMappingForGUID(guid, mapping_string,
936  }
937 #endif /* __ANDROID__ */
939  return mapping;
940 }
#define SDL_UnlockJoysticks
#define SDL_JoystickNameForIndex
static ControllerMapping_t * SDL_PrivateGetControllerMappingForNameAndGUID(const char *name, SDL_JoystickGUID guid)
#define SDL_NumJoysticks
GLuint const GLchar * name
#define SDL_JoystickGetDeviceGUID
#define NULL
Definition: begin_code.h:164
SDL_bool
Definition: SDL_stdinc.h:139
#define SDL_SetError
static ControllerMapping_t * s_pXInputMapping
#define SDL_snprintf
GLenum GLenum GLenum GLenum mapping
#define SDL_LockJoysticks
static ControllerMapping_t * SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)

◆ SDL_PrivateGetControllerMappingForGUID()

static ControllerMapping_t* SDL_PrivateGetControllerMappingForGUID ( SDL_JoystickGUID guid)
static

Definition at line 419 of file SDL_gamecontroller.c.

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

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

420 {
421  ControllerMapping_t *pSupportedController = s_pSupportedControllers;
422  while (pSupportedController) {
423  if (SDL_memcmp(guid, &pSupportedController->guid, sizeof(*guid)) == 0) {
424  return pSupportedController;
425  }
426  pSupportedController = pSupportedController->next;
427  }
428  return NULL;
429 }
struct _ControllerMapping_t * next
SDL_JoystickGUID guid
static ControllerMapping_t * s_pSupportedControllers
#define SDL_memcmp
#define NULL
Definition: begin_code.h:164

◆ SDL_PrivateGetControllerMappingForNameAndGUID()

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

Definition at line 875 of file SDL_gamecontroller.c.

References s_pEmscriptenMapping, s_pXInputMapping, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT, SDL_PrivateAddMappingForGUID(), SDL_PrivateGetControllerMappingForGUID(), SDL_strstr, and void.

Referenced by SDL_IsGameControllerNameAndGUID(), and SDL_PrivateGetControllerMapping().

876 {
878 
880 #if defined(SDL_JOYSTICK_EMSCRIPTEN)
881  if (!mapping && s_pEmscriptenMapping) {
882  mapping = s_pEmscriptenMapping;
883  }
884 #else
885  (void) s_pEmscriptenMapping; /* pacify ARMCC */
886 #endif
887 #ifdef __LINUX__
888  if (!mapping && name) {
889  if (SDL_strstr(name, "Xbox 360 Wireless Receiver")) {
890  /* The Linux driver xpad.c maps the wireless dpad to buttons */
891  SDL_bool existing;
892  mapping = SDL_PrivateAddMappingForGUID(guid,
893 "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,",
895  }
896  }
897 #endif /* __LINUX__ */
898 
899  if (!mapping && name) {
900  if (SDL_strstr(name, "Xbox") || SDL_strstr(name, "X-Box") || SDL_strstr(name, "XBOX")) {
901  mapping = s_pXInputMapping;
902  }
903  }
904  return mapping;
905 }
static ControllerMapping_t * s_pEmscriptenMapping
GLuint const GLchar * name
static ControllerMapping_t * SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid)
SDL_bool
Definition: SDL_stdinc.h:139
SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char const char SDL_SCANF_FORMAT_STRING const char return SDL_ThreadFunction const char void return Uint32 return Uint32 void
static ControllerMapping_t * s_pXInputMapping
GLenum GLenum GLenum GLenum mapping
static ControllerMapping_t * SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)
#define SDL_strstr

◆ SDL_PrivateGetControllerMappingFromMappingString()

static char* SDL_PrivateGetControllerMappingFromMappingString ( const char *  pMapping)
static

Definition at line 764 of file SDL_gamecontroller.c.

References NULL, SDL_strchr, and SDL_strdup.

Referenced by SDL_PrivateAddMappingForGUID().

765 {
766  const char *pFirstComma, *pSecondComma;
767 
768  pFirstComma = SDL_strchr(pMapping, ',');
769  if (!pFirstComma)
770  return NULL;
771 
772  pSecondComma = SDL_strchr(pFirstComma + 1, ',');
773  if (!pSecondComma)
774  return NULL;
775 
776  return SDL_strdup(pSecondComma + 1); /* mapping is everything after the 3rd comma */
777 }
#define SDL_strchr
#define NULL
Definition: begin_code.h:164
#define SDL_strdup

◆ SDL_PrivateGetControllerNameFromMappingString()

static char* SDL_PrivateGetControllerNameFromMappingString ( const char *  pMapping)
static

Definition at line 737 of file SDL_gamecontroller.c.

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

Referenced by SDL_PrivateAddMappingForGUID().

738 {
739  const char *pFirstComma, *pSecondComma;
740  char *pchName;
741 
742  pFirstComma = SDL_strchr(pMapping, ',');
743  if (!pFirstComma)
744  return NULL;
745 
746  pSecondComma = SDL_strchr(pFirstComma + 1, ',');
747  if (!pSecondComma)
748  return NULL;
749 
750  pchName = SDL_malloc(pSecondComma - pFirstComma);
751  if (!pchName) {
752  SDL_OutOfMemory();
753  return NULL;
754  }
755  SDL_memcpy(pchName, pFirstComma + 1, pSecondComma - pFirstComma);
756  pchName[pSecondComma - pFirstComma - 1] = 0;
757  return pchName;
758 }
#define SDL_strchr
#define SDL_memcpy
#define NULL
Definition: begin_code.h:164
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
#define SDL_malloc

◆ SDL_PrivateLoadButtonMapping()

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

Definition at line 668 of file SDL_gamecontroller.c.

References SDL_ExtendedGameControllerBind::axis, recDevice::guid, 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().

669 {
670  int i;
671 
672  gamecontroller->guid = guid;
673  gamecontroller->name = pchName;
674  gamecontroller->num_bindings = 0;
675  SDL_memset(gamecontroller->last_match_axis, 0, gamecontroller->joystick->naxes * sizeof(*gamecontroller->last_match_axis));
676 
677  SDL_PrivateGameControllerParseControllerConfigString(gamecontroller, pchMapping);
678 
679  /* Set the zero point for triggers */
680  for (i = 0; i < gamecontroller->num_bindings; ++i) {
681  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
682  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
684  (binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
685  binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
686  if (binding->input.axis.axis < gamecontroller->joystick->naxes) {
687  gamecontroller->joystick->axes[binding->input.axis.axis].value =
688  gamecontroller->joystick->axes[binding->input.axis.axis].zero = (Sint16)binding->input.axis.axis_min;
689  }
690  }
691  }
692 }
union SDL_ExtendedGameControllerBind::@24 output
SDL_GameControllerBindType inputType
union SDL_ExtendedGameControllerBind::@23 input
static void SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecontroller, const char *pchString)
SDL_GameControllerBindType outputType
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_memset
int16_t Sint16
Definition: SDL_stdinc.h:163

◆ SDL_ShouldIgnoreGameController()

SDL_bool SDL_ShouldIgnoreGameController ( const char *  name,
SDL_JoystickGUID  guid 
)

Definition at line 1301 of file SDL_gamecontroller.c.

References SDL_vidpid_list::entries, i, MAKE_VIDPID, NULL, SDL_vidpid_list::num_entries, recDevice::product, SDL_FALSE, SDL_GetHintBoolean, SDL_GetJoystickGUIDInfo(), SDL_strncmp, and SDL_TRUE.

1302 {
1303  int i;
1304  Uint16 vendor;
1305  Uint16 product;
1306  Uint32 vidpid;
1307 
1310  return SDL_FALSE;
1311  }
1312 
1313  SDL_GetJoystickGUIDInfo(guid, &vendor, &product, NULL);
1314  vidpid = MAKE_VIDPID(vendor, product);
1315 
1316  if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE)) {
1317  /* 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 */
1318  SDL_bool bSteamVirtualGamepad = SDL_FALSE;
1319 #if defined(__LINUX__)
1320  bSteamVirtualGamepad = (vendor == 0x28DE && product == 0x11FF);
1321 #elif defined(__MACOSX__)
1322  bSteamVirtualGamepad = (SDL_strncmp(name, "GamePad-", 8) == 0);
1323 #elif defined(__WIN32__)
1324  /* We can't tell on Windows, but Steam will block others in input hooks */
1325  bSteamVirtualGamepad = SDL_TRUE;
1326 #endif
1327  if (bSteamVirtualGamepad) {
1328  return SDL_FALSE;
1329  }
1330  }
1331 
1333  for (i = 0; i < SDL_allowed_controllers.num_entries; ++i) {
1334  if (vidpid == SDL_allowed_controllers.entries[i]) {
1335  return SDL_FALSE;
1336  }
1337  }
1338  return SDL_TRUE;
1339  } else {
1340  for (i = 0; i < SDL_ignored_controllers.num_entries; ++i) {
1341  if (vidpid == SDL_ignored_controllers.entries[i]) {
1342  return SDL_TRUE;
1343  }
1344  }
1345  return SDL_FALSE;
1346  }
1347 }
#define MAKE_VIDPID(VID, PID)
static SDL_vidpid_list SDL_ignored_controllers
uint32_t Uint32
Definition: SDL_stdinc.h:181
#define SDL_strncmp
GLuint const GLchar * name
#define SDL_GetHintBoolean
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 NULL
Definition: begin_code.h:164
SDL_bool
Definition: SDL_stdinc.h:139
static SDL_vidpid_list SDL_allowed_controllers
void SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version)
Definition: SDL_joystick.c:933
uint16_t Uint16
Definition: SDL_stdinc.h:169

◆ UpdateEventsForDeviceRemoval()

static void UpdateEventsForDeviceRemoval ( )
static

Definition at line 196 of file SDL_gamecontroller.c.

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

Referenced by SDL_GameControllerEventWatcher().

197 {
198  int i, num_events;
199  SDL_Event *events;
200 
202  if (num_events <= 0) {
203  return;
204  }
205 
206  events = SDL_stack_alloc(SDL_Event, num_events);
207  if (!events) {
208  return;
209  }
210 
212  for (i = 0; i < num_events; ++i) {
213  --events[i].cdevice.which;
214  }
215  SDL_PeepEvents(events, num_events, SDL_ADDEVENT, 0, 0);
216 
217  SDL_stack_free(events);
218 }
SDL_ControllerDeviceEvent cdevice
Definition: SDL_events.h:543
static SDL_Event events[EVENT_BUF_SIZE]
Definition: testgesture.c:35
#define SDL_PeepEvents
#define SDL_stack_alloc(type, count)
Definition: SDL_stdinc.h:354
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 NULL
Definition: begin_code.h:164
General event structure.
Definition: SDL_events.h:525
#define SDL_stack_free(data)
Definition: SDL_stdinc.h:355

Variable Documentation

◆ map_StringForControllerAxis

const char* map_StringForControllerAxis[]
static
Initial value:
= {
"leftx",
"lefty",
"rightx",
"righty",
"lefttrigger",
"righttrigger",
}
#define NULL
Definition: begin_code.h:164

Definition at line 431 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",
}
#define NULL
Definition: begin_code.h:164

Definition at line 474 of file SDL_gamecontroller.c.

Referenced by SDL_GameControllerGetButtonFromString(), and SDL_GameControllerGetStringForButton().

◆ s_pEmscriptenMapping

ControllerMapping_t* s_pEmscriptenMapping = NULL
static

Definition at line 101 of file SDL_gamecontroller.c.

Referenced by SDL_PrivateGetControllerMappingForNameAndGUID().

◆ s_pSupportedControllers

ControllerMapping_t* s_pSupportedControllers = NULL
static

◆ s_pXInputMapping

◆ s_zeroGUID

SDL_JoystickGUID s_zeroGUID
static

Definition at line 98 of file SDL_gamecontroller.c.

◆ SDL_allowed_controllers

SDL_vidpid_list SDL_allowed_controllers
static

Definition at line 127 of file SDL_gamecontroller.c.

◆ SDL_gamecontrollers

◆ SDL_ignored_controllers

SDL_vidpid_list SDL_ignored_controllers
static

Definition at line 128 of file SDL_gamecontroller.c.