SDL  2.0
SDL_gamecontroller.h
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
4 
5  This software is provided 'as-is', without any express or implied
6  warranty. In no event will the authors be held liable for any damages
7  arising from the use of this software.
8 
9  Permission is granted to anyone to use this software for any purpose,
10  including commercial applications, and to alter it and redistribute it
11  freely, subject to the following restrictions:
12 
13  1. The origin of this software must not be misrepresented; you must not
14  claim that you wrote the original software. If you use this software
15  in a product, an acknowledgment in the product documentation would be
16  appreciated but is not required.
17  2. Altered source versions must be plainly marked as such, and must not be
18  misrepresented as being the original software.
19  3. This notice may not be removed or altered from any source distribution.
20 */
21 
22 /**
23  * \file SDL_gamecontroller.h
24  *
25  * Include file for SDL game controller event handling
26  */
27 
28 #ifndef SDL_gamecontroller_h_
29 #define SDL_gamecontroller_h_
30 
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_rwops.h"
34 #include "SDL_joystick.h"
35 
36 #include "begin_code.h"
37 /* Set up for C function definitions, even when using C++ */
38 #ifdef __cplusplus
39 extern "C" {
40 #endif
41 
42 /**
43  * \file SDL_gamecontroller.h
44  *
45  * In order to use these functions, SDL_Init() must have been called
46  * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system
47  * for game controllers, and load appropriate drivers.
48  *
49  * If you would like to receive controller updates while the application
50  * is in the background, you should set the following hint before calling
51  * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
52  */
53 
54 /**
55  * The gamecontroller structure used to identify an SDL game controller
56  */
57 struct _SDL_GameController;
58 typedef struct _SDL_GameController SDL_GameController;
59 
60 typedef enum
61 {
69 
70 typedef enum
71 {
77 
78 /**
79  * Get the SDL joystick layer binding for this controller button/axis mapping
80  */
82 {
84  union
85  {
86  int button;
87  int axis;
88  struct {
89  int hat;
90  int hat_mask;
91  } hat;
92  } value;
93 
95 
96 
97 /**
98  * To count the number of game controllers in the system for the following:
99  * int nJoysticks = SDL_NumJoysticks();
100  * int nGameControllers = 0;
101  * for (int i = 0; i < nJoysticks; i++) {
102  * if (SDL_IsGameController(i)) {
103  * nGameControllers++;
104  * }
105  * }
106  *
107  * 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:
108  * guid,name,mappings
109  *
110  * 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.
111  * Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
112  * The mapping format for joystick is:
113  * bX - a joystick button, index X
114  * hX.Y - hat X with value Y
115  * aX - axis X of the joystick
116  * Buttons can be used as a controller axis and vice versa.
117  *
118  * This string shows an example of a valid mapping for a controller
119  * "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",
120  *
121  */
122 
123 /**
124  * Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
125  * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
126  *
127  * If \c freerw is non-zero, the stream will be closed after being read.
128  *
129  * \return number of mappings added, -1 on error
130  */
132 
133 /**
134  * Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
135  *
136  * Convenience macro.
137  */
138 #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
139 
140 /**
141  * Add or update an existing mapping configuration
142  *
143  * \return 1 if mapping is added, 0 if updated, -1 on error
144  */
145 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
146 
147 /**
148  * Get the number of mappings installed
149  *
150  * \return the number of mappings
151  */
153 
154 /**
155  * Get the mapping at a particular index.
156  *
157  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.
158  */
159 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
160 
161 /**
162  * Get a mapping string for a GUID
163  *
164  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
165  */
167 
168 /**
169  * Get a mapping string for an open GameController
170  *
171  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
172  */
173 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
174 
175 /**
176  * Is the joystick on this index supported by the game controller interface?
177  */
178 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
179 
180 /**
181  * Get the implementation dependent name of a game controller.
182  * This can be called before any controllers are opened.
183  * If no name can be found, this function returns NULL.
184  */
185 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
186 
187 /**
188  * Get the type of a game controller.
189  * This can be called before any controllers are opened.
190  */
192 
193 /**
194  * Get the mapping of a game controller.
195  * This can be called before any controllers are opened.
196  *
197  * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
198  */
199 extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
200 
201 /**
202  * Open a game controller for use.
203  * The index passed as an argument refers to the N'th game controller on the system.
204  * This index is not the value which will identify this controller in future
205  * controller events. The joystick's instance id (::SDL_JoystickID) will be
206  * used there instead.
207  *
208  * \return A controller identifier, or NULL if an error occurred.
209  */
210 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
211 
212 /**
213  * Return the SDL_GameController associated with an instance id.
214  */
215 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
216 
217 /**
218  * Return the SDL_GameController associated with a player index.
219  */
220 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
221 
222 /**
223  * Return the name for this currently opened controller
224  */
225 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
226 
227 /**
228  * Return the type of this currently opened controller
229  */
230 extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
231 
232 /**
233  * Get the player index of an opened game controller, or -1 if it's not available
234  *
235  * For XInput controllers this returns the XInput user index.
236  */
237 extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
238 
239 /**
240  * Set the player index of an opened game controller
241  */
242 extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
243 
244 /**
245  * Get the USB vendor ID of an opened controller, if available.
246  * If the vendor ID isn't available this function returns 0.
247  */
248 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
249 
250 /**
251  * Get the USB product ID of an opened controller, if available.
252  * If the product ID isn't available this function returns 0.
253  */
254 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
255 
256 /**
257  * Get the product version of an opened controller, if available.
258  * If the product version isn't available this function returns 0.
259  */
260 extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
261 
262 /**
263  * Returns SDL_TRUE if the controller has been opened and currently connected,
264  * or SDL_FALSE if it has not.
265  */
266 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
267 
268 /**
269  * Get the underlying joystick object used by a controller
270  */
271 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
272 
273 /**
274  * Enable/disable controller event polling.
275  *
276  * If controller events are disabled, you must call SDL_GameControllerUpdate()
277  * yourself and check the state of the controller when you want controller
278  * information.
279  *
280  * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
281  */
283 
284 /**
285  * Update the current state of the open game controllers.
286  *
287  * This is called automatically by the event loop if any game controller
288  * events are enabled.
289  */
290 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
291 
292 
293 /**
294  * The list of axes available from a controller
295  *
296  * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
297  * and are centered within ~8000 of zero, though advanced UI will allow users to set
298  * or autodetect the dead zone, which varies between controllers.
299  *
300  * Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
301  */
302 typedef enum
303 {
313 
314 /**
315  * turn this string into a axis mapping
316  */
318 
319 /**
320  * turn this axis enum into a string mapping
321  */
323 
324 /**
325  * Get the SDL joystick layer binding for this controller button mapping
326  */
328 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
330 
331 /**
332  * Get the current state of an axis control on a game controller.
333  *
334  * The state is a value ranging from -32768 to 32767 (except for the triggers,
335  * which range from 0 to 32767).
336  *
337  * The axis indices start at index 0.
338  */
339 extern DECLSPEC Sint16 SDLCALL
340 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
342 
343 /**
344  * The list of buttons available from a controller
345  */
346 typedef enum
347 {
366 
367 /**
368  * turn this string into a button mapping
369  */
371 
372 /**
373  * turn this button enum into a string mapping
374  */
376 
377 /**
378  * Get the SDL joystick layer binding for this controller button mapping
379  */
381 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
383 
384 
385 /**
386  * Get the current state of a button on a game controller.
387  *
388  * The button indices start at index 0.
389  */
390 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
392 
393 /**
394  * Trigger a rumble effect
395  * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
396  *
397  * \param gamecontroller The controller to vibrate
398  * \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
399  * \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
400  * \param duration_ms The duration of the rumble effect, in milliseconds
401  *
402  * \return 0, or -1 if rumble isn't supported on this joystick
403  */
404 extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
405 
406 /**
407  * Close a controller previously opened with SDL_GameControllerOpen().
408  */
409 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
410 
411 
412 /* Ends C function definitions when using C++ */
413 #ifdef __cplusplus
414 }
415 #endif
416 #include "close_code.h"
417 
418 #endif /* SDL_gamecontroller_h_ */
419 
420 /* vi: set ts=4 sw=4 expandtab: */
SDL_CONTROLLER_BUTTON_DPAD_LEFT
@ SDL_CONTROLLER_BUTTON_DPAD_LEFT
Definition: SDL_gamecontroller.h:362
DECLSPEC
#define DECLSPEC
Definition: SDL_internal.h:48
SDL_CONTROLLER_AXIS_RIGHTX
@ SDL_CONTROLLER_AXIS_RIGHTX
Definition: SDL_gamecontroller.h:307
Uint32
uint32_t Uint32
Definition: SDL_stdinc.h:203
SDL_GameControllerButtonBind::button
int button
Definition: SDL_gamecontroller.h:86
SDL_GameControllerButtonBind::hat
int hat
Definition: SDL_gamecontroller.h:89
SDL_GameControllerTypeForIndex
SDL_GameControllerType SDL_GameControllerTypeForIndex(int joystick_index)
Definition: SDL_gamecontroller.c:1442
SDL_GameControllerGetStringForButton
const char * SDL_GameControllerGetStringForButton(SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:532
SDL_CONTROLLER_BUTTON_INVALID
@ SDL_CONTROLLER_BUTTON_INVALID
Definition: SDL_gamecontroller.h:348
SDL_joystick.h
SDL_GameControllerGetButton
Uint8 SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:1729
SDL_GameControllerGetProduct
Uint16 SDL_GameControllerGetProduct(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1807
SDL_error.h
SDL_GameControllerButtonBind::bindType
SDL_GameControllerBindType bindType
Definition: SDL_gamecontroller.h:83
SDL_GameControllerNumMappings
int SDL_GameControllerNumMappings(void)
Definition: SDL_gamecontroller.c:1234
SDL_CONTROLLER_BINDTYPE_NONE
@ SDL_CONTROLLER_BINDTYPE_NONE
Definition: SDL_gamecontroller.h:72
SDL_CONTROLLER_TYPE_UNKNOWN
@ SDL_CONTROLLER_TYPE_UNKNOWN
Definition: SDL_gamecontroller.h:62
SDLCALL
#define SDLCALL
Definition: SDL_internal.h:49
SDL_CONTROLLER_BUTTON_RIGHTSTICK
@ SDL_CONTROLLER_BUTTON_RIGHTSTICK
Definition: SDL_gamecontroller.h:357
SDL_GameControllerClose
void SDL_GameControllerClose(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1948
SDL_GameControllerGetBindForAxis
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:1881
SDL_GameControllerButtonBind
Definition: SDL_gamecontroller.h:81
SDL_CONTROLLER_AXIS_LEFTX
@ SDL_CONTROLLER_AXIS_LEFTX
Definition: SDL_gamecontroller.h:305
SDL_GameControllerGetPlayerIndex
int SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1786
close_code.h
SDL_CONTROLLER_BUTTON_B
@ SDL_CONTROLLER_BUTTON_B
Definition: SDL_gamecontroller.h:350
SDL_GameControllerGetAxisFromString
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
Definition: SDL_gamecontroller.c:464
SDL_GameControllerFromPlayerIndex
SDL_GameController * SDL_GameControllerFromPlayerIndex(int player_index)
Definition: SDL_gamecontroller.c:1868
SDL_GameControllerButtonBind::hat_mask
int hat_mask
Definition: SDL_gamecontroller.h:90
SDL_CONTROLLER_BUTTON_MAX
@ SDL_CONTROLLER_BUTTON_MAX
Definition: SDL_gamecontroller.h:364
begin_code.h
SDL_GameControllerOpen
SDL_GameController * SDL_GameControllerOpen(int joystick_index)
Definition: SDL_gamecontroller.c:1576
SDL_CONTROLLER_BUTTON_BACK
@ SDL_CONTROLLER_BUTTON_BACK
Definition: SDL_gamecontroller.h:353
SDL_CONTROLLER_TYPE_PS3
@ SDL_CONTROLLER_TYPE_PS3
Definition: SDL_gamecontroller.h:65
SDL_CONTROLLER_BINDTYPE_BUTTON
@ SDL_CONTROLLER_BINDTYPE_BUTTON
Definition: SDL_gamecontroller.h:73
SDL_CONTROLLER_BUTTON_LEFTSHOULDER
@ SDL_CONTROLLER_BUTTON_LEFTSHOULDER
Definition: SDL_gamecontroller.h:358
SDL_JoystickID
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:81
SDL_GameControllerName
const char * SDL_GameControllerName(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1767
Sint16
int16_t Sint16
Definition: SDL_stdinc.h:185
SDL_GameControllerEventState
int SDL_GameControllerEventState(int state)
Definition: SDL_gamecontroller.c:2119
SDL_GameControllerBindType
SDL_GameControllerBindType
Definition: SDL_gamecontroller.h:70
SDL_CONTROLLER_TYPE_PS4
@ SDL_CONTROLLER_TYPE_PS4
Definition: SDL_gamecontroller.h:66
SDL_CONTROLLER_AXIS_TRIGGERLEFT
@ SDL_CONTROLLER_AXIS_TRIGGERLEFT
Definition: SDL_gamecontroller.h:309
SDL_GameControllerButtonBind::value
union SDL_GameControllerButtonBind::@0 value
SDL_GameControllerGetVendor
Uint16 SDL_GameControllerGetVendor(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1801
SDL_CONTROLLER_AXIS_INVALID
@ SDL_CONTROLLER_AXIS_INVALID
Definition: SDL_gamecontroller.h:304
SDL_GameControllerAddMapping
int SDL_GameControllerAddMapping(const char *mappingString)
Definition: SDL_gamecontroller.c:1225
SDL_CONTROLLER_AXIS_MAX
@ SDL_CONTROLLER_AXIS_MAX
Definition: SDL_gamecontroller.h:311
SDL_GameControllerUpdate
void SDL_GameControllerUpdate(void)
Definition: SDL_gamecontroller.c:1660
SDL_GameControllerGetButtonFromString
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
Definition: SDL_gamecontroller.c:516
Uint16
uint16_t Uint16
Definition: SDL_stdinc.h:191
SDL_GameControllerAxis
SDL_GameControllerAxis
Definition: SDL_gamecontroller.h:302
SDL_GameControllerMapping
char * SDL_GameControllerMapping(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1309
SDL_GameControllerButtonBind::axis
int axis
Definition: SDL_gamecontroller.h:87
SDL_CONTROLLER_BUTTON_START
@ SDL_CONTROLLER_BUTTON_START
Definition: SDL_gamecontroller.h:355
axis
SDL_Texture * axis
Definition: testgamecontroller.c:67
SDL_GameControllerGetType
SDL_GameControllerType SDL_GameControllerGetType(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1780
SDL_GameControllerGetJoystick
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1834
SDL_GameControllerNameForIndex
const char * SDL_GameControllerNameForIndex(int joystick_index)
Definition: SDL_gamecontroller.c:1424
SDL_GameControllerRumble
int SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
Definition: SDL_gamecontroller.c:1942
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
@ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
Definition: SDL_gamecontroller.h:359
SDL_GameControllerMappingForIndex
char * SDL_GameControllerMappingForIndex(int mapping_index)
Definition: SDL_gamecontroller.c:1252
SDL_CONTROLLER_BINDTYPE_HAT
@ SDL_CONTROLLER_BINDTYPE_HAT
Definition: SDL_gamecontroller.h:75
SDL_CONTROLLER_BUTTON_Y
@ SDL_CONTROLLER_BUTTON_Y
Definition: SDL_gamecontroller.h:352
_SDL_GameController
Definition: SDL_gamecontroller.c:111
SDL_CONTROLLER_BINDTYPE_AXIS
@ SDL_CONTROLLER_BINDTYPE_AXIS
Definition: SDL_gamecontroller.h:74
SDL_GameControllerType
SDL_GameControllerType
Definition: SDL_gamecontroller.h:60
SDL_GameControllerGetStringForAxis
const char * SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:486
SDL_stdinc.h
SDL_GameControllerGetAxis
Sint16 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:1670
SDL_CONTROLLER_AXIS_LEFTY
@ SDL_CONTROLLER_AXIS_LEFTY
Definition: SDL_gamecontroller.h:306
SDL_CONTROLLER_BUTTON_LEFTSTICK
@ SDL_CONTROLLER_BUTTON_LEFTSTICK
Definition: SDL_gamecontroller.h:356
SDL_GameControllerMappingForGUID
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1285
SDL_GameControllerAddMappingsFromRW
int SDL_GameControllerAddMappingsFromRW(SDL_RWops *rw, int freerw)
Definition: SDL_gamecontroller.c:1082
SDL_CONTROLLER_TYPE_XBOX360
@ SDL_CONTROLLER_TYPE_XBOX360
Definition: SDL_gamecontroller.h:63
SDL_CONTROLLER_BUTTON_DPAD_DOWN
@ SDL_CONTROLLER_BUTTON_DPAD_DOWN
Definition: SDL_gamecontroller.h:361
SDL_CONTROLLER_BUTTON_DPAD_UP
@ SDL_CONTROLLER_BUTTON_DPAD_UP
Definition: SDL_gamecontroller.h:360
SDL_GameControllerFromInstanceID
SDL_GameController * SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
Definition: SDL_gamecontroller.c:1847
SDL_CONTROLLER_AXIS_TRIGGERRIGHT
@ SDL_CONTROLLER_AXIS_TRIGGERRIGHT
Definition: SDL_gamecontroller.h:310
SDL_GameControllerSetPlayerIndex
void SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index)
Definition: SDL_gamecontroller.c:1795
SDL_GameControllerGetProductVersion
Uint16 SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1813
SDL_CONTROLLER_AXIS_RIGHTY
@ SDL_CONTROLLER_AXIS_RIGHTY
Definition: SDL_gamecontroller.h:308
SDL_CONTROLLER_BUTTON_X
@ SDL_CONTROLLER_BUTTON_X
Definition: SDL_gamecontroller.h:351
SDL_JoystickGUID
Definition: SDL_joystick.h:70
SDL_RWops
Definition: SDL_rwops.h:52
SDL_CONTROLLER_BUTTON_A
@ SDL_CONTROLLER_BUTTON_A
Definition: SDL_gamecontroller.h:349
SDL_CONTROLLER_TYPE_XBOXONE
@ SDL_CONTROLLER_TYPE_XBOXONE
Definition: SDL_gamecontroller.h:64
state
struct xkb_state * state
Definition: SDL_waylandsym.h:114
SDL_GameControllerGetBindForButton
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:1913
SDL_IsGameController
SDL_bool SDL_IsGameController(int joystick_index)
Definition: SDL_gamecontroller.c:1499
SDL_GameControllerMappingForDeviceIndex
char * SDL_GameControllerMappingForDeviceIndex(int joystick_index)
Definition: SDL_gamecontroller.c:1454
button
SDL_Texture * button
Definition: testgamecontroller.c:67
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO
@ SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO
Definition: SDL_gamecontroller.h:67
SDL_GameControllerGetAttached
SDL_bool SDL_GameControllerGetAttached(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1823
SDL_CONTROLLER_BUTTON_DPAD_RIGHT
@ SDL_CONTROLLER_BUTTON_DPAD_RIGHT
Definition: SDL_gamecontroller.h:363
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:161
SDL_rwops.h
SDL_CONTROLLER_BUTTON_GUIDE
@ SDL_CONTROLLER_BUTTON_GUIDE
Definition: SDL_gamecontroller.h:354
SDL_GameControllerButton
SDL_GameControllerButton
Definition: SDL_gamecontroller.h:346
Uint8
uint8_t Uint8
Definition: SDL_stdinc.h:179