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

Go to the source code of this file.

Data Structures

struct  SDL_GameControllerButtonBind
 

Macros

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

Enumerations

enum  SDL_GameControllerType {
  SDL_CONTROLLER_TYPE_UNKNOWN = 0,
  SDL_CONTROLLER_TYPE_XBOX360,
  SDL_CONTROLLER_TYPE_XBOXONE,
  SDL_CONTROLLER_TYPE_PS3,
  SDL_CONTROLLER_TYPE_PS4,
  SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO
}
 
enum  SDL_GameControllerBindType {
  SDL_CONTROLLER_BINDTYPE_NONE = 0,
  SDL_CONTROLLER_BINDTYPE_BUTTON,
  SDL_CONTROLLER_BINDTYPE_AXIS,
  SDL_CONTROLLER_BINDTYPE_HAT
}
 
enum  SDL_GameControllerAxis {
  SDL_CONTROLLER_AXIS_INVALID = -1,
  SDL_CONTROLLER_AXIS_LEFTX,
  SDL_CONTROLLER_AXIS_LEFTY,
  SDL_CONTROLLER_AXIS_RIGHTX,
  SDL_CONTROLLER_AXIS_RIGHTY,
  SDL_CONTROLLER_AXIS_TRIGGERLEFT,
  SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
  SDL_CONTROLLER_AXIS_MAX
}
 
enum  SDL_GameControllerButton {
  SDL_CONTROLLER_BUTTON_INVALID = -1,
  SDL_CONTROLLER_BUTTON_A,
  SDL_CONTROLLER_BUTTON_B,
  SDL_CONTROLLER_BUTTON_X,
  SDL_CONTROLLER_BUTTON_Y,
  SDL_CONTROLLER_BUTTON_BACK,
  SDL_CONTROLLER_BUTTON_GUIDE,
  SDL_CONTROLLER_BUTTON_START,
  SDL_CONTROLLER_BUTTON_LEFTSTICK,
  SDL_CONTROLLER_BUTTON_RIGHTSTICK,
  SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
  SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
  SDL_CONTROLLER_BUTTON_DPAD_UP,
  SDL_CONTROLLER_BUTTON_DPAD_DOWN,
  SDL_CONTROLLER_BUTTON_DPAD_LEFT,
  SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
  SDL_CONTROLLER_BUTTON_MAX
}
 

Functions

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

Detailed Description

Include file for SDL game controller event handling

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

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

Definition in file SDL_gamecontroller.h.

Macro Definition Documentation

◆ SDL_GameControllerAddMappingsFromFile

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

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

Convenience macro.

Definition at line 138 of file SDL_gamecontroller.h.

Enumeration Type Documentation

◆ SDL_GameControllerAxis

The list of axes available from a controller

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

Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.

Enumerator
SDL_CONTROLLER_AXIS_INVALID 
SDL_CONTROLLER_AXIS_LEFTX 
SDL_CONTROLLER_AXIS_LEFTY 
SDL_CONTROLLER_AXIS_RIGHTX 
SDL_CONTROLLER_AXIS_RIGHTY 
SDL_CONTROLLER_AXIS_TRIGGERLEFT 
SDL_CONTROLLER_AXIS_TRIGGERRIGHT 
SDL_CONTROLLER_AXIS_MAX 

Definition at line 302 of file SDL_gamecontroller.h.

◆ SDL_GameControllerBindType

Enumerator
SDL_CONTROLLER_BINDTYPE_NONE 
SDL_CONTROLLER_BINDTYPE_BUTTON 
SDL_CONTROLLER_BINDTYPE_AXIS 
SDL_CONTROLLER_BINDTYPE_HAT 

Definition at line 70 of file SDL_gamecontroller.h.

◆ SDL_GameControllerButton

The list of buttons available from a controller

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

Definition at line 346 of file SDL_gamecontroller.h.

◆ SDL_GameControllerType

Enumerator
SDL_CONTROLLER_TYPE_UNKNOWN 
SDL_CONTROLLER_TYPE_XBOX360 
SDL_CONTROLLER_TYPE_XBOXONE 
SDL_CONTROLLER_TYPE_PS3 
SDL_CONTROLLER_TYPE_PS4 
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO 

Definition at line 60 of file SDL_gamecontroller.h.

Function Documentation

◆ SDL_GameControllerAddMapping()

int SDL_GameControllerAddMapping ( const char *  mappingString)

Add or update an existing mapping configuration

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

Definition at line 1225 of file SDL_gamecontroller.c.

1226 {
1228 }

References SDL_CONTROLLER_MAPPING_PRIORITY_API, and SDL_PrivateGameControllerAddMapping().

Referenced by SDL_GameControllerAddMappingsFromRW().

◆ SDL_GameControllerAddMappingsFromRW()

int SDL_GameControllerAddMappingsFromRW ( SDL_RWops rw,
int  freerw 
)

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

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

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

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

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

Returns
number of mappings added, -1 on error

Definition at line 1082 of file SDL_gamecontroller.c.

1083 {
1084  const char *platform = SDL_GetPlatform();
1085  int controllers = 0;
1086  char *buf, *line, *line_end, *tmp, *comma, line_platform[64];
1087  size_t db_size, platform_len;
1088 
1089  if (rw == NULL) {
1090  return SDL_SetError("Invalid RWops");
1091  }
1092  db_size = (size_t)SDL_RWsize(rw);
1093 
1094  buf = (char *)SDL_malloc(db_size + 1);
1095  if (buf == NULL) {
1096  if (freerw) {
1097  SDL_RWclose(rw);
1098  }
1099  return SDL_SetError("Could not allocate space to read DB into memory");
1100  }
1101 
1102  if (SDL_RWread(rw, buf, db_size, 1) != 1) {
1103  if (freerw) {
1104  SDL_RWclose(rw);
1105  }
1106  SDL_free(buf);
1107  return SDL_SetError("Could not read DB");
1108  }
1109 
1110  if (freerw) {
1111  SDL_RWclose(rw);
1112  }
1113 
1114  buf[db_size] = '\0';
1115  line = buf;
1116 
1117  while (line < buf + db_size) {
1118  line_end = SDL_strchr(line, '\n');
1119  if (line_end != NULL) {
1120  *line_end = '\0';
1121  } else {
1122  line_end = buf + db_size;
1123  }
1124 
1125  /* Extract and verify the platform */
1127  if (tmp != NULL) {
1129  comma = SDL_strchr(tmp, ',');
1130  if (comma != NULL) {
1131  platform_len = comma - tmp + 1;
1132  if (platform_len + 1 < SDL_arraysize(line_platform)) {
1133  SDL_strlcpy(line_platform, tmp, platform_len);
1134  if (SDL_strncasecmp(line_platform, platform, platform_len) == 0 &&
1135  SDL_GameControllerAddMapping(line) > 0) {
1136  controllers++;
1137  }
1138  }
1139  }
1140  }
1141 
1142  line = line_end + 1;
1143  }
1144 
1145  SDL_free(buf);
1146  return controllers;
1147 }

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

◆ SDL_GameControllerClose()

void SDL_GameControllerClose ( SDL_GameController *  gamecontroller)

Close a controller previously opened with SDL_GameControllerOpen().

Definition at line 1948 of file SDL_gamecontroller.c.

1949 {
1950  SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
1951 
1952  if (!gamecontroller)
1953  return;
1954 
1956 
1957  /* First decrement ref count */
1958  if (--gamecontroller->ref_count > 0) {
1960  return;
1961  }
1962 
1963  SDL_JoystickClose(gamecontroller->joystick);
1964 
1965  gamecontrollerlist = SDL_gamecontrollers;
1966  gamecontrollerlistprev = NULL;
1967  while (gamecontrollerlist) {
1968  if (gamecontroller == gamecontrollerlist) {
1969  if (gamecontrollerlistprev) {
1970  /* unlink this entry */
1971  gamecontrollerlistprev->next = gamecontrollerlist->next;
1972  } else {
1973  SDL_gamecontrollers = gamecontroller->next;
1974  }
1975  break;
1976  }
1977  gamecontrollerlistprev = gamecontrollerlist;
1978  gamecontrollerlist = gamecontrollerlist->next;
1979  }
1980 
1981  SDL_free(gamecontroller->bindings);
1982  SDL_free(gamecontroller->last_match_axis);
1983  SDL_free(gamecontroller->last_hat_mask);
1984  SDL_free(gamecontroller);
1985 
1987 }

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

Referenced by SDL_GameControllerQuit().

◆ SDL_GameControllerEventState()

int SDL_GameControllerEventState ( int  state)

Enable/disable controller event polling.

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

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

Definition at line 2119 of file SDL_gamecontroller.c.

2120 {
2121 #if SDL_EVENTS_DISABLED
2122  return SDL_IGNORE;
2123 #else
2124  const Uint32 event_list[] = {
2127  };
2128  unsigned int i;
2129 
2130  switch (state) {
2131  case SDL_QUERY:
2132  state = SDL_IGNORE;
2133  for (i = 0; i < SDL_arraysize(event_list); ++i) {
2134  state = SDL_EventState(event_list[i], SDL_QUERY);
2135  if (state == SDL_ENABLE) {
2136  break;
2137  }
2138  }
2139  break;
2140  default:
2141  for (i = 0; i < SDL_arraysize(event_list); ++i) {
2142  SDL_EventState(event_list[i], state);
2143  }
2144  break;
2145  }
2146  return (state);
2147 #endif /* SDL_EVENTS_DISABLED */
2148 }

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

◆ SDL_GameControllerFromInstanceID()

SDL_GameController* SDL_GameControllerFromInstanceID ( SDL_JoystickID  joyid)

Return the SDL_GameController associated with an instance id.

Definition at line 1847 of file SDL_gamecontroller.c.

1848 {
1849  SDL_GameController *gamecontroller;
1850 
1852  gamecontroller = SDL_gamecontrollers;
1853  while (gamecontroller) {
1854  if (gamecontroller->joystick->instance_id == joyid) {
1856  return gamecontroller;
1857  }
1858  gamecontroller = gamecontroller->next;
1859  }
1861  return NULL;
1862 }

References NULL, SDL_gamecontrollers, SDL_LockJoysticks, and SDL_UnlockJoysticks.

Referenced by SDL_GameControllerFromPlayerIndex().

◆ SDL_GameControllerFromPlayerIndex()

SDL_GameController* SDL_GameControllerFromPlayerIndex ( int  player_index)

Return the SDL_GameController associated with a player index.

Definition at line 1868 of file SDL_gamecontroller.c.

1869 {
1870  SDL_Joystick *joystick = SDL_JoystickFromPlayerIndex(player_index);
1871  if (joystick) {
1872  return SDL_GameControllerFromInstanceID(joystick->instance_id);
1873  }
1874  return NULL;
1875 }

References SDL_GameController::joystick, NULL, SDL_GameControllerFromInstanceID(), and SDL_JoystickFromPlayerIndex.

◆ 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 1823 of file SDL_gamecontroller.c.

1824 {
1825  if (!gamecontroller)
1826  return SDL_FALSE;
1827 
1828  return SDL_JoystickGetAttached(gamecontroller->joystick);
1829 }

References SDL_FALSE, and SDL_JoystickGetAttached.

◆ SDL_GameControllerGetAxis()

Sint16 SDL_GameControllerGetAxis ( SDL_GameController *  gamecontroller,
SDL_GameControllerAxis  axis 
)

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

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

The axis indices start at index 0.

Definition at line 1670 of file SDL_gamecontroller.c.

1671 {
1672  int i;
1673 
1674  if (!gamecontroller)
1675  return 0;
1676 
1677  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1678  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1679  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
1680  int value = 0;
1681  SDL_bool valid_input_range;
1682  SDL_bool valid_output_range;
1683 
1684  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1685  value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
1686  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
1687  valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
1688  } else {
1689  valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
1690  }
1691  if (valid_input_range) {
1692  if (binding->input.axis.axis_min != binding->output.axis.axis_min || binding->input.axis.axis_max != binding->output.axis.axis_max) {
1693  float normalized_value = (float)(value - binding->input.axis.axis_min) / (binding->input.axis.axis_max - binding->input.axis.axis_min);
1694  value = binding->output.axis.axis_min + (int)(normalized_value * (binding->output.axis.axis_max - binding->output.axis.axis_min));
1695  }
1696  } else {
1697  value = 0;
1698  }
1699  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1700  value = SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
1701  if (value == SDL_PRESSED) {
1702  value = binding->output.axis.axis_max;
1703  }
1704  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1705  int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
1706  if (hat_mask & binding->input.hat.hat_mask) {
1707  value = binding->output.axis.axis_max;
1708  }
1709  }
1710 
1711  if (binding->output.axis.axis_min < binding->output.axis.axis_max) {
1712  valid_output_range = (value >= binding->output.axis.axis_min && value <= binding->output.axis.axis_max);
1713  } else {
1714  valid_output_range = (value >= binding->output.axis.axis_max && value <= binding->output.axis.axis_min);
1715  }
1716  /* If the value is zero, there might be another binding that makes it non-zero */
1717  if (value != 0 && valid_output_range) {
1718  return (Sint16)value;
1719  }
1720  }
1721  }
1722  return 0;
1723 }

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

◆ SDL_GameControllerGetAxisFromString()

SDL_GameControllerAxis SDL_GameControllerGetAxisFromString ( const char *  pchString)

turn this string into a axis mapping

Definition at line 464 of file SDL_gamecontroller.c.

465 {
466  int entry;
467 
468  if (pchString && (*pchString == '+' || *pchString == '-')) {
469  ++pchString;
470  }
471 
472  if (!pchString || !pchString[0]) {
474  }
475 
476  for (entry = 0; map_StringForControllerAxis[entry]; ++entry) {
477  if (!SDL_strcasecmp(pchString, map_StringForControllerAxis[entry]))
478  return (SDL_GameControllerAxis) entry;
479  }
481 }

References map_StringForControllerAxis, SDL_CONTROLLER_AXIS_INVALID, and SDL_strcasecmp.

Referenced by SDL_PrivateGameControllerParseElement().

◆ SDL_GameControllerGetBindForAxis()

SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis ( SDL_GameController *  gamecontroller,
SDL_GameControllerAxis  axis 
)

Get the SDL joystick layer binding for this controller button mapping

Definition at line 1881 of file SDL_gamecontroller.c.

1882 {
1883  int i;
1885  SDL_zero(bind);
1886 
1887  if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID)
1888  return bind;
1889 
1890  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1891  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1892  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
1893  bind.bindType = binding->inputType;
1894  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1895  /* FIXME: There might be multiple axes bound now that we have axis ranges... */
1896  bind.value.axis = binding->input.axis.axis;
1897  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1898  bind.value.button = binding->input.button;
1899  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1900  bind.value.hat.hat = binding->input.hat.hat;
1901  bind.value.hat.hat_mask = binding->input.hat.hat_mask;
1902  }
1903  break;
1904  }
1905  }
1906  return bind;
1907 }

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

◆ SDL_GameControllerGetBindForButton()

SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton ( SDL_GameController *  gamecontroller,
SDL_GameControllerButton  button 
)

Get the SDL joystick layer binding for this controller button mapping

Definition at line 1913 of file SDL_gamecontroller.c.

1914 {
1915  int i;
1917  SDL_zero(bind);
1918 
1919  if (!gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID)
1920  return bind;
1921 
1922  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1923  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1924  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
1925  bind.bindType = binding->inputType;
1926  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1927  bind.value.axis = binding->input.axis.axis;
1928  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1929  bind.value.button = binding->input.button;
1930  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1931  bind.value.hat.hat = binding->input.hat.hat;
1932  bind.value.hat.hat_mask = binding->input.hat.hat_mask;
1933  }
1934  break;
1935  }
1936  }
1937  return bind;
1938 }

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

◆ SDL_GameControllerGetButton()

Uint8 SDL_GameControllerGetButton ( SDL_GameController *  gamecontroller,
SDL_GameControllerButton  button 
)

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

The button indices start at index 0.

Definition at line 1729 of file SDL_gamecontroller.c.

1730 {
1731  int i;
1732 
1733  if (!gamecontroller)
1734  return 0;
1735 
1736  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1737  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1738  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
1739  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1740  SDL_bool valid_input_range;
1741 
1742  int value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
1743  int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis.axis_min) / 2;
1744  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
1745  valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
1746  if (valid_input_range) {
1747  return (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
1748  }
1749  } else {
1750  valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
1751  if (valid_input_range) {
1752  return (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
1753  }
1754  }
1755  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1756  return SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
1757  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1758  int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
1759  return (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED;
1760  }
1761  }
1762  }
1763  return SDL_RELEASED;
1764 }

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

◆ SDL_GameControllerGetButtonFromString()

SDL_GameControllerButton SDL_GameControllerGetButtonFromString ( const char *  pchString)

turn this string into a button mapping

Definition at line 516 of file SDL_gamecontroller.c.

517 {
518  int entry;
519  if (!pchString || !pchString[0])
521 
522  for (entry = 0; map_StringForControllerButton[entry]; ++entry) {
523  if (SDL_strcasecmp(pchString, map_StringForControllerButton[entry]) == 0)
524  return (SDL_GameControllerButton) entry;
525  }
527 }

References map_StringForControllerButton, SDL_CONTROLLER_BUTTON_INVALID, and SDL_strcasecmp.

Referenced by SDL_PrivateGameControllerParseElement().

◆ SDL_GameControllerGetJoystick()

SDL_Joystick* SDL_GameControllerGetJoystick ( SDL_GameController *  gamecontroller)

Get the underlying joystick object used by a controller

Definition at line 1834 of file SDL_gamecontroller.c.

1835 {
1836  if (!gamecontroller)
1837  return NULL;
1838 
1839  return gamecontroller->joystick;
1840 }

References NULL.

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

◆ SDL_GameControllerGetPlayerIndex()

int SDL_GameControllerGetPlayerIndex ( SDL_GameController *  gamecontroller)

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

For XInput controllers this returns the XInput user index.

Definition at line 1786 of file SDL_gamecontroller.c.

1787 {
1789 }

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetPlayerIndex.

◆ SDL_GameControllerGetProduct()

Uint16 SDL_GameControllerGetProduct ( SDL_GameController *  gamecontroller)

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

Definition at line 1807 of file SDL_gamecontroller.c.

1808 {
1809  return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller));
1810 }

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetProduct.

◆ SDL_GameControllerGetProductVersion()

Uint16 SDL_GameControllerGetProductVersion ( SDL_GameController *  gamecontroller)

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

Definition at line 1813 of file SDL_gamecontroller.c.

1814 {
1816 }

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetProductVersion.

◆ SDL_GameControllerGetStringForAxis()

const char* SDL_GameControllerGetStringForAxis ( SDL_GameControllerAxis  axis)

turn this axis enum into a string mapping

Definition at line 486 of file SDL_gamecontroller.c.

487 {
490  }
491  return NULL;
492 }

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

◆ SDL_GameControllerGetStringForButton()

const char* SDL_GameControllerGetStringForButton ( SDL_GameControllerButton  button)

turn this button enum into a string mapping

Definition at line 532 of file SDL_gamecontroller.c.

533 {
536  }
537  return NULL;
538 }

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

◆ SDL_GameControllerGetType()

SDL_GameControllerType SDL_GameControllerGetType ( SDL_GameController *  gamecontroller)

Return the type of this currently opened controller

Definition at line 1780 of file SDL_gamecontroller.c.

References SDL_GameControllerGetJoystick(), SDL_GetJoystickGameControllerTypeFromGUID(), SDL_JoystickGetGUID, and SDL_JoystickName.

◆ 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 1801 of file SDL_gamecontroller.c.

1802 {
1803  return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller));
1804 }

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetVendor.

◆ 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 1309 of file SDL_gamecontroller.c.

1310 {
1311  if (!gamecontroller) {
1312  return NULL;
1313  }
1314 
1315  return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid);
1316 }

References NULL, and SDL_GameControllerMappingForGUID().

◆ SDL_GameControllerMappingForDeviceIndex()

char* SDL_GameControllerMappingForDeviceIndex ( int  joystick_index)

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

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

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

Definition at line 1454 of file SDL_gamecontroller.c.

1455 {
1456  char *pMappingString = NULL;
1457  ControllerMapping_t *mapping;
1458 
1460  mapping = SDL_PrivateGetControllerMapping(joystick_index);
1461  if (mapping) {
1462  SDL_JoystickGUID guid;
1463  char pchGUID[33];
1464  size_t needed;
1465  guid = SDL_JoystickGetDeviceGUID(joystick_index);
1466  SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
1467  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1468  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1469  pMappingString = SDL_malloc(needed);
1470  if (!pMappingString) {
1471  SDL_OutOfMemory();
1473  return NULL;
1474  }
1475  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1476  }
1478  return pMappingString;
1479 }

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

◆ SDL_GameControllerMappingForGUID()

char* SDL_GameControllerMappingForGUID ( SDL_JoystickGUID  guid)

Get a mapping string for a GUID

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

Definition at line 1285 of file SDL_gamecontroller.c.

1286 {
1287  char *pMappingString = NULL;
1288  ControllerMapping_t *mapping = SDL_PrivateGetControllerMappingForGUID(&guid, SDL_FALSE);
1289  if (mapping) {
1290  char pchGUID[33];
1291  size_t needed;
1292  SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
1293  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1294  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1295  pMappingString = SDL_malloc(needed);
1296  if (!pMappingString) {
1297  SDL_OutOfMemory();
1298  return NULL;
1299  }
1300  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1301  }
1302  return pMappingString;
1303 }

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

Referenced by SDL_GameControllerMapping().

◆ SDL_GameControllerMappingForIndex()

char* SDL_GameControllerMappingForIndex ( int  mapping_index)

Get the mapping at a particular index.

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

Definition at line 1252 of file SDL_gamecontroller.c.

1253 {
1254  ControllerMapping_t *mapping;
1255 
1257  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1258  continue;
1259  }
1260  if (mapping_index == 0) {
1261  char *pMappingString;
1262  char pchGUID[33];
1263  size_t needed;
1264 
1265  SDL_JoystickGetGUIDString(mapping->guid, pchGUID, sizeof(pchGUID));
1266  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1267  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1268  pMappingString = SDL_malloc(needed);
1269  if (!pMappingString) {
1270  SDL_OutOfMemory();
1271  return NULL;
1272  }
1273  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1274  return pMappingString;
1275  }
1276  --mapping_index;
1277  }
1278  return NULL;
1279 }

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

◆ SDL_GameControllerName()

const char* SDL_GameControllerName ( SDL_GameController *  gamecontroller)

Return the name for this currently opened controller

Definition at line 1767 of file SDL_gamecontroller.c.

1768 {
1769  if (!gamecontroller)
1770  return NULL;
1771 
1772  if (SDL_strcmp(gamecontroller->name, "*") == 0) {
1773  return SDL_JoystickName(SDL_GameControllerGetJoystick(gamecontroller));
1774  } else {
1775  return gamecontroller->name;
1776  }
1777 }

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

◆ SDL_GameControllerNameForIndex()

const char* SDL_GameControllerNameForIndex ( int  joystick_index)

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

Definition at line 1424 of file SDL_gamecontroller.c.

1425 {
1426  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1427  if (pSupportedController) {
1428  if (SDL_strcmp(pSupportedController->name, "*") == 0) {
1429  return SDL_JoystickNameForIndex(device_index);
1430  } else {
1431  return pSupportedController->name;
1432  }
1433  }
1434  return NULL;
1435 }

References NULL, SDL_JoystickNameForIndex, SDL_PrivateGetControllerMapping(), and SDL_strcmp.

◆ SDL_GameControllerNumMappings()

int SDL_GameControllerNumMappings ( void  )

Get the number of mappings installed

Returns
the number of mappings

Definition at line 1234 of file SDL_gamecontroller.c.

1235 {
1236  int num_mappings = 0;
1237  ControllerMapping_t *mapping;
1238 
1240  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1241  continue;
1242  }
1243  ++num_mappings;
1244  }
1245  return num_mappings;
1246 }

References s_pSupportedControllers, s_zeroGUID, and SDL_memcmp.

◆ SDL_GameControllerOpen()

SDL_GameController* SDL_GameControllerOpen ( int  joystick_index)

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

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

Definition at line 1576 of file SDL_gamecontroller.c.

1577 {
1578  SDL_JoystickID instance_id;
1579  SDL_GameController *gamecontroller;
1580  SDL_GameController *gamecontrollerlist;
1581  ControllerMapping_t *pSupportedController = NULL;
1582 
1584 
1585  gamecontrollerlist = SDL_gamecontrollers;
1586  /* If the controller is already open, return it */
1587  instance_id = SDL_JoystickGetDeviceInstanceID(device_index);
1588  while (gamecontrollerlist) {
1589  if (instance_id == gamecontrollerlist->joystick->instance_id) {
1590  gamecontroller = gamecontrollerlist;
1591  ++gamecontroller->ref_count;
1593  return (gamecontroller);
1594  }
1595  gamecontrollerlist = gamecontrollerlist->next;
1596  }
1597 
1598  /* Find a controller mapping */
1599  pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1600  if (!pSupportedController) {
1601  SDL_SetError("Couldn't find mapping for device (%d)", device_index);
1603  return NULL;
1604  }
1605 
1606  /* Create and initialize the controller */
1607  gamecontroller = (SDL_GameController *) SDL_calloc(1, sizeof(*gamecontroller));
1608  if (gamecontroller == NULL) {
1609  SDL_OutOfMemory();
1611  return NULL;
1612  }
1613 
1614  gamecontroller->joystick = SDL_JoystickOpen(device_index);
1615  if (!gamecontroller->joystick) {
1616  SDL_free(gamecontroller);
1618  return NULL;
1619  }
1620 
1621  if (gamecontroller->joystick->naxes) {
1622  gamecontroller->last_match_axis = (SDL_ExtendedGameControllerBind **)SDL_calloc(gamecontroller->joystick->naxes, sizeof(*gamecontroller->last_match_axis));
1623  if (!gamecontroller->last_match_axis) {
1624  SDL_OutOfMemory();
1625  SDL_JoystickClose(gamecontroller->joystick);
1626  SDL_free(gamecontroller);
1628  return NULL;
1629  }
1630  }
1631  if (gamecontroller->joystick->nhats) {
1632  gamecontroller->last_hat_mask = (Uint8 *)SDL_calloc(gamecontroller->joystick->nhats, sizeof(*gamecontroller->last_hat_mask));
1633  if (!gamecontroller->last_hat_mask) {
1634  SDL_OutOfMemory();
1635  SDL_JoystickClose(gamecontroller->joystick);
1636  SDL_free(gamecontroller->last_match_axis);
1637  SDL_free(gamecontroller);
1639  return NULL;
1640  }
1641  }
1642 
1643  SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->name, pSupportedController->mapping);
1644 
1645  /* Add the controller to list */
1646  ++gamecontroller->ref_count;
1647  /* Link the controller in the list */
1648  gamecontroller->next = SDL_gamecontrollers;
1649  SDL_gamecontrollers = gamecontroller;
1650 
1652 
1653  return (gamecontroller);
1654 }

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

◆ SDL_GameControllerRumble()

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

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

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

Definition at line 1942 of file SDL_gamecontroller.c.

1943 {
1944  return SDL_JoystickRumble(SDL_GameControllerGetJoystick(gamecontroller), low_frequency_rumble, high_frequency_rumble, duration_ms);
1945 }

References SDL_GameControllerGetJoystick(), and SDL_JoystickRumble.

◆ SDL_GameControllerSetPlayerIndex()

void SDL_GameControllerSetPlayerIndex ( SDL_GameController *  gamecontroller,
int  player_index 
)

Set the player index of an opened game controller

Definition at line 1795 of file SDL_gamecontroller.c.

1796 {
1797  SDL_JoystickSetPlayerIndex(SDL_GameControllerGetJoystick(gamecontroller), player_index);
1798 }

References SDL_GameControllerGetJoystick(), and SDL_JoystickSetPlayerIndex.

◆ SDL_GameControllerTypeForIndex()

SDL_GameControllerType SDL_GameControllerTypeForIndex ( int  joystick_index)

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

Get the type of a game controller.

Definition at line 1442 of file SDL_gamecontroller.c.

1443 {
1445 }

References SDL_GetJoystickGameControllerTypeFromGUID(), SDL_JoystickGetDeviceGUID, and SDL_JoystickNameForIndex.

◆ 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 1660 of file SDL_gamecontroller.c.

1661 {
1662  /* Just for API completeness; the joystick API does all the work. */
1664 }

References SDL_JoystickUpdate.

◆ SDL_IsGameController()

SDL_bool SDL_IsGameController ( int  joystick_index)

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

Definition at line 1499 of file SDL_gamecontroller.c.

1500 {
1501  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1502  if (pSupportedController) {
1503  return SDL_TRUE;
1504  }
1505  return SDL_FALSE;
1506 }

References SDL_FALSE, SDL_PrivateGetControllerMapping(), and SDL_TRUE.

Referenced by SDL_GameControllerEventWatcher(), and SDL_GameControllerInit().

SDL_PrivateGetControllerMappingForGUID
static ControllerMapping_t * SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid, SDL_bool exact_match)
Definition: SDL_gamecontroller.c:427
SDL_ExtendedGameControllerBind::outputType
SDL_GameControllerBindType outputType
Definition: SDL_gamecontroller.c:72
SDL_CONTROLLER_MAPPING_PRIORITY_API
@ SDL_CONTROLLER_MAPPING_PRIORITY_API
Definition: SDL_gamecontroller.c:91
SDL_zero
#define SDL_zero(x)
Definition: SDL_stdinc.h:418
SDL_CONTROLLER_BUTTON_DPAD_LEFT
@ SDL_CONTROLLER_BUTTON_DPAD_LEFT
Definition: SDL_gamecontroller.h:362
SDL_CONTROLLERDEVICEREMOVED
@ SDL_CONTROLLERDEVICEREMOVED
Definition: SDL_events.h:124
s_zeroGUID
static SDL_JoystickGUID s_zeroGUID
Definition: SDL_gamecontroller.c:104
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_strlcpy
#define SDL_strlcpy
Definition: SDL_dynapi_overrides.h:394
SDL_JoystickGetVendor
#define SDL_JoystickGetVendor
Definition: SDL_dynapi_overrides.h:612
SDL_GameControllerButtonBind::hat
int hat
Definition: SDL_gamecontroller.h:89
SDL_gamecontrollers
static SDL_GameController * SDL_gamecontrollers
Definition: SDL_gamecontroller.c:50
SDL_UnlockJoysticks
#define SDL_UnlockJoysticks
Definition: SDL_dynapi_overrides.h:639
SDL_JoystickClose
#define SDL_JoystickClose
Definition: SDL_dynapi_overrides.h:215
SDL_ExtendedGameControllerBind::button
int button
Definition: SDL_gamecontroller.c:57
NULL
#define NULL
Definition: begin_code.h:167
SDL_CONTROLLER_BUTTON_INVALID
@ SDL_CONTROLLER_BUTTON_INVALID
Definition: SDL_gamecontroller.h:348
SDL_JoystickGetButton
#define SDL_JoystickGetButton
Definition: SDL_dynapi_overrides.h:214
SDL_GetJoystickGameControllerTypeFromGUID
SDL_GameControllerType SDL_GetJoystickGameControllerTypeFromGUID(SDL_JoystickGUID guid, const char *name)
Definition: SDL_joystick.c:1392
SDL_CONTROLLERBUTTONDOWN
@ SDL_CONTROLLERBUTTONDOWN
Definition: SDL_events.h:121
SDL_GameControllerButtonBind::bindType
SDL_GameControllerBindType bindType
Definition: SDL_gamecontroller.h:83
SDL_JoystickGetGUID
#define SDL_JoystickGetGUID
Definition: SDL_dynapi_overrides.h:200
SDL_ExtendedGameControllerBind
Definition: SDL_gamecontroller.c:52
SDL_JoystickFromPlayerIndex
#define SDL_JoystickFromPlayerIndex
Definition: SDL_dynapi_overrides.h:738
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
SDL_CONTROLLER_PLATFORM_FIELD
#define SDL_CONTROLLER_PLATFORM_FIELD
Definition: SDL_gamecontroller.c:45
SDL_CONTROLLER_BUTTON_RIGHTSTICK
@ SDL_CONTROLLER_BUTTON_RIGHTSTICK
Definition: SDL_gamecontroller.h:357
SDL_ExtendedGameControllerBind::inputType
SDL_GameControllerBindType inputType
Definition: SDL_gamecontroller.c:54
SDL_PrivateGetControllerMapping
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)
Definition: SDL_gamecontroller.c:1057
SDL_JoystickGetGUIDString
#define SDL_JoystickGetGUIDString
Definition: SDL_dynapi_overrides.h:201
SDL_ENABLE
#define SDL_ENABLE
Definition: SDL_events.h:760
SDL_JoystickNameForIndex
#define SDL_JoystickNameForIndex
Definition: SDL_dynapi_overrides.h:196
SDL_GameControllerButtonBind
Definition: SDL_gamecontroller.h:81
SDL_CONTROLLER_AXIS_LEFTX
@ SDL_CONTROLLER_AXIS_LEFTX
Definition: SDL_gamecontroller.h:305
SDL_RWread
#define SDL_RWread
Definition: SDL_dynapi_overrides.h:723
SDL_JoystickGetHat
#define SDL_JoystickGetHat
Definition: SDL_dynapi_overrides.h:212
SDL_JoystickGetProduct
#define SDL_JoystickGetProduct
Definition: SDL_dynapi_overrides.h:613
SDL_RELEASED
#define SDL_RELEASED
Definition: SDL_events.h:49
SDL_JoystickOpen
#define SDL_JoystickOpen
Definition: SDL_dynapi_overrides.h:197
s_pSupportedControllers
static ControllerMapping_t * s_pSupportedControllers
Definition: SDL_gamecontroller.c:105
SDL_CONTROLLERDEVICEADDED
@ SDL_CONTROLLERDEVICEADDED
Definition: SDL_events.h:123
SDL_JoystickName
#define SDL_JoystickName
Definition: SDL_dynapi_overrides.h:198
SDL_ExtendedGameControllerBind::input
union SDL_ExtendedGameControllerBind::@17 input
SDL_CONTROLLERAXISMOTION
@ SDL_CONTROLLERAXISMOTION
Definition: SDL_events.h:120
SDL_GameControllerGetJoystick
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1834
SDL_CONTROLLER_BUTTON_B
@ SDL_CONTROLLER_BUTTON_B
Definition: SDL_gamecontroller.h:350
SDL_CONTROLLER_BUTTON_MAX
@ SDL_CONTROLLER_BUTTON_MAX
Definition: SDL_gamecontroller.h:364
SDL_JoystickGetPlayerIndex
#define SDL_JoystickGetPlayerIndex
Definition: SDL_dynapi_overrides.h:702
SDL_strcasecmp
#define SDL_strcasecmp
Definition: SDL_dynapi_overrides.h:419
SDL_CONTROLLER_BUTTON_BACK
@ SDL_CONTROLLER_BUTTON_BACK
Definition: SDL_gamecontroller.h:353
SDL_strncasecmp
#define SDL_strncasecmp
Definition: SDL_dynapi_overrides.h:420
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
map_StringForControllerButton
static const char * map_StringForControllerButton[]
Definition: SDL_gamecontroller.c:494
SDL_QUERY
#define SDL_QUERY
Definition: SDL_events.h:757
SDL_PRESSED
#define SDL_PRESSED
Definition: SDL_events.h:50
Sint16
int16_t Sint16
Definition: SDL_stdinc.h:185
buf
GLenum GLuint GLenum GLsizei const GLchar * buf
Definition: SDL_opengl_glext.h:2483
SDL_JoystickGetDeviceGUID
#define SDL_JoystickGetDeviceGUID
Definition: SDL_dynapi_overrides.h:199
SDL_FALSE
@ SDL_FALSE
Definition: SDL_stdinc.h:163
SDL_strchr
#define SDL_strchr
Definition: SDL_dynapi_overrides.h:401
SDL_GameControllerBindType
SDL_GameControllerBindType
Definition: SDL_gamecontroller.h:70
SDL_CONTROLLER_TYPE_PS4
@ SDL_CONTROLLER_TYPE_PS4
Definition: SDL_gamecontroller.h:66
SDL_CONTROLLERBUTTONUP
@ SDL_CONTROLLERBUTTONUP
Definition: SDL_events.h:122
SDL_CONTROLLER_AXIS_TRIGGERLEFT
@ SDL_CONTROLLER_AXIS_TRIGGERLEFT
Definition: SDL_gamecontroller.h:309
mapping
GLenum GLenum GLenum GLenum mapping
Definition: SDL_opengl_glext.h:9377
SDL_GameControllerButtonBind::value
union SDL_GameControllerButtonBind::@0 value
SDL_memcmp
#define SDL_memcmp
Definition: SDL_dynapi_overrides.h:389
SDL_free
#define SDL_free
Definition: SDL_dynapi_overrides.h:377
SDL_CONTROLLER_AXIS_INVALID
@ SDL_CONTROLLER_AXIS_INVALID
Definition: SDL_gamecontroller.h:304
SDL_CONTROLLER_AXIS_MAX
@ SDL_CONTROLLER_AXIS_MAX
Definition: SDL_gamecontroller.h:311
SDL_GetPlatform
#define SDL_GetPlatform
Definition: SDL_dynapi_overrides.h:291
SDL_JoystickGetAttached
#define SDL_JoystickGetAttached
Definition: SDL_dynapi_overrides.h:203
SDL_JoystickGetDeviceInstanceID
#define SDL_JoystickGetDeviceInstanceID
Definition: SDL_dynapi_overrides.h:626
SDL_PrivateLoadButtonMapping
static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
Definition: SDL_gamecontroller.c:690
size_t
unsigned int size_t
Definition: SDL_config_windows.h:68
SDL_GameControllerAxis
SDL_GameControllerAxis
Definition: SDL_gamecontroller.h:302
SDL_RWsize
#define SDL_RWsize
Definition: SDL_dynapi_overrides.h:720
SDL_JoystickSetPlayerIndex
#define SDL_JoystickSetPlayerIndex
Definition: SDL_dynapi_overrides.h:739
SDL_GameControllerButtonBind::axis
int axis
Definition: SDL_gamecontroller.h:87
SDL_ExtendedGameControllerBind::axis
int axis
Definition: SDL_gamecontroller.c:60
SDL_CONTROLLER_BUTTON_START
@ SDL_CONTROLLER_BUTTON_START
Definition: SDL_gamecontroller.h:355
map_StringForControllerAxis
static const char * map_StringForControllerAxis[]
Definition: SDL_gamecontroller.c:451
axis
SDL_Texture * axis
Definition: testgamecontroller.c:67
SDL_OutOfMemory
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_JoystickUpdate
#define SDL_JoystickUpdate
Definition: SDL_dynapi_overrides.h:209
SDL_JoystickRumble
#define SDL_JoystickRumble
Definition: SDL_dynapi_overrides.h:682
SDL_arraysize
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:115
SDL_calloc
#define SDL_calloc
Definition: SDL_dynapi_overrides.h:375
SDL_PrivateGameControllerAddMapping
static int SDL_PrivateGameControllerAddMapping(const char *mappingString, SDL_ControllerMappingPriority priority)
Definition: SDL_gamecontroller.c:1153
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
@ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
Definition: SDL_gamecontroller.h:359
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
sort_controllers.controllers
list controllers
Definition: sort_controllers.py:12
SDL_TRUE
@ SDL_TRUE
Definition: SDL_stdinc.h:164
SDL_CONTROLLER_BINDTYPE_AXIS
@ SDL_CONTROLLER_BINDTYPE_AXIS
Definition: SDL_gamecontroller.h:74
value
GLsizei const GLfloat * value
Definition: SDL_opengl_glext.h:701
SDL_SetError
#define SDL_SetError
Definition: SDL_dynapi_overrides.h:30
SDL_GameControllerType
SDL_GameControllerType
Definition: SDL_gamecontroller.h:60
SDL_JoystickGetAxis
#define SDL_JoystickGetAxis
Definition: SDL_dynapi_overrides.h:211
SDL_snprintf
#define SDL_snprintf
Definition: SDL_dynapi_overrides.h:40
SDL_CONTROLLER_AXIS_LEFTY
@ SDL_CONTROLLER_AXIS_LEFTY
Definition: SDL_gamecontroller.h:306
SDL_RWclose
#define SDL_RWclose
Definition: SDL_dynapi_overrides.h:725
SDL_IGNORE
#define SDL_IGNORE
Definition: SDL_events.h:758
SDL_GameControllerMappingForGUID
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1285
SDL_CONTROLLER_BUTTON_LEFTSTICK
@ SDL_CONTROLLER_BUTTON_LEFTSTICK
Definition: SDL_gamecontroller.h:356
SDL_EventState
#define SDL_EventState
Definition: SDL_dynapi_overrides.h:131
SDL_strlen
#define SDL_strlen
Definition: SDL_dynapi_overrides.h:393
SDL_ExtendedGameControllerBind::hat
int hat
Definition: SDL_gamecontroller.c:66
SDL_GameControllerFromInstanceID
SDL_GameController * SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
Definition: SDL_gamecontroller.c:1847
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_malloc
#define SDL_malloc
Definition: SDL_dynapi_overrides.h:374
SDL_CONTROLLER_AXIS_TRIGGERRIGHT
@ SDL_CONTROLLER_AXIS_TRIGGERRIGHT
Definition: SDL_gamecontroller.h:310
SDL_strcmp
#define SDL_strcmp
Definition: SDL_dynapi_overrides.h:417
SDL_strstr
#define SDL_strstr
Definition: SDL_dynapi_overrides.h:403
SDL_CONTROLLERDEVICEREMAPPED
@ SDL_CONTROLLERDEVICEREMAPPED
Definition: SDL_events.h:125
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_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_JoystickGetProductVersion
#define SDL_JoystickGetProductVersion
Definition: SDL_dynapi_overrides.h:614
SDL_LockJoysticks
#define SDL_LockJoysticks
Definition: SDL_dynapi_overrides.h:638
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
i
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
SDL_ExtendedGameControllerBind::output
union SDL_ExtendedGameControllerBind::@18 output
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_CONTROLLER_BUTTON_GUIDE
@ SDL_CONTROLLER_BUTTON_GUIDE
Definition: SDL_gamecontroller.h:354
SDL_GameControllerAddMapping
int SDL_GameControllerAddMapping(const char *mappingString)
Definition: SDL_gamecontroller.c:1225
SDL_GameControllerButton
SDL_GameControllerButton
Definition: SDL_gamecontroller.h:346
Uint8
uint8_t Uint8
Definition: SDL_stdinc.h:179