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

Go to the source code of this file.

Data Structures

struct  SDL_ExtendedGameControllerBind
 
struct  ControllerMapping_t
 
struct  SDL_GameController
 
struct  SDL_vidpid_list
 

Macros

#define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS   250
 
#define SDL_CONTROLLER_PLATFORM_FIELD   "platform:"
 
#define SDL_CONTROLLER_SDKGE_FIELD   "sdk>=:"
 
#define SDL_CONTROLLER_SDKLE_FIELD   "sdk<=:"
 

Enumerations

enum  SDL_ControllerMappingPriority {
  SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT,
  SDL_CONTROLLER_MAPPING_PRIORITY_API,
  SDL_CONTROLLER_MAPPING_PRIORITY_USER
}
 

Functions

static void SDL_LoadVIDPIDListFromHint (const char *hint, SDL_vidpid_list *list)
 
static void SDL_GameControllerIgnoreDevicesChanged (void *userdata, const char *name, const char *oldValue, const char *hint)
 
static void SDL_GameControllerIgnoreDevicesExceptChanged (void *userdata, const char *name, const char *oldValue, const char *hint)
 
static int SDL_PrivateGameControllerAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
 
static int SDL_PrivateGameControllerButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
 
static void UpdateEventsForDeviceRemoval ()
 
static SDL_bool HasSameOutput (SDL_ExtendedGameControllerBind *a, SDL_ExtendedGameControllerBind *b)
 
static void ResetOutput (SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
 
static void HandleJoystickAxis (SDL_GameController *gamecontroller, int axis, int value)
 
static void HandleJoystickButton (SDL_GameController *gamecontroller, int button, Uint8 state)
 
static void HandleJoystickHat (SDL_GameController *gamecontroller, int hat, Uint8 value)
 
static int SDL_GameControllerEventWatcher (void *userdata, SDL_Event *event)
 
static ControllerMapping_tSDL_PrivateGetControllerMappingForGUID (SDL_JoystickGUID *guid, SDL_bool exact_match)
 
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString (const char *pchString)
 
const char * SDL_GameControllerGetStringForAxis (SDL_GameControllerAxis axis)
 
SDL_GameControllerButton SDL_GameControllerGetButtonFromString (const char *pchString)
 
const char * SDL_GameControllerGetStringForButton (SDL_GameControllerButton axis)
 
static void SDL_PrivateGameControllerParseElement (SDL_GameController *gamecontroller, const char *szGameButton, const char *szJoystickButton)
 
static void SDL_PrivateGameControllerParseControllerConfigString (SDL_GameController *gamecontroller, const char *pchString)
 
static void SDL_PrivateLoadButtonMapping (SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
 
static char * SDL_PrivateGetControllerGUIDFromMappingString (const char *pMapping)
 
static char * SDL_PrivateGetControllerNameFromMappingString (const char *pMapping)
 
static char * SDL_PrivateGetControllerMappingFromMappingString (const char *pMapping)
 
static void SDL_PrivateGameControllerRefreshMapping (ControllerMapping_t *pControllerMapping)
 
static ControllerMapping_tSDL_PrivateAddMappingForGUID (SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)
 
static ControllerMapping_tSDL_PrivateGetControllerMappingForNameAndGUID (const char *name, SDL_JoystickGUID guid)
 
static ControllerMapping_tSDL_PrivateGetControllerMapping (int device_index)
 
int SDL_GameControllerAddMappingsFromRW (SDL_RWops *rw, int freerw)
 
static int SDL_PrivateGameControllerAddMapping (const char *mappingString, SDL_ControllerMappingPriority priority)
 
int SDL_GameControllerAddMapping (const char *mappingString)
 
int SDL_GameControllerNumMappings (void)
 
char * SDL_GameControllerMappingForIndex (int mapping_index)
 
char * SDL_GameControllerMappingForGUID (SDL_JoystickGUID guid)
 
char * SDL_GameControllerMapping (SDL_GameController *gamecontroller)
 
static void SDL_GameControllerLoadHints ()
 
static SDL_bool SDL_GetControllerMappingFilePath (char *path, size_t size)
 
int SDL_GameControllerInitMappings (void)
 
int SDL_GameControllerInit (void)
 
const char * SDL_GameControllerNameForIndex (int device_index)
 
SDL_GameControllerType SDL_GameControllerTypeForIndex (int joystick_index)
 
char * SDL_GameControllerMappingForDeviceIndex (int joystick_index)
 
SDL_bool SDL_IsGameControllerNameAndGUID (const char *name, SDL_JoystickGUID guid)
 
SDL_bool SDL_IsGameController (int device_index)
 
SDL_bool SDL_ShouldIgnoreGameController (const char *name, SDL_JoystickGUID guid)
 
SDL_GameController * SDL_GameControllerOpen (int device_index)
 
void SDL_GameControllerUpdate (void)
 
Sint16 SDL_GameControllerGetAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
Uint8 SDL_GameControllerGetButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button)
 
const char * SDL_GameControllerName (SDL_GameController *gamecontroller)
 
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)
 
SDL_GameController * SDL_GameControllerFromInstanceID (SDL_JoystickID joyid)
 
SDL_GameController * SDL_GameControllerFromPlayerIndex (int player_index)
 
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button)
 
int SDL_GameControllerRumble (SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
 
void SDL_GameControllerClose (SDL_GameController *gamecontroller)
 
void SDL_GameControllerQuit (void)
 
void SDL_GameControllerQuitMappings (void)
 
int SDL_GameControllerEventState (int state)
 
void SDL_GameControllerHandleDelayedGuideButton (SDL_Joystick *joystick)
 

Variables

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

Macro Definition Documentation

◆ SDL_CONTROLLER_PLATFORM_FIELD

#define SDL_CONTROLLER_PLATFORM_FIELD   "platform:"

Definition at line 46 of file SDL_gamecontroller.c.

◆ SDL_CONTROLLER_SDKGE_FIELD

#define SDL_CONTROLLER_SDKGE_FIELD   "sdk>=:"

Definition at line 47 of file SDL_gamecontroller.c.

◆ SDL_CONTROLLER_SDKLE_FIELD

#define SDL_CONTROLLER_SDKLE_FIELD   "sdk<=:"

Definition at line 48 of file SDL_gamecontroller.c.

◆ SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS

#define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS   250

Definition at line 44 of file SDL_gamecontroller.c.

Enumeration Type Documentation

◆ SDL_ControllerMappingPriority

Enumerator
SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT 
SDL_CONTROLLER_MAPPING_PRIORITY_API 
SDL_CONTROLLER_MAPPING_PRIORITY_USER 

Definition at line 88 of file SDL_gamecontroller.c.

Function Documentation

◆ HandleJoystickAxis()

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

Definition at line 250 of file SDL_gamecontroller.c.

251 {
252  int i;
253  SDL_ExtendedGameControllerBind *last_match = gamecontroller->last_match_axis[axis];
255 
256  for (i = 0; i < gamecontroller->num_bindings; ++i) {
257  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
258  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
259  axis == binding->input.axis.axis) {
260  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
261  if (value >= binding->input.axis.axis_min &&
262  value <= binding->input.axis.axis_max) {
263  match = binding;
264  break;
265  }
266  } else {
267  if (value >= binding->input.axis.axis_max &&
268  value <= binding->input.axis.axis_min) {
269  match = binding;
270  break;
271  }
272  }
273  }
274  }
275 
276  if (last_match && (!match || !HasSameOutput(last_match, match))) {
277  /* Clear the last input that this axis generated */
278  ResetOutput(gamecontroller, last_match);
279  }
280 
281  if (match) {
283  if (match->input.axis.axis_min != match->output.axis.axis_min || match->input.axis.axis_max != match->output.axis.axis_max) {
284  float normalized_value = (float)(value - match->input.axis.axis_min) / (match->input.axis.axis_max - match->input.axis.axis_min);
285  value = match->output.axis.axis_min + (int)(normalized_value * (match->output.axis.axis_max - match->output.axis.axis_min));
286  }
287  SDL_PrivateGameControllerAxis(gamecontroller, match->output.axis.axis, (Sint16)value);
288  } else {
289  Uint8 state;
290  int threshold = match->input.axis.axis_min + (match->input.axis.axis_max - match->input.axis.axis_min) / 2;
291  if (match->input.axis.axis_max < match->input.axis.axis_min) {
292  state = (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
293  } else {
294  state = (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
295  }
296  SDL_PrivateGameControllerButton(gamecontroller, match->output.button, state);
297  }
298  }
299  gamecontroller->last_match_axis[axis] = match;
300 }

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

Referenced by SDL_GameControllerEventWatcher().

◆ HandleJoystickButton()

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

Definition at line 302 of file SDL_gamecontroller.c.

303 {
304  int i;
305 
306  for (i = 0; i < gamecontroller->num_bindings; ++i) {
307  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
308  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON &&
309  button == binding->input.button) {
310  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
311  int value = state ? binding->output.axis.axis_max : binding->output.axis.axis_min;
312  SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)value);
313  } else {
314  SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, state);
315  }
316  break;
317  }
318  }
319 }

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

Referenced by SDL_GameControllerEventWatcher().

◆ HandleJoystickHat()

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

Definition at line 321 of file SDL_gamecontroller.c.

322 {
323  int i;
324  Uint8 last_mask = gamecontroller->last_hat_mask[hat];
325  Uint8 changed_mask = (last_mask ^ value);
326 
327  for (i = 0; i < gamecontroller->num_bindings; ++i) {
328  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
329  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT && hat == binding->input.hat.hat) {
330  if ((changed_mask & binding->input.hat.hat_mask) != 0) {
331  if (value & binding->input.hat.hat_mask) {
332  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
333  SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)binding->output.axis.axis_max);
334  } else {
335  SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, SDL_PRESSED);
336  }
337  } else {
338  ResetOutput(gamecontroller, binding);
339  }
340  }
341  }
342  }
343  gamecontroller->last_hat_mask[hat] = value;
344 }

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

Referenced by SDL_GameControllerEventWatcher().

◆ HasSameOutput()

static SDL_bool HasSameOutput ( SDL_ExtendedGameControllerBind a,
SDL_ExtendedGameControllerBind b 
)
static

Definition at line 228 of file SDL_gamecontroller.c.

229 {
230  if (a->outputType != b->outputType) {
231  return SDL_FALSE;
232  }
233 
234  if (a->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
235  return (a->output.axis.axis == b->output.axis.axis);
236  } else {
237  return (a->output.button == b->output.button);
238  }
239 }

References SDL_CONTROLLER_BINDTYPE_AXIS, and SDL_FALSE.

Referenced by HandleJoystickAxis().

◆ ResetOutput()

◆ SDL_GameControllerAddMapping()

int SDL_GameControllerAddMapping ( const char *  mappingString)

Add or update an existing mapping configuration

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

Definition at line 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_GameControllerEventWatcher()

static int SDL_GameControllerEventWatcher ( void userdata,
SDL_Event event 
)
static

Definition at line 349 of file SDL_gamecontroller.c.

350 {
351  switch(event->type) {
352  case SDL_JOYAXISMOTION:
353  {
354  SDL_GameController *controllerlist = SDL_gamecontrollers;
355  while (controllerlist) {
356  if (controllerlist->joystick->instance_id == event->jaxis.which) {
357  HandleJoystickAxis(controllerlist, event->jaxis.axis, event->jaxis.value);
358  break;
359  }
360  controllerlist = controllerlist->next;
361  }
362  }
363  break;
364  case SDL_JOYBUTTONDOWN:
365  case SDL_JOYBUTTONUP:
366  {
367  SDL_GameController *controllerlist = SDL_gamecontrollers;
368  while (controllerlist) {
369  if (controllerlist->joystick->instance_id == event->jbutton.which) {
370  HandleJoystickButton(controllerlist, event->jbutton.button, event->jbutton.state);
371  break;
372  }
373  controllerlist = controllerlist->next;
374  }
375  }
376  break;
377  case SDL_JOYHATMOTION:
378  {
379  SDL_GameController *controllerlist = SDL_gamecontrollers;
380  while (controllerlist) {
381  if (controllerlist->joystick->instance_id == event->jhat.which) {
382  HandleJoystickHat(controllerlist, event->jhat.hat, event->jhat.value);
383  break;
384  }
385  controllerlist = controllerlist->next;
386  }
387  }
388  break;
389  case SDL_JOYDEVICEADDED:
390  {
391  if (SDL_IsGameController(event->jdevice.which)) {
392  SDL_Event deviceevent;
393  deviceevent.type = SDL_CONTROLLERDEVICEADDED;
394  deviceevent.cdevice.which = event->jdevice.which;
395  SDL_PushEvent(&deviceevent);
396  }
397  }
398  break;
400  {
401  SDL_GameController *controllerlist = SDL_gamecontrollers;
402  while (controllerlist) {
403  if (controllerlist->joystick->instance_id == event->jdevice.which) {
404  SDL_Event deviceevent;
405 
406  deviceevent.type = SDL_CONTROLLERDEVICEREMOVED;
407  deviceevent.cdevice.which = event->jdevice.which;
408  SDL_PushEvent(&deviceevent);
409 
411  break;
412  }
413  controllerlist = controllerlist->next;
414  }
415  }
416  break;
417  default:
418  break;
419  }
420 
421  return 1;
422 }

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

Referenced by SDL_GameControllerInit(), and SDL_GameControllerQuitMappings().

◆ SDL_GameControllerFromInstanceID()

SDL_GameController* SDL_GameControllerFromInstanceID ( SDL_JoystickID  joyid)

Return the SDL_GameController associated with an instance id.

Definition at line 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_GameControllerHandleDelayedGuideButton()

void SDL_GameControllerHandleDelayedGuideButton ( SDL_Joystick *  joystick)

Definition at line 2151 of file SDL_gamecontroller.c.

2152 {
2153  SDL_GameController *controllerlist = SDL_gamecontrollers;
2154  while (controllerlist) {
2155  if (controllerlist->joystick == joystick) {
2157  break;
2158  }
2159  controllerlist = controllerlist->next;
2160  }
2161 }

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

Referenced by SDL_JoystickUpdate().

◆ SDL_GameControllerIgnoreDevicesChanged()

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

◆ SDL_GameControllerIgnoreDevicesExceptChanged()

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

◆ SDL_GameControllerInit()

int SDL_GameControllerInit ( void  )

Definition at line 1399 of file SDL_gamecontroller.c.

1400 {
1401  int i;
1402 
1403  /* watch for joy events and fire controller ones if needed */
1405 
1406  /* Send added events for controllers currently attached */
1407  for (i = 0; i < SDL_NumJoysticks(); ++i) {
1408  if (SDL_IsGameController(i)) {
1409  SDL_Event deviceevent;
1410  deviceevent.type = SDL_CONTROLLERDEVICEADDED;
1411  deviceevent.cdevice.which = i;
1412  SDL_PushEvent(&deviceevent);
1413  }
1414  }
1415 
1416  return (0);
1417 }

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

Referenced by SDL_InitSubSystem().

◆ SDL_GameControllerInitMappings()

int SDL_GameControllerInitMappings ( void  )

Definition at line 1370 of file SDL_gamecontroller.c.

1371 {
1372  char szControllerMapPath[1024];
1373  int i = 0;
1374  const char *pMappingString = NULL;
1375  pMappingString = s_ControllerMappings[i];
1376  while (pMappingString) {
1378 
1379  i++;
1380  pMappingString = s_ControllerMappings[i];
1381  }
1382 
1383  if (SDL_GetControllerMappingFilePath(szControllerMapPath, sizeof(szControllerMapPath))) {
1384  SDL_GameControllerAddMappingsFromFile(szControllerMapPath);
1385  }
1386 
1387  /* load in any user supplied config */
1389 
1394 
1395  return (0);
1396 }

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

Referenced by SDL_JoystickInit().

◆ SDL_GameControllerLoadHints()

static void SDL_GameControllerLoadHints ( )
static

Definition at line 1319 of file SDL_gamecontroller.c.

1320 {
1321  const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG);
1322  if (hint && hint[0]) {
1323  size_t nchHints = SDL_strlen(hint);
1324  char *pUserMappings = SDL_malloc(nchHints + 1);
1325  char *pTempMappings = pUserMappings;
1326  SDL_memcpy(pUserMappings, hint, nchHints);
1327  pUserMappings[nchHints] = '\0';
1328  while (pUserMappings) {
1329  char *pchNewLine = NULL;
1330 
1331  pchNewLine = SDL_strchr(pUserMappings, '\n');
1332  if (pchNewLine)
1333  *pchNewLine = '\0';
1334 
1336 
1337  if (pchNewLine) {
1338  pUserMappings = pchNewLine + 1;
1339  } else {
1340  pUserMappings = NULL;
1341  }
1342  }
1343  SDL_free(pTempMappings);
1344  }
1345 }

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

Referenced by SDL_GameControllerInitMappings().

◆ SDL_GameControllerMapping()

char* SDL_GameControllerMapping ( SDL_GameController *  gamecontroller)

Get a mapping string for an open GameController

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

Definition at line 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. If no mapping can be found, this function returns NULL.

Definition at line 1454 of file SDL_gamecontroller.c.

1455 {
1456  char *pMappingString = NULL;
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;
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 {
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 ControllerMapping_t::name, NULL, SDL_JoystickNameForIndex, SDL_PrivateGetControllerMapping(), and SDL_strcmp.

◆ SDL_GameControllerNumMappings()

int SDL_GameControllerNumMappings ( void  )

Get the number of mappings installed

Returns
the number of mappings

Definition at line 1234 of file SDL_gamecontroller.c.

1235 {
1236  int num_mappings = 0;
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 ControllerMapping_t::mapping, ControllerMapping_t::name, NULL, SDL_calloc, SDL_free, SDL_gamecontrollers, SDL_JoystickClose, SDL_JoystickGetDeviceInstanceID, SDL_JoystickOpen, SDL_LockJoysticks, SDL_OutOfMemory, SDL_PrivateGetControllerMapping(), SDL_PrivateLoadButtonMapping(), SDL_SetError, and SDL_UnlockJoysticks.

◆ SDL_GameControllerQuit()

void SDL_GameControllerQuit ( void  )

Definition at line 1994 of file SDL_gamecontroller.c.

1995 {
1997  while (SDL_gamecontrollers) {
1998  SDL_gamecontrollers->ref_count = 1;
2000  }
2002 }

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

Referenced by SDL_QuitSubSystem().

◆ SDL_GameControllerQuitMappings()

void SDL_GameControllerQuitMappings ( void  )

Definition at line 2005 of file SDL_gamecontroller.c.

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

Referenced by SDL_JoystickQuit().

◆ SDL_GameControllerRumble()

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

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

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

Definition at line 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.

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_GetControllerMappingFilePath()

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

Definition at line 1352 of file SDL_gamecontroller.c.

1353 {
1354  const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG_FILE);
1355  if (hint && *hint) {
1356  return SDL_strlcpy(path, hint, size) < size;
1357  }
1358 
1359 #if defined(__ANDROID__)
1360  return SDL_snprintf(path, size, "%s/controller_map.txt", SDL_AndroidGetInternalStoragePath()) < size;
1361 #else
1362  return SDL_FALSE;
1363 #endif
1364 }

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

Referenced by SDL_GameControllerInitMappings().

◆ SDL_IsGameController()

SDL_bool SDL_IsGameController ( int  joystick_index)

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

Definition at line 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_IsGameControllerNameAndGUID()

SDL_bool SDL_IsGameControllerNameAndGUID ( const char *  name,
SDL_JoystickGUID  guid 
)

Definition at line 1486 of file SDL_gamecontroller.c.

1487 {
1489  if (pSupportedController) {
1490  return SDL_TRUE;
1491  }
1492  return SDL_FALSE;
1493 }

References SDL_FALSE, SDL_PrivateGetControllerMappingForNameAndGUID(), and SDL_TRUE.

Referenced by SDL_ShouldIgnoreJoystick().

◆ SDL_LoadVIDPIDListFromHint()

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

Definition at line 138 of file SDL_gamecontroller.c.

139 {
140  Uint32 entry;
141  char *spot;
142  char *file = NULL;
143 
144  list->num_entries = 0;
145 
146  if (hint && *hint == '@') {
147  spot = file = (char *)SDL_LoadFile(hint+1, NULL);
148  } else {
149  spot = (char *)hint;
150  }
151 
152  if (!spot) {
153  return;
154  }
155 
156  while ((spot = SDL_strstr(spot, "0x")) != NULL) {
157  entry = (Uint16)SDL_strtol(spot, &spot, 0);
158  entry <<= 16;
159  spot = SDL_strstr(spot, "0x");
160  if (!spot) {
161  break;
162  }
163  entry |= (Uint16)SDL_strtol(spot, &spot, 0);
164 
165  if (list->num_entries == list->max_entries) {
166  int max_entries = list->max_entries + 16;
167  Uint32 *entries = (Uint32 *)SDL_realloc(list->entries, max_entries*sizeof(*list->entries));
168  if (entries == NULL) {
169  /* Out of memory, go with what we have already */
170  break;
171  }
172  list->entries = entries;
173  list->max_entries = max_entries;
174  }
175  list->entries[list->num_entries++] = entry;
176  }
177 
178  if (file) {
179  SDL_free(file);
180  }
181 }

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

Referenced by SDL_GameControllerIgnoreDevicesChanged(), and SDL_GameControllerIgnoreDevicesExceptChanged().

◆ SDL_PrivateAddMappingForGUID()

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

Definition at line 829 of file SDL_gamecontroller.c.

830 {
831  char *pchName;
832  char *pchMapping;
833  ControllerMapping_t *pControllerMapping;
834 
835  pchName = SDL_PrivateGetControllerNameFromMappingString(mappingString);
836  if (!pchName) {
837  SDL_SetError("Couldn't parse name from %s", mappingString);
838  return NULL;
839  }
840 
841  pchMapping = SDL_PrivateGetControllerMappingFromMappingString(mappingString);
842  if (!pchMapping) {
843  SDL_free(pchName);
844  SDL_SetError("Couldn't parse %s", mappingString);
845  return NULL;
846  }
847 
848  pControllerMapping = SDL_PrivateGetControllerMappingForGUID(&jGUID, SDL_TRUE);
849  if (pControllerMapping) {
850  /* Only overwrite the mapping if the priority is the same or higher. */
851  if (pControllerMapping->priority <= priority) {
852  /* Update existing mapping */
853  SDL_free(pControllerMapping->name);
854  pControllerMapping->name = pchName;
855  SDL_free(pControllerMapping->mapping);
856  pControllerMapping->mapping = pchMapping;
857  pControllerMapping->priority = priority;
858  /* refresh open controllers */
859  SDL_PrivateGameControllerRefreshMapping(pControllerMapping);
860  } else {
861  SDL_free(pchName);
862  SDL_free(pchMapping);
863  }
864  *existing = SDL_TRUE;
865  } else {
866  pControllerMapping = SDL_malloc(sizeof(*pControllerMapping));
867  if (!pControllerMapping) {
868  SDL_free(pchName);
869  SDL_free(pchMapping);
870  SDL_OutOfMemory();
871  return NULL;
872  }
873  pControllerMapping->guid = jGUID;
874  pControllerMapping->name = pchName;
875  pControllerMapping->mapping = pchMapping;
876  pControllerMapping->next = NULL;
877  pControllerMapping->priority = priority;
878 
880  /* Add the mapping to the end of the list */
881  ControllerMapping_t *pCurrMapping, *pPrevMapping;
882 
883  for ( pPrevMapping = s_pSupportedControllers, pCurrMapping = pPrevMapping->next;
884  pCurrMapping;
885  pPrevMapping = pCurrMapping, pCurrMapping = pCurrMapping->next ) {
886  /* continue; */
887  }
888  pPrevMapping->next = pControllerMapping;
889  } else {
890  s_pSupportedControllers = pControllerMapping;
891  }
892  *existing = SDL_FALSE;
893  }
894  return pControllerMapping;
895 }

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

Referenced by SDL_PrivateGameControllerAddMapping(), and SDL_PrivateGetControllerMappingForNameAndGUID().

◆ SDL_PrivateGameControllerAddMapping()

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

Definition at line 1153 of file SDL_gamecontroller.c.

1154 {
1155  char *pchGUID;
1156  SDL_JoystickGUID jGUID;
1157  SDL_bool is_default_mapping = SDL_FALSE;
1158  SDL_bool is_hidapi_mapping = SDL_FALSE;
1159  SDL_bool is_xinput_mapping = SDL_FALSE;
1160  SDL_bool existing = SDL_FALSE;
1161  ControllerMapping_t *pControllerMapping;
1162 
1163  if (!mappingString) {
1164  return SDL_InvalidParamError("mappingString");
1165  }
1166 
1167 #ifdef ANDROID
1168  { /* Extract and verify the SDK version */
1169  const char *tmp;
1170 
1171  tmp = SDL_strstr(mappingString, SDL_CONTROLLER_SDKGE_FIELD);
1172  if (tmp != NULL) {
1174  if (!(SDL_GetAndroidSDKVersion() >= SDL_atoi(tmp))) {
1175  return SDL_SetError("SDK version %d < minimum version %d", SDL_GetAndroidSDKVersion(), SDL_atoi(tmp));
1176  }
1177  }
1178  tmp = SDL_strstr(mappingString, SDL_CONTROLLER_SDKLE_FIELD);
1179  if (tmp != NULL) {
1181  if (!(SDL_GetAndroidSDKVersion() <= SDL_atoi(tmp))) {
1182  return SDL_SetError("SDK version %d > maximum version %d", SDL_GetAndroidSDKVersion(), SDL_atoi(tmp));
1183  }
1184  }
1185  }
1186 #endif
1187 
1188  pchGUID = SDL_PrivateGetControllerGUIDFromMappingString(mappingString);
1189  if (!pchGUID) {
1190  return SDL_SetError("Couldn't parse GUID from %s", mappingString);
1191  }
1192  if (!SDL_strcasecmp(pchGUID, "default")) {
1193  is_default_mapping = SDL_TRUE;
1194  } else if (!SDL_strcasecmp(pchGUID, "hidapi")) {
1195  is_hidapi_mapping = SDL_TRUE;
1196  } else if (!SDL_strcasecmp(pchGUID, "xinput")) {
1197  is_xinput_mapping = SDL_TRUE;
1198  }
1199  jGUID = SDL_JoystickGetGUIDFromString(pchGUID);
1200  SDL_free(pchGUID);
1201 
1202  pControllerMapping = SDL_PrivateAddMappingForGUID(jGUID, mappingString, &existing, priority);
1203  if (!pControllerMapping) {
1204  return -1;
1205  }
1206 
1207  if (existing) {
1208  return 0;
1209  } else {
1210  if (is_default_mapping) {
1211  s_pDefaultMapping = pControllerMapping;
1212  } else if (is_hidapi_mapping) {
1213  s_pHIDAPIMapping = pControllerMapping;
1214  } else if (is_xinput_mapping) {
1215  s_pXInputMapping = pControllerMapping;
1216  }
1217  return 1;
1218  }
1219 }

References NULL, s_pDefaultMapping, s_pHIDAPIMapping, s_pXInputMapping, SDL_atoi, SDL_CONTROLLER_SDKGE_FIELD, SDL_CONTROLLER_SDKLE_FIELD, SDL_FALSE, SDL_free, SDL_GetAndroidSDKVersion(), SDL_InvalidParamError, SDL_JoystickGetGUIDFromString, SDL_PrivateAddMappingForGUID(), SDL_PrivateGetControllerGUIDFromMappingString(), SDL_SetError, SDL_strcasecmp, SDL_strlen, SDL_strstr, and SDL_TRUE.

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

◆ SDL_PrivateGameControllerAxis()

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

Definition at line 2038 of file SDL_gamecontroller.c.

2039 {
2040  int posted;
2041 
2042  /* translate the event, if desired */
2043  posted = 0;
2044 #if !SDL_EVENTS_DISABLED
2046  SDL_Event event;
2047  event.type = SDL_CONTROLLERAXISMOTION;
2048  event.caxis.which = gamecontroller->joystick->instance_id;
2049  event.caxis.axis = axis;
2050  event.caxis.value = value;
2051  posted = SDL_PushEvent(&event) == 1;
2052  }
2053 #endif /* !SDL_EVENTS_DISABLED */
2054  return (posted);
2055 }

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

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

◆ SDL_PrivateGameControllerButton()

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

Definition at line 2062 of file SDL_gamecontroller.c.

2063 {
2064  int posted;
2065 #if !SDL_EVENTS_DISABLED
2066  SDL_Event event;
2067 
2069  return (0);
2070 
2071  switch (state) {
2072  case SDL_PRESSED:
2073  event.type = SDL_CONTROLLERBUTTONDOWN;
2074  break;
2075  case SDL_RELEASED:
2076  event.type = SDL_CONTROLLERBUTTONUP;
2077  break;
2078  default:
2079  /* Invalid state -- bail */
2080  return (0);
2081  }
2082 #endif /* !SDL_EVENTS_DISABLED */
2083 
2085  Uint32 now = SDL_GetTicks();
2086  if (state == SDL_PRESSED) {
2087  gamecontroller->guide_button_down = now;
2088 
2089  if (gamecontroller->joystick->delayed_guide_button) {
2090  /* Skip duplicate press */
2091  return (0);
2092  }
2093  } else {
2094  if (!SDL_TICKS_PASSED(now, gamecontroller->guide_button_down+SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS) && !gamecontroller->joystick->force_recentering) {
2095  gamecontroller->joystick->delayed_guide_button = SDL_TRUE;
2096  return (0);
2097  }
2098  gamecontroller->joystick->delayed_guide_button = SDL_FALSE;
2099  }
2100  }
2101 
2102  /* translate the event, if desired */
2103  posted = 0;
2104 #if !SDL_EVENTS_DISABLED
2105  if (SDL_GetEventState(event.type) == SDL_ENABLE) {
2106  event.cbutton.which = gamecontroller->joystick->instance_id;
2107  event.cbutton.button = button;
2108  event.cbutton.state = state;
2109  posted = SDL_PushEvent(&event) == 1;
2110  }
2111 #endif /* !SDL_EVENTS_DISABLED */
2112  return (posted);
2113 }

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

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

◆ SDL_PrivateGameControllerParseControllerConfigString()

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

Definition at line 639 of file SDL_gamecontroller.c.

640 {
641  char szGameButton[20];
642  char szJoystickButton[20];
643  SDL_bool bGameButton = SDL_TRUE;
644  int i = 0;
645  const char *pchPos = pchString;
646 
647  SDL_zeroa(szGameButton);
648  SDL_zeroa(szJoystickButton);
649 
650  while (pchPos && *pchPos) {
651  if (*pchPos == ':') {
652  i = 0;
653  bGameButton = SDL_FALSE;
654  } else if (*pchPos == ' ') {
655 
656  } else if (*pchPos == ',') {
657  i = 0;
658  bGameButton = SDL_TRUE;
659  SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
660  SDL_zeroa(szGameButton);
661  SDL_zeroa(szJoystickButton);
662 
663  } else if (bGameButton) {
664  if (i >= sizeof(szGameButton)) {
665  SDL_SetError("Button name too large: %s", szGameButton);
666  return;
667  }
668  szGameButton[i] = *pchPos;
669  i++;
670  } else {
671  if (i >= sizeof(szJoystickButton)) {
672  SDL_SetError("Joystick button name too large: %s", szJoystickButton);
673  return;
674  }
675  szJoystickButton[i] = *pchPos;
676  i++;
677  }
678  pchPos++;
679  }
680 
681  /* No more values if the string was terminated by a comma. Don't report an error. */
682  if (szGameButton[0] != '\0' || szJoystickButton[0] != '\0') {
683  SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
684  }
685 }

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

Referenced by SDL_PrivateLoadButtonMapping().

◆ SDL_PrivateGameControllerParseElement()

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

Definition at line 543 of file SDL_gamecontroller.c.

544 {
548  SDL_bool invert_input = SDL_FALSE;
549  char half_axis_input = 0;
550  char half_axis_output = 0;
551 
552  if (*szGameButton == '+' || *szGameButton == '-') {
553  half_axis_output = *szGameButton++;
554  }
555 
560  bind.output.axis.axis = axis;
562  bind.output.axis.axis_min = 0;
563  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
564  } else {
565  if (half_axis_output == '+') {
566  bind.output.axis.axis_min = 0;
567  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
568  } else if (half_axis_output == '-') {
569  bind.output.axis.axis_min = 0;
570  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
571  } else {
572  bind.output.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
573  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
574  }
575  }
576  } else if (button != SDL_CONTROLLER_BUTTON_INVALID) {
578  bind.output.button = button;
579  } else {
580  SDL_SetError("Unexpected controller element %s", szGameButton);
581  return;
582  }
583 
584  if (*szJoystickButton == '+' || *szJoystickButton == '-') {
585  half_axis_input = *szJoystickButton++;
586  }
587  if (szJoystickButton[SDL_strlen(szJoystickButton) - 1] == '~') {
588  invert_input = SDL_TRUE;
589  }
590 
591  if (szJoystickButton[0] == 'a' && SDL_isdigit(szJoystickButton[1])) {
593  bind.input.axis.axis = SDL_atoi(&szJoystickButton[1]);
594  if (half_axis_input == '+') {
595  bind.input.axis.axis_min = 0;
596  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
597  } else if (half_axis_input == '-') {
598  bind.input.axis.axis_min = 0;
599  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
600  } else {
601  bind.input.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
602  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
603  }
604  if (invert_input) {
605  int tmp = bind.input.axis.axis_min;
606  bind.input.axis.axis_min = bind.input.axis.axis_max;
607  bind.input.axis.axis_max = tmp;
608  }
609  } else if (szJoystickButton[0] == 'b' && SDL_isdigit(szJoystickButton[1])) {
611  bind.input.button = SDL_atoi(&szJoystickButton[1]);
612  } else if (szJoystickButton[0] == 'h' && SDL_isdigit(szJoystickButton[1]) &&
613  szJoystickButton[2] == '.' && SDL_isdigit(szJoystickButton[3])) {
614  int hat = SDL_atoi(&szJoystickButton[1]);
615  int mask = SDL_atoi(&szJoystickButton[3]);
617  bind.input.hat.hat = hat;
618  bind.input.hat.hat_mask = mask;
619  } else {
620  SDL_SetError("Unexpected joystick element: %s", szJoystickButton);
621  return;
622  }
623 
624  ++gamecontroller->num_bindings;
625  gamecontroller->bindings = (SDL_ExtendedGameControllerBind *)SDL_realloc(gamecontroller->bindings, gamecontroller->num_bindings * sizeof(*gamecontroller->bindings));
626  if (!gamecontroller->bindings) {
627  gamecontroller->num_bindings = 0;
628  SDL_OutOfMemory();
629  return;
630  }
631  gamecontroller->bindings[gamecontroller->num_bindings - 1] = bind;
632 }

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

Referenced by SDL_PrivateGameControllerParseControllerConfigString().

◆ SDL_PrivateGameControllerRefreshMapping()

static void SDL_PrivateGameControllerRefreshMapping ( ControllerMapping_t pControllerMapping)
static

Definition at line 805 of file SDL_gamecontroller.c.

806 {
807  SDL_GameController *gamecontrollerlist = SDL_gamecontrollers;
808  while (gamecontrollerlist) {
809  if (!SDL_memcmp(&gamecontrollerlist->joystick->guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid))) {
810  /* Not really threadsafe. Should this lock access within SDL_GameControllerEventWatcher? */
811  SDL_PrivateLoadButtonMapping(gamecontrollerlist, pControllerMapping->name, pControllerMapping->mapping);
812 
813  {
815  event.type = SDL_CONTROLLERDEVICEREMAPPED;
816  event.cdevice.which = gamecontrollerlist->joystick->instance_id;
818  }
819  }
820 
821  gamecontrollerlist = gamecontrollerlist->next;
822  }
823 }

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

Referenced by SDL_PrivateAddMappingForGUID().

◆ SDL_PrivateGetControllerGUIDFromMappingString()

static char* SDL_PrivateGetControllerGUIDFromMappingString ( const char *  pMapping)
static

Definition at line 721 of file SDL_gamecontroller.c.

722 {
723  const char *pFirstComma = SDL_strchr(pMapping, ',');
724  if (pFirstComma) {
725  char *pchGUID = SDL_malloc(pFirstComma - pMapping + 1);
726  if (!pchGUID) {
727  SDL_OutOfMemory();
728  return NULL;
729  }
730  SDL_memcpy(pchGUID, pMapping, pFirstComma - pMapping);
731  pchGUID[pFirstComma - pMapping] = '\0';
732 
733  /* Convert old style GUIDs to the new style in 2.0.5 */
734 #if __WIN32__
735  if (SDL_strlen(pchGUID) == 32 &&
736  SDL_memcmp(&pchGUID[20], "504944564944", 12) == 0) {
737  SDL_memcpy(&pchGUID[20], "000000000000", 12);
738  SDL_memcpy(&pchGUID[16], &pchGUID[4], 4);
739  SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
740  SDL_memcpy(&pchGUID[0], "03000000", 8);
741  }
742 #elif __MACOSX__
743  if (SDL_strlen(pchGUID) == 32 &&
744  SDL_memcmp(&pchGUID[4], "000000000000", 12) == 0 &&
745  SDL_memcmp(&pchGUID[20], "000000000000", 12) == 0) {
746  SDL_memcpy(&pchGUID[20], "000000000000", 12);
747  SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
748  SDL_memcpy(&pchGUID[0], "03000000", 8);
749  }
750 #endif
751  return pchGUID;
752  }
753  return NULL;
754 }

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

Referenced by SDL_PrivateGameControllerAddMapping().

◆ SDL_PrivateGetControllerMapping()

static ControllerMapping_t* SDL_PrivateGetControllerMapping ( int  device_index)
static

Definition at line 1057 of file SDL_gamecontroller.c.

1058 {
1059  const char *name;
1060  SDL_JoystickGUID guid;
1062 
1064 
1065  if ((device_index < 0) || (device_index >= SDL_NumJoysticks())) {
1066  SDL_SetError("There are %d joysticks available", SDL_NumJoysticks());
1068  return (NULL);
1069  }
1070 
1071  name = SDL_JoystickNameForIndex(device_index);
1072  guid = SDL_JoystickGetDeviceGUID(device_index);
1075  return mapping;
1076 }

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

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

◆ SDL_PrivateGetControllerMappingForGUID()

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

Definition at line 427 of file SDL_gamecontroller.c.

428 {
429  ControllerMapping_t *pSupportedController = s_pSupportedControllers;
430  while (pSupportedController) {
431  if (SDL_memcmp(guid, &pSupportedController->guid, sizeof(*guid)) == 0) {
432  return pSupportedController;
433  }
434  pSupportedController = pSupportedController->next;
435  }
436  if (!exact_match) {
437  if (SDL_IsJoystickHIDAPI(*guid)) {
438  /* This is a HIDAPI device */
439  return s_pHIDAPIMapping;
440  }
441 #if SDL_JOYSTICK_XINPUT
442  if (SDL_IsJoystickXInput(*guid)) {
443  /* This is an XInput device */
444  return s_pXInputMapping;
445  }
446 #endif
447  }
448  return NULL;
449 }

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

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

◆ SDL_PrivateGetControllerMappingForNameAndGUID()

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

Definition at line 1024 of file SDL_gamecontroller.c.

1025 {
1027 
1029 #ifdef __LINUX__
1030  if (!mapping && name) {
1031  if (SDL_strstr(name, "Xbox 360 Wireless Receiver")) {
1032  /* The Linux driver xpad.c maps the wireless dpad to buttons */
1033  SDL_bool existing;
1035 "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",
1037  }
1038  }
1039 #endif /* __LINUX__ */
1040 
1041  if (!mapping && name) {
1042  if (SDL_strstr(name, "Xbox") || SDL_strstr(name, "X-Box") || SDL_strstr(name, "XBOX")) {
1044  }
1045  }
1046 #ifdef __ANDROID__
1047  if (!mapping && name && !SDL_IsJoystickHIDAPI(guid)) {
1048  mapping = SDL_CreateMappingForAndroidController(name, guid);
1049  }
1050 #endif
1051  if (!mapping) {
1053  }
1054  return mapping;
1055 }

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

Referenced by SDL_IsGameControllerNameAndGUID(), and SDL_PrivateGetControllerMapping().

◆ SDL_PrivateGetControllerMappingFromMappingString()

static char* SDL_PrivateGetControllerMappingFromMappingString ( const char *  pMapping)
static

Definition at line 787 of file SDL_gamecontroller.c.

788 {
789  const char *pFirstComma, *pSecondComma;
790 
791  pFirstComma = SDL_strchr(pMapping, ',');
792  if (!pFirstComma)
793  return NULL;
794 
795  pSecondComma = SDL_strchr(pFirstComma + 1, ',');
796  if (!pSecondComma)
797  return NULL;
798 
799  return SDL_strdup(pSecondComma + 1); /* mapping is everything after the 3rd comma */
800 }

References NULL, SDL_strchr, and SDL_strdup.

Referenced by SDL_PrivateAddMappingForGUID().

◆ SDL_PrivateGetControllerNameFromMappingString()

static char* SDL_PrivateGetControllerNameFromMappingString ( const char *  pMapping)
static

Definition at line 760 of file SDL_gamecontroller.c.

761 {
762  const char *pFirstComma, *pSecondComma;
763  char *pchName;
764 
765  pFirstComma = SDL_strchr(pMapping, ',');
766  if (!pFirstComma)
767  return NULL;
768 
769  pSecondComma = SDL_strchr(pFirstComma + 1, ',');
770  if (!pSecondComma)
771  return NULL;
772 
773  pchName = SDL_malloc(pSecondComma - pFirstComma);
774  if (!pchName) {
775  SDL_OutOfMemory();
776  return NULL;
777  }
778  SDL_memcpy(pchName, pFirstComma + 1, pSecondComma - pFirstComma);
779  pchName[pSecondComma - pFirstComma - 1] = 0;
780  return pchName;
781 }

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

Referenced by SDL_PrivateAddMappingForGUID().

◆ SDL_PrivateLoadButtonMapping()

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

Definition at line 690 of file SDL_gamecontroller.c.

691 {
692  int i;
693 
694  gamecontroller->name = pchName;
695  gamecontroller->num_bindings = 0;
696  if (gamecontroller->joystick->naxes) {
697  SDL_memset(gamecontroller->last_match_axis, 0, gamecontroller->joystick->naxes * sizeof(*gamecontroller->last_match_axis));
698  }
699 
700  SDL_PrivateGameControllerParseControllerConfigString(gamecontroller, pchMapping);
701 
702  /* Set the zero point for triggers */
703  for (i = 0; i < gamecontroller->num_bindings; ++i) {
704  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
705  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
707  (binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
708  binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
709  if (binding->input.axis.axis < gamecontroller->joystick->naxes) {
710  gamecontroller->joystick->axes[binding->input.axis.axis].value =
711  gamecontroller->joystick->axes[binding->input.axis.axis].zero = (Sint16)binding->input.axis.axis_min;
712  }
713  }
714  }
715 }

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

Referenced by SDL_GameControllerOpen(), and SDL_PrivateGameControllerRefreshMapping().

◆ SDL_ShouldIgnoreGameController()

SDL_bool SDL_ShouldIgnoreGameController ( const char *  name,
SDL_JoystickGUID  guid 
)

Definition at line 1511 of file SDL_gamecontroller.c.

1512 {
1513  int i;
1514  Uint16 vendor;
1515  Uint16 product;
1516  Uint16 version;
1517  Uint32 vidpid;
1518 
1519 #if defined(__LINUX__)
1520  if (name && SDL_strstr(name, "Controller Motion Sensors")) {
1521  /* Don't treat the PS3 and PS4 motion controls as a separate game controller */
1522  return SDL_TRUE;
1523  }
1524 #endif
1525 
1528  return SDL_FALSE;
1529  }
1530 
1531  SDL_GetJoystickGUIDInfo(guid, &vendor, &product, &version);
1532 
1533  if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE)) {
1534  /* 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 */
1535  SDL_bool bSteamVirtualGamepad = SDL_FALSE;
1536 #if defined(__LINUX__)
1537  bSteamVirtualGamepad = (vendor == 0x28DE && product == 0x11FF);
1538 #elif defined(__MACOSX__)
1539  bSteamVirtualGamepad = (vendor == 0x045E && product == 0x028E && version == 1);
1540 #elif defined(__WIN32__)
1541  /* We can't tell on Windows, but Steam will block others in input hooks */
1542  bSteamVirtualGamepad = SDL_TRUE;
1543 #endif
1544  if (bSteamVirtualGamepad) {
1545  return SDL_FALSE;
1546  }
1547  }
1548 
1549  vidpid = MAKE_VIDPID(vendor, product);
1550 
1552  for (i = 0; i < SDL_allowed_controllers.num_entries; ++i) {
1553  if (vidpid == SDL_allowed_controllers.entries[i]) {
1554  return SDL_FALSE;
1555  }
1556  }
1557  return SDL_TRUE;
1558  } else {
1559  for (i = 0; i < SDL_ignored_controllers.num_entries; ++i) {
1560  if (vidpid == SDL_ignored_controllers.entries[i]) {
1561  return SDL_TRUE;
1562  }
1563  }
1564  return SDL_FALSE;
1565  }
1566 }

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

Referenced by SDL_ShouldIgnoreJoystick().

◆ UpdateEventsForDeviceRemoval()

static void UpdateEventsForDeviceRemoval ( )
static

Definition at line 203 of file SDL_gamecontroller.c.

204 {
205  int i, num_events;
206  SDL_Event *events;
207  SDL_bool isstack;
208 
210  if (num_events <= 0) {
211  return;
212  }
213 
214  events = SDL_small_alloc(SDL_Event, num_events, &isstack);
215  if (!events) {
216  return;
217  }
218 
220  for (i = 0; i < num_events; ++i) {
221  --events[i].cdevice.which;
222  }
223  SDL_PeepEvents(events, num_events, SDL_ADDEVENT, 0, 0);
224 
225  SDL_small_free(events, isstack);
226 }

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

Referenced by SDL_GameControllerEventWatcher().

Variable Documentation

◆ map_StringForControllerAxis

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

Definition at line 451 of file SDL_gamecontroller.c.

Referenced by SDL_GameControllerGetAxisFromString(), and SDL_GameControllerGetStringForAxis().

◆ map_StringForControllerButton

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

Definition at line 494 of file SDL_gamecontroller.c.

Referenced by SDL_GameControllerGetButtonFromString(), and SDL_GameControllerGetStringForButton().

◆ s_pDefaultMapping

◆ s_pHIDAPIMapping

ControllerMapping_t* s_pHIDAPIMapping = NULL
static

◆ s_pSupportedControllers

◆ s_pXInputMapping

◆ s_zeroGUID

SDL_JoystickGUID s_zeroGUID
static

◆ SDL_allowed_controllers

◆ SDL_gamecontrollers

◆ SDL_ignored_controllers

SDL_LoadVIDPIDListFromHint
static void SDL_LoadVIDPIDListFromHint(const char *hint, SDL_vidpid_list *list)
Definition: SDL_gamecontroller.c:138
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_Event::type
Uint32 type
Definition: SDL_events.h:560
SDL_CONTROLLERDEVICEREMOVED
@ SDL_CONTROLLERDEVICEREMOVED
Definition: SDL_events.h:124
Uint8
uint8_t Uint8
Definition: SDL_stdinc.h:179
SDL_IsJoystickHIDAPI
SDL_bool SDL_IsJoystickHIDAPI(SDL_JoystickGUID guid)
Definition: SDL_joystick.c:1547
SDL_memset
#define SDL_memset
Definition: SDL_dynapi_overrides.h:386
s_zeroGUID
static SDL_JoystickGUID s_zeroGUID
Definition: SDL_gamecontroller.c:104
SDL_LoadFile
#define SDL_LoadFile
Definition: SDL_dynapi_overrides.h:726
SDL_GameControllerButtonBind::button
int button
Definition: SDL_gamecontroller.h:86
HasSameOutput
static SDL_bool HasSameOutput(SDL_ExtendedGameControllerBind *a, SDL_ExtendedGameControllerBind *b)
Definition: SDL_gamecontroller.c:228
SDL_PrivateGameControllerAxis
static int SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
Definition: SDL_gamecontroller.c:2038
SDL_PrivateGetControllerGUIDFromMappingString
static char * SDL_PrivateGetControllerGUIDFromMappingString(const char *pMapping)
Definition: SDL_gamecontroller.c:721
SDL_strlcpy
#define SDL_strlcpy
Definition: SDL_dynapi_overrides.h:394
SDL_JoystickGetVendor
#define SDL_JoystickGetVendor
Definition: SDL_dynapi_overrides.h:612
SDL_small_free
#define SDL_small_free(ptr, isstack)
Definition: SDL_internal.h:40
SDL_IsGameController
SDL_bool SDL_IsGameController(int device_index)
Definition: SDL_gamecontroller.c:1499
SDL_GameControllerEventWatcher
static int SDL_GameControllerEventWatcher(void *userdata, SDL_Event *event)
Definition: SDL_gamecontroller.c:349
mask
GLenum GLint GLuint mask
Definition: SDL_opengl_glext.h:660
Uint16
uint16_t Uint16
Definition: SDL_stdinc.h:191
SDL_GameControllerButtonBind::hat
int hat
Definition: SDL_gamecontroller.h:89
ControllerMapping_t::priority
SDL_ControllerMappingPriority priority
Definition: SDL_gamecontroller.c:100
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
SDL_ADDEVENT
@ SDL_ADDEVENT
Definition: SDL_events.h:616
NULL
#define NULL
Definition: begin_code.h:167
SDL_CONTROLLER_BUTTON_INVALID
@ SDL_CONTROLLER_BUTTON_INVALID
Definition: SDL_gamecontroller.h:348
b
GLboolean GLboolean GLboolean b
Definition: SDL_opengl_glext.h:1112
SDL_JoystickGetButton
#define SDL_JoystickGetButton
Definition: SDL_dynapi_overrides.h:214
UpdateEventsForDeviceRemoval
static void UpdateEventsForDeviceRemoval()
Definition: SDL_gamecontroller.c:203
SDL_PrivateGameControllerParseElement
static void SDL_PrivateGameControllerParseElement(SDL_GameController *gamecontroller, const char *szGameButton, const char *szJoystickButton)
Definition: SDL_gamecontroller.c:543
SDL_JoystickID
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:81
SDL_GetJoystickGameControllerTypeFromGUID
SDL_GameControllerType SDL_GetJoystickGameControllerTypeFromGUID(SDL_JoystickGUID guid, const char *name)
Definition: SDL_joystick.c:1392
SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS
#define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS
Definition: SDL_gamecontroller.c:43
size_t
unsigned int size_t
Definition: SDL_config_windows.h:68
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:53
SDL_JoystickFromPlayerIndex
#define SDL_JoystickFromPlayerIndex
Definition: SDL_dynapi_overrides.h:738
HandleJoystickAxis
static void HandleJoystickAxis(SDL_GameController *gamecontroller, int axis, int value)
Definition: SDL_gamecontroller.c:250
SDL_GameControllerIgnoreDevicesChanged
static void SDL_GameControllerIgnoreDevicesChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
Definition: SDL_gamecontroller.c:184
SDL_NumJoysticks
#define SDL_NumJoysticks
Definition: SDL_dynapi_overrides.h:195
ControllerMapping_t
Definition: SDL_gamecontroller.c:96
SDL_realloc
#define SDL_realloc
Definition: SDL_dynapi_overrides.h:376
SDL_InvalidParamError
#define SDL_InvalidParamError(param)
Definition: SDL_error.h:54
SDL_CONTROLLER_PLATFORM_FIELD
#define SDL_CONTROLLER_PLATFORM_FIELD
Definition: SDL_gamecontroller.c:45
SDL_vidpid_list::entries
Uint32 * entries
Definition: SDL_gamecontroller.c:131
SDL_ExtendedGameControllerBind::inputType
SDL_GameControllerBindType inputType
Definition: SDL_gamecontroller.c:54
SDL_CONTROLLER_SDKLE_FIELD
#define SDL_CONTROLLER_SDKLE_FIELD
Definition: SDL_gamecontroller.c:47
SDL_PrivateGetControllerMapping
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)
Definition: SDL_gamecontroller.c:1057
SDL_ControllerDeviceEvent::which
Sint32 which
Definition: SDL_events.h:413
SDL_JoystickGetGUIDString
#define SDL_JoystickGetGUIDString
Definition: SDL_dynapi_overrides.h:201
Uint32
uint32_t Uint32
Definition: SDL_stdinc.h:203
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:82
SDL_ControllerMappingPriority
SDL_ControllerMappingPriority
Definition: SDL_gamecontroller.c:89
input
GLenum GLenum GLenum input
Definition: SDL_opengl_glext.h:9377
path
GLsizei const GLchar *const * path
Definition: SDL_opengl_glext.h:3733
SDL_RWread
#define SDL_RWread
Definition: SDL_dynapi_overrides.h:723
SDL_JOYDEVICEREMOVED
@ SDL_JOYDEVICEREMOVED
Definition: SDL_events.h:117
SDL_JoystickGetHat
#define SDL_JoystickGetHat
Definition: SDL_dynapi_overrides.h:212
SDL_JoystickGetProduct
#define SDL_JoystickGetProduct
Definition: SDL_dynapi_overrides.h:613
a
GLboolean GLboolean GLboolean GLboolean a
Definition: SDL_opengl_glext.h:1112
SDL_GetHint
#define SDL_GetHint
Definition: SDL_dynapi_overrides.h:191
SDL_RELEASED
#define SDL_RELEASED
Definition: SDL_events.h:49
ControllerMapping_t::next
struct _ControllerMapping_t * next
Definition: SDL_gamecontroller.c:101
SDL_JoystickOpen
#define SDL_JoystickOpen
Definition: SDL_dynapi_overrides.h:197
SDL_zeroa
#define SDL_zeroa(x)
Definition: SDL_stdinc.h:420
SDL_vidpid_list::max_entries
int max_entries
Definition: SDL_gamecontroller.c:130
SDL_small_alloc
#define SDL_small_alloc(type, count, pisstack)
Definition: SDL_internal.h:39
s_pSupportedControllers
static ControllerMapping_t * s_pSupportedControllers
Definition: SDL_gamecontroller.c: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_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_vidpid_list::num_entries
int num_entries
Definition: SDL_gamecontroller.c:129
SDL_strncasecmp
#define SDL_strncasecmp
Definition: SDL_dynapi_overrides.h:420
SDL_CONTROLLER_BINDTYPE_BUTTON
@ SDL_CONTROLLER_BINDTYPE_BUTTON
Definition: SDL_gamecontroller.h:73
SDL_GameControllerGetAxisFromString
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
Definition: SDL_gamecontroller.c:464
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
SDL_HINT_GAMECONTROLLERCONFIG_FILE
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE
A variable that lets you provide a file with extra gamecontroller db entries.
Definition: SDL_hints.h:507
Sint16
int16_t Sint16
Definition: SDL_stdinc.h:185
buf
GLenum GLuint GLenum GLsizei const GLchar * buf
Definition: SDL_opengl_glext.h:2483
SDL_GameControllerGetButtonFromString
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
Definition: SDL_gamecontroller.c:516
SDL_PrivateGameControllerRefreshMapping
static void SDL_PrivateGameControllerRefreshMapping(ControllerMapping_t *pControllerMapping)
Definition: SDL_gamecontroller.c:805
SDL_memcpy
#define SDL_memcpy
Definition: SDL_dynapi_overrides.h:387
SDL_GetHintBoolean
#define SDL_GetHintBoolean
Definition: SDL_dynapi_overrides.h:608
event
struct _cl_event * event
Definition: SDL_opengl_glext.h:2652
SDL_JoystickGetDeviceGUID
#define SDL_JoystickGetDeviceGUID
Definition: SDL_dynapi_overrides.h:199
SDL_CONTROLLER_MAPPING_PRIORITY_USER
@ SDL_CONTROLLER_MAPPING_PRIORITY_USER
Definition: SDL_gamecontroller.c:92
SDL_PrivateGetControllerNameFromMappingString
static char * SDL_PrivateGetControllerNameFromMappingString(const char *pMapping)
Definition: SDL_gamecontroller.c:760
SDL_strchr
#define SDL_strchr
Definition: SDL_dynapi_overrides.h:401
SDL_IsJoystickXInput
SDL_bool SDL_IsJoystickXInput(SDL_JoystickGUID guid)
Definition: SDL_joystick.c:1541
SDL_JOYSTICK_AXIS_MIN
#define SDL_JOYSTICK_AXIS_MIN
Definition: SDL_joystick.h:312
SDL_CONTROLLERBUTTONUP
@ SDL_CONTROLLERBUTTONUP
Definition: SDL_events.h:122
SDL_GetEventState
#define SDL_GetEventState(type)
Definition: SDL_events.h:773
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_GetJoystickGUIDInfo
void SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version)
Definition: SDL_joystick.c:1337
SDL_memcmp
#define SDL_memcmp
Definition: SDL_dynapi_overrides.h:389
SDL_free
#define SDL_free
Definition: SDL_dynapi_overrides.h:377
HandleJoystickButton
static void HandleJoystickButton(SDL_GameController *gamecontroller, int button, Uint8 state)
Definition: SDL_gamecontroller.c:302
SDL_PushEvent
#define SDL_PushEvent
Definition: SDL_dynapi_overrides.h:125
SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT
Definition: SDL_hints.h:533
HandleJoystickHat
static void HandleJoystickHat(SDL_GameController *gamecontroller, int hat, Uint8 value)
Definition: SDL_gamecontroller.c:321
SDL_CONTROLLER_AXIS_INVALID
@ SDL_CONTROLLER_AXIS_INVALID
Definition: SDL_gamecontroller.h:304
SDL_ignored_controllers
static SDL_vidpid_list SDL_ignored_controllers
Definition: SDL_gamecontroller.c:135
s_pXInputMapping
static ControllerMapping_t * s_pXInputMapping
Definition: SDL_gamecontroller.c:108
ControllerMapping_t::name
char * name
Definition: SDL_gamecontroller.c:98
name
GLuint const GLchar * name
Definition: SDL_opengl_glext.h:663
s_ControllerMappings
static const char * s_ControllerMappings[]
Definition: SDL_gamecontrollerdb.h:32
SDL_strtol
#define SDL_strtol
Definition: SDL_dynapi_overrides.h:412
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_isdigit
#define SDL_isdigit
Definition: SDL_dynapi_overrides.h:382
SDL_PeepEvents
#define SDL_PeepEvents
Definition: SDL_dynapi_overrides.h:117
SDL_PrivateLoadButtonMapping
static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
Definition: SDL_gamecontroller.c:690
SDL_GetTicks
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
SDL_GameControllerAxis
SDL_GameControllerAxis
Definition: SDL_gamecontroller.h:303
s_pDefaultMapping
static ControllerMapping_t * s_pDefaultMapping
Definition: SDL_gamecontroller.c:106
SDL_RWsize
#define SDL_RWsize
Definition: SDL_dynapi_overrides.h:720
MAKE_VIDPID
#define MAKE_VIDPID(VID, PID)
Definition: SDL_sysjoystick.h:86
SDL_JoystickSetPlayerIndex
#define SDL_JoystickSetPlayerIndex
Definition: SDL_dynapi_overrides.h:739
SDL_JOYAXISMOTION
@ SDL_JOYAXISMOTION
Definition: SDL_events.h:111
SDL_GetAndroidSDKVersion
int SDL_GetAndroidSDKVersion(void)
SDL_GameControllerButtonBind::axis
int axis
Definition: SDL_gamecontroller.h:87
SDL_ExtendedGameControllerBind::axis
int axis
Definition: SDL_gamecontroller.c:60
SDL_GameControllerLoadHints
static void SDL_GameControllerLoadHints()
Definition: SDL_gamecontroller.c:1319
SDL_TRUE
@ SDL_TRUE
Definition: SDL_stdinc.h:164
map_StringForControllerAxis
static const char * map_StringForControllerAxis[]
Definition: SDL_gamecontroller.c:451
SDL_JOYSTICK_AXIS_MAX
#define SDL_JOYSTICK_AXIS_MAX
Definition: SDL_joystick.h:311
axis
SDL_Texture * axis
Definition: testgamecontroller.c:67
ControllerMapping_t::guid
SDL_JoystickGUID guid
Definition: SDL_gamecontroller.c:97
SDL_OutOfMemory
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
size
GLsizeiptr size
Definition: SDL_opengl_glext.h:540
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_atoi
#define SDL_atoi
Definition: SDL_dynapi_overrides.h:410
SDL_PrivateGameControllerAddMapping
static int SDL_PrivateGameControllerAddMapping(const char *mappingString, SDL_ControllerMappingPriority priority)
Definition: SDL_gamecontroller.c:1153
SDL_CONTROLLER_BINDTYPE_HAT
@ SDL_CONTROLLER_BINDTYPE_HAT
Definition: SDL_gamecontroller.h:75
sort_controllers.controllers
list controllers
Definition: sort_controllers.py:12
events
static SDL_Event events[EVENT_BUF_SIZE]
Definition: testgesture.c:39
SDL_CONTROLLER_BINDTYPE_AXIS
@ SDL_CONTROLLER_BINDTYPE_AXIS
Definition: SDL_gamecontroller.h:74
SDL_AddHintCallback
#define SDL_AddHintCallback
Definition: SDL_dynapi_overrides.h:192
ControllerMapping_t::mapping
char * mapping
Definition: SDL_gamecontroller.c:99
SDL_allowed_controllers
static SDL_vidpid_list SDL_allowed_controllers
Definition: SDL_gamecontroller.c:134
value
GLsizei const GLfloat * value
Definition: SDL_opengl_glext.h:701
SDL_PrivateGetControllerMappingForNameAndGUID
static ControllerMapping_t * SDL_PrivateGetControllerMappingForNameAndGUID(const char *name, SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1024
SDL_SetError
#define SDL_SetError
Definition: SDL_dynapi_overrides.h:30
SDL_GameControllerClose
void SDL_GameControllerClose(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1948
SDL_JoystickGetAxis
#define SDL_JoystickGetAxis
Definition: SDL_dynapi_overrides.h:211
SDL_snprintf
#define SDL_snprintf
Definition: SDL_dynapi_overrides.h:40
SDL_JOYBUTTONUP
@ SDL_JOYBUTTONUP
Definition: SDL_events.h:115
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_HINT_GAMECONTROLLERCONFIG
#define SDL_HINT_GAMECONTROLLERCONFIG
A variable that lets you manually hint extra gamecontroller db entries.
Definition: SDL_hints.h:497
SDL_CONTROLLER_SDKGE_FIELD
#define SDL_CONTROLLER_SDKGE_FIELD
Definition: SDL_gamecontroller.c:46
SDL_GETEVENT
@ SDL_GETEVENT
Definition: SDL_events.h:618
SDL_EventState
#define SDL_EventState
Definition: SDL_dynapi_overrides.h:131
SDL_AddEventWatch
#define SDL_AddEventWatch
Definition: SDL_dynapi_overrides.h:128
SDL_strdup
#define SDL_strdup
Definition: SDL_dynapi_overrides.h:397
SDL_strlen
#define SDL_strlen
Definition: SDL_dynapi_overrides.h:393
SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT
@ SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT
Definition: SDL_gamecontroller.c:90
SDL_JOYDEVICEADDED
@ SDL_JOYDEVICEADDED
Definition: SDL_events.h:116
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_TICKS_PASSED
#define SDL_TICKS_PASSED(A, B)
Compare SDL ticks values, and return true if A has passed B.
Definition: SDL_timer.h:56
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:162
SDL_PrivateGameControllerParseControllerConfigString
static void SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecontroller, const char *pchString)
Definition: SDL_gamecontroller.c:639
SDL_Event
General event structure.
Definition: SDL_events.h:559
SDL_PrivateGameControllerButton
static int SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
Definition: SDL_gamecontroller.c:2062
SDL_DelHintCallback
#define SDL_DelHintCallback
Definition: SDL_dynapi_overrides.h:193
SDL_PrivateGetControllerMappingFromMappingString
static char * SDL_PrivateGetControllerMappingFromMappingString(const char *pMapping)
Definition: SDL_gamecontroller.c:787
s_pHIDAPIMapping
static ControllerMapping_t * s_pHIDAPIMapping
Definition: SDL_gamecontroller.c:107
SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES
Definition: SDL_hints.h:520
SDL_FALSE
@ SDL_FALSE
Definition: SDL_stdinc.h:163
SDL_malloc
#define SDL_malloc
Definition: SDL_dynapi_overrides.h:374
SDL_JOYBUTTONDOWN
@ SDL_JOYBUTTONDOWN
Definition: SDL_events.h:114
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_JoystickGUID
Definition: SDL_joystick.h:70
SDL_Event::cdevice
SDL_ControllerDeviceEvent cdevice
Definition: SDL_events.h:577
state
struct xkb_state * state
Definition: SDL_waylandsym.h:114
SDL_GameControllerAddMappingsFromFile
#define SDL_GameControllerAddMappingsFromFile(file)
Definition: SDL_gamecontroller.h:138
SDL_JoystickGetProductVersion
#define SDL_JoystickGetProductVersion
Definition: SDL_dynapi_overrides.h:614
SDL_JOYHATMOTION
@ SDL_JOYHATMOTION
Definition: SDL_events.h:113
ResetOutput
static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
Definition: SDL_gamecontroller.c:241
SDL_LockJoysticks
#define SDL_LockJoysticks
Definition: SDL_dynapi_overrides.h:638
button
SDL_Texture * button
Definition: testgamecontroller.c: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_AndroidGetInternalStoragePath
#define SDL_AndroidGetInternalStoragePath
Definition: SDL_dynapi_overrides.h:51
SDL_GetControllerMappingFilePath
static SDL_bool SDL_GetControllerMappingFilePath(char *path, size_t size)
Definition: SDL_gamecontroller.c:1352
SDL_PEEKEVENT
@ SDL_PEEKEVENT
Definition: SDL_events.h:617
SDL_DelEventWatch
#define SDL_DelEventWatch
Definition: SDL_dynapi_overrides.h:129
SDL_GameControllerIgnoreDevicesExceptChanged
static void SDL_GameControllerIgnoreDevicesExceptChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
Definition: SDL_gamecontroller.c:190
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_JoystickGetGUIDFromString
#define SDL_JoystickGetGUIDFromString
Definition: SDL_dynapi_overrides.h:202
SDL_PrivateAddMappingForGUID
static ControllerMapping_t * SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)
Definition: SDL_gamecontroller.c:829
SDL_GameControllerButton
SDL_GameControllerButton
Definition: SDL_gamecontroller.h:347