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

Go to the source code of this file.

## Data Structures

struct | SDL_GameControllerButtonBind

## Macros

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

## Enumerations

enum | SDL_GameControllerBindType { SDL_CONTROLLER_BINDTYPE_NONE = 0, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_HAT }
enum | SDL_GameControllerAxis { SDL_CONTROLLER_AXIS_INVALID = -1, SDL_CONTROLLER_AXIS_LEFTX, SDL_CONTROLLER_AXIS_LEFTY, SDL_CONTROLLER_AXIS_RIGHTX, SDL_CONTROLLER_AXIS_RIGHTY, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_CONTROLLER_AXIS_MAX }

enum

SDL_GameControllerButton {
SDL_CONTROLLER_BUTTON_INVALID = -1,
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_GUIDE,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MAX
}

## Functions

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

## Detailed Description

Include file for SDL game controller event handling

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

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

Definition in file SDL_gamecontroller.h.

## Macro Definition Documentation

## SDL_GameControllerAddMappingsFromFile

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

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

Convenience macro.

Definition at line 129 of file SDL_gamecontroller.h.

## Enumeration Type Documentation

## SDL_GameControllerAxis

enum SDL_GameControllerAxis

The list of axes available from a controller

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

Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.

Enumerator
SDL_CONTROLLER_AXIS_INVALID |
SDL_CONTROLLER_AXIS_LEFTX |
SDL_CONTROLLER_AXIS_LEFTY |
SDL_CONTROLLER_AXIS_RIGHTX |
SDL_CONTROLLER_AXIS_RIGHTY |
SDL_CONTROLLER_AXIS_TRIGGERLEFT |
SDL_CONTROLLER_AXIS_TRIGGERRIGHT |
SDL_CONTROLLER_AXIS_MAX |

Definition at line 272 of file SDL_gamecontroller.h.

{
SDL_CONTROLLER_AXIS_INVALID = -1,
SDL_CONTROLLER_AXIS_LEFTX,
SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_RIGHTX,
SDL_CONTROLLER_AXIS_RIGHTY,
SDL_CONTROLLER_AXIS_TRIGGERLEFT,
SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_AXIS_MAX
} SDL_GameControllerAxis;

## SDL_GameControllerBindType

enum SDL_GameControllerBindType

Enumerator
SDL_CONTROLLER_BINDTYPE_NONE |
SDL_CONTROLLER_BINDTYPE_BUTTON |
SDL_CONTROLLER_BINDTYPE_AXIS |
SDL_CONTROLLER_BINDTYPE_HAT |

Definition at line 61 of file SDL_gamecontroller.h.

{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
SDL_CONTROLLER_BINDTYPE_AXIS,
SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;

## SDL_GameControllerButton

enum SDL_GameControllerButton

The list of buttons available from a controller

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

Definition at line 316 of file SDL_gamecontroller.h.

{
SDL_CONTROLLER_BUTTON_INVALID = -1,
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_GUIDE,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;

## Function Documentation

## SDL_GameControllerAddMapping()

int SDL_GameControllerAddMapping | ( | const char * | mappingString | ) |

Add or update an existing mapping configuration

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

Definition at line 1200 of file SDL_gamecontroller.c.

{
return SDL_PrivateGameControllerAddMapping(mappingString, SDL_CONTROLLER_MAPPING_PRIORITY_API);
}

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 1078 of file SDL_gamecontroller.c.

{
const char *platform = SDL_GetPlatform();
int controllers = 0;
char *buf, *line, *line_end, *tmp, *comma, line_platform[64];
size_t db_size, platform_len;
if (rw == NULL) {
return SDL_SetError("Invalid RWops");
}
db_size = (size_t)SDL_RWsize(rw);
buf = (char *)SDL_malloc(db_size + 1);
if (buf == NULL) {
if (freerw) {
SDL_RWclose(rw);
}
return SDL_SetError("Could not allocate space to read DB into memory");
}
if (SDL_RWread(rw, buf, db_size, 1) != 1) {
if (freerw) {
SDL_RWclose(rw);
}
SDL_free(buf);
return SDL_SetError("Could not read DB");
}
if (freerw) {
SDL_RWclose(rw);
}
buf[db_size] = '\0';
line = buf;
while (line < buf + db_size) {
line_end = SDL_strchr(line, '\n');
if (line_end != NULL) {
*line_end = '\0';
} else {
line_end = buf + db_size;
}
/* Extract and verify the platform */
tmp = SDL_strstr(line, SDL_CONTROLLER_PLATFORM_FIELD);
if (tmp != NULL) {
tmp += SDL_strlen(SDL_CONTROLLER_PLATFORM_FIELD);
comma = SDL_strchr(tmp, ',');
if (comma != NULL) {
platform_len = comma - tmp + 1;
if (platform_len + 1 < SDL_arraysize(line_platform)) {
SDL_strlcpy(line_platform, tmp, platform_len);
if (SDL_strncasecmp(line_platform, platform, platform_len) == 0 &&
SDL_GameControllerAddMapping(line) > 0) {
controllers++;
}
}
}
}
line = line_end + 1;
}
SDL_free(buf);
return controllers;
}

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 1885 of file SDL_gamecontroller.c.

{
SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
if (!gamecontroller)
return;
SDL_LockJoysticks();
/* First decrement ref count */
if (--gamecontroller->ref_count > 0) {
SDL_UnlockJoysticks();
return;
}
SDL_JoystickClose(gamecontroller->joystick);
gamecontrollerlist = SDL_gamecontrollers;
gamecontrollerlistprev = NULL;
while (gamecontrollerlist) {
if (gamecontroller == gamecontrollerlist) {
if (gamecontrollerlistprev) {
/* unlink this entry */
gamecontrollerlistprev->next = gamecontrollerlist->next;
} else {
SDL_gamecontrollers = gamecontroller->next;
}
break;
}
gamecontrollerlistprev = gamecontrollerlist;
gamecontrollerlist = gamecontrollerlist->next;
}
SDL_free(gamecontroller->bindings);
SDL_free(gamecontroller->last_match_axis);
SDL_free(gamecontroller->last_hat_mask);
SDL_free(gamecontroller);
SDL_UnlockJoysticks();
}

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 2056 of file SDL_gamecontroller.c.

{
#if SDL_EVENTS_DISABLED
return SDL_IGNORE;
#else
const Uint32 event_list[] = {
SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERBUTTONDOWN, SDL_CONTROLLERBUTTONUP,
SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_CONTROLLERDEVICEREMAPPED,
};
unsigned int i;
switch (state) {
case SDL_QUERY:
state = SDL_IGNORE;
for (i = 0; i < SDL_arraysize(event_list); ++i) {
state = SDL_EventState(event_list[i], SDL_QUERY);
if (state == SDL_ENABLE) {
break;
}
}
break;
default:
for (i = 0; i < SDL_arraysize(event_list); ++i) {
SDL_EventState(event_list[i], state);
}
break;
}
return (state);
#endif /* SDL_EVENTS_DISABLED */
}

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

## SDL_GameControllerFromInstanceID()

SDL_GameController* SDL_GameControllerFromInstanceID | ( | SDL_JoystickID | joyid | ) |

Return the SDL_GameController associated with an instance id.

Definition at line 1797 of file SDL_gamecontroller.c.

{
SDL_GameController *gamecontroller;
SDL_LockJoysticks();
gamecontroller = SDL_gamecontrollers;
while (gamecontroller) {
if (gamecontroller->joystick->instance_id == joyid) {
SDL_UnlockJoysticks();
return gamecontroller;
}
gamecontroller = gamecontroller->next;
}
SDL_UnlockJoysticks();
return NULL;
}

References NULL, SDL_gamecontrollers, SDL_LockJoysticks, and SDL_UnlockJoysticks.

## 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 1773 of file SDL_gamecontroller.c.

{
if (!gamecontroller)
return SDL_FALSE;
return SDL_JoystickGetAttached(gamecontroller->joystick);
}

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 1635 of file SDL_gamecontroller.c.

{
int i;
if (!gamecontroller)
return 0;
for (i = 0; i < gamecontroller->num_bindings; ++i) {
SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
int value = 0;
SDL_bool valid_input_range;
SDL_bool valid_output_range;
if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
} else {
valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
}
if (valid_input_range) {
if (binding->input.axis.axis_min != binding->output.axis.axis_min || binding->input.axis.axis_max != binding->output.axis.axis_max) {
float normalized_value = (float)(value - binding->input.axis.axis_min) / (binding->input.axis.axis_max - binding->input.axis.axis_min);
value = binding->output.axis.axis_min + (int)(normalized_value * (binding->output.axis.axis_max - binding->output.axis.axis_min));
}
} else {
value = 0;
}
} else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
value = SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
if (value == SDL_PRESSED) {
value = binding->output.axis.axis_max;
}
} else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
if (hat_mask & binding->input.hat.hat_mask) {
value = binding->output.axis.axis_max;
}
}
if (binding->output.axis.axis_min < binding->output.axis.axis_max) {
valid_output_range = (value >= binding->output.axis.axis_min && value <= binding->output.axis.axis_max);
} else {
valid_output_range = (value >= binding->output.axis.axis_max && value <= binding->output.axis.axis_min);
}
/* If the value is zero, there might be another binding that makes it non-zero */
if (value != 0 && valid_output_range) {
return (Sint16)value;
}
}
}
return 0;
}

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 462 of file SDL_gamecontroller.c.

{
int entry;
if (pchString && (*pchString == '+' || *pchString == '-')) {
++pchString;
}
if (!pchString || !pchString[0]) {
return SDL_CONTROLLER_AXIS_INVALID;
}
for (entry = 0; map_StringForControllerAxis[entry]; ++entry) {
if (!SDL_strcasecmp(pchString, map_StringForControllerAxis[entry]))
return (SDL_GameControllerAxis) entry;
}
return SDL_CONTROLLER_AXIS_INVALID;
}

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 1818 of file SDL_gamecontroller.c.

{
int i;
SDL_GameControllerButtonBind bind;
SDL_zero(bind);
if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID)
return bind;
for (i = 0; i < gamecontroller->num_bindings; ++i) {
SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
bind.bindType = binding->inputType;
if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
/* FIXME: There might be multiple axes bound now that we have axis ranges... */
bind.value.axis = binding->input.axis.axis;
} else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
bind.value.button = binding->input.button;
} else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
bind.value.hat.hat = binding->input.hat.hat;
bind.value.hat.hat_mask = binding->input.hat.hat_mask;
}
break;
}
}
return bind;
}

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 1850 of file SDL_gamecontroller.c.

{
int i;
SDL_GameControllerButtonBind bind;
SDL_zero(bind);
if (!gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID)
return bind;
for (i = 0; i < gamecontroller->num_bindings; ++i) {
SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
bind.bindType = binding->inputType;
if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
bind.value.axis = binding->input.axis.axis;
} else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
bind.value.button = binding->input.button;
} else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
bind.value.hat.hat = binding->input.hat.hat;
bind.value.hat.hat_mask = binding->input.hat.hat_mask;
}
break;
}
}
return bind;
}

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 1694 of file SDL_gamecontroller.c.

{
int i;
if (!gamecontroller)
return 0;
for (i = 0; i < gamecontroller->num_bindings; ++i) {
SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
SDL_bool valid_input_range;
int value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis.axis_min) / 2;
if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
if (valid_input_range) {
return (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
}
} else {
valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
if (valid_input_range) {
return (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
}
}
} else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
return SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
} else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
return (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED;
}
}
}
return SDL_RELEASED;
}

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 514 of file SDL_gamecontroller.c.

{
int entry;
if (!pchString || !pchString[0])
return SDL_CONTROLLER_BUTTON_INVALID;
for (entry = 0; map_StringForControllerButton[entry]; ++entry) {
if (SDL_strcasecmp(pchString, map_StringForControllerButton[entry]) == 0)
return (SDL_GameControllerButton) entry;
}
return SDL_CONTROLLER_BUTTON_INVALID;
}

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 1784 of file SDL_gamecontroller.c.

{
if (!gamecontroller)
return NULL;
return gamecontroller->joystick;
}

References NULL.

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

## 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 1745 of file SDL_gamecontroller.c.

{
return SDL_JoystickGetPlayerIndex(SDL_GameControllerGetJoystick(gamecontroller));
}

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 1757 of file SDL_gamecontroller.c.

{
return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller));
}

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 1763 of file SDL_gamecontroller.c.

{
return SDL_JoystickGetProductVersion(SDL_GameControllerGetJoystick(gamecontroller));
}

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 484 of file SDL_gamecontroller.c.

{
if (axis > SDL_CONTROLLER_AXIS_INVALID && axis < SDL_CONTROLLER_AXIS_MAX) {
return map_StringForControllerAxis[axis];
}
return NULL;
}

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 530 of file SDL_gamecontroller.c.

{
if (axis > SDL_CONTROLLER_BUTTON_INVALID && axis < SDL_CONTROLLER_BUTTON_MAX) {
return map_StringForControllerButton[axis];
}
return NULL;
}

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

## 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 1751 of file SDL_gamecontroller.c.

{
return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller));
}

References SDL_GameControllerGetJoystick(), and SDL_JoystickGetVendor.

## SDL_GameControllerMapping()

char* SDL_GameControllerMapping | ( | SDL_GameController * | gamecontroller | ) |

Get a mapping string for an open GameController

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

Definition at line 1284 of file SDL_gamecontroller.c.

{
if (!gamecontroller) {
return NULL;
}
return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid);
}

References NULL, and SDL_GameControllerMappingForGUID().

## SDL_GameControllerMappingForDeviceIndex()

char* SDL_GameControllerMappingForDeviceIndex | ( | int | joystick_index | ) |

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

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

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

Definition at line 1419 of file SDL_gamecontroller.c.

{
char *pMappingString = NULL;
ControllerMapping_t *mapping;
SDL_LockJoysticks();
mapping = SDL_PrivateGetControllerMapping(joystick_index);
if (mapping) {
SDL_JoystickGUID guid;
char pchGUID[33];
size_t needed;
guid = SDL_JoystickGetDeviceGUID(joystick_index);
SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
/* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
pMappingString = SDL_malloc(needed);
if (!pMappingString) {
SDL_OutOfMemory();
SDL_UnlockJoysticks();
return NULL;
}
SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
}
SDL_UnlockJoysticks();
return pMappingString;
}

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 1260 of file SDL_gamecontroller.c.

{
char *pMappingString = NULL;
ControllerMapping_t *mapping = SDL_PrivateGetControllerMappingForGUID(&guid, SDL_FALSE);
if (mapping) {
char pchGUID[33];
size_t needed;
SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
/* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
pMappingString = SDL_malloc(needed);
if (!pMappingString) {
SDL_OutOfMemory();
return NULL;
}
SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
}
return pMappingString;
}

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 1227 of file SDL_gamecontroller.c.

{
ControllerMapping_t *mapping;
for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
continue;
}
if (mapping_index == 0) {
char *pMappingString;
char pchGUID[33];
size_t needed;
SDL_JoystickGetGUIDString(mapping->guid, pchGUID, sizeof(pchGUID));
/* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
pMappingString = SDL_malloc(needed);
if (!pMappingString) {
SDL_OutOfMemory();
return NULL;
}
SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
return pMappingString;
}
--mapping_index;
}
return NULL;
}

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 1732 of file SDL_gamecontroller.c.

{
if (!gamecontroller)
return NULL;
if (SDL_strcmp(gamecontroller->name, "*") == 0) {
return SDL_JoystickName(SDL_GameControllerGetJoystick(gamecontroller));
} else {
return gamecontroller->name;
}
}

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 1399 of file SDL_gamecontroller.c.

{
ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
if (pSupportedController) {
if (SDL_strcmp(pSupportedController->name, "*") == 0) {
return SDL_JoystickNameForIndex(device_index);
} else {
return pSupportedController->name;
}
}
return NULL;
}

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

## SDL_GameControllerNumMappings()

int SDL_GameControllerNumMappings | ( | void |  | ) |

Get the number of mappings installed

Returns
  the number of mappings

Definition at line 1209 of file SDL_gamecontroller.c.

{
int num_mappings = 0;
ControllerMapping_t *mapping;
for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
continue;
}
++num_mappings;
}
return num_mappings;
}

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 1541 of file SDL_gamecontroller.c.

{
SDL_JoystickID instance_id;
SDL_GameController *gamecontroller;
SDL_GameController *gamecontrollerlist;
ControllerMapping_t *pSupportedController = NULL;
SDL_LockJoysticks();
gamecontrollerlist = SDL_gamecontrollers;
/* If the controller is already open, return it */
instance_id = SDL_JoystickGetDeviceInstanceID(device_index);
while (gamecontrollerlist) {
if (instance_id == gamecontrollerlist->joystick->instance_id) {
gamecontroller = gamecontrollerlist;
++gamecontroller->ref_count;
SDL_UnlockJoysticks();
return (gamecontroller);
}
gamecontrollerlist = gamecontrollerlist->next;
}
/* Find a controller mapping */
pSupportedController = SDL_PrivateGetControllerMapping(device_index);
if (!pSupportedController) {
SDL_SetError("Couldn't find mapping for device (%d)", device_index);
SDL_UnlockJoysticks();
return NULL;
}
/* Create and initialize the controller */
gamecontroller = (SDL_GameController *) SDL_calloc(1, sizeof(*gamecontroller));
if (gamecontroller == NULL) {
SDL_OutOfMemory();
SDL_UnlockJoysticks();
return NULL;
}
gamecontroller->joystick = SDL_JoystickOpen(device_index);
if (!gamecontroller->joystick) {
SDL_free(gamecontroller);
SDL_UnlockJoysticks();
return NULL;
}
if (gamecontroller->joystick->naxes) {
gamecontroller->last_match_axis = (SDL_ExtendedGameControllerBind **)SDL_calloc(gamecontroller->joystick->naxes, sizeof(*gamecontroller->last_match_axis));
if (!gamecontroller->last_match_axis) {
SDL_OutOfMemory();
SDL_JoystickClose(gamecontroller->joystick);
SDL_free(gamecontroller);
SDL_UnlockJoysticks();
return NULL;
}
}
if (gamecontroller->joystick->nhats) {
gamecontroller->last_hat_mask = (Uint8 *)SDL_calloc(gamecontroller->joystick->nhats, sizeof(*gamecontroller->last_hat_mask));
if (!gamecontroller->last_hat_mask) {
SDL_OutOfMemory();
SDL_JoystickClose(gamecontroller->joystick);
SDL_free(gamecontroller->last_match_axis);
SDL_free(gamecontroller);
SDL_UnlockJoysticks();
return NULL;
}
}
SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->name, pSupportedController->mapping);
/* Add the controller to list */
++gamecontroller->ref_count;
/* Link the controller in the list */
gamecontroller->next = SDL_gamecontrollers;
SDL_gamecontrollers = gamecontroller;
SDL_UnlockJoysticks();
return (gamecontroller);
}

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

## SDL_GameControllerRumble()

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

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

Parameters

  gamecontroller | The controller to vibrate
  low_frequency_rumble | The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
  high_frequency_rumble | The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
  duration_ms | The duration of the rumble effect, in milliseconds

Returns
  0, or -1 if rumble isn't supported on this joystick

Definition at line 1879 of file SDL_gamecontroller.c.

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

References SDL_GameControllerGetJoystick(), and SDL_JoystickRumble.

## 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 1625 of file SDL_gamecontroller.c.

{
/* Just for API completeness; the joystick API does all the work. */
SDL_JoystickUpdate();
}

References SDL_JoystickUpdate.

## SDL_IsGameController()

SDL_bool SDL_IsGameController | ( | int | joystick_index | ) |

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

Definition at line 1464 of file SDL_gamecontroller.c.

{
ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
if (pSupportedController) {
return SDL_TRUE;
}
return SDL_FALSE;
}

References SDL_FALSE, SDL_PrivateGetControllerMapping(), and SDL_TRUE.

Referenced by SDL_GameControllerEventWatcher(), and SDL_GameControllerInit().

SDL_PrivateGetControllerMappingForGUID
static ControllerMapping_t * SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid, SDL_bool exact_match)
Definition: SDL_gamecontroller.c:425
SDL_ExtendedGameControllerBind::outputType
SDL_GameControllerBindType outputType
Definition: SDL_gamecontroller.c:70
SDL_CONTROLLER_MAPPING_PRIORITY_API
@ SDL_CONTROLLER_MAPPING_PRIORITY_API
Definition: SDL_gamecontroller.c:89
SDL_zero
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
SDL_CONTROLLER_BUTTON_DPAD_LEFT
@ SDL_CONTROLLER_BUTTON_DPAD_LEFT
Definition: SDL_gamecontroller.h:332
SDL_CONTROLLERDEVICEREMOVED
@ SDL_CONTROLLERDEVICEREMOVED
Definition: SDL_events.h:124
s_zeroGUID
static SDL_JoystickGUID s_zeroGUID
Definition: SDL_gamecontroller.c:102
SDL_ExtendedGameControllerBind::input
union SDL_ExtendedGameControllerBind::@24 input
SDL_CONTROLLER_AXIS_RIGHTX
@ SDL_CONTROLLER_AXIS_RIGHTX
Definition: SDL_gamecontroller.h:277
Uint32
uint32_t Uint32
Definition: SDL_stdinc.h:203
SDL_GameControllerButtonBind::button
int button
Definition: SDL_gamecontroller.h:77
SDL_strlcpy
#define SDL_strlcpy
Definition: SDL_dynapi_overrides.h:394
SDL_JoystickGetVendor
#define SDL_JoystickGetVendor
Definition: SDL_dynapi_overrides.h:612
SDL_GameControllerButtonBind::hat
int hat
Definition: SDL_gamecontroller.h:80
SDL_gamecontrollers
static SDL_GameController * SDL_gamecontrollers
Definition: SDL_gamecontroller.c:48
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:55
NULL
#define NULL
Definition: begin_code.h:167
SDL_CONTROLLER_BUTTON_INVALID
@ SDL_CONTROLLER_BUTTON_INVALID
Definition: SDL_gamecontroller.h:318
SDL_JoystickGetButton
#define SDL_JoystickGetButton
Definition: SDL_dynapi_overrides.h:214
SDL_CONTROLLERBUTTONDOWN
@ SDL_CONTROLLERBUTTONDOWN
Definition: SDL_events.h:121
SDL_GameControllerButtonBind::bindType
SDL_GameControllerBindType bindType
Definition: SDL_gamecontroller.h:74
SDL_ExtendedGameControllerBind
Definition: SDL_gamecontroller.c:50
SDL_CONTROLLER_BINDTYPE_NONE
@ SDL_CONTROLLER_BINDTYPE_NONE
Definition: SDL_gamecontroller.h:63
SDL_CONTROLLER_PLATFORM_FIELD
#define SDL_CONTROLLER_PLATFORM_FIELD
Definition: SDL_gamecontroller.c:45
SDL_CONTROLLER_BUTTON_RIGHTSTICK
@ SDL_CONTROLLER_BUTTON_RIGHTSTICK
Definition: SDL_gamecontroller.h:327
SDL_ExtendedGameControllerBind::inputType
SDL_GameControllerBindType inputType
Definition: SDL_gamecontroller.c:52
SDL_PrivateGetControllerMapping
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)
Definition: SDL_gamecontroller.c:1053
SDL_JoystickGetGUIDString
#define SDL_JoystickGetGUIDString
Definition: SDL_dynapi_overrides.h:201
SDL_ENABLE
#define SDL_ENABLE
Definition: SDL_events.h:759
SDL_JoystickNameForIndex
#define SDL_JoystickNameForIndex
Definition: SDL_dynapi_overrides.h:196
SDL_GameControllerButtonBind
Definition: SDL_gamecontroller.h:72
SDL_CONTROLLER_AXIS_LEFTX
@ SDL_CONTROLLER_AXIS_LEFTX
Definition: SDL_gamecontroller.h:275
SDL_RWread
#define SDL_RWread
Definition: SDL_dynapi_overrides.h:723
SDL_JoystickGetHat
#define SDL_JoystickGetHat
Definition: SDL_dynapi_overrides.h:212
SDL_JoystickGetProduct
#define SDL_JoystickGetProduct
Definition: SDL_dynapi_overrides.h:613
SDL_RELEASED
#define SDL_RELEASED
Definition: SDL_events.h:49
SDL_JoystickOpen
#define SDL_JoystickOpen
Definition: SDL_dynapi_overrides.h:197
s_pSupportedControllers
static ControllerMapping_t * s_pSupportedControllers
Definition: SDL_gamecontroller.c:103
SDL_CONTROLLERDEVICEADDED
@ SDL_CONTROLLERDEVICEADDED
Definition: SDL_events.h:123
SDL_JoystickName
#define SDL_JoystickName
Definition: SDL_dynapi_overrides.h:198
SDL_CONTROLLERAXISMOTION
@ SDL_CONTROLLERAXISMOTION
Definition: SDL_events.h:120
SDL_GameControllerGetJoystick
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1784
SDL_CONTROLLER_BUTTON_B
@ SDL_CONTROLLER_BUTTON_B
Definition: SDL_gamecontroller.h:320
SDL_CONTROLLER_BUTTON_MAX
@ SDL_CONTROLLER_BUTTON_MAX
Definition: SDL_gamecontroller.h:334
SDL_JoystickGetPlayerIndex
#define SDL_JoystickGetPlayerIndex
Definition: SDL_dynapi_overrides.h:702
SDL_strcasecmp
#define SDL_strcasecmp
Definition: SDL_dynapi_overrides.h:419
SDL_CONTROLLER_BUTTON_BACK
@ SDL_CONTROLLER_BUTTON_BACK
Definition: SDL_gamecontroller.h:323
SDL_strncasecmp
#define SDL_strncasecmp
Definition: SDL_dynapi_overrides.h:420
SDL_CONTROLLER_BINDTYPE_BUTTON
@ SDL_CONTROLLER_BINDTYPE_BUTTON
Definition: SDL_gamecontroller.h:64
SDL_CONTROLLER_BUTTON_LEFTSHOULDER
@ SDL_CONTROLLER_BUTTON_LEFTSHOULDER
Definition: SDL_gamecontroller.h:328
SDL_JoystickID
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:81
map_StringForControllerButton
static const char * map_StringForControllerButton[]
Definition: SDL_gamecontroller.c:492
SDL_QUERY
#define SDL_QUERY
Definition: SDL_events.h:756
SDL_PRESSED
#define SDL_PRESSED
Definition: SDL_events.h:50
Sint16
int16_t Sint16
Definition: SDL_stdinc.h:185
buf
GLenum GLuint GLenum GLsizei const GLchar * buf
Definition: SDL_opengl_glext.h:2480
SDL_JoystickGetDeviceGUID
#define SDL_JoystickGetDeviceGUID
Definition: SDL_dynapi_overrides.h:199
SDL_FALSE
@ SDL_FALSE
Definition: SDL_stdinc.h:163
SDL_strchr
#define SDL_strchr
Definition: SDL_dynapi_overrides.h:401
SDL_GameControllerBindType
SDL_GameControllerBindType
Definition: SDL_gamecontroller.h:61
SDL_CONTROLLERBUTTONUP
@ SDL_CONTROLLERBUTTONUP
Definition: SDL_events.h:122
SDL_CONTROLLER_AXIS_TRIGGERLEFT
@ SDL_CONTROLLER_AXIS_TRIGGERLEFT
Definition: SDL_gamecontroller.h:279
mapping
GLenum GLenum GLenum GLenum mapping
Definition: SDL_opengl_glext.h:9374
SDL_GameControllerButtonBind::value
union SDL_GameControllerButtonBind::@0 value
SDL_memcmp
#define SDL_memcmp
Definition: SDL_dynapi_overrides.h:389
SDL_free
#define SDL_free
Definition: SDL_dynapi_overrides.h:377
SDL_CONTROLLER_AXIS_INVALID
@ SDL_CONTROLLER_AXIS_INVALID
Definition: SDL_gamecontroller.h:274
SDL_CONTROLLER_AXIS_MAX
@ SDL_CONTROLLER_AXIS_MAX
Definition: SDL_gamecontroller.h:281
SDL_GetPlatform
#define SDL_GetPlatform
Definition: SDL_dynapi_overrides.h:291
SDL_JoystickGetAttached
#define SDL_JoystickGetAttached
Definition: SDL_dynapi_overrides.h:203
SDL_JoystickGetDeviceInstanceID
#define SDL_JoystickGetDeviceInstanceID
Definition: SDL_dynapi_overrides.h:626
SDL_PrivateLoadButtonMapping
static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
Definition: SDL_gamecontroller.c:688
SDL_GameControllerAxis
SDL_GameControllerAxis
Definition: SDL_gamecontroller.h:272
SDL_RWsize
#define SDL_RWsize
Definition: SDL_dynapi_overrides.h:720
SDL_GameControllerButtonBind::axis
int axis
Definition: SDL_gamecontroller.h:78
SDL_ExtendedGameControllerBind::axis
int axis
Definition: SDL_gamecontroller.c:58
SDL_CONTROLLER_BUTTON_START
@ SDL_CONTROLLER_BUTTON_START
Definition: SDL_gamecontroller.h:325
map_StringForControllerAxis
static const char * map_StringForControllerAxis[]
Definition: SDL_gamecontroller.c:449
axis
SDL_Texture * axis
Definition: testgamecontroller.c:67
SDL_OutOfMemory
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_JoystickUpdate
#define SDL_JoystickUpdate
Definition: SDL_dynapi_overrides.h:209
SDL_JoystickRumble
#define SDL_JoystickRumble
Definition: SDL_dynapi_overrides.h:682
SDL_arraysize
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:115
SDL_calloc
#define SDL_calloc
Definition: SDL_dynapi_overrides.h:375
SDL_PrivateGameControllerAddMapping
static int SDL_PrivateGameControllerAddMapping(const char *mappingString, SDL_ControllerMappingPriority priority)
Definition: SDL_gamecontroller.c:1149
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
@ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
Definition: SDL_gamecontroller.h:329
SDL_CONTROLLER_BINDTYPE_HAT
@ SDL_CONTROLLER_BINDTYPE_HAT
Definition: SDL_gamecontroller.h:66
SDL_CONTROLLER_BUTTON_Y
@ SDL_CONTROLLER_BUTTON_Y
Definition: SDL_gamecontroller.h:322
sort_controllers.controllers
list controllers
Definition: sort_controllers.py:12
SDL_TRUE
@ SDL_TRUE
Definition: SDL_stdinc.h:164
SDL_CONTROLLER_BINDTYPE_AXIS
@ SDL_CONTROLLER_BINDTYPE_AXIS
Definition: SDL_gamecontroller.h:65
value
GLsizei const GLfloat * value
Definition: SDL_opengl_glext.h:698
SDL_SetError
#define SDL_SetError
Definition: SDL_dynapi_overrides.h:30
SDL_JoystickGetAxis
#define SDL_JoystickGetAxis
Definition: SDL_dynapi_overrides.h:211
SDL_snprintf
#define SDL_snprintf
Definition: SDL_dynapi_overrides.h:40
SDL_CONTROLLER_AXIS_LEFTY
@ SDL_CONTROLLER_AXIS_LEFTY
Definition: SDL_gamecontroller.h:276
SDL_RWclose
#define SDL_RWclose
Definition: SDL_dynapi_overrides.h:725
SDL_IGNORE
#define SDL_IGNORE
Definition: SDL_events.h:757
SDL_GameControllerMappingForGUID
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1260
SDL_CONTROLLER_BUTTON_LEFTSTICK
@ SDL_CONTROLLER_BUTTON_LEFTSTICK
Definition: SDL_gamecontroller.h:326
SDL_EventState
#define SDL_EventState
Definition: SDL_dynapi_overrides.h:131
SDL_strlen
#define SDL_strlen
Definition: SDL_dynapi_overrides.h:393
SDL_ExtendedGameControllerBind::hat
int hat
Definition: SDL_gamecontroller.c:64
size_t
unsigned int size_t
Definition: SDL_config_windows.h:68
SDL_CONTROLLER_BUTTON_DPAD_DOWN
@ SDL_CONTROLLER_BUTTON_DPAD_DOWN
Definition: SDL_gamecontroller.h:331
SDL_CONTROLLER_BUTTON_DPAD_UP
@ SDL_CONTROLLER_BUTTON_DPAD_UP
Definition: SDL_gamecontroller.h:330
SDL_malloc
#define SDL_malloc
Definition: SDL_dynapi_overrides.h:374
SDL_CONTROLLER_AXIS_TRIGGERRIGHT
@ SDL_CONTROLLER_AXIS_TRIGGERRIGHT
Definition: SDL_gamecontroller.h:280
SDL_strcmp
#define SDL_strcmp
Definition: SDL_dynapi_overrides.h:417
SDL_strstr
#define SDL_strstr
Definition: SDL_dynapi_overrides.h:403
SDL_CONTROLLERDEVICEREMAPPED
@ SDL_CONTROLLERDEVICEREMAPPED
Definition: SDL_events.h:125
SDL_CONTROLLER_AXIS_RIGHTY
@ SDL_CONTROLLER_AXIS_RIGHTY
Definition: SDL_gamecontroller.h:278
SDL_CONTROLLER_BUTTON_X
@ SDL_CONTROLLER_BUTTON_X
Definition: SDL_gamecontroller.h:321
SDL_JoystickGUID
Definition: SDL_joystick.h:70
SDL_CONTROLLER_BUTTON_A
@ SDL_CONTROLLER_BUTTON_A
Definition: SDL_gamecontroller.h:319
state
struct xkb_state * state
Definition: SDL_waylandsym.h:113
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_JoystickGetProductVersion
#define SDL_JoystickGetProductVersion
Definition: SDL_dynapi_overrides.h:614
SDL_LockJoysticks
#define SDL_LockJoysticks
Definition: SDL_dynapi_overrides.h:638
button
SDL_Texture * button
Definition: testgamecontroller.c:67
SDL_CONTROLLER_BUTTON_DPAD_RIGHT
@ SDL_CONTROLLER_BUTTON_DPAD_RIGHT
Definition: SDL_gamecontroller.h:333
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:161
SDL_ExtendedGameControllerBind::output
union SDL_ExtendedGameControllerBind::@25 output
SDL_CONTROLLER_BUTTON_GUIDE
@ SDL_CONTROLLER_BUTTON_GUIDE
Definition: SDL_gamecontroller.h:324
SDL_GameControllerAddMapping
int SDL_GameControllerAddMapping(const char *mappingString)
Definition: SDL_gamecontroller.c:1200
SDL_GameControllerButton
SDL_GameControllerButton
Definition: SDL_gamecontroller.h:316
Uint8
uint8_t Uint8
Definition: SDL_stdinc.h:179