SDL_gamecontroller.c
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
/* This is the game controller API for Simple DirectMedia Layer */
#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"
#if !SDL_EVENTS_DISABLED
#include "../events/SDL_events_c.h"
#endif
#if defined(__ANDROID__)
#include "SDL_system.h"
#endif
/* Many controllers turn the center button into an instantaneous button press */
#define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS 250
#define SDL_CONTROLLER_PLATFORM_FIELD "platform:"
/* a list of currently opened game controllers */
static SDL_GameController *SDL_gamecontrollers = NULL;
typedef struct
{
SDL_GameControllerBindType inputType;
union
{
int button;
struct {
int axis;
int axis_min;
int axis_max;
} axis;
struct {
int hat;
int hat_mask;
} hat;
} input;
SDL_GameControllerBindType outputType;
union
{
SDL_GameControllerButton button;
struct {
SDL_GameControllerAxis axis;
int axis_min;
int axis_max;
} axis;
} output;
} SDL_ExtendedGameControllerBind;
/* our hard coded list of mapping support */
typedef enum
{
SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT,
SDL_CONTROLLER_MAPPING_PRIORITY_API,
SDL_CONTROLLER_MAPPING_PRIORITY_USER,
} SDL_ControllerMappingPriority;
typedef struct _ControllerMapping_t
{
SDL_JoystickGUID guid;
char *name;
char *mapping;
SDL_ControllerMappingPriority priority;
struct _ControllerMapping_t *next;
} ControllerMapping_t;
static SDL_JoystickGUID s_zeroGUID;
static ControllerMapping_t *s_pSupportedControllers = NULL;
static ControllerMapping_t *s_pDefaultMapping = NULL;
static ControllerMapping_t *s_pHIDAPIMapping = NULL;
static ControllerMapping_t *s_pXInputMapping = NULL;
/* The SDL game controller structure */
struct _SDL_GameController
{
SDL_Joystick *joystick; /* underlying joystick device */
int ref_count;
const char *name;
int num_bindings;
SDL_ExtendedGameControllerBind *bindings;
SDL_ExtendedGameControllerBind **last_match_axis;
Uint8 *last_hat_mask;
Uint32 guide_button_down;
struct _SDL_GameController *next; /* pointer to next game controller we have allocated */
};
typedef struct
{
int num_entries;
int max_entries;
Uint32 *entries;
} SDL_vidpid_list;
static SDL_vidpid_list SDL_allowed_controllers;
static SDL_vidpid_list SDL_ignored_controllers;
static void
SDL_LoadVIDPIDListFromHint(const char *hint, SDL_vidpid_list *list)
{
Uint32 entry;
char *spot;
char *file = NULL;
list->num_entries = 0;
if (hint && *hint == '@') {
spot = file = (char *)SDL_LoadFile(hint+1, NULL);
} else {
spot = (char *)hint;
}
if (!spot) {
return;
}
while ((spot = SDL_strstr(spot, "0x")) != NULL) {
entry = (Uint16)SDL_strtol(spot, &spot, 0);
entry <<= 16;
spot = SDL_strstr(spot, "0x");
if (!spot) {
break;
}
entry |= (Uint16)SDL_strtol(spot, &spot, 0);
if (list->num_entries == list->max_entries) {
int max_entries = list->max_entries + 16;
Uint32 *entries = (Uint32 *)SDL_realloc(list->entries, max_entries*sizeof(*list->entries));
if (entries == NULL) {
/* Out of memory, go with what we have already */
break;
}
list->entries = entries;
list->max_entries = max_entries;
}
list->entries[list->num_entries++] = entry;
}
if (file) {
SDL_free(file);
}
}
static void SDLCALL
SDL_GameControllerIgnoreDevicesChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
{
SDL_LoadVIDPIDListFromHint(hint, &SDL_ignored_controllers);
}
static void SDLCALL
SDL_GameControllerIgnoreDevicesExceptChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
{
SDL_LoadVIDPIDListFromHint(hint, &SDL_allowed_controllers);
}
static int SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value);
static int SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state);
/*
* If there is an existing add event in the queue, it needs to be modified
* to have the right value for which, because the number of controllers in
* the system is now one less.
*/
static void UpdateEventsForDeviceRemoval()
{
int i, num_events;
SDL_Event *events;
SDL_bool isstack;
num_events = SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEADDED);
if (num_events <= 0) {
return;
}
events = SDL_small_alloc(SDL_Event, num_events, &isstack);
if (!events) {
return;
}
num_events = SDL_PeepEvents(events, num_events, SDL_GETEVENT, SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEADDED);
for (i = 0; i < num_events; ++i) {
--events[i].cdevice.which;
}
SDL_PeepEvents(events, num_events, SDL_ADDEVENT, 0, 0);
SDL_small_free(events, isstack);
}
static SDL_bool HasSameOutput(SDL_ExtendedGameControllerBind *a, SDL_ExtendedGameControllerBind *b)
{
if (a->outputType != b->outputType) {
return SDL_FALSE;
}
if (a->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
return (a->output.axis.axis == b->output.axis.axis);
} else {
return (a->output.button == b->output.button);
}
}
static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
{
if (bind->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
SDL_PrivateGameControllerAxis(gamecontroller, bind->output.axis.axis, 0);
} else {
SDL_PrivateGameControllerButton(gamecontroller, bind->output.button, SDL_RELEASED);
}
}
static void HandleJoystickAxis(SDL_GameController *gamecontroller, int axis, int value)
{
int i;
SDL_ExtendedGameControllerBind *last_match = gamecontroller->last_match_axis[axis];
SDL_ExtendedGameControllerBind *match = NULL;
for (i = 0; i < gamecontroller->num_bindings; ++i) {
SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
axis == binding->input.axis.axis) {
if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
if (value >= binding->input.axis.axis_min &&
value <= binding->input.axis.axis_max) {
match = binding;
break;
}
} else {
if (value >= binding->input.axis.axis_max &&
value <= binding->input.axis.axis_min) {
match = binding;
break;
}
}
}
}
if (last_match && (!match || !HasSameOutput(last_match, match))) {
/* Clear the last input that this axis generated */
ResetOutput(gamecontroller, last_match);
}
if (match) {
if (match->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
if (match->input.axis.axis_min != match->output.axis.axis_min || match->input.axis.axis_max != match->output.axis.axis_max) {
float normalized_value = (float)(value - match->input.axis.axis_min) / (match->input.axis.axis_max - match->input.axis.axis_min);
value = match->output.axis.axis_min + (int)(normalized_value * (match->output.axis.axis_max - match->output.axis.axis_min));
}
SDL_PrivateGameControllerAxis(gamecontroller, match->output.axis.axis, (Sint16)value);
} else {
Uint8 state;
int threshold = match->input.axis.axis_min + (match->input.axis.axis_max - match->input.axis.axis_min) / 2;
if (match->input.axis.axis_max < match->input.axis.axis_min) {
state = (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
} else {
state = (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
}
SDL_PrivateGameControllerButton(gamecontroller, match->output.button, state);
}
}
gamecontroller->last_match_axis[axis] = match;
}
static void HandleJoystickButton(SDL_GameController *gamecontroller, int button, Uint8 state)
{
int i;
for (i = 0; i < gamecontroller->num_bindings; ++i) {
SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON &&
button == binding->input.button) {
if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
int value = state ? binding->output.axis.axis_max : binding->output.axis.axis_min;
SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)value);
} else {
SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, state);
}
break;
}
}
}
static void HandleJoystickHat(SDL_GameController *gamecontroller, int hat, Uint8 value)
{
int i;
Uint8 last_mask = gamecontroller->last_hat_mask[hat];
Uint8 changed_mask = (last_mask ^ value);
for (i = 0; i < gamecontroller->num_bindings; ++i) {
SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT && hat == binding->input.hat.hat) {
if ((changed_mask & binding->input.hat.hat_mask) != 0) {
if (value & binding->input.hat.hat_mask) {
if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)binding->output.axis.axis_max);
} else {
SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, SDL_PRESSED);
}
} else {
ResetOutput(gamecontroller, binding);
}
}
}
}
gamecontroller->last_hat_mask[hat] = value;
}
/*
* Event filter to fire controller events from joystick ones
*/
static int SDLCALL SDL_GameControllerEventWatcher(void *userdata, SDL_Event * event)
{
switch(event->type) {
case SDL_JOYAXISMOTION:
{
SDL_GameController *controllerlist = SDL_gamecontrollers;
while (controllerlist) {
if (controllerlist->joystick->instance_id == event->jaxis.which) {
HandleJoystickAxis(controllerlist, event->jaxis.axis, event->jaxis.value);
break;
}
controllerlist = controllerlist->next;
}
}
break;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
{
SDL_GameController *controllerlist = SDL_gamecontrollers;
while (controllerlist) {
if (controllerlist->joystick->instance_id == event->jbutton.which) {
HandleJoystickButton(controllerlist, event->jbutton.button, event->jbutton.state);
break;
}
controllerlist = controllerlist->next;
}
}
break;
case SDL_JOYHATMOTION:
{
SDL_GameController *controllerlist = SDL_gamecontrollers;
while (controllerlist) {
if (controllerlist->joystick->instance_id == event->jhat.which) {
HandleJoystickHat(controllerlist, event->jhat.hat, event->jhat.value);
break;
}
controllerlist = controllerlist->next;
}
}
break;
case SDL_JOYDEVICEADDED:
{
if (SDL_IsGameController(event->jdevice.which)) {
SDL_Event deviceevent;
deviceevent.type = SDL_CONTROLLERDEVICEADDED;
deviceevent.cdevice.which = event->jdevice.which;
SDL_PushEvent(&deviceevent);
}
}
break;
case SDL_JOYDEVICEREMOVED:
{
SDL_GameController *controllerlist = SDL_gamecontrollers;
while (controllerlist) {
if (controllerlist->joystick->instance_id == event->jdevice.which) {
SDL_Event deviceevent;
deviceevent.type = SDL_CONTROLLERDEVICEREMOVED;
deviceevent.cdevice.which = event->jdevice.which;
SDL_PushEvent(&deviceevent);
UpdateEventsForDeviceRemoval();
break;
}
controllerlist = controllerlist->next;
}
}
break;
default:
break;
}
return 1;
}
/*
* Helper function to scan the mappings database for a controller with the specified GUID
*/
static ControllerMapping_t *SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid, SDL_bool exact_match)
{
ControllerMapping_t *pSupportedController = s_pSupportedControllers;
while (pSupportedController) {
if (SDL_memcmp(guid, &pSupportedController->guid, sizeof(*guid)) == 0) {
return pSupportedController;
}
pSupportedController = pSupportedController->next;
}
if (!exact_match) {
if (SDL_IsJoystickHIDAPI(*guid)) {
/* This is a HIDAPI device */
return s_pHIDAPIMapping;
}
#if SDL_JOYSTICK_XINPUT
if (SDL_IsJoystickXInput(*guid)) {
/* This is an XInput device */
return s_pXInputMapping;
}
#endif
}
return NULL;
}
static const char* map_StringForControllerAxis[] = {
"leftx",
"lefty",
"rightx",
"righty",
"lefttrigger",
"righttrigger",
NULL
};
/*
* convert a string to its enum equivalent
*/
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
{
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;
}
/*
* convert an enum to its string equivalent
*/
const char* SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
{
if (axis > SDL_CONTROLLER_AXIS_INVALID && axis < SDL_CONTROLLER_AXIS_MAX) {
return map_StringForControllerAxis[axis];
}
return NULL;
}
static const char* map_StringForControllerButton[] = {
"a",
"b",
"x",
"y",
"back",
"guide",
"start",
"leftstick",
"rightstick",
"leftshoulder",
"rightshoulder",
"dpup",
"dpdown",
"dpleft",
"dpright",
NULL
};
/*
* convert a string to its enum equivalent
*/
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
{
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;
}
/*
* convert an enum to its string equivalent
*/
const char* SDL_GameControllerGetStringForButton(SDL_GameControllerButton axis)
{
if (axis > SDL_CONTROLLER_BUTTON_INVALID && axis < SDL_CONTROLLER_BUTTON_MAX) {
return map_StringForControllerButton[axis];
}
return NULL;
}
/*
* given a controller button name and a joystick name update our mapping structure with it
*/
static void SDL_PrivateGameControllerParseElement(SDL_GameController *gamecontroller, const char *szGameButton, const char *szJoystickButton)
{
SDL_ExtendedGameControllerBind bind;
SDL_GameControllerButton button;
SDL_GameControllerAxis axis;
SDL_bool invert_input = SDL_FALSE;
char half_axis_input = 0;
char half_axis_output = 0;
if (*szGameButton == '+' || *szGameButton == '-') {
half_axis_output = *szGameButton++;
}
axis = SDL_GameControllerGetAxisFromString(szGameButton);
button = SDL_GameControllerGetButtonFromString(szGameButton);
if (axis != SDL_CONTROLLER_AXIS_INVALID) {
bind.outputType = SDL_CONTROLLER_BINDTYPE_AXIS;
bind.output.axis.axis = axis;
if (axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) {
bind.output.axis.axis_min = 0;
bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
} else {
if (half_axis_output == '+') {
bind.output.axis.axis_min = 0;
bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
} else if (half_axis_output == '-') {
bind.output.axis.axis_min = 0;
bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
} else {
bind.output.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
}
}
} else if (button != SDL_CONTROLLER_BUTTON_INVALID) {
bind.outputType = SDL_CONTROLLER_BINDTYPE_BUTTON;
bind.output.button = button;
} else {
SDL_SetError("Unexpected controller element %s", szGameButton);
return;
}
if (*szJoystickButton == '+' || *szJoystickButton == '-') {
half_axis_input = *szJoystickButton++;
}
if (szJoystickButton[SDL_strlen(szJoystickButton) - 1] == '~') {
invert_input = SDL_TRUE;
}
if (szJoystickButton[0] == 'a' && SDL_isdigit(szJoystickButton[1])) {
bind.inputType = SDL_CONTROLLER_BINDTYPE_AXIS;
bind.input.axis.axis = SDL_atoi(&szJoystickButton[1]);
if (half_axis_input == '+') {
bind.input.axis.axis_min = 0;
bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
} else if (half_axis_input == '-') {
bind.input.axis.axis_min = 0;
bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
} else {
bind.input.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
}
if (invert_input) {
int tmp = bind.input.axis.axis_min;
bind.input.axis.axis_min = bind.input.axis.axis_max;
bind.input.axis.axis_max = tmp;
}
} else if (szJoystickButton[0] == 'b' && SDL_isdigit(szJoystickButton[1])) {
bind.inputType = SDL_CONTROLLER_BINDTYPE_BUTTON;
bind.input.button = SDL_atoi(&szJoystickButton[1]);
} else if (szJoystickButton[0] == 'h' && SDL_isdigit(szJoystickButton[1]) &&
szJoystickButton[2] == '.' && SDL_isdigit(szJoystickButton[3])) {
int hat = SDL_atoi(&szJoystickButton[1]);
int mask = SDL_atoi(&szJoystickButton[3]);
bind.inputType = SDL_CONTROLLER_BINDTYPE_HAT;
bind.input.hat.hat = hat;
bind.input.hat.hat_mask = mask;
} else {
SDL_SetError("Unexpected joystick element: %s", szJoystickButton);
return;
}
++gamecontroller->num_bindings;
gamecontroller->bindings = (SDL_ExtendedGameControllerBind *)SDL_realloc(gamecontroller->bindings, gamecontroller->num_bindings * sizeof(*gamecontroller->bindings));
if (!gamecontroller->bindings) {
gamecontroller->num_bindings = 0;
SDL_OutOfMemory();
return;
}
gamecontroller->bindings[gamecontroller->num_bindings - 1] = bind;
}
/*
* given a controller mapping string update our mapping object
*/
static void
SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecontroller, const char *pchString)
{
char szGameButton[20];
char szJoystickButton[20];
SDL_bool bGameButton = SDL_TRUE;
int i = 0;
const char *pchPos = pchString;
SDL_zero(szGameButton);
SDL_zero(szJoystickButton);
while (pchPos && *pchPos) {
if (*pchPos == ':') {
i = 0;
bGameButton = SDL_FALSE;
} else if (*pchPos == ' ') {
} else if (*pchPos == ',') {
i = 0;
bGameButton = SDL_TRUE;
SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
SDL_zero(szGameButton);
SDL_zero(szJoystickButton);
} else if (bGameButton) {
if (i >= sizeof(szGameButton)) {
SDL_SetError("Button name too large: %s", szGameButton);
return;
}
szGameButton[i] = *pchPos;
i++;
} else {
if (i >= sizeof(szJoystickButton)) {
SDL_SetError("Joystick button name too large: %s", szJoystickButton);
return;
}
szJoystickButton[i] = *pchPos;
i++;
}
pchPos++;
}
/* No more values if the string was terminated by a comma. Don't report an error. */
if (szGameButton[0] != '\0' || szJoystickButton[0] != '\0') {
SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
}
}
/*
* Make a new button mapping struct
*/
static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
{
int i;
gamecontroller->name = pchName;
gamecontroller->num_bindings = 0;
SDL_memset(gamecontroller->last_match_axis, 0, gamecontroller->joystick->naxes * sizeof(*gamecontroller->last_match_axis));
SDL_PrivateGameControllerParseControllerConfigString(gamecontroller, pchMapping);
/* Set the zero point for triggers */
for (i = 0; i < gamecontroller->num_bindings; ++i) {
SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
(binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
if (binding->input.axis.axis < gamecontroller->joystick->naxes) {
gamecontroller->joystick->axes[binding->input.axis.axis].value =
gamecontroller->joystick->axes[binding->input.axis.axis].zero = (Sint16)binding->input.axis.axis_min;
}
}
}
}
/*
* grab the guid string from a mapping string
*/
static char *SDL_PrivateGetControllerGUIDFromMappingString(const char *pMapping)
{
const char *pFirstComma = SDL_strchr(pMapping, ',');
if (pFirstComma) {
char *pchGUID = SDL_malloc(pFirstComma - pMapping + 1);
if (!pchGUID) {
SDL_OutOfMemory();
return NULL;
}
SDL_memcpy(pchGUID, pMapping, pFirstComma - pMapping);
pchGUID[pFirstComma - pMapping] = '\0';
/* Convert old style GUIDs to the new style in 2.0.5 */
#if __WIN32__
if (SDL_strlen(pchGUID) == 32 &&
SDL_memcmp(&pchGUID[20], "504944564944", 12) == 0) {
SDL_memcpy(&pchGUID[20], "000000000000", 12);
SDL_memcpy(&pchGUID[16], &pchGUID[4], 4);
SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
SDL_memcpy(&pchGUID[0], "03000000", 8);
}
#elif __MACOSX__
if (SDL_strlen(pchGUID) == 32 &&
SDL_memcmp(&pchGUID[4], "000000000000", 12) == 0 &&
SDL_memcmp(&pchGUID[20], "000000000000", 12) == 0) {
SDL_memcpy(&pchGUID[20], "000000000000", 12);
SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
SDL_memcpy(&pchGUID[0], "03000000", 8);
}
#endif
return pchGUID;
}
return NULL;
}
/*
* grab the name string from a mapping string
*/
static char *SDL_PrivateGetControllerNameFromMappingString(const char *pMapping)
{
const char *pFirstComma, *pSecondComma;
char *pchName;
pFirstComma = SDL_strchr(pMapping, ',');
if (!pFirstComma)
return NULL;
pSecondComma = SDL_strchr(pFirstComma + 1, ',');
if (!pSecondComma)
return NULL;
pchName = SDL_malloc(pSecondComma - pFirstComma);
if (!pchName) {
SDL_OutOfMemory();
return NULL;
}
SDL_memcpy(pchName, pFirstComma + 1, pSecondComma - pFirstComma);
pchName[pSecondComma - pFirstComma - 1] = 0;
return pchName;
}
/*
* grab the button mapping string from a mapping string
*/
static char *SDL_PrivateGetControllerMappingFromMappingString(const char *pMapping)
{
const char *pFirstComma, *pSecondComma;
pFirstComma = SDL_strchr(pMapping, ',');
if (!pFirstComma)
return NULL;
pSecondComma = SDL_strchr(pFirstComma + 1, ',');
if (!pSecondComma)
return NULL;
return SDL_strdup(pSecondComma + 1); /* mapping is everything after the 3rd comma */
}
/*
* Helper function to refresh a mapping
*/
static void SDL_PrivateGameControllerRefreshMapping(ControllerMapping_t *pControllerMapping)
{
SDL_GameController *gamecontrollerlist = SDL_gamecontrollers;
while (gamecontrollerlist) {
if (!SDL_memcmp(&gamecontrollerlist->joystick->guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid))) {
/* Not really threadsafe. Should this lock access within SDL_GameControllerEventWatcher? */
SDL_PrivateLoadButtonMapping(gamecontrollerlist, pControllerMapping->name, pControllerMapping->mapping);
{
SDL_Event event;
event.type = SDL_CONTROLLERDEVICEREMAPPED;
event.cdevice.which = gamecontrollerlist->joystick->instance_id;
SDL_PushEvent(&event);
}
}
gamecontrollerlist = gamecontrollerlist->next;
}
}
/*
* Helper function to add a mapping for a guid
*/
static ControllerMapping_t *
SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)
{
char *pchName;
char *pchMapping;
ControllerMapping_t *pControllerMapping;
pchName = SDL_PrivateGetControllerNameFromMappingString(mappingString);
if (!pchName) {
SDL_SetError("Couldn't parse name from %s", mappingString);
return NULL;
}
pchMapping = SDL_PrivateGetControllerMappingFromMappingString(mappingString);
if (!pchMapping) {
SDL_free(pchName);
SDL_SetError("Couldn't parse %s", mappingString);
return NULL;
}
pControllerMapping = SDL_PrivateGetControllerMappingForGUID(&jGUID, SDL_TRUE);
if (pControllerMapping) {
/* Only overwrite the mapping if the priority is the same or higher. */
if (pControllerMapping->priority <= priority) {
/* Update existing mapping */
SDL_free(pControllerMapping->name);
pControllerMapping->name = pchName;
SDL_free(pControllerMapping->mapping);
pControllerMapping->mapping = pchMapping;
pControllerMapping->priority = priority;
/* refresh open controllers */
SDL_PrivateGameControllerRefreshMapping(pControllerMapping);
} else {
SDL_free(pchName);
SDL_free(pchMapping);
}
*existing = SDL_TRUE;
} else {
pControllerMapping = SDL_malloc(sizeof(*pControllerMapping));
if (!pControllerMapping) {
SDL_free(pchName);
SDL_free(pchMapping);
SDL_OutOfMemory();
return NULL;
}
pControllerMapping->guid = jGUID;
pControllerMapping->name = pchName;
pControllerMapping->mapping = pchMapping;
pControllerMapping->next = NULL;
pControllerMapping->priority = priority;
if (s_pSupportedControllers) {
/* Add the mapping to the end of the list */
ControllerMapping_t *pCurrMapping, *pPrevMapping;
for ( pPrevMapping = s_pSupportedControllers, pCurrMapping = pPrevMapping->next;
pCurrMapping;
pPrevMapping = pCurrMapping, pCurrMapping = pCurrMapping->next ) {
continue;
}
pPrevMapping->next = pControllerMapping;
} else {
s_pSupportedControllers = pControllerMapping;
}
*existing = SDL_FALSE;
}
return pControllerMapping;
}
#ifdef __ANDROID__
/*
* Helper function to guess at a mapping based on the elements reported for this controller
*/
static ControllerMapping_t *SDL_CreateMappingForAndroidController(const char *name, SDL_JoystickGUID guid)
{
SDL_bool existing;
char name_string[128];
char mapping_string[1024];
int button_mask;
int axis_mask;
button_mask = SDL_SwapLE16(*(Uint16*)(&guid.data[sizeof(guid.data)-4]));
axis_mask = SDL_SwapLE16(*(Uint16*)(&guid.data[sizeof(guid.data)-2]));
if (!button_mask && !axis_mask) {
/* Accelerometer, shouldn't have a game controller mapping */
return NULL;
}
/* Remove any commas in the name */
SDL_strlcpy(name_string, name, sizeof(name_string));
{
char *spot;
for (spot = name_string; *spot; ++spot) {
if (*spot == ',') {
*spot = ' ';
}
}
}
SDL_snprintf(mapping_string, sizeof(mapping_string), "none,%s,", name_string);
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_A)) {
SDL_strlcat(mapping_string, "a:b0,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_B)) {
SDL_strlcat(mapping_string, "b:b1,", sizeof(mapping_string));
} else if (button_mask & (1 << SDL_CONTROLLER_BUTTON_BACK)) {
/* Use the back button as "B" for easy UI navigation with TV remotes */
SDL_strlcat(mapping_string, "b:b4,", sizeof(mapping_string));
button_mask &= ~(1 << SDL_CONTROLLER_BUTTON_BACK);
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_X)) {
SDL_strlcat(mapping_string, "x:b2,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_Y)) {
SDL_strlcat(mapping_string, "y:b3,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_BACK)) {
SDL_strlcat(mapping_string, "back:b4,", sizeof(mapping_string));
}
#if 0 /* The guide button generally isn't functional (or acts as a home button) on most Android controllers */
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_GUIDE)) {
SDL_strlcat(mapping_string, "guide:b5,", sizeof(mapping_string));
#if 0 /* Actually this will be done in Steam */
} else if (button_mask & (1 << SDL_CONTROLLER_BUTTON_START)) {
/* The guide button doesn't exist, use the start button instead,
so you can do Steam guide button chords and open the Steam overlay.
*/
SDL_strlcat(mapping_string, "guide:b6,", sizeof(mapping_string));
button_mask &= ~(1 << SDL_CONTROLLER_BUTTON_START);
#endif
}
#endif
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_START)) {
SDL_strlcat(mapping_string, "start:b6,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_LEFTSTICK)) {
SDL_strlcat(mapping_string, "leftstick:b7,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_RIGHTSTICK)) {
SDL_strlcat(mapping_string, "rightstick:b8,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) {
SDL_strlcat(mapping_string, "leftshoulder:b9,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) {
SDL_strlcat(mapping_string, "rightshoulder:b10,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_UP)) {
SDL_strlcat(mapping_string, "dpup:b11,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN)) {
SDL_strlcat(mapping_string, "dpdown:b12,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT)) {
SDL_strlcat(mapping_string, "dpleft:b13,", sizeof(mapping_string));
}
if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) {
SDL_strlcat(mapping_string, "dpright:b14,", sizeof(mapping_string));
}
if (axis_mask & (1 << SDL_CONTROLLER_AXIS_LEFTX)) {
SDL_strlcat(mapping_string, "leftx:a0,", sizeof(mapping_string));
}
if (axis_mask & (1 << SDL_CONTROLLER_AXIS_LEFTY)) {
SDL_strlcat(mapping_string, "lefty:a1,", sizeof(mapping_string));
}
if (axis_mask & (1 << SDL_CONTROLLER_AXIS_RIGHTX)) {
SDL_strlcat(mapping_string, "rightx:a2,", sizeof(mapping_string));
}
if (axis_mask & (1 << SDL_CONTROLLER_AXIS_RIGHTY)) {
SDL_strlcat(mapping_string, "righty:a3,", sizeof(mapping_string));
}
if (axis_mask & (1 << SDL_CONTROLLER_AXIS_TRIGGERLEFT)) {
SDL_strlcat(mapping_string, "lefttrigger:a4,", sizeof(mapping_string));
}
if (axis_mask & (1 << SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
SDL_strlcat(mapping_string, "righttrigger:a5,", sizeof(mapping_string));
}
/* Remove trailing comma */
{
int pos = (int)SDL_strlen(mapping_string) - 1;
if (pos >= 0) {
if (mapping_string[pos] == ',') {
mapping_string[pos] = '\0';
}
}
}
return SDL_PrivateAddMappingForGUID(guid, mapping_string,
&existing, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT);
}
#endif /* __ANDROID__ */
/*
* Helper function to determine pre-calculated offset to certain joystick mappings
*/
static ControllerMapping_t *SDL_PrivateGetControllerMappingForNameAndGUID(const char *name, SDL_JoystickGUID guid)
{
ControllerMapping_t *mapping;
mapping = SDL_PrivateGetControllerMappingForGUID(&guid, SDL_FALSE);
#ifdef __LINUX__
if (!mapping && name) {
if (SDL_strstr(name, "Xbox 360 Wireless Receiver")) {
/* The Linux driver xpad.c maps the wireless dpad to buttons */
SDL_bool existing;
mapping = SDL_PrivateAddMappingForGUID(guid,
"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",
&existing, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT);
}
}
#endif /* __LINUX__ */
if (!mapping && name) {
if (SDL_strstr(name, "Xbox") || SDL_strstr(name, "X-Box") || SDL_strstr(name, "XBOX")) {
mapping = s_pXInputMapping;
}
}
#ifdef __ANDROID__
if (!mapping && name && !SDL_IsJoystickHIDAPI(guid)) {
mapping = SDL_CreateMappingForAndroidController(name, guid);
}
#endif
if (!mapping) {
mapping = s_pDefaultMapping;
}
return mapping;
}
static ControllerMapping_t *SDL_PrivateGetControllerMapping(int device_index)
{
const char *name;
SDL_JoystickGUID guid;
ControllerMapping_t *mapping;
SDL_LockJoysticks();
if ((device_index < 0) || (device_index >= SDL_NumJoysticks())) {
SDL_SetError("There are %d joysticks available", SDL_NumJoysticks());
SDL_UnlockJoysticks();
return (NULL);
}
name = SDL_JoystickNameForIndex(device_index);
guid = SDL_JoystickGetDeviceGUID(device_index);
mapping = SDL_PrivateGetControllerMappingForNameAndGUID(name, guid);
SDL_UnlockJoysticks();
return mapping;
}
/*
* Add or update an entry into the Mappings Database
*/
int
SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw)
{
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;
}
/*
* Add or update an entry into the Mappings Database with a priority
*/
static int
SDL_PrivateGameControllerAddMapping(const char *mappingString, SDL_ControllerMappingPriority priority)
{
char *pchGUID;
SDL_JoystickGUID jGUID;
SDL_bool is_default_mapping = SDL_FALSE;
SDL_bool is_hidapi_mapping = SDL_FALSE;
SDL_bool is_xinput_mapping = SDL_FALSE;
SDL_bool existing = SDL_FALSE;
ControllerMapping_t *pControllerMapping;
if (!mappingString) {
return SDL_InvalidParamError("mappingString");
}
pchGUID = SDL_PrivateGetControllerGUIDFromMappingString(mappingString);
if (!pchGUID) {
return SDL_SetError("Couldn't parse GUID from %s", mappingString);
}
if (!SDL_strcasecmp(pchGUID, "default")) {
is_default_mapping = SDL_TRUE;
} else if (!SDL_strcasecmp(pchGUID, "hidapi")) {
is_hidapi_mapping = SDL_TRUE;
} else if (!SDL_strcasecmp(pchGUID, "xinput")) {
is_xinput_mapping = SDL_TRUE;
}
jGUID = SDL_JoystickGetGUIDFromString(pchGUID);
SDL_free(pchGUID);
pControllerMapping = SDL_PrivateAddMappingForGUID(jGUID, mappingString, &existing, priority);
if (!pControllerMapping) {
return -1;
}
if (existing) {
return 0;
} else {
if (is_default_mapping) {
s_pDefaultMapping = pControllerMapping;
} else if (is_hidapi_mapping) {
s_pHIDAPIMapping = pControllerMapping;
} else if (is_xinput_mapping) {
s_pXInputMapping = pControllerMapping;
}
return 1;
}
}
/*
* Add or update an entry into the Mappings Database
*/
int
SDL_GameControllerAddMapping(const char *mappingString)
{
return SDL_PrivateGameControllerAddMapping(mappingString, SDL_CONTROLLER_MAPPING_PRIORITY_API);
}
/*
* Get the number of mappings installed
*/
int
SDL_GameControllerNumMappings(void)
{
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;
}
/*
* Get the mapping at a particular index.
*/
char *
SDL_GameControllerMappingForIndex(int mapping_index)
{
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;
}
/*
* Get the mapping string for this GUID
*/
char *
SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
{
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;
}
/*
* Get the mapping string for this device
*/
char *
SDL_GameControllerMapping(SDL_GameController * gamecontroller)
{
if (!gamecontroller) {
return NULL;
}
return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid);
}
static void
SDL_GameControllerLoadHints()
{
const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG);
if (hint && hint[0]) {
size_t nchHints = SDL_strlen(hint);
char *pUserMappings = SDL_malloc(nchHints + 1);
char *pTempMappings = pUserMappings;
SDL_memcpy(pUserMappings, hint, nchHints);
pUserMappings[nchHints] = '\0';
while (pUserMappings) {
char *pchNewLine = NULL;
pchNewLine = SDL_strchr(pUserMappings, '\n');
if (pchNewLine)
*pchNewLine = '\0';
SDL_PrivateGameControllerAddMapping(pUserMappings, SDL_CONTROLLER_MAPPING_PRIORITY_USER);
if (pchNewLine) {
pUserMappings = pchNewLine + 1;
} else {
pUserMappings = NULL;
}
}
SDL_free(pTempMappings);
}
}
/*
* Fill the given buffer with the expected controller mapping filepath.
* Usually this will just be SDL_HINT_GAMECONTROLLERCONFIG_FILE, but for
* Android, we want to get the internal storage path.
*/
static SDL_bool SDL_GetControllerMappingFilePath(char *path, size_t size)
{
const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG_FILE);
if (hint && *hint) {
return SDL_strlcpy(path, hint, size) < size;
}
#if defined(__ANDROID__)
return SDL_snprintf(path, size, "%s/controller_map.txt", SDL_AndroidGetInternalStoragePath()) < size;
#else
return SDL_FALSE;
#endif
}
/*
* Initialize the game controller system, mostly load our DB of controller config mappings
*/
int
SDL_GameControllerInitMappings(void)
{
char szControllerMapPath[1024];
int i = 0;
const char *pMappingString = NULL;
pMappingString = s_ControllerMappings[i];
while (pMappingString) {
SDL_PrivateGameControllerAddMapping(pMappingString, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT);
i++;
pMappingString = s_ControllerMappings[i];
}
if (SDL_GetControllerMappingFilePath(szControllerMapPath, sizeof(szControllerMapPath))) {
SDL_GameControllerAddMappingsFromFile(szControllerMapPath);
}
/* load in any user supplied config */
SDL_GameControllerLoadHints();
SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES,
SDL_GameControllerIgnoreDevicesChanged, NULL);
SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT,
SDL_GameControllerIgnoreDevicesExceptChanged, NULL);
return (0);
}
int
SDL_GameControllerInit(void)
{
int i;
/* watch for joy events and fire controller ones if needed */
SDL_AddEventWatch(SDL_GameControllerEventWatcher, NULL);
/* Send added events for controllers currently attached */
for (i = 0; i < SDL_NumJoysticks(); ++i) {
if (SDL_IsGameController(i)) {
SDL_Event deviceevent;
deviceevent.type = SDL_CONTROLLERDEVICEADDED;
deviceevent.cdevice.which = i;
SDL_PushEvent(&deviceevent);
}
}
return (0);
}
/*
* Get the implementation dependent name of a controller
*/
const char *
SDL_GameControllerNameForIndex(int device_index)
{
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;
}
/**
* 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.
*/
char *
SDL_GameControllerMappingForDeviceIndex(int joystick_index)
{
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;
}
/*
* Return 1 if the joystick with this name and GUID is a supported controller
*/
SDL_bool
SDL_IsGameControllerNameAndGUID(const char *name, SDL_JoystickGUID guid)
{
ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMappingForNameAndGUID(name, guid);
if (pSupportedController) {
return SDL_TRUE;
}
return SDL_FALSE;
}
/*
* Return 1 if the joystick at this device index is a supported controller
*/
SDL_bool
SDL_IsGameController(int device_index)
{
ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
if (pSupportedController) {
return SDL_TRUE;
}
return SDL_FALSE;
}
/*
* Return 1 if the game controller should be ignored by SDL
*/
SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
{
int i;
Uint16 vendor;
Uint16 product;
Uint16 version;
Uint32 vidpid;
#if defined(__LINUX__)
if (name && SDL_strstr(name, "Wireless Controller Motion Sensors")) {
/* Don't treat the PS4 motion controls as a separate game controller */
return SDL_TRUE;
}
#endif
if (SDL_allowed_controllers.num_entries == 0 &&
SDL_ignored_controllers.num_entries == 0) {
return SDL_FALSE;
}
SDL_GetJoystickGUIDInfo(guid, &vendor, &product, &version);
if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE)) {
/* 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 */
SDL_bool bSteamVirtualGamepad = SDL_FALSE;
#if defined(__LINUX__)
bSteamVirtualGamepad = (vendor == 0x28DE && product == 0x11FF);
#elif defined(__MACOSX__)
bSteamVirtualGamepad = (vendor == 0x045E && product == 0x028E && version == 1);
#elif defined(__WIN32__)
/* We can't tell on Windows, but Steam will block others in input hooks */
bSteamVirtualGamepad = SDL_TRUE;
#endif
if (bSteamVirtualGamepad) {
return SDL_FALSE;
}
}
vidpid = MAKE_VIDPID(vendor, product);
if (SDL_allowed_controllers.num_entries > 0) {
for (i = 0; i < SDL_allowed_controllers.num_entries; ++i) {
if (vidpid == SDL_allowed_controllers.entries[i]) {
return SDL_FALSE;
}
}
return SDL_TRUE;
} else {
for (i = 0; i < SDL_ignored_controllers.num_entries; ++i) {
if (vidpid == SDL_ignored_controllers.entries[i]) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
}
/*
* Open a controller for use - the index passed as an argument refers to
* the N'th controller on the system. This index is the value which will
* identify this controller in future controller events.
*
* This function returns a controller identifier, or NULL if an error occurred.
*/
SDL_GameController *
SDL_GameControllerOpen(int device_index)
{
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);
}
/*
* Manually pump for controller updates.
*/
void
SDL_GameControllerUpdate(void)
{
/* Just for API completeness; the joystick API does all the work. */
SDL_JoystickUpdate();
}
/*
* Get the current state of an axis control on a controller
*/
Sint16
SDL_GameControllerGetAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
{
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;
}
/*
* Get the current state of a button on a controller
*/
Uint8
SDL_GameControllerGetButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
{
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;
}
const char *
SDL_GameControllerName(SDL_GameController * gamecontroller)
{
if (!gamecontroller)
return NULL;
if (SDL_strcmp(gamecontroller->name, "*") == 0) {
return SDL_JoystickName(SDL_GameControllerGetJoystick(gamecontroller));
} else {
return gamecontroller->name;
}
}
int
SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller)
{
return SDL_JoystickGetPlayerIndex(SDL_GameControllerGetJoystick(gamecontroller));
}
Uint16
SDL_GameControllerGetVendor(SDL_GameController * gamecontroller)
{
return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller));
}
Uint16
SDL_GameControllerGetProduct(SDL_GameController * gamecontroller)
{
return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller));
}
Uint16
SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller)
{
return SDL_JoystickGetProductVersion(SDL_GameControllerGetJoystick(gamecontroller));
}
/*
* Return if the controller in question is currently attached to the system,
* \return 0 if not plugged in, 1 if still present.
*/
SDL_bool
SDL_GameControllerGetAttached(SDL_GameController * gamecontroller)
{
if (!gamecontroller)
return SDL_FALSE;
return SDL_JoystickGetAttached(gamecontroller->joystick);
}
/*
* Get the joystick for this controller
*/
SDL_Joystick *SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller)
{
if (!gamecontroller)
return NULL;
return gamecontroller->joystick;
}
/*
* Find the SDL_GameController that owns this instance id
*/
SDL_GameController *
SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
{
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;
}
/*
* Get the SDL joystick layer binding for this controller axis mapping
*/
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
{
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;
}
/*
* Get the SDL joystick layer binding for this controller button mapping
*/
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
{
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;
}
int
SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
{
return SDL_JoystickRumble(SDL_GameControllerGetJoystick(gamecontroller), low_frequency_rumble, high_frequency_rumble, duration_ms);
}
void
SDL_GameControllerClose(SDL_GameController * gamecontroller)
{
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();
}
/*
* Quit the controller subsystem
*/
void
SDL_GameControllerQuit(void)
{
SDL_LockJoysticks();
while (SDL_gamecontrollers) {
SDL_gamecontrollers->ref_count = 1;
SDL_GameControllerClose(SDL_gamecontrollers);
}
SDL_UnlockJoysticks();
}
void
SDL_GameControllerQuitMappings(void)
{
ControllerMapping_t *pControllerMap;
while (s_pSupportedControllers) {
pControllerMap = s_pSupportedControllers;
s_pSupportedControllers = s_pSupportedControllers->next;
SDL_free(pControllerMap->name);
SDL_free(pControllerMap->mapping);
SDL_free(pControllerMap);
}
SDL_DelEventWatch(SDL_GameControllerEventWatcher, NULL);
SDL_DelHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES,
SDL_GameControllerIgnoreDevicesChanged, NULL);
SDL_DelHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT,
SDL_GameControllerIgnoreDevicesExceptChanged, NULL);
if (SDL_allowed_controllers.entries) {
SDL_free(SDL_allowed_controllers.entries);
SDL_zero(SDL_allowed_controllers);
}
if (SDL_ignored_controllers.entries) {
SDL_free(SDL_ignored_controllers.entries);
SDL_zero(SDL_ignored_controllers);
}
}
/*
* Event filter to transform joystick events into appropriate game controller ones
*/
static int
SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
{
int posted;
/* translate the event, if desired */
posted = 0;
#if !SDL_EVENTS_DISABLED
if (SDL_GetEventState(SDL_CONTROLLERAXISMOTION) == SDL_ENABLE) {
SDL_Event event;
event.type = SDL_CONTROLLERAXISMOTION;
event.caxis.which = gamecontroller->joystick->instance_id;
event.caxis.axis = axis;
event.caxis.value = value;
posted = SDL_PushEvent(&event) == 1;
}
#endif /* !SDL_EVENTS_DISABLED */
return (posted);
}
/*
* Event filter to transform joystick events into appropriate game controller ones
*/
static int
SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state)
{
int posted;
#if !SDL_EVENTS_DISABLED
SDL_Event event;
if (button == SDL_CONTROLLER_BUTTON_INVALID)
return (0);
switch (state) {
case SDL_PRESSED:
event.type = SDL_CONTROLLERBUTTONDOWN;
break;
case SDL_RELEASED:
event.type = SDL_CONTROLLERBUTTONUP;
break;
default:
/* Invalid state -- bail */
return (0);
}
#endif /* !SDL_EVENTS_DISABLED */
if (button == SDL_CONTROLLER_BUTTON_GUIDE) {
Uint32 now = SDL_GetTicks();
if (state == SDL_PRESSED) {
gamecontroller->guide_button_down = now;
if (gamecontroller->joystick->delayed_guide_button) {
/* Skip duplicate press */
return (0);
}
} else {
if (!SDL_TICKS_PASSED(now, gamecontroller->guide_button_down+SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS) && !gamecontroller->joystick->force_recentering) {
gamecontroller->joystick->delayed_guide_button = SDL_TRUE;
return (0);
}
gamecontroller->joystick->delayed_guide_button = SDL_FALSE;
}
}
/* translate the event, if desired */
posted = 0;
#if !SDL_EVENTS_DISABLED
if (SDL_GetEventState(event.type) == SDL_ENABLE) {
event.cbutton.which = gamecontroller->joystick->instance_id;
event.cbutton.button = button;
event.cbutton.state = state;
posted = SDL_PushEvent(&event) == 1;
}
#endif /* !SDL_EVENTS_DISABLED */
return (posted);
}
/*
* Turn off controller events
*/
int
SDL_GameControllerEventState(int state)
{
#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 */
}
void
SDL_GameControllerHandleDelayedGuideButton(SDL_Joystick *joystick)
{
SDL_GameController *controllerlist = SDL_gamecontrollers;
while (controllerlist) {
if (controllerlist->joystick == joystick) {
SDL_PrivateGameControllerButton(controllerlist, SDL_CONTROLLER_BUTTON_GUIDE, SDL_RELEASED);
break;
}
controllerlist = controllerlist->next;
}
}
/* vi: set ts=4 sw=4 expandtab: */
SDL_LoadVIDPIDListFromHint
static void SDL_LoadVIDPIDListFromHint(const char *hint, SDL_vidpid_list *list)
Definition: SDL_gamecontroller.c:136
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_GameControllerGetButton
Uint8 SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:1694
SDL_zero
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
SDL_Event::type
Uint32 type
Definition: SDL_events.h:559
SDL_CONTROLLER_BUTTON_DPAD_LEFT
@ SDL_CONTROLLER_BUTTON_DPAD_LEFT
Definition: SDL_gamecontroller.h:332
SDL_CONTROLLERDEVICEREMOVED
@ SDL_CONTROLLERDEVICEREMOVED
Definition: SDL_events.h:124
SDL_IsJoystickHIDAPI
SDL_bool SDL_IsJoystickHIDAPI(SDL_JoystickGUID guid)
Definition: SDL_joystick.c:1208
SDL_memset
#define SDL_memset
Definition: SDL_dynapi_overrides.h:386
SDL_GameControllerUpdate
void SDL_GameControllerUpdate(void)
Definition: SDL_gamecontroller.c:1625
s_zeroGUID
static SDL_JoystickGUID s_zeroGUID
Definition: SDL_gamecontroller.c:102
SDL_ExtendedGameControllerBind::input
union SDL_ExtendedGameControllerBind::@24 input
_SDL_GameController::last_match_axis
SDL_ExtendedGameControllerBind ** last_match_axis
Definition: SDL_gamecontroller.c:117
_ControllerMapping_t::priority
SDL_ControllerMappingPriority priority
Definition: SDL_gamecontroller.c:98
SDL_CONTROLLER_AXIS_RIGHTX
@ SDL_CONTROLLER_AXIS_RIGHTX
Definition: SDL_gamecontroller.h:277
Uint32
uint32_t Uint32
Definition: SDL_stdinc.h:203
SDL_strlcat
#define SDL_strlcat
Definition: SDL_dynapi_overrides.h:396
SDL_events.h
SDL_LoadFile
#define SDL_LoadFile
Definition: SDL_dynapi_overrides.h:726
SDL_GameControllerButtonBind::button
int button
Definition: SDL_gamecontroller.h:77
HasSameOutput
static SDL_bool HasSameOutput(SDL_ExtendedGameControllerBind *a, SDL_ExtendedGameControllerBind *b)
Definition: SDL_gamecontroller.c:226
SDL_PrivateGameControllerAxis
static int SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
Definition: SDL_gamecontroller.c:1975
SDL_PrivateGetControllerGUIDFromMappingString
static char * SDL_PrivateGetControllerGUIDFromMappingString(const char *pMapping)
Definition: SDL_gamecontroller.c:717
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:1464
SDL_GameControllerEventWatcher
static int SDL_GameControllerEventWatcher(void *userdata, SDL_Event *event)
Definition: SDL_gamecontroller.c:347
mask
GLenum GLint GLuint mask
Definition: SDL_opengl_glext.h:657
SDL_GameControllerButtonBind::hat
int hat
Definition: SDL_gamecontroller.h:80
SDL_sysjoystick.h
SDL_gamecontrollers
static SDL_GameController * SDL_gamecontrollers
Definition: SDL_gamecontroller.c:48
SDL_UnlockJoysticks
#define SDL_UnlockJoysticks
Definition: SDL_dynapi_overrides.h:639
_SDL_GameController::guide_button_down
Uint32 guide_button_down
Definition: SDL_gamecontroller.c:119
SDL_ExtendedGameControllerBind::button
SDL_GameControllerButton button
Definition: SDL_gamecontroller.c:73
SDL_JoystickClose
#define SDL_JoystickClose
Definition: SDL_dynapi_overrides.h:215
SDL_joystick_c.h
SDL_ExtendedGameControllerBind::button
int button
Definition: SDL_gamecontroller.c:55
SDL_ADDEVENT
@ SDL_ADDEVENT
Definition: SDL_events.h:615
NULL
#define NULL
Definition: begin_code.h:167
SDL_CONTROLLER_BUTTON_INVALID
@ SDL_CONTROLLER_BUTTON_INVALID
Definition: SDL_gamecontroller.h:318
SDL_timer.h
b
GLboolean GLboolean GLboolean b
Definition: SDL_opengl_glext.h:1109
SDL_JoystickGetButton
#define SDL_JoystickGetButton
Definition: SDL_dynapi_overrides.h:214
UpdateEventsForDeviceRemoval
static void UpdateEventsForDeviceRemoval()
Definition: SDL_gamecontroller.c:201
SDL_PrivateGameControllerParseElement
static void SDL_PrivateGameControllerParseElement(SDL_GameController *gamecontroller, const char *szGameButton, const char *szJoystickButton)
Definition: SDL_gamecontroller.c:541
SDL_GameControllerGetStringForButton
const char * SDL_GameControllerGetStringForButton(SDL_GameControllerButton axis)
Definition: SDL_gamecontroller.c:530
SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS
#define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS
Definition: SDL_gamecontroller.c:43
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
HandleJoystickAxis
static void HandleJoystickAxis(SDL_GameController *gamecontroller, int axis, int value)
Definition: SDL_gamecontroller.c:248
SDLCALL
#define SDLCALL
Definition: SDL_internal.h:49
SDL_GameControllerIgnoreDevicesChanged
static void SDL_GameControllerIgnoreDevicesChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
Definition: SDL_gamecontroller.c:182
SDL_NumJoysticks
#define SDL_NumJoysticks
Definition: SDL_dynapi_overrides.h:195
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_CONTROLLER_BUTTON_RIGHTSTICK
@ SDL_CONTROLLER_BUTTON_RIGHTSTICK
Definition: SDL_gamecontroller.h:327
SDL_ExtendedGameControllerBind::axis_min
int axis_min
Definition: SDL_gamecontroller.c:59
SDL_vidpid_list::entries
Uint32 * entries
Definition: SDL_gamecontroller.c:129
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_ControllerDeviceEvent::which
Sint32 which
Definition: SDL_events.h:413
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_GameControllerOpen
SDL_GameController * SDL_GameControllerOpen(int device_index)
Definition: SDL_gamecontroller.c:1541
SDL_GameControllerButtonBind
Definition: SDL_gamecontroller.h:72
SDL_CONTROLLER_AXIS_LEFTX
@ SDL_CONTROLLER_AXIS_LEFTX
Definition: SDL_gamecontroller.h:275
SDL_ControllerMappingPriority
SDL_ControllerMappingPriority
Definition: SDL_gamecontroller.c:86
SDL_JoystickGUID::data
Uint8 data[16]
Definition: SDL_joystick.h:71
input
GLenum GLenum GLenum input
Definition: SDL_opengl_glext.h:9374
path
GLsizei const GLchar *const * path
Definition: SDL_opengl_glext.h:3730
SDL_RWread
#define SDL_RWread
Definition: SDL_dynapi_overrides.h:723
SDL_JOYDEVICEREMOVED
@ SDL_JOYDEVICEREMOVED
Definition: SDL_events.h:117
SDL_GameControllerGetAxis
Sint16 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:1635
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:1109
SDL_GetHint
#define SDL_GetHint
Definition: SDL_dynapi_overrides.h:191
SDL_RELEASED
#define SDL_RELEASED
Definition: SDL_events.h:49
SDL_JoystickOpen
#define SDL_JoystickOpen
Definition: SDL_dynapi_overrides.h:197
SDL_vidpid_list::max_entries
int max_entries
Definition: SDL_gamecontroller.c:128
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:103
SDL_CONTROLLERDEVICEADDED
@ SDL_CONTROLLERDEVICEADDED
Definition: SDL_events.h:123
SDL_JoystickName
#define SDL_JoystickName
Definition: SDL_dynapi_overrides.h:198
SDL_SwapLE16
#define SDL_SwapLE16(X)
Definition: SDL_endian.h:241
_SDL_GameController::bindings
SDL_ExtendedGameControllerBind * bindings
Definition: SDL_gamecontroller.c:116
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_ShouldIgnoreGameController
SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1476
SDL_GameControllerName
const char * SDL_GameControllerName(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1732
_SDL_GameController::ref_count
int ref_count
Definition: SDL_gamecontroller.c:112
SDL_CONTROLLER_BUTTON_MAX
@ SDL_CONTROLLER_BUTTON_MAX
Definition: SDL_gamecontroller.h:334
SDL_JoystickGetPlayerIndex
#define SDL_JoystickGetPlayerIndex
Definition: SDL_dynapi_overrides.h:702
_ControllerMapping_t::name
char * name
Definition: SDL_gamecontroller.c:96
SDL_strcasecmp
#define SDL_strcasecmp
Definition: SDL_dynapi_overrides.h:419
SDL_vidpid_list::num_entries
int num_entries
Definition: SDL_gamecontroller.c:127
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_GameControllerInit
int SDL_GameControllerInit(void)
Definition: SDL_gamecontroller.c:1374
_ControllerMapping_t::guid
SDL_JoystickGUID guid
Definition: SDL_gamecontroller.c:95
SDL_JoystickID
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:81
SDL_GameControllerGetAxisFromString
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
Definition: SDL_gamecontroller.c:462
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
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:457
Sint16
int16_t Sint16
Definition: SDL_stdinc.h:185
buf
GLenum GLuint GLenum GLsizei const GLchar * buf
Definition: SDL_opengl_glext.h:2480
SDL_GameControllerGetButtonFromString
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
Definition: SDL_gamecontroller.c:514
SDL_PrivateGameControllerRefreshMapping
static void SDL_PrivateGameControllerRefreshMapping(ControllerMapping_t *pControllerMapping)
Definition: SDL_gamecontroller.c:801
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:2649
SDL_JoystickGetDeviceGUID
#define SDL_JoystickGetDeviceGUID
Definition: SDL_dynapi_overrides.h:199
SDL_FALSE
@ SDL_FALSE
Definition: SDL_stdinc.h:163
SDL_CONTROLLER_MAPPING_PRIORITY_USER
@ SDL_CONTROLLER_MAPPING_PRIORITY_USER
Definition: SDL_gamecontroller.c:90
SDL_GameControllerHandleDelayedGuideButton
void SDL_GameControllerHandleDelayedGuideButton(SDL_Joystick *joystick)
Definition: SDL_gamecontroller.c:2088
SDL_PrivateGetControllerNameFromMappingString
static char * SDL_PrivateGetControllerNameFromMappingString(const char *pMapping)
Definition: SDL_gamecontroller.c:756
SDL_strchr
#define SDL_strchr
Definition: SDL_dynapi_overrides.h:401
SDL_GameControllerBindType
SDL_GameControllerBindType
Definition: SDL_gamecontroller.h:61
SDL_GameControllerMappingForDeviceIndex
char * SDL_GameControllerMappingForDeviceIndex(int joystick_index)
Definition: SDL_gamecontroller.c:1419
SDL_GameControllerGetBindForButton
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:1850
SDL_IsJoystickXInput
SDL_bool SDL_IsJoystickXInput(SDL_JoystickGUID guid)
Definition: SDL_joystick.c:1202
SDL_JOYSTICK_AXIS_MIN
#define SDL_JOYSTICK_AXIS_MIN
Definition: SDL_joystick.h:302
SDL_CONTROLLERBUTTONUP
@ SDL_CONTROLLERBUTTONUP
Definition: SDL_events.h:122
SDL_GetEventState
#define SDL_GetEventState(type)
Definition: SDL_events.h:772
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_GetJoystickGUIDInfo
void SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version)
Definition: SDL_joystick.c:1125
SDL_GameControllerGetAttached
SDL_bool SDL_GameControllerGetAttached(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1773
SDL_memcmp
#define SDL_memcmp
Definition: SDL_dynapi_overrides.h:389
SDL_ExtendedGameControllerBind::hat_mask
int hat_mask
Definition: SDL_gamecontroller.c:65
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:300
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:483
SDL_GameControllerNumMappings
int SDL_GameControllerNumMappings(void)
Definition: SDL_gamecontroller.c:1209
HandleJoystickHat
static void HandleJoystickHat(SDL_GameController *gamecontroller, int hat, Uint8 value)
Definition: SDL_gamecontroller.c:319
SDL_CONTROLLER_AXIS_INVALID
@ SDL_CONTROLLER_AXIS_INVALID
Definition: SDL_gamecontroller.h:274
SDL_ignored_controllers
static SDL_vidpid_list SDL_ignored_controllers
Definition: SDL_gamecontroller.c:133
s_pXInputMapping
static ControllerMapping_t * s_pXInputMapping
Definition: SDL_gamecontroller.c:106
_ControllerMapping_t::mapping
char * mapping
Definition: SDL_gamecontroller.c:97
name
GLuint const GLchar * name
Definition: SDL_opengl_glext.h:660
s_ControllerMappings
static const char * s_ControllerMappings[]
Definition: SDL_gamecontrollerdb.h:32
SDL_GameControllerMapping
char * SDL_GameControllerMapping(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1284
SDL_strtol
#define SDL_strtol
Definition: SDL_dynapi_overrides.h:412
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_isdigit
#define SDL_isdigit
Definition: SDL_dynapi_overrides.h:382
SDL_GameControllerInitMappings
int SDL_GameControllerInitMappings(void)
Definition: SDL_gamecontroller.c:1345
SDL_PeepEvents
#define SDL_PeepEvents
Definition: SDL_dynapi_overrides.h:117
Uint16
uint16_t Uint16
Definition: SDL_stdinc.h:191
SDL_PrivateLoadButtonMapping
static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
Definition: SDL_gamecontroller.c:688
SDL_assert.h
SDL_GetTicks
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
SDL_GameControllerAxis
SDL_GameControllerAxis
Definition: SDL_gamecontroller.h:272
s_pDefaultMapping
static ControllerMapping_t * s_pDefaultMapping
Definition: SDL_gamecontroller.c:104
SDL_RWsize
#define SDL_RWsize
Definition: SDL_dynapi_overrides.h:720
MAKE_VIDPID
#define MAKE_VIDPID(VID, PID)
Definition: SDL_sysjoystick.h:90
SDL_JOYAXISMOTION
@ SDL_JOYAXISMOTION
Definition: SDL_events.h:111
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
SDL_GameControllerNameForIndex
const char * SDL_GameControllerNameForIndex(int device_index)
Definition: SDL_gamecontroller.c:1399
SDL_GameControllerLoadHints
static void SDL_GameControllerLoadHints()
Definition: SDL_gamecontroller.c:1294
SDL_GameControllerGetPlayerIndex
int SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1745
map_StringForControllerAxis
static const char * map_StringForControllerAxis[]
Definition: SDL_gamecontroller.c:449
SDL_JOYSTICK_AXIS_MAX
#define SDL_JOYSTICK_AXIS_MAX
Definition: SDL_joystick.h:301
axis
SDL_Texture * axis
Definition: testgamecontroller.c:67
_SDL_GameController::joystick
SDL_Joystick * joystick
Definition: SDL_gamecontroller.c:111
SDL_GameControllerMappingForIndex
char * SDL_GameControllerMappingForIndex(int mapping_index)
Definition: SDL_gamecontroller.c:1227
SDL_OutOfMemory
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
_SDL_GameController::last_hat_mask
Uint8 * last_hat_mask
Definition: SDL_gamecontroller.c:118
size
GLsizeiptr size
Definition: SDL_opengl_glext.h:537
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: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_GameControllerQuitMappings
void SDL_GameControllerQuitMappings(void)
Definition: SDL_gamecontroller.c:1942
SDL_CONTROLLER_BUTTON_Y
@ SDL_CONTROLLER_BUTTON_Y
Definition: SDL_gamecontroller.h:322
_SDL_GameController::num_bindings
int num_bindings
Definition: SDL_gamecontroller.c:115
sort_controllers.controllers
list controllers
Definition: sort_controllers.py:12
_SDL_GameController
Definition: SDL_gamecontroller.c:109
events
static SDL_Event events[EVENT_BUF_SIZE]
Definition: testgesture.c:39
SDL_TRUE
@ SDL_TRUE
Definition: SDL_stdinc.h:164
SDL_vidpid_list
Definition: SDL_gamecontroller.c:125
SDL_gamecontrollerdb.h
SDL_CONTROLLER_BINDTYPE_AXIS
@ SDL_CONTROLLER_BINDTYPE_AXIS
Definition: SDL_gamecontroller.h:65
SDL_GameControllerGetStringForAxis
const char * SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:484
SDL_AddHintCallback
#define SDL_AddHintCallback
Definition: SDL_dynapi_overrides.h:192
sort_controllers.output
output
Definition: sort_controllers.py:10
SDL_allowed_controllers
static SDL_vidpid_list SDL_allowed_controllers
Definition: SDL_gamecontroller.c:132
value
GLsizei const GLfloat * value
Definition: SDL_opengl_glext.h:698
SDL_PrivateGetControllerMappingForNameAndGUID
static ControllerMapping_t * SDL_PrivateGetControllerMappingForNameAndGUID(const char *name, SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1020
_ControllerMapping_t
Definition: SDL_gamecontroller.c:93
SDL_SetError
#define SDL_SetError
Definition: SDL_dynapi_overrides.h:30
SDL_GameControllerClose
void SDL_GameControllerClose(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1885
SDL_JoystickGetAxis
#define SDL_JoystickGetAxis
Definition: SDL_dynapi_overrides.h:211
SDL_snprintf
#define SDL_snprintf
Definition: SDL_dynapi_overrides.h:40
SDL_IsGameControllerNameAndGUID
SDL_bool SDL_IsGameControllerNameAndGUID(const char *name, SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1451
SDL_JOYBUTTONUP
@ SDL_JOYBUTTONUP
Definition: SDL_events.h:115
SDL_system.h
SDL_hints.h
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_GameControllerGetVendor
Uint16 SDL_GameControllerGetVendor(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1751
SDL_IGNORE
#define SDL_IGNORE
Definition: SDL_events.h:757
SDL_GameControllerMappingForGUID
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1260
SDL_HINT_GAMECONTROLLERCONFIG
#define SDL_HINT_GAMECONTROLLERCONFIG
A variable that lets you manually hint extra gamecontroller db entries.
Definition: SDL_hints.h:447
SDL_CONTROLLER_BUTTON_LEFTSTICK
@ SDL_CONTROLLER_BUTTON_LEFTSTICK
Definition: SDL_gamecontroller.h:326
SDL_GameControllerAddMappingsFromRW
int SDL_GameControllerAddMappingsFromRW(SDL_RWops *rw, int freerw)
Definition: SDL_gamecontroller.c:1078
SDL_GETEVENT
@ SDL_GETEVENT
Definition: SDL_events.h:617
SDL_EventState
#define SDL_EventState
Definition: SDL_dynapi_overrides.h:131
SDL_AddEventWatch
#define SDL_AddEventWatch
Definition: SDL_dynapi_overrides.h:128
SDL_GameControllerRumble
int SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
Definition: SDL_gamecontroller.c:1879
SDL_GameControllerQuit
void SDL_GameControllerQuit(void)
Definition: SDL_gamecontroller.c:1931
SDL_strdup
#define SDL_strdup
Definition: SDL_dynapi_overrides.h:397
SDL_GameControllerGetProduct
Uint16 SDL_GameControllerGetProduct(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1757
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:88
SDL_JOYDEVICEADDED
@ SDL_JOYDEVICEADDED
Definition: SDL_events.h:116
SDL_ExtendedGameControllerBind::hat
int hat
Definition: SDL_gamecontroller.c:64
SDL_GameControllerFromInstanceID
SDL_GameController * SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
Definition: SDL_gamecontroller.c:1797
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_PrivateGameControllerParseControllerConfigString
static void SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecontroller, const char *pchString)
Definition: SDL_gamecontroller.c:637
SDL_GameControllerGetProductVersion
Uint16 SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1763
size_t
unsigned int size_t
Definition: SDL_config_windows.h:68
SDL_Event
General event structure.
Definition: SDL_events.h:557
SDL_PrivateGameControllerButton
static int SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
Definition: SDL_gamecontroller.c:1999
SDL_CONTROLLER_BUTTON_DPAD_DOWN
@ SDL_CONTROLLER_BUTTON_DPAD_DOWN
Definition: SDL_gamecontroller.h:331
SDL_DelHintCallback
#define SDL_DelHintCallback
Definition: SDL_dynapi_overrides.h:193
SDL_ExtendedGameControllerBind::axis
SDL_GameControllerAxis axis
Definition: SDL_gamecontroller.c:76
SDL_PrivateGetControllerMappingFromMappingString
static char * SDL_PrivateGetControllerMappingFromMappingString(const char *pMapping)
Definition: SDL_gamecontroller.c:783
s_pHIDAPIMapping
static ControllerMapping_t * s_pHIDAPIMapping
Definition: SDL_gamecontroller.c:105
SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES
Definition: SDL_hints.h:470
SDL_CONTROLLER_BUTTON_DPAD_UP
@ SDL_CONTROLLER_BUTTON_DPAD_UP
Definition: SDL_gamecontroller.h:330
_SDL_GameController::next
struct _SDL_GameController * next
Definition: SDL_gamecontroller.c:121
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: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
_ControllerMapping_t::next
struct _ControllerMapping_t * next
Definition: SDL_gamecontroller.c:99
SDL_ExtendedGameControllerBind::axis_max
int axis_max
Definition: SDL_gamecontroller.c:60
SDL_JoystickGUID
Definition: SDL_joystick.h:70
SDL_RWops
Definition: SDL_rwops.h:52
SDL_GameControllerEventState
int SDL_GameControllerEventState(int state)
Definition: SDL_gamecontroller.c:2056
SDL_Event::cdevice
SDL_ControllerDeviceEvent cdevice
Definition: SDL_events.h:576
SDL_CONTROLLER_BUTTON_A
@ SDL_CONTROLLER_BUTTON_A
Definition: SDL_gamecontroller.h:319
state
struct xkb_state * state
Definition: SDL_waylandsym.h:113
SDL_GameControllerAddMappingsFromFile
#define SDL_GameControllerAddMappingsFromFile(file)
Definition: SDL_gamecontroller.h:129
SDL_GameControllerGetBindForAxis
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:1818
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_GameController::name
const char * name
Definition: SDL_gamecontroller.c:114
SDL_JOYHATMOTION
@ SDL_JOYHATMOTION
Definition: SDL_events.h:113
ResetOutput
static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
Definition: SDL_gamecontroller.c:239
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_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:1327
SDL_PEEKEVENT
@ SDL_PEEKEVENT
Definition: SDL_events.h:616
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:161
SDL_DelEventWatch
#define SDL_DelEventWatch
Definition: SDL_dynapi_overrides.h:129
SDL_ExtendedGameControllerBind::output
union SDL_ExtendedGameControllerBind::@25 output
SDL_GameControllerIgnoreDevicesExceptChanged
static void SDL_GameControllerIgnoreDevicesExceptChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
Definition: SDL_gamecontroller.c:188
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_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:825
SDL_GameControllerButton
SDL_GameControllerButton
Definition: SDL_gamecontroller.h:316
Uint8
uint8_t Uint8
Definition: SDL_stdinc.h:179