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SDL_gamecontroller.h File Reference
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_joystick.h"
#include "begin_code.h"
#include "close_code.h"

Go to the source code of this file.

Classes

struct  SDL_GameControllerButtonBind
 

Typedefs

typedef struct _SDL_GameController SDL_GameController
 
typedef struct
SDL_GameControllerButtonBind 
SDL_GameControllerButtonBind
 

Enumerations

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_GameControllerBindType { SDL_CONTROLLER_BINDTYPE_NONE = 0, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_HAT }
 
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

DECLSPEC int SDLCALL SDL_GameControllerAddMapping (const char *mappingString)
 
DECLSPEC void SDLCALL SDL_GameControllerClose (SDL_GameController *gamecontroller)
 
DECLSPEC int SDLCALL SDL_GameControllerEventState (int state)
 
DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached (SDL_GameController *gamecontroller)
 
DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
DECLSPEC
SDL_GameControllerAxis SDLCALL 
SDL_GameControllerGetAxisFromString (const char *pchString)
 
DECLSPEC
SDL_GameControllerButtonBind
SDLCALL 
SDL_GameControllerGetBindForAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
DECLSPEC
SDL_GameControllerButtonBind
SDLCALL 
SDL_GameControllerGetBindForButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button)
 
DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button)
 
DECLSPEC
SDL_GameControllerButton
SDLCALL 
SDL_GameControllerGetButtonFromString (const char *pchString)
 
DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick (SDL_GameController *gamecontroller)
 
DECLSPEC const char *SDLCALL SDL_GameControllerGetStringForAxis (SDL_GameControllerAxis axis)
 
DECLSPEC const char *SDLCALL SDL_GameControllerGetStringForButton (SDL_GameControllerButton button)
 
DECLSPEC char *SDLCALL SDL_GameControllerMapping (SDL_GameController *gamecontroller)
 
DECLSPEC char *SDLCALL SDL_GameControllerMappingForGUID (SDL_JoystickGUID guid)
 
DECLSPEC const char *SDLCALL SDL_GameControllerName (SDL_GameController *gamecontroller)
 
DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex (int joystick_index)
 
DECLSPEC SDL_GameController
*SDLCALL 
SDL_GameControllerOpen (int joystick_index)
 
DECLSPEC void SDLCALL SDL_GameControllerUpdate (void)
 
DECLSPEC SDL_bool SDLCALL SDL_IsGameController (int joystick_index)
 

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_JOYSTICK 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.

Typedef Documentation

typedef struct _SDL_GameController SDL_GameController

Definition at line 55 of file SDL_gamecontroller.h.

Get the SDL joystick layer binding for this controller button/axis mapping

Enumeration Type Documentation

The list of axes available from a controller

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 194 of file SDL_gamecontroller.h.

Enumerator
SDL_CONTROLLER_BINDTYPE_NONE 
SDL_CONTROLLER_BINDTYPE_BUTTON 
SDL_CONTROLLER_BINDTYPE_AXIS 
SDL_CONTROLLER_BINDTYPE_HAT 

Definition at line 58 of file SDL_gamecontroller.h.

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 237 of file SDL_gamecontroller.h.

Function Documentation

DECLSPEC int SDLCALL SDL_GameControllerAddMapping ( const char *  mappingString)

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 "341a3608000000000000504944564944,Afterglow 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", Add or update an existing mapping configuration

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

Definition at line 662 of file SDL_gamecontroller.c.

References s_pSupportedControllers, SDL_FALSE, SDL_free(), SDL_JoystickGetGUIDFromString(), SDL_malloc(), SDL_OutOfMemory, SDL_PrivateGameControllerRefreshMapping(), SDL_PrivateGetControllerGUIDFromMappingString(), SDL_PrivateGetControllerMappingForGUID(), SDL_PrivateGetControllerMappingFromMappingString(), SDL_PrivateGetControllerNameFromMappingString(), SDL_strcasecmp(), and SDL_TRUE.

Referenced by SDL_GameControllerInit(), and SDL_GameControllerLoadHints().

DECLSPEC void SDLCALL SDL_GameControllerClose ( SDL_GameController gamecontroller)

Close a controller previously opened with SDL_GameControllerOpen().

Definition at line 1086 of file SDL_gamecontroller.c.

References NULL, SDL_free(), SDL_gamecontrollers, and SDL_JoystickClose().

Referenced by SDL_GameControllerQuit().

DECLSPEC int SDLCALL 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 1218 of file SDL_gamecontroller.c.

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

Referenced by Zeni::Controllers::enable().

DECLSPEC SDL_bool SDLCALL 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 991 of file SDL_gamecontroller.c.

References SDL_FALSE, and SDL_JoystickGetAttached().

Referenced by Zeni::Controllers::is_controller_connected().

DECLSPEC Sint16 SDLCALL 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.

The axis indices start at index 0.

Definition at line 921 of file SDL_gamecontroller.c.

References SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_JoystickGetAxis(), and SDL_JoystickGetButton().

DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString ( const char *  pchString)

turn this string into a axis mapping

Definition at line 309 of file SDL_gamecontroller.c.

References map_StringForControllerAxis, SDL_CONTROLLER_AXIS_INVALID, and SDL_strcasecmp().

Referenced by SDL_PrivateGameControllerParseButton().

DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis ( SDL_GameController gamecontroller,
SDL_GameControllerAxis  axis 
)

Get the SDL joystick layer binding for this controller button mapping

Get the SDL joystick layer binding for this controller axis mapping

Definition at line 1027 of file SDL_gamecontroller.c.

References SDL_GameControllerButtonBind::bindType, SDL_GameControllerButtonBind::button, SDL_CONTROLLER_AXIS_INVALID, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_memset(), and SDL_GameControllerButtonBind::value.

DECLSPEC Uint8 SDLCALL 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 956 of file SDL_gamecontroller.c.

References ABS, SDL_JoystickGetAxis(), SDL_JoystickGetButton(), and SDL_JoystickGetHat().

DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString ( const char *  pchString)

turn this string into a button mapping

Definition at line 357 of file SDL_gamecontroller.c.

References map_StringForControllerButton, SDL_CONTROLLER_BUTTON_INVALID, and SDL_strcasecmp().

Referenced by SDL_PrivateGameControllerParseButton().

DECLSPEC SDL_Joystick* SDLCALL SDL_GameControllerGetJoystick ( SDL_GameController gamecontroller)

Get the underlying joystick object used by a controller

Definition at line 1016 of file SDL_gamecontroller.c.

References NULL.

DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis ( SDL_GameControllerAxis  axis)

turn this axis enum into a string mapping

Definition at line 326 of file SDL_gamecontroller.c.

References map_StringForControllerAxis, NULL, SDL_CONTROLLER_AXIS_INVALID, and SDL_CONTROLLER_AXIS_MAX.

DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton ( SDL_GameControllerButton  button)

turn this button enum into a string mapping

Definition at line 374 of file SDL_gamecontroller.c.

References map_StringForControllerButton, NULL, SDL_CONTROLLER_BUTTON_INVALID, and SDL_CONTROLLER_BUTTON_MAX.

DECLSPEC char* SDLCALL 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 751 of file SDL_gamecontroller.c.

References SDL_GameControllerMappingForGUID().

Referenced by Zeni::Controllers::device_added().

DECLSPEC char* SDLCALL 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 731 of file SDL_gamecontroller.c.

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

Referenced by SDL_GameControllerMapping().

DECLSPEC const char* SDLCALL SDL_GameControllerName ( SDL_GameController gamecontroller)

Return the name for this currently opened controller

Definition at line 1004 of file SDL_gamecontroller.c.

References NULL.

DECLSPEC const char* SDLCALL 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 815 of file SDL_gamecontroller.c.

References NULL, and SDL_PrivateGetControllerMapping().

DECLSPEC SDL_GameController* SDLCALL 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 the value which will identify this controller in future controller events.

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

Definition at line 849 of file SDL_gamecontroller.c.

References NULL, SDL_free(), SDL_gamecontrollers, SDL_JoystickOpen(), SDL_malloc(), SDL_memset(), SDL_NumJoysticks(), SDL_OutOfMemory, SDL_PrivateGetControllerMapping(), SDL_PrivateLoadButtonMapping(), SDL_SetError(), SDL_SYS_GetInstanceIdOfDeviceIndex(), and SDL_SYS_JoystickUpdate().

Referenced by Zeni::Controllers::device_added().

DECLSPEC void SDLCALL 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 910 of file SDL_gamecontroller.c.

References SDL_JoystickUpdate().

DECLSPEC SDL_bool SDLCALL SDL_IsGameController ( int  joystick_index)

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

Definition at line 830 of file SDL_gamecontroller.c.

References SDL_FALSE, SDL_PrivateGetControllerMapping(), and SDL_TRUE.

Referenced by Zeni::Controllers::device_added(), and SDL_GameControllerEventWatcher().