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#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_sensor.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 |
Macros | |
#define | SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
Typedefs | |
typedef struct _SDL_GameController | SDL_GameController |
typedef struct SDL_GameControllerButtonBind | SDL_GameControllerButtonBind |
Enumerations | |
enum | SDL_GameControllerType { SDL_CONTROLLER_TYPE_UNKNOWN = 0 , SDL_CONTROLLER_TYPE_XBOX360 , SDL_CONTROLLER_TYPE_XBOXONE , SDL_CONTROLLER_TYPE_PS3 , SDL_CONTROLLER_TYPE_PS4 , SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO , SDL_CONTROLLER_TYPE_VIRTUAL , SDL_CONTROLLER_TYPE_PS5 } |
enum | SDL_GameControllerBindType { SDL_CONTROLLER_BINDTYPE_NONE = 0 , SDL_CONTROLLER_BINDTYPE_BUTTON , SDL_CONTROLLER_BINDTYPE_AXIS , SDL_CONTROLLER_BINDTYPE_HAT } |
enum | SDL_GameControllerAxis { SDL_CONTROLLER_AXIS_INVALID = -1 , SDL_CONTROLLER_AXIS_LEFTX , SDL_CONTROLLER_AXIS_LEFTY , SDL_CONTROLLER_AXIS_RIGHTX , SDL_CONTROLLER_AXIS_RIGHTY , SDL_CONTROLLER_AXIS_TRIGGERLEFT , SDL_CONTROLLER_AXIS_TRIGGERRIGHT , SDL_CONTROLLER_AXIS_MAX } |
enum | SDL_GameControllerButton { SDL_CONTROLLER_BUTTON_INVALID = -1 , SDL_CONTROLLER_BUTTON_A , SDL_CONTROLLER_BUTTON_B , SDL_CONTROLLER_BUTTON_X , SDL_CONTROLLER_BUTTON_Y , SDL_CONTROLLER_BUTTON_BACK , SDL_CONTROLLER_BUTTON_GUIDE , SDL_CONTROLLER_BUTTON_START , SDL_CONTROLLER_BUTTON_LEFTSTICK , SDL_CONTROLLER_BUTTON_RIGHTSTICK , SDL_CONTROLLER_BUTTON_LEFTSHOULDER , SDL_CONTROLLER_BUTTON_RIGHTSHOULDER , SDL_CONTROLLER_BUTTON_DPAD_UP , SDL_CONTROLLER_BUTTON_DPAD_DOWN , SDL_CONTROLLER_BUTTON_DPAD_LEFT , SDL_CONTROLLER_BUTTON_DPAD_RIGHT , SDL_CONTROLLER_BUTTON_MISC1 , SDL_CONTROLLER_BUTTON_PADDLE1 , SDL_CONTROLLER_BUTTON_PADDLE2 , SDL_CONTROLLER_BUTTON_PADDLE3 , SDL_CONTROLLER_BUTTON_PADDLE4 , SDL_CONTROLLER_BUTTON_TOUCHPAD , SDL_CONTROLLER_BUTTON_MAX } |
Functions | |
DECLSPEC int SDLCALL | SDL_GameControllerAddMappingsFromRW (SDL_RWops *rw, int freerw) |
DECLSPEC int SDLCALL | SDL_GameControllerAddMapping (const char *mappingString) |
DECLSPEC int SDLCALL | SDL_GameControllerNumMappings (void) |
DECLSPEC char *SDLCALL | SDL_GameControllerMappingForIndex (int mapping_index) |
DECLSPEC char *SDLCALL | SDL_GameControllerMappingForGUID (SDL_JoystickGUID guid) |
DECLSPEC char *SDLCALL | SDL_GameControllerMapping (SDL_GameController *gamecontroller) |
DECLSPEC SDL_bool SDLCALL | SDL_IsGameController (int joystick_index) |
DECLSPEC const char *SDLCALL | SDL_GameControllerNameForIndex (int joystick_index) |
DECLSPEC SDL_GameControllerType SDLCALL | SDL_GameControllerTypeForIndex (int joystick_index) |
DECLSPEC char *SDLCALL | SDL_GameControllerMappingForDeviceIndex (int joystick_index) |
DECLSPEC SDL_GameController *SDLCALL | SDL_GameControllerOpen (int joystick_index) |
DECLSPEC SDL_GameController *SDLCALL | SDL_GameControllerFromInstanceID (SDL_JoystickID joyid) |
DECLSPEC SDL_GameController *SDLCALL | SDL_GameControllerFromPlayerIndex (int player_index) |
DECLSPEC const char *SDLCALL | SDL_GameControllerName (SDL_GameController *gamecontroller) |
DECLSPEC SDL_GameControllerType SDLCALL | SDL_GameControllerGetType (SDL_GameController *gamecontroller) |
DECLSPEC int SDLCALL | SDL_GameControllerGetPlayerIndex (SDL_GameController *gamecontroller) |
DECLSPEC void SDLCALL | SDL_GameControllerSetPlayerIndex (SDL_GameController *gamecontroller, int player_index) |
DECLSPEC Uint16 SDLCALL | SDL_GameControllerGetVendor (SDL_GameController *gamecontroller) |
DECLSPEC Uint16 SDLCALL | SDL_GameControllerGetProduct (SDL_GameController *gamecontroller) |
DECLSPEC Uint16 SDLCALL | SDL_GameControllerGetProductVersion (SDL_GameController *gamecontroller) |
DECLSPEC const char *SDLCALL | SDL_GameControllerGetSerial (SDL_GameController *gamecontroller) |
DECLSPEC SDL_bool SDLCALL | SDL_GameControllerGetAttached (SDL_GameController *gamecontroller) |
DECLSPEC SDL_Joystick *SDLCALL | SDL_GameControllerGetJoystick (SDL_GameController *gamecontroller) |
DECLSPEC int SDLCALL | SDL_GameControllerEventState (int state) |
DECLSPEC void SDLCALL | SDL_GameControllerUpdate (void) |
DECLSPEC SDL_GameControllerAxis SDLCALL | SDL_GameControllerGetAxisFromString (const char *pchString) |
DECLSPEC const char *SDLCALL | SDL_GameControllerGetStringForAxis (SDL_GameControllerAxis axis) |
DECLSPEC SDL_GameControllerButtonBind SDLCALL | SDL_GameControllerGetBindForAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis) |
DECLSPEC SDL_bool SDLCALL | SDL_GameControllerHasAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis) |
DECLSPEC Sint16 SDLCALL | SDL_GameControllerGetAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis) |
DECLSPEC SDL_GameControllerButton SDLCALL | SDL_GameControllerGetButtonFromString (const char *pchString) |
DECLSPEC const char *SDLCALL | SDL_GameControllerGetStringForButton (SDL_GameControllerButton button) |
DECLSPEC SDL_GameControllerButtonBind SDLCALL | SDL_GameControllerGetBindForButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button) |
DECLSPEC SDL_bool SDLCALL | SDL_GameControllerHasButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button) |
DECLSPEC Uint8 SDLCALL | SDL_GameControllerGetButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button) |
DECLSPEC int SDLCALL | SDL_GameControllerGetNumTouchpads (SDL_GameController *gamecontroller) |
DECLSPEC int SDLCALL | SDL_GameControllerGetNumTouchpadFingers (SDL_GameController *gamecontroller, int touchpad) |
DECLSPEC int SDLCALL | SDL_GameControllerGetTouchpadFinger (SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure) |
DECLSPEC SDL_bool SDLCALL | SDL_GameControllerHasSensor (SDL_GameController *gamecontroller, SDL_SensorType type) |
DECLSPEC int SDLCALL | SDL_GameControllerSetSensorEnabled (SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled) |
DECLSPEC SDL_bool SDLCALL | SDL_GameControllerIsSensorEnabled (SDL_GameController *gamecontroller, SDL_SensorType type) |
DECLSPEC int SDLCALL | SDL_GameControllerGetSensorData (SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values) |
DECLSPEC int SDLCALL | SDL_GameControllerRumble (SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms) |
DECLSPEC int SDLCALL | SDL_GameControllerRumbleTriggers (SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms) |
DECLSPEC SDL_bool SDLCALL | SDL_GameControllerHasLED (SDL_GameController *gamecontroller) |
DECLSPEC int SDLCALL | SDL_GameControllerSetLED (SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue) |
DECLSPEC void SDLCALL | SDL_GameControllerClose (SDL_GameController *gamecontroller) |
Include file for SDL game controller event handling
In order to use these functions, SDL_Init() must have been called with the SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system for game controllers, and load appropriate drivers.
If you would like to receive controller updates while the application is in the background, you should set the following hint before calling SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
#define SDL_GameControllerAddMappingsFromFile | ( | file | ) | SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
Convenience macro.
typedef struct SDL_GameControllerButtonBind SDL_GameControllerButtonBind |
Get the SDL joystick layer binding for this controller button/axis mapping
The list of axes available from a controller
Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though advanced UI will allow users to set or autodetect the dead zone, which varies between controllers.
Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
The list of buttons available from a controller
DECLSPEC int SDLCALL SDL_GameControllerAddMapping | ( | const char * | mappingString | ) |
Add or update an existing mapping configuration
DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW | ( | SDL_RWops * | rw, |
int | freerw | ||
) |
To count the number of game controllers in the system for the following: int nJoysticks = SDL_NumJoysticks(); int nGameControllers = 0; for (int i = 0; i < nJoysticks; i++) { if (SDL_IsGameController(i)) { nGameControllers++; } }
Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: guid,name,mappings
Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. The mapping format for joystick is: bX - a joystick button, index X hX.Y - hat X with value Y aX - axis X of the joystick Buttons can be used as a controller axis and vice versa.
This string shows an example of a valid mapping for a controller "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
If freerw
is non-zero, the stream will be closed after being read.
DECLSPEC void SDLCALL SDL_GameControllerClose | ( | SDL_GameController * | gamecontroller | ) |
Close a controller previously opened with SDL_GameControllerOpen().
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.
DECLSPEC SDL_GameController* SDLCALL SDL_GameControllerFromInstanceID | ( | SDL_JoystickID | joyid | ) |
Return the SDL_GameController associated with an instance id.
DECLSPEC SDL_GameController* SDLCALL SDL_GameControllerFromPlayerIndex | ( | int | player_index | ) |
Return the SDL_GameController associated with a player index.
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.
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 (except for the triggers, which range from 0 to 32767).
The axis indices start at index 0.
DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString | ( | const char * | pchString | ) |
turn this string into a axis mapping
DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerAxis | axis | ||
) |
Get the SDL joystick layer binding for this controller button mapping
DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerButton | button | ||
) |
Get the SDL joystick layer binding for this controller button mapping
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.
DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString | ( | const char * | pchString | ) |
turn this string into a button mapping
DECLSPEC SDL_Joystick* SDLCALL SDL_GameControllerGetJoystick | ( | SDL_GameController * | gamecontroller | ) |
Get the underlying joystick object used by a controller
DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers | ( | SDL_GameController * | gamecontroller, |
int | touchpad | ||
) |
Get the number of supported simultaneous fingers on a touchpad on a game controller.
DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads | ( | SDL_GameController * | gamecontroller | ) |
Get the number of touchpads on a game controller.
DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex | ( | SDL_GameController * | gamecontroller | ) |
Get the player index of an opened game controller, or -1 if it's not available
For XInput controllers this returns the XInput user index.
DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct | ( | SDL_GameController * | gamecontroller | ) |
Get the USB product ID of an opened controller, if available. If the product ID isn't available this function returns 0.
DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion | ( | SDL_GameController * | gamecontroller | ) |
Get the product version of an opened controller, if available. If the product version isn't available this function returns 0.
DECLSPEC int SDLCALL SDL_GameControllerGetSensorData | ( | SDL_GameController * | gamecontroller, |
SDL_SensorType | type, | ||
float * | data, | ||
int | num_values | ||
) |
Get the current state of a game controller sensor.
The number of values and interpretation of the data is sensor dependent. See SDL_sensor.h for the details for each type of sensor.
gamecontroller | The controller to query |
type | The type of sensor to query |
data | A pointer filled with the current sensor state |
num_values | The number of values to write to data |
DECLSPEC const char* SDLCALL SDL_GameControllerGetSerial | ( | SDL_GameController * | gamecontroller | ) |
Get the serial number of an opened controller, if available.
Returns the serial number of the controller, or NULL if it is not available.
DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis | ( | SDL_GameControllerAxis | axis | ) |
turn this axis enum into a string mapping
DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton | ( | SDL_GameControllerButton | button | ) |
turn this button enum into a string mapping
DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger | ( | SDL_GameController * | gamecontroller, |
int | touchpad, | ||
int | finger, | ||
Uint8 * | state, | ||
float * | x, | ||
float * | y, | ||
float * | pressure | ||
) |
Get the current state of a finger on a touchpad on a game controller.
DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType | ( | SDL_GameController * | gamecontroller | ) |
Return the type of this currently opened controller
DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor | ( | SDL_GameController * | gamecontroller | ) |
Get the USB vendor ID of an opened controller, if available. If the vendor ID isn't available this function returns 0.
DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasAxis | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerAxis | axis | ||
) |
Return whether a game controller has a given axis
DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerButton | button | ||
) |
Return whether a game controller has a given button
DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED | ( | SDL_GameController * | gamecontroller | ) |
Return whether a controller has an LED
gamecontroller | The controller to query |
DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor | ( | SDL_GameController * | gamecontroller, |
SDL_SensorType | type | ||
) |
Return whether a game controller has a particular sensor.
gamecontroller | The controller to query |
type | The type of sensor to query |
DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled | ( | SDL_GameController * | gamecontroller, |
SDL_SensorType | type | ||
) |
Query whether sensor data reporting is enabled for a game controller
gamecontroller | The controller to query |
type | The type of sensor to query |
DECLSPEC char* SDLCALL SDL_GameControllerMapping | ( | SDL_GameController * | gamecontroller | ) |
Get a mapping string for an open GameController
DECLSPEC char* SDLCALL SDL_GameControllerMappingForDeviceIndex | ( | int | joystick_index | ) |
Get the mapping of a game controller. This can be called before any controllers are opened.
DECLSPEC char* SDLCALL SDL_GameControllerMappingForGUID | ( | SDL_JoystickGUID | guid | ) |
Get a mapping string for a GUID
DECLSPEC char* SDLCALL SDL_GameControllerMappingForIndex | ( | int | mapping_index | ) |
Get the mapping at a particular index.
DECLSPEC const char* SDLCALL SDL_GameControllerName | ( | SDL_GameController * | gamecontroller | ) |
Return the name for this currently opened controller
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.
DECLSPEC int SDLCALL SDL_GameControllerNumMappings | ( | void | ) |
Get the number of mappings installed
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 not the value which will identify this controller in future controller events. The joystick's instance id (SDL_JoystickID) will be used there instead.
DECLSPEC int SDLCALL SDL_GameControllerRumble | ( | SDL_GameController * | gamecontroller, |
Uint16 | low_frequency_rumble, | ||
Uint16 | high_frequency_rumble, | ||
Uint32 | duration_ms | ||
) |
Start a rumble effect Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
gamecontroller | The controller to vibrate |
low_frequency_rumble | The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF |
high_frequency_rumble | The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF |
duration_ms | The duration of the rumble effect, in milliseconds |
DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers | ( | SDL_GameController * | gamecontroller, |
Uint16 | left_rumble, | ||
Uint16 | right_rumble, | ||
Uint32 | duration_ms | ||
) |
Start a rumble effect in the game controller's triggers Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
gamecontroller | The controller to vibrate |
left_rumble | The intensity of the left trigger rumble motor, from 0 to 0xFFFF |
right_rumble | The intensity of the right trigger rumble motor, from 0 to 0xFFFF |
duration_ms | The duration of the rumble effect, in milliseconds |
DECLSPEC int SDLCALL SDL_GameControllerSetLED | ( | SDL_GameController * | gamecontroller, |
Uint8 | red, | ||
Uint8 | green, | ||
Uint8 | blue | ||
) |
Update a controller's LED color.
gamecontroller | The controller to update |
red | The intensity of the red LED |
green | The intensity of the green LED |
blue | The intensity of the blue LED |
DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex | ( | SDL_GameController * | gamecontroller, |
int | player_index | ||
) |
Set the player index of an opened game controller
DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled | ( | SDL_GameController * | gamecontroller, |
SDL_SensorType | type, | ||
SDL_bool | enabled | ||
) |
Set whether data reporting for a game controller sensor is enabled
gamecontroller | The controller to update |
type | The type of sensor to enable/disable |
enabled | Whether data reporting should be enabled |
DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex | ( | int | joystick_index | ) |
Get the type of a game controller. This can be called before any controllers are opened.
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.
DECLSPEC SDL_bool SDLCALL SDL_IsGameController | ( | int | joystick_index | ) |
Is the joystick on this index supported by the game controller interface?