SDL  2.0
SDL_gamecontroller.c
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
4 
5  This software is provided 'as-is', without any express or implied
6  warranty. In no event will the authors be held liable for any damages
7  arising from the use of this software.
8 
9  Permission is granted to anyone to use this software for any purpose,
10  including commercial applications, and to alter it and redistribute it
11  freely, subject to the following restrictions:
12 
13  1. The origin of this software must not be misrepresented; you must not
14  claim that you wrote the original software. If you use this software
15  in a product, an acknowledgment in the product documentation would be
16  appreciated but is not required.
17  2. Altered source versions must be plainly marked as such, and must not be
18  misrepresented as being the original software.
19  3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../SDL_internal.h"
22 
23 /* This is the game controller API for Simple DirectMedia Layer */
24 
25 #include "SDL_events.h"
26 #include "SDL_assert.h"
27 #include "SDL_hints.h"
28 #include "SDL_timer.h"
29 #include "SDL_sysjoystick.h"
30 #include "SDL_joystick_c.h"
31 #include "SDL_gamecontrollerdb.h"
32 
33 #if !SDL_EVENTS_DISABLED
34 #include "../events/SDL_events_c.h"
35 #endif
36 
37 #if defined(__ANDROID__)
38 #include "SDL_system.h"
39 #endif
40 
41 
42 /* Many controllers turn the center button into an instantaneous button press */
43 #define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS 250
44 
45 #define SDL_CONTROLLER_PLATFORM_FIELD "platform:"
46 #define SDL_CONTROLLER_SDKGE_FIELD "sdk>=:"
47 #define SDL_CONTROLLER_SDKLE_FIELD "sdk<=:"
48 
49 /* a list of currently opened game controllers */
50 static SDL_GameController *SDL_gamecontrollers = NULL;
51 
52 typedef struct
53 {
55  union
56  {
57  int button;
58 
59  struct {
60  int axis;
61  int axis_min;
62  int axis_max;
63  } axis;
64 
65  struct {
66  int hat;
67  int hat_mask;
68  } hat;
69 
70  } input;
71 
73  union
74  {
76 
77  struct {
79  int axis_min;
80  int axis_max;
81  } axis;
82 
83  } output;
84 
86 
87 /* our hard coded list of mapping support */
88 typedef enum
89 {
94 
95 typedef struct _ControllerMapping_t
96 {
98  char *name;
99  char *mapping;
102 } ControllerMapping_t;
103 
105 static ControllerMapping_t *s_pSupportedControllers = NULL;
106 static ControllerMapping_t *s_pDefaultMapping = NULL;
107 static ControllerMapping_t *s_pHIDAPIMapping = NULL;
108 static ControllerMapping_t *s_pXInputMapping = NULL;
109 
110 /* The SDL game controller structure */
112 {
113  SDL_Joystick *joystick; /* underlying joystick device */
115 
116  const char *name;
122 
123  struct _SDL_GameController *next; /* pointer to next game controller we have allocated */
124 };
125 
126 
127 typedef struct
128 {
133 
136 
137 static void
139 {
140  Uint32 entry;
141  char *spot;
142  char *file = NULL;
143 
144  list->num_entries = 0;
145 
146  if (hint && *hint == '@') {
147  spot = file = (char *)SDL_LoadFile(hint+1, NULL);
148  } else {
149  spot = (char *)hint;
150  }
151 
152  if (!spot) {
153  return;
154  }
155 
156  while ((spot = SDL_strstr(spot, "0x")) != NULL) {
157  entry = (Uint16)SDL_strtol(spot, &spot, 0);
158  entry <<= 16;
159  spot = SDL_strstr(spot, "0x");
160  if (!spot) {
161  break;
162  }
163  entry |= (Uint16)SDL_strtol(spot, &spot, 0);
164 
165  if (list->num_entries == list->max_entries) {
166  int max_entries = list->max_entries + 16;
167  Uint32 *entries = (Uint32 *)SDL_realloc(list->entries, max_entries*sizeof(*list->entries));
168  if (entries == NULL) {
169  /* Out of memory, go with what we have already */
170  break;
171  }
172  list->entries = entries;
173  list->max_entries = max_entries;
174  }
175  list->entries[list->num_entries++] = entry;
176  }
177 
178  if (file) {
179  SDL_free(file);
180  }
181 }
182 
183 static void SDLCALL
184 SDL_GameControllerIgnoreDevicesChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
185 {
187 }
188 
189 static void SDLCALL
190 SDL_GameControllerIgnoreDevicesExceptChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
191 {
193 }
194 
195 static int SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value);
196 static int SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state);
197 
198 /*
199  * If there is an existing add event in the queue, it needs to be modified
200  * to have the right value for which, because the number of controllers in
201  * the system is now one less.
202  */
204 {
205  int i, num_events;
206  SDL_Event *events;
207  SDL_bool isstack;
208 
210  if (num_events <= 0) {
211  return;
212  }
213 
214  events = SDL_small_alloc(SDL_Event, num_events, &isstack);
215  if (!events) {
216  return;
217  }
218 
220  for (i = 0; i < num_events; ++i) {
221  --events[i].cdevice.which;
222  }
223  SDL_PeepEvents(events, num_events, SDL_ADDEVENT, 0, 0);
224 
225  SDL_small_free(events, isstack);
226 }
227 
229 {
230  if (a->outputType != b->outputType) {
231  return SDL_FALSE;
232  }
233 
234  if (a->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
235  return (a->output.axis.axis == b->output.axis.axis);
236  } else {
237  return (a->output.button == b->output.button);
238  }
239 }
240 
241 static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
242 {
244  SDL_PrivateGameControllerAxis(gamecontroller, bind->output.axis.axis, 0);
245  } else {
247  }
248 }
249 
250 static void HandleJoystickAxis(SDL_GameController *gamecontroller, int axis, int value)
251 {
252  int i;
253  SDL_ExtendedGameControllerBind *last_match = gamecontroller->last_match_axis[axis];
255 
256  for (i = 0; i < gamecontroller->num_bindings; ++i) {
257  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
258  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
259  axis == binding->input.axis.axis) {
260  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
261  if (value >= binding->input.axis.axis_min &&
262  value <= binding->input.axis.axis_max) {
263  match = binding;
264  break;
265  }
266  } else {
267  if (value >= binding->input.axis.axis_max &&
268  value <= binding->input.axis.axis_min) {
269  match = binding;
270  break;
271  }
272  }
273  }
274  }
275 
276  if (last_match && (!match || !HasSameOutput(last_match, match))) {
277  /* Clear the last input that this axis generated */
278  ResetOutput(gamecontroller, last_match);
279  }
280 
281  if (match) {
283  if (match->input.axis.axis_min != match->output.axis.axis_min || match->input.axis.axis_max != match->output.axis.axis_max) {
284  float normalized_value = (float)(value - match->input.axis.axis_min) / (match->input.axis.axis_max - match->input.axis.axis_min);
285  value = match->output.axis.axis_min + (int)(normalized_value * (match->output.axis.axis_max - match->output.axis.axis_min));
286  }
287  SDL_PrivateGameControllerAxis(gamecontroller, match->output.axis.axis, (Sint16)value);
288  } else {
289  Uint8 state;
290  int threshold = match->input.axis.axis_min + (match->input.axis.axis_max - match->input.axis.axis_min) / 2;
291  if (match->input.axis.axis_max < match->input.axis.axis_min) {
292  state = (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
293  } else {
294  state = (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
295  }
296  SDL_PrivateGameControllerButton(gamecontroller, match->output.button, state);
297  }
298  }
299  gamecontroller->last_match_axis[axis] = match;
300 }
301 
302 static void HandleJoystickButton(SDL_GameController *gamecontroller, int button, Uint8 state)
303 {
304  int i;
305 
306  for (i = 0; i < gamecontroller->num_bindings; ++i) {
307  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
308  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON &&
309  button == binding->input.button) {
310  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
311  int value = state ? binding->output.axis.axis_max : binding->output.axis.axis_min;
312  SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)value);
313  } else {
314  SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, state);
315  }
316  break;
317  }
318  }
319 }
320 
321 static void HandleJoystickHat(SDL_GameController *gamecontroller, int hat, Uint8 value)
322 {
323  int i;
324  Uint8 last_mask = gamecontroller->last_hat_mask[hat];
325  Uint8 changed_mask = (last_mask ^ value);
326 
327  for (i = 0; i < gamecontroller->num_bindings; ++i) {
328  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
329  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT && hat == binding->input.hat.hat) {
330  if ((changed_mask & binding->input.hat.hat_mask) != 0) {
331  if (value & binding->input.hat.hat_mask) {
332  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
333  SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)binding->output.axis.axis_max);
334  } else {
335  SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, SDL_PRESSED);
336  }
337  } else {
338  ResetOutput(gamecontroller, binding);
339  }
340  }
341  }
342  }
343  gamecontroller->last_hat_mask[hat] = value;
344 }
345 
346 /*
347  * Event filter to fire controller events from joystick ones
348  */
350 {
351  switch(event->type) {
352  case SDL_JOYAXISMOTION:
353  {
354  SDL_GameController *controllerlist = SDL_gamecontrollers;
355  while (controllerlist) {
356  if (controllerlist->joystick->instance_id == event->jaxis.which) {
357  HandleJoystickAxis(controllerlist, event->jaxis.axis, event->jaxis.value);
358  break;
359  }
360  controllerlist = controllerlist->next;
361  }
362  }
363  break;
364  case SDL_JOYBUTTONDOWN:
365  case SDL_JOYBUTTONUP:
366  {
367  SDL_GameController *controllerlist = SDL_gamecontrollers;
368  while (controllerlist) {
369  if (controllerlist->joystick->instance_id == event->jbutton.which) {
370  HandleJoystickButton(controllerlist, event->jbutton.button, event->jbutton.state);
371  break;
372  }
373  controllerlist = controllerlist->next;
374  }
375  }
376  break;
377  case SDL_JOYHATMOTION:
378  {
379  SDL_GameController *controllerlist = SDL_gamecontrollers;
380  while (controllerlist) {
381  if (controllerlist->joystick->instance_id == event->jhat.which) {
382  HandleJoystickHat(controllerlist, event->jhat.hat, event->jhat.value);
383  break;
384  }
385  controllerlist = controllerlist->next;
386  }
387  }
388  break;
389  case SDL_JOYDEVICEADDED:
390  {
391  if (SDL_IsGameController(event->jdevice.which)) {
392  SDL_Event deviceevent;
393  deviceevent.type = SDL_CONTROLLERDEVICEADDED;
394  deviceevent.cdevice.which = event->jdevice.which;
395  SDL_PushEvent(&deviceevent);
396  }
397  }
398  break;
400  {
401  SDL_GameController *controllerlist = SDL_gamecontrollers;
402  while (controllerlist) {
403  if (controllerlist->joystick->instance_id == event->jdevice.which) {
404  SDL_Event deviceevent;
405 
406  deviceevent.type = SDL_CONTROLLERDEVICEREMOVED;
407  deviceevent.cdevice.which = event->jdevice.which;
408  SDL_PushEvent(&deviceevent);
409 
411  break;
412  }
413  controllerlist = controllerlist->next;
414  }
415  }
416  break;
417  default:
418  break;
419  }
420 
421  return 1;
422 }
423 
424 /*
425  * Helper function to scan the mappings database for a controller with the specified GUID
426  */
427 static ControllerMapping_t *SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid, SDL_bool exact_match)
428 {
429  ControllerMapping_t *pSupportedController = s_pSupportedControllers;
430  while (pSupportedController) {
431  if (SDL_memcmp(guid, &pSupportedController->guid, sizeof(*guid)) == 0) {
432  return pSupportedController;
433  }
434  pSupportedController = pSupportedController->next;
435  }
436  if (!exact_match) {
437  if (SDL_IsJoystickHIDAPI(*guid)) {
438  /* This is a HIDAPI device */
439  return s_pHIDAPIMapping;
440  }
441 #if SDL_JOYSTICK_XINPUT
442  if (SDL_IsJoystickXInput(*guid)) {
443  /* This is an XInput device */
444  return s_pXInputMapping;
445  }
446 #endif
447  }
448  return NULL;
449 }
450 
451 static const char* map_StringForControllerAxis[] = {
452  "leftx",
453  "lefty",
454  "rightx",
455  "righty",
456  "lefttrigger",
457  "righttrigger",
458  NULL
459 };
460 
461 /*
462  * convert a string to its enum equivalent
463  */
465 {
466  int entry;
467 
468  if (pchString && (*pchString == '+' || *pchString == '-')) {
469  ++pchString;
470  }
471 
472  if (!pchString || !pchString[0]) {
474  }
475 
476  for (entry = 0; map_StringForControllerAxis[entry]; ++entry) {
477  if (!SDL_strcasecmp(pchString, map_StringForControllerAxis[entry]))
478  return (SDL_GameControllerAxis) entry;
479  }
481 }
482 
483 /*
484  * convert an enum to its string equivalent
485  */
487 {
490  }
491  return NULL;
492 }
493 
494 static const char* map_StringForControllerButton[] = {
495  "a",
496  "b",
497  "x",
498  "y",
499  "back",
500  "guide",
501  "start",
502  "leftstick",
503  "rightstick",
504  "leftshoulder",
505  "rightshoulder",
506  "dpup",
507  "dpdown",
508  "dpleft",
509  "dpright",
510  NULL
511 };
512 
513 /*
514  * convert a string to its enum equivalent
515  */
517 {
518  int entry;
519  if (!pchString || !pchString[0])
521 
522  for (entry = 0; map_StringForControllerButton[entry]; ++entry) {
523  if (SDL_strcasecmp(pchString, map_StringForControllerButton[entry]) == 0)
524  return (SDL_GameControllerButton) entry;
525  }
527 }
528 
529 /*
530  * convert an enum to its string equivalent
531  */
533 {
536  }
537  return NULL;
538 }
539 
540 /*
541  * given a controller button name and a joystick name update our mapping structure with it
542  */
543 static void SDL_PrivateGameControllerParseElement(SDL_GameController *gamecontroller, const char *szGameButton, const char *szJoystickButton)
544 {
548  SDL_bool invert_input = SDL_FALSE;
549  char half_axis_input = 0;
550  char half_axis_output = 0;
551 
552  if (*szGameButton == '+' || *szGameButton == '-') {
553  half_axis_output = *szGameButton++;
554  }
555 
560  bind.output.axis.axis = axis;
562  bind.output.axis.axis_min = 0;
563  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
564  } else {
565  if (half_axis_output == '+') {
566  bind.output.axis.axis_min = 0;
567  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
568  } else if (half_axis_output == '-') {
569  bind.output.axis.axis_min = 0;
570  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
571  } else {
572  bind.output.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
573  bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
574  }
575  }
576  } else if (button != SDL_CONTROLLER_BUTTON_INVALID) {
578  bind.output.button = button;
579  } else {
580  SDL_SetError("Unexpected controller element %s", szGameButton);
581  return;
582  }
583 
584  if (*szJoystickButton == '+' || *szJoystickButton == '-') {
585  half_axis_input = *szJoystickButton++;
586  }
587  if (szJoystickButton[SDL_strlen(szJoystickButton) - 1] == '~') {
588  invert_input = SDL_TRUE;
589  }
590 
591  if (szJoystickButton[0] == 'a' && SDL_isdigit(szJoystickButton[1])) {
593  bind.input.axis.axis = SDL_atoi(&szJoystickButton[1]);
594  if (half_axis_input == '+') {
595  bind.input.axis.axis_min = 0;
596  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
597  } else if (half_axis_input == '-') {
598  bind.input.axis.axis_min = 0;
599  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
600  } else {
601  bind.input.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
602  bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
603  }
604  if (invert_input) {
605  int tmp = bind.input.axis.axis_min;
606  bind.input.axis.axis_min = bind.input.axis.axis_max;
607  bind.input.axis.axis_max = tmp;
608  }
609  } else if (szJoystickButton[0] == 'b' && SDL_isdigit(szJoystickButton[1])) {
611  bind.input.button = SDL_atoi(&szJoystickButton[1]);
612  } else if (szJoystickButton[0] == 'h' && SDL_isdigit(szJoystickButton[1]) &&
613  szJoystickButton[2] == '.' && SDL_isdigit(szJoystickButton[3])) {
614  int hat = SDL_atoi(&szJoystickButton[1]);
615  int mask = SDL_atoi(&szJoystickButton[3]);
617  bind.input.hat.hat = hat;
618  bind.input.hat.hat_mask = mask;
619  } else {
620  SDL_SetError("Unexpected joystick element: %s", szJoystickButton);
621  return;
622  }
623 
624  ++gamecontroller->num_bindings;
625  gamecontroller->bindings = (SDL_ExtendedGameControllerBind *)SDL_realloc(gamecontroller->bindings, gamecontroller->num_bindings * sizeof(*gamecontroller->bindings));
626  if (!gamecontroller->bindings) {
627  gamecontroller->num_bindings = 0;
628  SDL_OutOfMemory();
629  return;
630  }
631  gamecontroller->bindings[gamecontroller->num_bindings - 1] = bind;
632 }
633 
634 
635 /*
636  * given a controller mapping string update our mapping object
637  */
638 static void
639 SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecontroller, const char *pchString)
640 {
641  char szGameButton[20];
642  char szJoystickButton[20];
643  SDL_bool bGameButton = SDL_TRUE;
644  int i = 0;
645  const char *pchPos = pchString;
646 
647  SDL_zeroa(szGameButton);
648  SDL_zeroa(szJoystickButton);
649 
650  while (pchPos && *pchPos) {
651  if (*pchPos == ':') {
652  i = 0;
653  bGameButton = SDL_FALSE;
654  } else if (*pchPos == ' ') {
655 
656  } else if (*pchPos == ',') {
657  i = 0;
658  bGameButton = SDL_TRUE;
659  SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
660  SDL_zeroa(szGameButton);
661  SDL_zeroa(szJoystickButton);
662 
663  } else if (bGameButton) {
664  if (i >= sizeof(szGameButton)) {
665  SDL_SetError("Button name too large: %s", szGameButton);
666  return;
667  }
668  szGameButton[i] = *pchPos;
669  i++;
670  } else {
671  if (i >= sizeof(szJoystickButton)) {
672  SDL_SetError("Joystick button name too large: %s", szJoystickButton);
673  return;
674  }
675  szJoystickButton[i] = *pchPos;
676  i++;
677  }
678  pchPos++;
679  }
680 
681  /* No more values if the string was terminated by a comma. Don't report an error. */
682  if (szGameButton[0] != '\0' || szJoystickButton[0] != '\0') {
683  SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
684  }
685 }
686 
687 /*
688  * Make a new button mapping struct
689  */
690 static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
691 {
692  int i;
693 
694  gamecontroller->name = pchName;
695  gamecontroller->num_bindings = 0;
696  if (gamecontroller->joystick->naxes) {
697  SDL_memset(gamecontroller->last_match_axis, 0, gamecontroller->joystick->naxes * sizeof(*gamecontroller->last_match_axis));
698  }
699 
700  SDL_PrivateGameControllerParseControllerConfigString(gamecontroller, pchMapping);
701 
702  /* Set the zero point for triggers */
703  for (i = 0; i < gamecontroller->num_bindings; ++i) {
704  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
705  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
707  (binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
708  binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
709  if (binding->input.axis.axis < gamecontroller->joystick->naxes) {
710  gamecontroller->joystick->axes[binding->input.axis.axis].value =
711  gamecontroller->joystick->axes[binding->input.axis.axis].zero = (Sint16)binding->input.axis.axis_min;
712  }
713  }
714  }
715 }
716 
717 
718 /*
719  * grab the guid string from a mapping string
720  */
721 static char *SDL_PrivateGetControllerGUIDFromMappingString(const char *pMapping)
722 {
723  const char *pFirstComma = SDL_strchr(pMapping, ',');
724  if (pFirstComma) {
725  char *pchGUID = SDL_malloc(pFirstComma - pMapping + 1);
726  if (!pchGUID) {
727  SDL_OutOfMemory();
728  return NULL;
729  }
730  SDL_memcpy(pchGUID, pMapping, pFirstComma - pMapping);
731  pchGUID[pFirstComma - pMapping] = '\0';
732 
733  /* Convert old style GUIDs to the new style in 2.0.5 */
734 #if __WIN32__
735  if (SDL_strlen(pchGUID) == 32 &&
736  SDL_memcmp(&pchGUID[20], "504944564944", 12) == 0) {
737  SDL_memcpy(&pchGUID[20], "000000000000", 12);
738  SDL_memcpy(&pchGUID[16], &pchGUID[4], 4);
739  SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
740  SDL_memcpy(&pchGUID[0], "03000000", 8);
741  }
742 #elif __MACOSX__
743  if (SDL_strlen(pchGUID) == 32 &&
744  SDL_memcmp(&pchGUID[4], "000000000000", 12) == 0 &&
745  SDL_memcmp(&pchGUID[20], "000000000000", 12) == 0) {
746  SDL_memcpy(&pchGUID[20], "000000000000", 12);
747  SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
748  SDL_memcpy(&pchGUID[0], "03000000", 8);
749  }
750 #endif
751  return pchGUID;
752  }
753  return NULL;
754 }
755 
756 
757 /*
758  * grab the name string from a mapping string
759  */
760 static char *SDL_PrivateGetControllerNameFromMappingString(const char *pMapping)
761 {
762  const char *pFirstComma, *pSecondComma;
763  char *pchName;
764 
765  pFirstComma = SDL_strchr(pMapping, ',');
766  if (!pFirstComma)
767  return NULL;
768 
769  pSecondComma = SDL_strchr(pFirstComma + 1, ',');
770  if (!pSecondComma)
771  return NULL;
772 
773  pchName = SDL_malloc(pSecondComma - pFirstComma);
774  if (!pchName) {
775  SDL_OutOfMemory();
776  return NULL;
777  }
778  SDL_memcpy(pchName, pFirstComma + 1, pSecondComma - pFirstComma);
779  pchName[pSecondComma - pFirstComma - 1] = 0;
780  return pchName;
781 }
782 
783 
784 /*
785  * grab the button mapping string from a mapping string
786  */
787 static char *SDL_PrivateGetControllerMappingFromMappingString(const char *pMapping)
788 {
789  const char *pFirstComma, *pSecondComma;
790 
791  pFirstComma = SDL_strchr(pMapping, ',');
792  if (!pFirstComma)
793  return NULL;
794 
795  pSecondComma = SDL_strchr(pFirstComma + 1, ',');
796  if (!pSecondComma)
797  return NULL;
798 
799  return SDL_strdup(pSecondComma + 1); /* mapping is everything after the 3rd comma */
800 }
801 
802 /*
803  * Helper function to refresh a mapping
804  */
805 static void SDL_PrivateGameControllerRefreshMapping(ControllerMapping_t *pControllerMapping)
806 {
807  SDL_GameController *gamecontrollerlist = SDL_gamecontrollers;
808  while (gamecontrollerlist) {
809  if (!SDL_memcmp(&gamecontrollerlist->joystick->guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid))) {
810  /* Not really threadsafe. Should this lock access within SDL_GameControllerEventWatcher? */
811  SDL_PrivateLoadButtonMapping(gamecontrollerlist, pControllerMapping->name, pControllerMapping->mapping);
812 
813  {
815  event.type = SDL_CONTROLLERDEVICEREMAPPED;
816  event.cdevice.which = gamecontrollerlist->joystick->instance_id;
818  }
819  }
820 
821  gamecontrollerlist = gamecontrollerlist->next;
822  }
823 }
824 
825 /*
826  * Helper function to add a mapping for a guid
827  */
828 static ControllerMapping_t *
829 SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)
830 {
831  char *pchName;
832  char *pchMapping;
833  ControllerMapping_t *pControllerMapping;
834 
835  pchName = SDL_PrivateGetControllerNameFromMappingString(mappingString);
836  if (!pchName) {
837  SDL_SetError("Couldn't parse name from %s", mappingString);
838  return NULL;
839  }
840 
841  pchMapping = SDL_PrivateGetControllerMappingFromMappingString(mappingString);
842  if (!pchMapping) {
843  SDL_free(pchName);
844  SDL_SetError("Couldn't parse %s", mappingString);
845  return NULL;
846  }
847 
848  pControllerMapping = SDL_PrivateGetControllerMappingForGUID(&jGUID, SDL_TRUE);
849  if (pControllerMapping) {
850  /* Only overwrite the mapping if the priority is the same or higher. */
851  if (pControllerMapping->priority <= priority) {
852  /* Update existing mapping */
853  SDL_free(pControllerMapping->name);
854  pControllerMapping->name = pchName;
855  SDL_free(pControllerMapping->mapping);
856  pControllerMapping->mapping = pchMapping;
857  pControllerMapping->priority = priority;
858  /* refresh open controllers */
859  SDL_PrivateGameControllerRefreshMapping(pControllerMapping);
860  } else {
861  SDL_free(pchName);
862  SDL_free(pchMapping);
863  }
864  *existing = SDL_TRUE;
865  } else {
866  pControllerMapping = SDL_malloc(sizeof(*pControllerMapping));
867  if (!pControllerMapping) {
868  SDL_free(pchName);
869  SDL_free(pchMapping);
870  SDL_OutOfMemory();
871  return NULL;
872  }
873  pControllerMapping->guid = jGUID;
874  pControllerMapping->name = pchName;
875  pControllerMapping->mapping = pchMapping;
876  pControllerMapping->next = NULL;
877  pControllerMapping->priority = priority;
878 
880  /* Add the mapping to the end of the list */
881  ControllerMapping_t *pCurrMapping, *pPrevMapping;
882 
883  for ( pPrevMapping = s_pSupportedControllers, pCurrMapping = pPrevMapping->next;
884  pCurrMapping;
885  pPrevMapping = pCurrMapping, pCurrMapping = pCurrMapping->next ) {
886  /* continue; */
887  }
888  pPrevMapping->next = pControllerMapping;
889  } else {
890  s_pSupportedControllers = pControllerMapping;
891  }
892  *existing = SDL_FALSE;
893  }
894  return pControllerMapping;
895 }
896 
897 #ifdef __ANDROID__
898 /*
899  * Helper function to guess at a mapping based on the elements reported for this controller
900  */
901 static ControllerMapping_t *SDL_CreateMappingForAndroidController(const char *name, SDL_JoystickGUID guid)
902 {
903  SDL_bool existing;
904  char name_string[128];
905  char mapping_string[1024];
906  int button_mask;
907  int axis_mask;
908 
909  button_mask = SDL_SwapLE16(*(Uint16*)(&guid.data[sizeof(guid.data)-4]));
910  axis_mask = SDL_SwapLE16(*(Uint16*)(&guid.data[sizeof(guid.data)-2]));
911  if (!button_mask && !axis_mask) {
912  /* Accelerometer, shouldn't have a game controller mapping */
913  return NULL;
914  }
915 
916  /* Remove any commas in the name */
917  SDL_strlcpy(name_string, name, sizeof(name_string));
918  {
919  char *spot;
920  for (spot = name_string; *spot; ++spot) {
921  if (*spot == ',') {
922  *spot = ' ';
923  }
924  }
925  }
926  SDL_snprintf(mapping_string, sizeof(mapping_string), "none,%s,", name_string);
927  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_A)) {
928  SDL_strlcat(mapping_string, "a:b0,", sizeof(mapping_string));
929  }
930  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_B)) {
931  SDL_strlcat(mapping_string, "b:b1,", sizeof(mapping_string));
932  } else if (button_mask & (1 << SDL_CONTROLLER_BUTTON_BACK)) {
933  /* Use the back button as "B" for easy UI navigation with TV remotes */
934  SDL_strlcat(mapping_string, "b:b4,", sizeof(mapping_string));
935  button_mask &= ~(1 << SDL_CONTROLLER_BUTTON_BACK);
936  }
937  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_X)) {
938  SDL_strlcat(mapping_string, "x:b2,", sizeof(mapping_string));
939  }
940  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_Y)) {
941  SDL_strlcat(mapping_string, "y:b3,", sizeof(mapping_string));
942  }
943  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_BACK)) {
944  SDL_strlcat(mapping_string, "back:b4,", sizeof(mapping_string));
945  }
946 #if 0 /* The guide button generally isn't functional (or acts as a home button) on most Android controllers */
947  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_GUIDE)) {
948  SDL_strlcat(mapping_string, "guide:b5,", sizeof(mapping_string));
949 #if 0 /* Actually this will be done in Steam */
950  } else if (button_mask & (1 << SDL_CONTROLLER_BUTTON_START)) {
951  /* The guide button doesn't exist, use the start button instead,
952  so you can do Steam guide button chords and open the Steam overlay.
953  */
954  SDL_strlcat(mapping_string, "guide:b6,", sizeof(mapping_string));
955  button_mask &= ~(1 << SDL_CONTROLLER_BUTTON_START);
956 #endif
957  }
958 #endif
959  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_START)) {
960  SDL_strlcat(mapping_string, "start:b6,", sizeof(mapping_string));
961  }
962  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_LEFTSTICK)) {
963  SDL_strlcat(mapping_string, "leftstick:b7,", sizeof(mapping_string));
964  }
965  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_RIGHTSTICK)) {
966  SDL_strlcat(mapping_string, "rightstick:b8,", sizeof(mapping_string));
967  }
968  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) {
969  SDL_strlcat(mapping_string, "leftshoulder:b9,", sizeof(mapping_string));
970  }
971  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) {
972  SDL_strlcat(mapping_string, "rightshoulder:b10,", sizeof(mapping_string));
973  }
974  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_UP)) {
975  SDL_strlcat(mapping_string, "dpup:b11,", sizeof(mapping_string));
976  }
977  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN)) {
978  SDL_strlcat(mapping_string, "dpdown:b12,", sizeof(mapping_string));
979  }
980  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT)) {
981  SDL_strlcat(mapping_string, "dpleft:b13,", sizeof(mapping_string));
982  }
983  if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) {
984  SDL_strlcat(mapping_string, "dpright:b14,", sizeof(mapping_string));
985  }
986  if (axis_mask & (1 << SDL_CONTROLLER_AXIS_LEFTX)) {
987  SDL_strlcat(mapping_string, "leftx:a0,", sizeof(mapping_string));
988  }
989  if (axis_mask & (1 << SDL_CONTROLLER_AXIS_LEFTY)) {
990  SDL_strlcat(mapping_string, "lefty:a1,", sizeof(mapping_string));
991  }
992  if (axis_mask & (1 << SDL_CONTROLLER_AXIS_RIGHTX)) {
993  SDL_strlcat(mapping_string, "rightx:a2,", sizeof(mapping_string));
994  }
995  if (axis_mask & (1 << SDL_CONTROLLER_AXIS_RIGHTY)) {
996  SDL_strlcat(mapping_string, "righty:a3,", sizeof(mapping_string));
997  }
998  if (axis_mask & (1 << SDL_CONTROLLER_AXIS_TRIGGERLEFT)) {
999  SDL_strlcat(mapping_string, "lefttrigger:a4,", sizeof(mapping_string));
1000  }
1001  if (axis_mask & (1 << SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
1002  SDL_strlcat(mapping_string, "righttrigger:a5,", sizeof(mapping_string));
1003  }
1004 
1005  /* Remove trailing comma */
1006  {
1007  int pos = (int)SDL_strlen(mapping_string) - 1;
1008  if (pos >= 0) {
1009  if (mapping_string[pos] == ',') {
1010  mapping_string[pos] = '\0';
1011  }
1012  }
1013  }
1014 
1015  return SDL_PrivateAddMappingForGUID(guid, mapping_string,
1017 }
1018 #endif /* __ANDROID__ */
1019 
1020 
1021 /*
1022  * Helper function to determine pre-calculated offset to certain joystick mappings
1023  */
1024 static ControllerMapping_t *SDL_PrivateGetControllerMappingForNameAndGUID(const char *name, SDL_JoystickGUID guid)
1025 {
1026  ControllerMapping_t *mapping;
1027 
1029 #ifdef __LINUX__
1030  if (!mapping && name) {
1031  if (SDL_strstr(name, "Xbox 360 Wireless Receiver")) {
1032  /* The Linux driver xpad.c maps the wireless dpad to buttons */
1033  SDL_bool existing;
1035 "none,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3",
1037  }
1038  }
1039 #endif /* __LINUX__ */
1040 
1041  if (!mapping && name) {
1042  if (SDL_strstr(name, "Xbox") || SDL_strstr(name, "X-Box") || SDL_strstr(name, "XBOX")) {
1044  }
1045  }
1046 #ifdef __ANDROID__
1047  if (!mapping && name && !SDL_IsJoystickHIDAPI(guid)) {
1048  mapping = SDL_CreateMappingForAndroidController(name, guid);
1049  }
1050 #endif
1051  if (!mapping) {
1053  }
1054  return mapping;
1055 }
1056 
1057 static ControllerMapping_t *SDL_PrivateGetControllerMapping(int device_index)
1058 {
1059  const char *name;
1060  SDL_JoystickGUID guid;
1061  ControllerMapping_t *mapping;
1062 
1064 
1065  if ((device_index < 0) || (device_index >= SDL_NumJoysticks())) {
1066  SDL_SetError("There are %d joysticks available", SDL_NumJoysticks());
1068  return (NULL);
1069  }
1070 
1071  name = SDL_JoystickNameForIndex(device_index);
1072  guid = SDL_JoystickGetDeviceGUID(device_index);
1075  return mapping;
1076 }
1077 
1078 /*
1079  * Add or update an entry into the Mappings Database
1080  */
1081 int
1083 {
1084  const char *platform = SDL_GetPlatform();
1085  int controllers = 0;
1086  char *buf, *line, *line_end, *tmp, *comma, line_platform[64];
1087  size_t db_size, platform_len;
1088 
1089  if (rw == NULL) {
1090  return SDL_SetError("Invalid RWops");
1091  }
1092  db_size = (size_t)SDL_RWsize(rw);
1093 
1094  buf = (char *)SDL_malloc(db_size + 1);
1095  if (buf == NULL) {
1096  if (freerw) {
1097  SDL_RWclose(rw);
1098  }
1099  return SDL_SetError("Could not allocate space to read DB into memory");
1100  }
1101 
1102  if (SDL_RWread(rw, buf, db_size, 1) != 1) {
1103  if (freerw) {
1104  SDL_RWclose(rw);
1105  }
1106  SDL_free(buf);
1107  return SDL_SetError("Could not read DB");
1108  }
1109 
1110  if (freerw) {
1111  SDL_RWclose(rw);
1112  }
1113 
1114  buf[db_size] = '\0';
1115  line = buf;
1116 
1117  while (line < buf + db_size) {
1118  line_end = SDL_strchr(line, '\n');
1119  if (line_end != NULL) {
1120  *line_end = '\0';
1121  } else {
1122  line_end = buf + db_size;
1123  }
1124 
1125  /* Extract and verify the platform */
1127  if (tmp != NULL) {
1129  comma = SDL_strchr(tmp, ',');
1130  if (comma != NULL) {
1131  platform_len = comma - tmp + 1;
1132  if (platform_len + 1 < SDL_arraysize(line_platform)) {
1133  SDL_strlcpy(line_platform, tmp, platform_len);
1134  if (SDL_strncasecmp(line_platform, platform, platform_len) == 0 &&
1135  SDL_GameControllerAddMapping(line) > 0) {
1136  controllers++;
1137  }
1138  }
1139  }
1140  }
1141 
1142  line = line_end + 1;
1143  }
1144 
1145  SDL_free(buf);
1146  return controllers;
1147 }
1148 
1149 /*
1150  * Add or update an entry into the Mappings Database with a priority
1151  */
1152 static int
1154 {
1155  char *pchGUID;
1156  SDL_JoystickGUID jGUID;
1157  SDL_bool is_default_mapping = SDL_FALSE;
1158  SDL_bool is_hidapi_mapping = SDL_FALSE;
1159  SDL_bool is_xinput_mapping = SDL_FALSE;
1160  SDL_bool existing = SDL_FALSE;
1161  ControllerMapping_t *pControllerMapping;
1162 
1163  if (!mappingString) {
1164  return SDL_InvalidParamError("mappingString");
1165  }
1166 
1167 #ifdef ANDROID
1168  { /* Extract and verify the SDK version */
1169  const char *tmp;
1170 
1171  tmp = SDL_strstr(mappingString, SDL_CONTROLLER_SDKGE_FIELD);
1172  if (tmp != NULL) {
1174  if (!(SDL_GetAndroidSDKVersion() >= SDL_atoi(tmp))) {
1175  return SDL_SetError("SDK version %d < minimum version %d", SDL_GetAndroidSDKVersion(), SDL_atoi(tmp));
1176  }
1177  }
1178  tmp = SDL_strstr(mappingString, SDL_CONTROLLER_SDKLE_FIELD);
1179  if (tmp != NULL) {
1181  if (!(SDL_GetAndroidSDKVersion() <= SDL_atoi(tmp))) {
1182  return SDL_SetError("SDK version %d > maximum version %d", SDL_GetAndroidSDKVersion(), SDL_atoi(tmp));
1183  }
1184  }
1185  }
1186 #endif
1187 
1188  pchGUID = SDL_PrivateGetControllerGUIDFromMappingString(mappingString);
1189  if (!pchGUID) {
1190  return SDL_SetError("Couldn't parse GUID from %s", mappingString);
1191  }
1192  if (!SDL_strcasecmp(pchGUID, "default")) {
1193  is_default_mapping = SDL_TRUE;
1194  } else if (!SDL_strcasecmp(pchGUID, "hidapi")) {
1195  is_hidapi_mapping = SDL_TRUE;
1196  } else if (!SDL_strcasecmp(pchGUID, "xinput")) {
1197  is_xinput_mapping = SDL_TRUE;
1198  }
1199  jGUID = SDL_JoystickGetGUIDFromString(pchGUID);
1200  SDL_free(pchGUID);
1201 
1202  pControllerMapping = SDL_PrivateAddMappingForGUID(jGUID, mappingString, &existing, priority);
1203  if (!pControllerMapping) {
1204  return -1;
1205  }
1206 
1207  if (existing) {
1208  return 0;
1209  } else {
1210  if (is_default_mapping) {
1211  s_pDefaultMapping = pControllerMapping;
1212  } else if (is_hidapi_mapping) {
1213  s_pHIDAPIMapping = pControllerMapping;
1214  } else if (is_xinput_mapping) {
1215  s_pXInputMapping = pControllerMapping;
1216  }
1217  return 1;
1218  }
1219 }
1220 
1221 /*
1222  * Add or update an entry into the Mappings Database
1223  */
1224 int
1225 SDL_GameControllerAddMapping(const char *mappingString)
1226 {
1228 }
1229 
1230 /*
1231  * Get the number of mappings installed
1232  */
1233 int
1235 {
1236  int num_mappings = 0;
1237  ControllerMapping_t *mapping;
1238 
1240  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1241  continue;
1242  }
1243  ++num_mappings;
1244  }
1245  return num_mappings;
1246 }
1247 
1248 /*
1249  * Get the mapping at a particular index.
1250  */
1251 char *
1253 {
1254  ControllerMapping_t *mapping;
1255 
1257  if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
1258  continue;
1259  }
1260  if (mapping_index == 0) {
1261  char *pMappingString;
1262  char pchGUID[33];
1263  size_t needed;
1264 
1265  SDL_JoystickGetGUIDString(mapping->guid, pchGUID, sizeof(pchGUID));
1266  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1267  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1268  pMappingString = SDL_malloc(needed);
1269  if (!pMappingString) {
1270  SDL_OutOfMemory();
1271  return NULL;
1272  }
1273  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1274  return pMappingString;
1275  }
1276  --mapping_index;
1277  }
1278  return NULL;
1279 }
1280 
1281 /*
1282  * Get the mapping string for this GUID
1283  */
1284 char *
1286 {
1287  char *pMappingString = NULL;
1288  ControllerMapping_t *mapping = SDL_PrivateGetControllerMappingForGUID(&guid, SDL_FALSE);
1289  if (mapping) {
1290  char pchGUID[33];
1291  size_t needed;
1292  SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
1293  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1294  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1295  pMappingString = SDL_malloc(needed);
1296  if (!pMappingString) {
1297  SDL_OutOfMemory();
1298  return NULL;
1299  }
1300  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1301  }
1302  return pMappingString;
1303 }
1304 
1305 /*
1306  * Get the mapping string for this device
1307  */
1308 char *
1309 SDL_GameControllerMapping(SDL_GameController * gamecontroller)
1310 {
1311  if (!gamecontroller) {
1312  return NULL;
1313  }
1314 
1315  return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid);
1316 }
1317 
1318 static void
1320 {
1321  const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG);
1322  if (hint && hint[0]) {
1323  size_t nchHints = SDL_strlen(hint);
1324  char *pUserMappings = SDL_malloc(nchHints + 1);
1325  char *pTempMappings = pUserMappings;
1326  SDL_memcpy(pUserMappings, hint, nchHints);
1327  pUserMappings[nchHints] = '\0';
1328  while (pUserMappings) {
1329  char *pchNewLine = NULL;
1330 
1331  pchNewLine = SDL_strchr(pUserMappings, '\n');
1332  if (pchNewLine)
1333  *pchNewLine = '\0';
1334 
1336 
1337  if (pchNewLine) {
1338  pUserMappings = pchNewLine + 1;
1339  } else {
1340  pUserMappings = NULL;
1341  }
1342  }
1343  SDL_free(pTempMappings);
1344  }
1345 }
1346 
1347 /*
1348  * Fill the given buffer with the expected controller mapping filepath.
1349  * Usually this will just be SDL_HINT_GAMECONTROLLERCONFIG_FILE, but for
1350  * Android, we want to get the internal storage path.
1351  */
1353 {
1354  const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG_FILE);
1355  if (hint && *hint) {
1356  return SDL_strlcpy(path, hint, size) < size;
1357  }
1358 
1359 #if defined(__ANDROID__)
1360  return SDL_snprintf(path, size, "%s/controller_map.txt", SDL_AndroidGetInternalStoragePath()) < size;
1361 #else
1362  return SDL_FALSE;
1363 #endif
1364 }
1365 
1366 /*
1367  * Initialize the game controller system, mostly load our DB of controller config mappings
1368  */
1369 int
1371 {
1372  char szControllerMapPath[1024];
1373  int i = 0;
1374  const char *pMappingString = NULL;
1375  pMappingString = s_ControllerMappings[i];
1376  while (pMappingString) {
1378 
1379  i++;
1380  pMappingString = s_ControllerMappings[i];
1381  }
1382 
1383  if (SDL_GetControllerMappingFilePath(szControllerMapPath, sizeof(szControllerMapPath))) {
1384  SDL_GameControllerAddMappingsFromFile(szControllerMapPath);
1385  }
1386 
1387  /* load in any user supplied config */
1389 
1394 
1395  return (0);
1396 }
1397 
1398 int
1400 {
1401  int i;
1402 
1403  /* watch for joy events and fire controller ones if needed */
1405 
1406  /* Send added events for controllers currently attached */
1407  for (i = 0; i < SDL_NumJoysticks(); ++i) {
1408  if (SDL_IsGameController(i)) {
1409  SDL_Event deviceevent;
1410  deviceevent.type = SDL_CONTROLLERDEVICEADDED;
1411  deviceevent.cdevice.which = i;
1412  SDL_PushEvent(&deviceevent);
1413  }
1414  }
1415 
1416  return (0);
1417 }
1418 
1419 
1420 /*
1421  * Get the implementation dependent name of a controller
1422  */
1423 const char *
1425 {
1426  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1427  if (pSupportedController) {
1428  if (SDL_strcmp(pSupportedController->name, "*") == 0) {
1429  return SDL_JoystickNameForIndex(device_index);
1430  } else {
1431  return pSupportedController->name;
1432  }
1433  }
1434  return NULL;
1435 }
1436 
1437 
1438 /**
1439  * Get the type of a game controller.
1440  */
1443 {
1445 }
1446 
1447 
1448 /**
1449  * Get the mapping of a game controller.
1450  * This can be called before any controllers are opened.
1451  * If no mapping can be found, this function returns NULL.
1452  */
1453 char *
1455 {
1456  char *pMappingString = NULL;
1457  ControllerMapping_t *mapping;
1458 
1460  mapping = SDL_PrivateGetControllerMapping(joystick_index);
1461  if (mapping) {
1462  SDL_JoystickGUID guid;
1463  char pchGUID[33];
1464  size_t needed;
1465  guid = SDL_JoystickGetDeviceGUID(joystick_index);
1466  SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
1467  /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
1468  needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
1469  pMappingString = SDL_malloc(needed);
1470  if (!pMappingString) {
1471  SDL_OutOfMemory();
1473  return NULL;
1474  }
1475  SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
1476  }
1478  return pMappingString;
1479 }
1480 
1481 
1482 /*
1483  * Return 1 if the joystick with this name and GUID is a supported controller
1484  */
1485 SDL_bool
1487 {
1488  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMappingForNameAndGUID(name, guid);
1489  if (pSupportedController) {
1490  return SDL_TRUE;
1491  }
1492  return SDL_FALSE;
1493 }
1494 
1495 /*
1496  * Return 1 if the joystick at this device index is a supported controller
1497  */
1498 SDL_bool
1499 SDL_IsGameController(int device_index)
1500 {
1501  ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1502  if (pSupportedController) {
1503  return SDL_TRUE;
1504  }
1505  return SDL_FALSE;
1506 }
1507 
1508 /*
1509  * Return 1 if the game controller should be ignored by SDL
1510  */
1512 {
1513  int i;
1514  Uint16 vendor;
1515  Uint16 product;
1516  Uint16 version;
1517  Uint32 vidpid;
1518 
1519 #if defined(__LINUX__)
1520  if (name && SDL_strstr(name, "Controller Motion Sensors")) {
1521  /* Don't treat the PS3 and PS4 motion controls as a separate game controller */
1522  return SDL_TRUE;
1523  }
1524 #endif
1525 
1528  return SDL_FALSE;
1529  }
1530 
1531  SDL_GetJoystickGUIDInfo(guid, &vendor, &product, &version);
1532 
1533  if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE)) {
1534  /* We shouldn't ignore Steam's virtual gamepad since it's using the hints to filter out the real controllers so it can remap input for the virtual controller */
1535  SDL_bool bSteamVirtualGamepad = SDL_FALSE;
1536 #if defined(__LINUX__)
1537  bSteamVirtualGamepad = (vendor == 0x28DE && product == 0x11FF);
1538 #elif defined(__MACOSX__)
1539  bSteamVirtualGamepad = (vendor == 0x045E && product == 0x028E && version == 1);
1540 #elif defined(__WIN32__)
1541  /* We can't tell on Windows, but Steam will block others in input hooks */
1542  bSteamVirtualGamepad = SDL_TRUE;
1543 #endif
1544  if (bSteamVirtualGamepad) {
1545  return SDL_FALSE;
1546  }
1547  }
1548 
1549  vidpid = MAKE_VIDPID(vendor, product);
1550 
1552  for (i = 0; i < SDL_allowed_controllers.num_entries; ++i) {
1553  if (vidpid == SDL_allowed_controllers.entries[i]) {
1554  return SDL_FALSE;
1555  }
1556  }
1557  return SDL_TRUE;
1558  } else {
1559  for (i = 0; i < SDL_ignored_controllers.num_entries; ++i) {
1560  if (vidpid == SDL_ignored_controllers.entries[i]) {
1561  return SDL_TRUE;
1562  }
1563  }
1564  return SDL_FALSE;
1565  }
1566 }
1567 
1568 /*
1569  * Open a controller for use - the index passed as an argument refers to
1570  * the N'th controller on the system. This index is the value which will
1571  * identify this controller in future controller events.
1572  *
1573  * This function returns a controller identifier, or NULL if an error occurred.
1574  */
1575 SDL_GameController *
1576 SDL_GameControllerOpen(int device_index)
1577 {
1578  SDL_JoystickID instance_id;
1579  SDL_GameController *gamecontroller;
1580  SDL_GameController *gamecontrollerlist;
1581  ControllerMapping_t *pSupportedController = NULL;
1582 
1584 
1585  gamecontrollerlist = SDL_gamecontrollers;
1586  /* If the controller is already open, return it */
1587  instance_id = SDL_JoystickGetDeviceInstanceID(device_index);
1588  while (gamecontrollerlist) {
1589  if (instance_id == gamecontrollerlist->joystick->instance_id) {
1590  gamecontroller = gamecontrollerlist;
1591  ++gamecontroller->ref_count;
1593  return (gamecontroller);
1594  }
1595  gamecontrollerlist = gamecontrollerlist->next;
1596  }
1597 
1598  /* Find a controller mapping */
1599  pSupportedController = SDL_PrivateGetControllerMapping(device_index);
1600  if (!pSupportedController) {
1601  SDL_SetError("Couldn't find mapping for device (%d)", device_index);
1603  return NULL;
1604  }
1605 
1606  /* Create and initialize the controller */
1607  gamecontroller = (SDL_GameController *) SDL_calloc(1, sizeof(*gamecontroller));
1608  if (gamecontroller == NULL) {
1609  SDL_OutOfMemory();
1611  return NULL;
1612  }
1613 
1614  gamecontroller->joystick = SDL_JoystickOpen(device_index);
1615  if (!gamecontroller->joystick) {
1616  SDL_free(gamecontroller);
1618  return NULL;
1619  }
1620 
1621  if (gamecontroller->joystick->naxes) {
1622  gamecontroller->last_match_axis = (SDL_ExtendedGameControllerBind **)SDL_calloc(gamecontroller->joystick->naxes, sizeof(*gamecontroller->last_match_axis));
1623  if (!gamecontroller->last_match_axis) {
1624  SDL_OutOfMemory();
1625  SDL_JoystickClose(gamecontroller->joystick);
1626  SDL_free(gamecontroller);
1628  return NULL;
1629  }
1630  }
1631  if (gamecontroller->joystick->nhats) {
1632  gamecontroller->last_hat_mask = (Uint8 *)SDL_calloc(gamecontroller->joystick->nhats, sizeof(*gamecontroller->last_hat_mask));
1633  if (!gamecontroller->last_hat_mask) {
1634  SDL_OutOfMemory();
1635  SDL_JoystickClose(gamecontroller->joystick);
1636  SDL_free(gamecontroller->last_match_axis);
1637  SDL_free(gamecontroller);
1639  return NULL;
1640  }
1641  }
1642 
1643  SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->name, pSupportedController->mapping);
1644 
1645  /* Add the controller to list */
1646  ++gamecontroller->ref_count;
1647  /* Link the controller in the list */
1648  gamecontroller->next = SDL_gamecontrollers;
1649  SDL_gamecontrollers = gamecontroller;
1650 
1652 
1653  return (gamecontroller);
1654 }
1655 
1656 /*
1657  * Manually pump for controller updates.
1658  */
1659 void
1661 {
1662  /* Just for API completeness; the joystick API does all the work. */
1664 }
1665 
1666 /*
1667  * Get the current state of an axis control on a controller
1668  */
1669 Sint16
1670 SDL_GameControllerGetAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
1671 {
1672  int i;
1673 
1674  if (!gamecontroller)
1675  return 0;
1676 
1677  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1678  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1679  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
1680  int value = 0;
1681  SDL_bool valid_input_range;
1682  SDL_bool valid_output_range;
1683 
1684  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1685  value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
1686  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
1687  valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
1688  } else {
1689  valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
1690  }
1691  if (valid_input_range) {
1692  if (binding->input.axis.axis_min != binding->output.axis.axis_min || binding->input.axis.axis_max != binding->output.axis.axis_max) {
1693  float normalized_value = (float)(value - binding->input.axis.axis_min) / (binding->input.axis.axis_max - binding->input.axis.axis_min);
1694  value = binding->output.axis.axis_min + (int)(normalized_value * (binding->output.axis.axis_max - binding->output.axis.axis_min));
1695  }
1696  } else {
1697  value = 0;
1698  }
1699  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1700  value = SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
1701  if (value == SDL_PRESSED) {
1702  value = binding->output.axis.axis_max;
1703  }
1704  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1705  int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
1706  if (hat_mask & binding->input.hat.hat_mask) {
1707  value = binding->output.axis.axis_max;
1708  }
1709  }
1710 
1711  if (binding->output.axis.axis_min < binding->output.axis.axis_max) {
1712  valid_output_range = (value >= binding->output.axis.axis_min && value <= binding->output.axis.axis_max);
1713  } else {
1714  valid_output_range = (value >= binding->output.axis.axis_max && value <= binding->output.axis.axis_min);
1715  }
1716  /* If the value is zero, there might be another binding that makes it non-zero */
1717  if (value != 0 && valid_output_range) {
1718  return (Sint16)value;
1719  }
1720  }
1721  }
1722  return 0;
1723 }
1724 
1725 /*
1726  * Get the current state of a button on a controller
1727  */
1728 Uint8
1729 SDL_GameControllerGetButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
1730 {
1731  int i;
1732 
1733  if (!gamecontroller)
1734  return 0;
1735 
1736  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1737  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1738  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
1739  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1740  SDL_bool valid_input_range;
1741 
1742  int value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
1743  int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis.axis_min) / 2;
1744  if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
1745  valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
1746  if (valid_input_range) {
1747  return (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
1748  }
1749  } else {
1750  valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
1751  if (valid_input_range) {
1752  return (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
1753  }
1754  }
1755  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1756  return SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
1757  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1758  int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
1759  return (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED;
1760  }
1761  }
1762  }
1763  return SDL_RELEASED;
1764 }
1765 
1766 const char *
1767 SDL_GameControllerName(SDL_GameController * gamecontroller)
1768 {
1769  if (!gamecontroller)
1770  return NULL;
1771 
1772  if (SDL_strcmp(gamecontroller->name, "*") == 0) {
1773  return SDL_JoystickName(SDL_GameControllerGetJoystick(gamecontroller));
1774  } else {
1775  return gamecontroller->name;
1776  }
1777 }
1778 
1780 SDL_GameControllerGetType(SDL_GameController *gamecontroller)
1781 {
1783 }
1784 
1785 int
1786 SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller)
1787 {
1789 }
1790 
1791 /**
1792  * Set the player index of an opened game controller
1793  */
1794 void
1795 SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index)
1796 {
1797  SDL_JoystickSetPlayerIndex(SDL_GameControllerGetJoystick(gamecontroller), player_index);
1798 }
1799 
1800 Uint16
1801 SDL_GameControllerGetVendor(SDL_GameController * gamecontroller)
1802 {
1803  return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller));
1804 }
1805 
1806 Uint16
1807 SDL_GameControllerGetProduct(SDL_GameController * gamecontroller)
1808 {
1809  return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller));
1810 }
1811 
1812 Uint16
1813 SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller)
1814 {
1816 }
1817 
1818 /*
1819  * Return if the controller in question is currently attached to the system,
1820  * \return 0 if not plugged in, 1 if still present.
1821  */
1822 SDL_bool
1823 SDL_GameControllerGetAttached(SDL_GameController * gamecontroller)
1824 {
1825  if (!gamecontroller)
1826  return SDL_FALSE;
1827 
1828  return SDL_JoystickGetAttached(gamecontroller->joystick);
1829 }
1830 
1831 /*
1832  * Get the joystick for this controller
1833  */
1834 SDL_Joystick *SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller)
1835 {
1836  if (!gamecontroller)
1837  return NULL;
1838 
1839  return gamecontroller->joystick;
1840 }
1841 
1842 
1843 /*
1844  * Return the SDL_GameController associated with an instance id.
1845  */
1846 SDL_GameController *
1848 {
1849  SDL_GameController *gamecontroller;
1850 
1852  gamecontroller = SDL_gamecontrollers;
1853  while (gamecontroller) {
1854  if (gamecontroller->joystick->instance_id == joyid) {
1856  return gamecontroller;
1857  }
1858  gamecontroller = gamecontroller->next;
1859  }
1861  return NULL;
1862 }
1863 
1864 
1865 /**
1866  * Return the SDL_GameController associated with a player index.
1867  */
1868 SDL_GameController *SDL_GameControllerFromPlayerIndex(int player_index)
1869 {
1870  SDL_Joystick *joystick = SDL_JoystickFromPlayerIndex(player_index);
1871  if (joystick) {
1872  return SDL_GameControllerFromInstanceID(joystick->instance_id);
1873  }
1874  return NULL;
1875 }
1876 
1877 
1878 /*
1879  * Get the SDL joystick layer binding for this controller axis mapping
1880  */
1882 {
1883  int i;
1885  SDL_zero(bind);
1886 
1887  if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID)
1888  return bind;
1889 
1890  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1891  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1892  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
1893  bind.bindType = binding->inputType;
1894  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1895  /* FIXME: There might be multiple axes bound now that we have axis ranges... */
1896  bind.value.axis = binding->input.axis.axis;
1897  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1898  bind.value.button = binding->input.button;
1899  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1900  bind.value.hat.hat = binding->input.hat.hat;
1901  bind.value.hat.hat_mask = binding->input.hat.hat_mask;
1902  }
1903  break;
1904  }
1905  }
1906  return bind;
1907 }
1908 
1909 
1910 /*
1911  * Get the SDL joystick layer binding for this controller button mapping
1912  */
1914 {
1915  int i;
1917  SDL_zero(bind);
1918 
1919  if (!gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID)
1920  return bind;
1921 
1922  for (i = 0; i < gamecontroller->num_bindings; ++i) {
1923  SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
1924  if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
1925  bind.bindType = binding->inputType;
1926  if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
1927  bind.value.axis = binding->input.axis.axis;
1928  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
1929  bind.value.button = binding->input.button;
1930  } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
1931  bind.value.hat.hat = binding->input.hat.hat;
1932  bind.value.hat.hat_mask = binding->input.hat.hat_mask;
1933  }
1934  break;
1935  }
1936  }
1937  return bind;
1938 }
1939 
1940 
1941 int
1942 SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
1943 {
1944  return SDL_JoystickRumble(SDL_GameControllerGetJoystick(gamecontroller), low_frequency_rumble, high_frequency_rumble, duration_ms);
1945 }
1946 
1947 void
1948 SDL_GameControllerClose(SDL_GameController * gamecontroller)
1949 {
1950  SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
1951 
1952  if (!gamecontroller)
1953  return;
1954 
1956 
1957  /* First decrement ref count */
1958  if (--gamecontroller->ref_count > 0) {
1960  return;
1961  }
1962 
1963  SDL_JoystickClose(gamecontroller->joystick);
1964 
1965  gamecontrollerlist = SDL_gamecontrollers;
1966  gamecontrollerlistprev = NULL;
1967  while (gamecontrollerlist) {
1968  if (gamecontroller == gamecontrollerlist) {
1969  if (gamecontrollerlistprev) {
1970  /* unlink this entry */
1971  gamecontrollerlistprev->next = gamecontrollerlist->next;
1972  } else {
1973  SDL_gamecontrollers = gamecontroller->next;
1974  }
1975  break;
1976  }
1977  gamecontrollerlistprev = gamecontrollerlist;
1978  gamecontrollerlist = gamecontrollerlist->next;
1979  }
1980 
1981  SDL_free(gamecontroller->bindings);
1982  SDL_free(gamecontroller->last_match_axis);
1983  SDL_free(gamecontroller->last_hat_mask);
1984  SDL_free(gamecontroller);
1985 
1987 }
1988 
1989 
1990 /*
1991  * Quit the controller subsystem
1992  */
1993 void
1995 {
1997  while (SDL_gamecontrollers) {
1998  SDL_gamecontrollers->ref_count = 1;
2000  }
2002 }
2003 
2004 void
2006 {
2007  ControllerMapping_t *pControllerMap;
2008 
2009  while (s_pSupportedControllers) {
2010  pControllerMap = s_pSupportedControllers;
2012  SDL_free(pControllerMap->name);
2013  SDL_free(pControllerMap->mapping);
2014  SDL_free(pControllerMap);
2015  }
2016 
2018 
2023 
2027  }
2031  }
2032 }
2033 
2034 /*
2035  * Event filter to transform joystick events into appropriate game controller ones
2036  */
2037 static int
2039 {
2040  int posted;
2041 
2042  /* translate the event, if desired */
2043  posted = 0;
2044 #if !SDL_EVENTS_DISABLED
2046  SDL_Event event;
2047  event.type = SDL_CONTROLLERAXISMOTION;
2048  event.caxis.which = gamecontroller->joystick->instance_id;
2049  event.caxis.axis = axis;
2050  event.caxis.value = value;
2051  posted = SDL_PushEvent(&event) == 1;
2052  }
2053 #endif /* !SDL_EVENTS_DISABLED */
2054  return (posted);
2055 }
2056 
2057 
2058 /*
2059  * Event filter to transform joystick events into appropriate game controller ones
2060  */
2061 static int
2063 {
2064  int posted;
2065 #if !SDL_EVENTS_DISABLED
2066  SDL_Event event;
2067 
2069  return (0);
2070 
2071  switch (state) {
2072  case SDL_PRESSED:
2073  event.type = SDL_CONTROLLERBUTTONDOWN;
2074  break;
2075  case SDL_RELEASED:
2076  event.type = SDL_CONTROLLERBUTTONUP;
2077  break;
2078  default:
2079  /* Invalid state -- bail */
2080  return (0);
2081  }
2082 #endif /* !SDL_EVENTS_DISABLED */
2083 
2085  Uint32 now = SDL_GetTicks();
2086  if (state == SDL_PRESSED) {
2087  gamecontroller->guide_button_down = now;
2088 
2089  if (gamecontroller->joystick->delayed_guide_button) {
2090  /* Skip duplicate press */
2091  return (0);
2092  }
2093  } else {
2094  if (!SDL_TICKS_PASSED(now, gamecontroller->guide_button_down+SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS) && !gamecontroller->joystick->force_recentering) {
2095  gamecontroller->joystick->delayed_guide_button = SDL_TRUE;
2096  return (0);
2097  }
2098  gamecontroller->joystick->delayed_guide_button = SDL_FALSE;
2099  }
2100  }
2101 
2102  /* translate the event, if desired */
2103  posted = 0;
2104 #if !SDL_EVENTS_DISABLED
2105  if (SDL_GetEventState(event.type) == SDL_ENABLE) {
2106  event.cbutton.which = gamecontroller->joystick->instance_id;
2107  event.cbutton.button = button;
2108  event.cbutton.state = state;
2109  posted = SDL_PushEvent(&event) == 1;
2110  }
2111 #endif /* !SDL_EVENTS_DISABLED */
2112  return (posted);
2113 }
2114 
2115 /*
2116  * Turn off controller events
2117  */
2118 int
2120 {
2121 #if SDL_EVENTS_DISABLED
2122  return SDL_IGNORE;
2123 #else
2124  const Uint32 event_list[] = {
2127  };
2128  unsigned int i;
2129 
2130  switch (state) {
2131  case SDL_QUERY:
2132  state = SDL_IGNORE;
2133  for (i = 0; i < SDL_arraysize(event_list); ++i) {
2134  state = SDL_EventState(event_list[i], SDL_QUERY);
2135  if (state == SDL_ENABLE) {
2136  break;
2137  }
2138  }
2139  break;
2140  default:
2141  for (i = 0; i < SDL_arraysize(event_list); ++i) {
2142  SDL_EventState(event_list[i], state);
2143  }
2144  break;
2145  }
2146  return (state);
2147 #endif /* SDL_EVENTS_DISABLED */
2148 }
2149 
2150 void
2152 {
2153  SDL_GameController *controllerlist = SDL_gamecontrollers;
2154  while (controllerlist) {
2155  if (controllerlist->joystick == joystick) {
2157  break;
2158  }
2159  controllerlist = controllerlist->next;
2160  }
2161 }
2162 
2163 /* vi: set ts=4 sw=4 expandtab: */
SDL_LoadVIDPIDListFromHint
static void SDL_LoadVIDPIDListFromHint(const char *hint, SDL_vidpid_list *list)
Definition: SDL_gamecontroller.c:138
SDL_PrivateGetControllerMappingForGUID
static ControllerMapping_t * SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid, SDL_bool exact_match)
Definition: SDL_gamecontroller.c:427
SDL_ExtendedGameControllerBind::outputType
SDL_GameControllerBindType outputType
Definition: SDL_gamecontroller.c:72
SDL_CONTROLLER_MAPPING_PRIORITY_API
@ SDL_CONTROLLER_MAPPING_PRIORITY_API
Definition: SDL_gamecontroller.c:91
SDL_GameControllerGetButton
Uint8 SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:1729
SDL_zero
#define SDL_zero(x)
Definition: SDL_stdinc.h:418
SDL_Event::type
Uint32 type
Definition: SDL_events.h:560
SDL_CONTROLLER_BUTTON_DPAD_LEFT
@ SDL_CONTROLLER_BUTTON_DPAD_LEFT
Definition: SDL_gamecontroller.h:362
SDL_CONTROLLERDEVICEREMOVED
@ SDL_CONTROLLERDEVICEREMOVED
Definition: SDL_events.h:124
SDL_IsJoystickHIDAPI
SDL_bool SDL_IsJoystickHIDAPI(SDL_JoystickGUID guid)
Definition: SDL_joystick.c:1547
SDL_GameControllerFromPlayerIndex
SDL_GameController * SDL_GameControllerFromPlayerIndex(int player_index)
Definition: SDL_gamecontroller.c:1868
SDL_memset
#define SDL_memset
Definition: SDL_dynapi_overrides.h:386
SDL_GameControllerUpdate
void SDL_GameControllerUpdate(void)
Definition: SDL_gamecontroller.c:1660
s_zeroGUID
static SDL_JoystickGUID s_zeroGUID
Definition: SDL_gamecontroller.c:104
_SDL_GameController::last_match_axis
SDL_ExtendedGameControllerBind ** last_match_axis
Definition: SDL_gamecontroller.c:119
_ControllerMapping_t::priority
SDL_ControllerMappingPriority priority
Definition: SDL_gamecontroller.c:100
SDL_CONTROLLER_AXIS_RIGHTX
@ SDL_CONTROLLER_AXIS_RIGHTX
Definition: SDL_gamecontroller.h:307
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:86
HasSameOutput
static SDL_bool HasSameOutput(SDL_ExtendedGameControllerBind *a, SDL_ExtendedGameControllerBind *b)
Definition: SDL_gamecontroller.c:228
SDL_PrivateGameControllerAxis
static int SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
Definition: SDL_gamecontroller.c:2038
SDL_PrivateGetControllerGUIDFromMappingString
static char * SDL_PrivateGetControllerGUIDFromMappingString(const char *pMapping)
Definition: SDL_gamecontroller.c:721
SDL_strlcpy
#define SDL_strlcpy
Definition: SDL_dynapi_overrides.h:394
SDL_JoystickGetVendor
#define SDL_JoystickGetVendor
Definition: SDL_dynapi_overrides.h:612
SDL_small_free
#define SDL_small_free(ptr, isstack)
Definition: SDL_internal.h:40
SDL_IsGameController
SDL_bool SDL_IsGameController(int device_index)
Definition: SDL_gamecontroller.c:1499
SDL_GameControllerEventWatcher
static int SDL_GameControllerEventWatcher(void *userdata, SDL_Event *event)
Definition: SDL_gamecontroller.c:349
mask
GLenum GLint GLuint mask
Definition: SDL_opengl_glext.h:660
SDL_GameControllerButtonBind::hat
int hat
Definition: SDL_gamecontroller.h:89
SDL_sysjoystick.h
SDL_gamecontrollers
static SDL_GameController * SDL_gamecontrollers
Definition: SDL_gamecontroller.c:50
SDL_UnlockJoysticks
#define SDL_UnlockJoysticks
Definition: SDL_dynapi_overrides.h:639
_SDL_GameController::guide_button_down
Uint32 guide_button_down
Definition: SDL_gamecontroller.c:121
SDL_ExtendedGameControllerBind::button
SDL_GameControllerButton button
Definition: SDL_gamecontroller.c:75
SDL_JoystickClose
#define SDL_JoystickClose
Definition: SDL_dynapi_overrides.h:215
SDL_joystick_c.h
SDL_ExtendedGameControllerBind::button
int button
Definition: SDL_gamecontroller.c:57
SDL_GameControllerTypeForIndex
SDL_GameControllerType SDL_GameControllerTypeForIndex(int joystick_index)
Definition: SDL_gamecontroller.c:1442
SDL_ADDEVENT
@ SDL_ADDEVENT
Definition: SDL_events.h:616
NULL
#define NULL
Definition: begin_code.h:167
SDL_CONTROLLER_BUTTON_INVALID
@ SDL_CONTROLLER_BUTTON_INVALID
Definition: SDL_gamecontroller.h:348
SDL_timer.h
b
GLboolean GLboolean GLboolean b
Definition: SDL_opengl_glext.h:1112
SDL_JoystickGetButton
#define SDL_JoystickGetButton
Definition: SDL_dynapi_overrides.h:214
UpdateEventsForDeviceRemoval
static void UpdateEventsForDeviceRemoval()
Definition: SDL_gamecontroller.c:203
SDL_PrivateGameControllerParseElement
static void SDL_PrivateGameControllerParseElement(SDL_GameController *gamecontroller, const char *szGameButton, const char *szJoystickButton)
Definition: SDL_gamecontroller.c:543
SDL_GetJoystickGameControllerTypeFromGUID
SDL_GameControllerType SDL_GetJoystickGameControllerTypeFromGUID(SDL_JoystickGUID guid, const char *name)
Definition: SDL_joystick.c:1392
SDL_GameControllerGetStringForButton
const char * SDL_GameControllerGetStringForButton(SDL_GameControllerButton axis)
Definition: SDL_gamecontroller.c:532
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:83
SDL_JoystickGetGUID
#define SDL_JoystickGetGUID
Definition: SDL_dynapi_overrides.h:200
SDL_ExtendedGameControllerBind
Definition: SDL_gamecontroller.c:52
SDL_JoystickFromPlayerIndex
#define SDL_JoystickFromPlayerIndex
Definition: SDL_dynapi_overrides.h:738
HandleJoystickAxis
static void HandleJoystickAxis(SDL_GameController *gamecontroller, int axis, int value)
Definition: SDL_gamecontroller.c:250
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:184
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:357
SDL_ExtendedGameControllerBind::axis_min
int axis_min
Definition: SDL_gamecontroller.c:61
SDL_vidpid_list::entries
Uint32 * entries
Definition: SDL_gamecontroller.c:131
SDL_ExtendedGameControllerBind::inputType
SDL_GameControllerBindType inputType
Definition: SDL_gamecontroller.c:54
SDL_CONTROLLER_SDKLE_FIELD
#define SDL_CONTROLLER_SDKLE_FIELD
Definition: SDL_gamecontroller.c:47
SDL_PrivateGetControllerMapping
static ControllerMapping_t * SDL_PrivateGetControllerMapping(int device_index)
Definition: SDL_gamecontroller.c:1057
SDL_ControllerDeviceEvent::which
Sint32 which
Definition: SDL_events.h:413
SDL_JoystickGetGUIDString
#define SDL_JoystickGetGUIDString
Definition: SDL_dynapi_overrides.h:201
SDL_ENABLE
#define SDL_ENABLE
Definition: SDL_events.h:760
SDL_JoystickNameForIndex
#define SDL_JoystickNameForIndex
Definition: SDL_dynapi_overrides.h:196
SDL_GameControllerOpen
SDL_GameController * SDL_GameControllerOpen(int device_index)
Definition: SDL_gamecontroller.c:1576
SDL_GameControllerButtonBind
Definition: SDL_gamecontroller.h:81
SDL_CONTROLLER_AXIS_LEFTX
@ SDL_CONTROLLER_AXIS_LEFTX
Definition: SDL_gamecontroller.h:305
SDL_ControllerMappingPriority
SDL_ControllerMappingPriority
Definition: SDL_gamecontroller.c:88
SDL_JoystickGUID::data
Uint8 data[16]
Definition: SDL_joystick.h:71
input
GLenum GLenum GLenum input
Definition: SDL_opengl_glext.h:9377
path
GLsizei const GLchar *const * path
Definition: SDL_opengl_glext.h:3733
SDL_RWread
#define SDL_RWread
Definition: SDL_dynapi_overrides.h:723
SDL_JOYDEVICEREMOVED
@ SDL_JOYDEVICEREMOVED
Definition: SDL_events.h:117
SDL_GameControllerGetAxis
Sint16 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:1670
SDL_JoystickGetHat
#define SDL_JoystickGetHat
Definition: SDL_dynapi_overrides.h:212
SDL_JoystickGetProduct
#define SDL_JoystickGetProduct
Definition: SDL_dynapi_overrides.h:613
a
GLboolean GLboolean GLboolean GLboolean a
Definition: SDL_opengl_glext.h:1112
SDL_GetHint
#define SDL_GetHint
Definition: SDL_dynapi_overrides.h:191
SDL_RELEASED
#define SDL_RELEASED
Definition: SDL_events.h:49
SDL_JoystickOpen
#define SDL_JoystickOpen
Definition: SDL_dynapi_overrides.h:197
SDL_zeroa
#define SDL_zeroa(x)
Definition: SDL_stdinc.h:420
SDL_vidpid_list::max_entries
int max_entries
Definition: SDL_gamecontroller.c:130
SDL_small_alloc
#define SDL_small_alloc(type, count, pisstack)
Definition: SDL_internal.h:39
s_pSupportedControllers
static ControllerMapping_t * s_pSupportedControllers
Definition: SDL_gamecontroller.c:105
SDL_CONTROLLERDEVICEADDED
@ SDL_CONTROLLERDEVICEADDED
Definition: SDL_events.h:123
SDL_JoystickName
#define SDL_JoystickName
Definition: SDL_dynapi_overrides.h:198
SDL_ExtendedGameControllerBind::input
union SDL_ExtendedGameControllerBind::@17 input
SDL_SwapLE16
#define SDL_SwapLE16(X)
Definition: SDL_endian.h:244
_SDL_GameController::bindings
SDL_ExtendedGameControllerBind * bindings
Definition: SDL_gamecontroller.c:118
SDL_GameControllerGetType
SDL_GameControllerType SDL_GameControllerGetType(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1780
SDL_CONTROLLERAXISMOTION
@ SDL_CONTROLLERAXISMOTION
Definition: SDL_events.h:120
SDL_GameControllerGetJoystick
SDL_Joystick * SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1834
SDL_CONTROLLER_BUTTON_B
@ SDL_CONTROLLER_BUTTON_B
Definition: SDL_gamecontroller.h:350
SDL_ShouldIgnoreGameController
SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1511
SDL_GameControllerName
const char * SDL_GameControllerName(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1767
_SDL_GameController::ref_count
int ref_count
Definition: SDL_gamecontroller.c:114
SDL_CONTROLLER_BUTTON_MAX
@ SDL_CONTROLLER_BUTTON_MAX
Definition: SDL_gamecontroller.h:364
SDL_JoystickGetPlayerIndex
#define SDL_JoystickGetPlayerIndex
Definition: SDL_dynapi_overrides.h:702
_ControllerMapping_t::name
char * name
Definition: SDL_gamecontroller.c:98
SDL_strcasecmp
#define SDL_strcasecmp
Definition: SDL_dynapi_overrides.h:419
SDL_vidpid_list::num_entries
int num_entries
Definition: SDL_gamecontroller.c:129
SDL_CONTROLLER_BUTTON_BACK
@ SDL_CONTROLLER_BUTTON_BACK
Definition: SDL_gamecontroller.h:353
SDL_strncasecmp
#define SDL_strncasecmp
Definition: SDL_dynapi_overrides.h:420
SDL_CONTROLLER_BINDTYPE_BUTTON
@ SDL_CONTROLLER_BINDTYPE_BUTTON
Definition: SDL_gamecontroller.h:73
SDL_CONTROLLER_BUTTON_LEFTSHOULDER
@ SDL_CONTROLLER_BUTTON_LEFTSHOULDER
Definition: SDL_gamecontroller.h:358
SDL_GameControllerInit
int SDL_GameControllerInit(void)
Definition: SDL_gamecontroller.c:1399
_ControllerMapping_t::guid
SDL_JoystickGUID guid
Definition: SDL_gamecontroller.c:97
SDL_JoystickID
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:81
SDL_GameControllerGetAxisFromString
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
Definition: SDL_gamecontroller.c:464
map_StringForControllerButton
static const char * map_StringForControllerButton[]
Definition: SDL_gamecontroller.c:494
SDL_QUERY
#define SDL_QUERY
Definition: SDL_events.h:757
SDL_PRESSED
#define SDL_PRESSED
Definition: SDL_events.h:50
SDL_HINT_GAMECONTROLLERCONFIG_FILE
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE
A variable that lets you provide a file with extra gamecontroller db entries.
Definition: SDL_hints.h:507
Sint16
int16_t Sint16
Definition: SDL_stdinc.h:185
buf
GLenum GLuint GLenum GLsizei const GLchar * buf
Definition: SDL_opengl_glext.h:2483
SDL_GameControllerGetButtonFromString
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
Definition: SDL_gamecontroller.c:516
SDL_PrivateGameControllerRefreshMapping
static void SDL_PrivateGameControllerRefreshMapping(ControllerMapping_t *pControllerMapping)
Definition: SDL_gamecontroller.c:805
SDL_memcpy
#define SDL_memcpy
Definition: SDL_dynapi_overrides.h:387
SDL_GetHintBoolean
#define SDL_GetHintBoolean
Definition: SDL_dynapi_overrides.h:608
event
struct _cl_event * event
Definition: SDL_opengl_glext.h:2652
SDL_JoystickGetDeviceGUID
#define SDL_JoystickGetDeviceGUID
Definition: SDL_dynapi_overrides.h:199
SDL_FALSE
@ SDL_FALSE
Definition: SDL_stdinc.h:163
SDL_CONTROLLER_MAPPING_PRIORITY_USER
@ SDL_CONTROLLER_MAPPING_PRIORITY_USER
Definition: SDL_gamecontroller.c:92
SDL_GameControllerHandleDelayedGuideButton
void SDL_GameControllerHandleDelayedGuideButton(SDL_Joystick *joystick)
Definition: SDL_gamecontroller.c:2151
SDL_PrivateGetControllerNameFromMappingString
static char * SDL_PrivateGetControllerNameFromMappingString(const char *pMapping)
Definition: SDL_gamecontroller.c:760
SDL_strchr
#define SDL_strchr
Definition: SDL_dynapi_overrides.h:401
SDL_GameControllerBindType
SDL_GameControllerBindType
Definition: SDL_gamecontroller.h:70
SDL_GameControllerMappingForDeviceIndex
char * SDL_GameControllerMappingForDeviceIndex(int joystick_index)
Definition: SDL_gamecontroller.c:1454
SDL_GameControllerGetBindForButton
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
Definition: SDL_gamecontroller.c:1913
SDL_IsJoystickXInput
SDL_bool SDL_IsJoystickXInput(SDL_JoystickGUID guid)
Definition: SDL_joystick.c:1541
SDL_JOYSTICK_AXIS_MIN
#define SDL_JOYSTICK_AXIS_MIN
Definition: SDL_joystick.h:312
SDL_CONTROLLERBUTTONUP
@ SDL_CONTROLLERBUTTONUP
Definition: SDL_events.h:122
SDL_GetEventState
#define SDL_GetEventState(type)
Definition: SDL_events.h:773
SDL_CONTROLLER_AXIS_TRIGGERLEFT
@ SDL_CONTROLLER_AXIS_TRIGGERLEFT
Definition: SDL_gamecontroller.h:309
mapping
GLenum GLenum GLenum GLenum mapping
Definition: SDL_opengl_glext.h:9377
SDL_GameControllerButtonBind::value
union SDL_GameControllerButtonBind::@0 value
SDL_GetJoystickGUIDInfo
void SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version)
Definition: SDL_joystick.c:1337
SDL_GameControllerGetAttached
SDL_bool SDL_GameControllerGetAttached(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1823
SDL_memcmp
#define SDL_memcmp
Definition: SDL_dynapi_overrides.h:389
SDL_ExtendedGameControllerBind::hat_mask
int hat_mask
Definition: SDL_gamecontroller.c:67
SDL_free
#define SDL_free
Definition: SDL_dynapi_overrides.h:377
HandleJoystickButton
static void HandleJoystickButton(SDL_GameController *gamecontroller, int button, Uint8 state)
Definition: SDL_gamecontroller.c:302
SDL_PushEvent
#define SDL_PushEvent
Definition: SDL_dynapi_overrides.h:125
SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT
Definition: SDL_hints.h:533
SDL_GameControllerNumMappings
int SDL_GameControllerNumMappings(void)
Definition: SDL_gamecontroller.c:1234
HandleJoystickHat
static void HandleJoystickHat(SDL_GameController *gamecontroller, int hat, Uint8 value)
Definition: SDL_gamecontroller.c:321
SDL_CONTROLLER_AXIS_INVALID
@ SDL_CONTROLLER_AXIS_INVALID
Definition: SDL_gamecontroller.h:304
SDL_ignored_controllers
static SDL_vidpid_list SDL_ignored_controllers
Definition: SDL_gamecontroller.c:135
s_pXInputMapping
static ControllerMapping_t * s_pXInputMapping
Definition: SDL_gamecontroller.c:108
_ControllerMapping_t::mapping
char * mapping
Definition: SDL_gamecontroller.c:99
name
GLuint const GLchar * name
Definition: SDL_opengl_glext.h:663
s_ControllerMappings
static const char * s_ControllerMappings[]
Definition: SDL_gamecontrollerdb.h:32
SDL_GameControllerMapping
char * SDL_GameControllerMapping(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1309
SDL_strtol
#define SDL_strtol
Definition: SDL_dynapi_overrides.h:412
SDL_CONTROLLER_AXIS_MAX
@ SDL_CONTROLLER_AXIS_MAX
Definition: SDL_gamecontroller.h:311
SDL_GetPlatform
#define SDL_GetPlatform
Definition: SDL_dynapi_overrides.h:291
SDL_JoystickGetAttached
#define SDL_JoystickGetAttached
Definition: SDL_dynapi_overrides.h:203
SDL_JoystickGetDeviceInstanceID
#define SDL_JoystickGetDeviceInstanceID
Definition: SDL_dynapi_overrides.h:626
SDL_isdigit
#define SDL_isdigit
Definition: SDL_dynapi_overrides.h:382
SDL_GameControllerInitMappings
int SDL_GameControllerInitMappings(void)
Definition: SDL_gamecontroller.c:1370
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:690
SDL_assert.h
size_t
unsigned int size_t
Definition: SDL_config_windows.h:68
SDL_GetTicks
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
SDL_GameControllerAxis
SDL_GameControllerAxis
Definition: SDL_gamecontroller.h:302
s_pDefaultMapping
static ControllerMapping_t * s_pDefaultMapping
Definition: SDL_gamecontroller.c:106
SDL_RWsize
#define SDL_RWsize
Definition: SDL_dynapi_overrides.h:720
MAKE_VIDPID
#define MAKE_VIDPID(VID, PID)
Definition: SDL_sysjoystick.h:86
SDL_JoystickSetPlayerIndex
#define SDL_JoystickSetPlayerIndex
Definition: SDL_dynapi_overrides.h:739
SDL_JOYAXISMOTION
@ SDL_JOYAXISMOTION
Definition: SDL_events.h:111
SDL_GetAndroidSDKVersion
int SDL_GetAndroidSDKVersion(void)
SDL_GameControllerButtonBind::axis
int axis
Definition: SDL_gamecontroller.h:87
SDL_ExtendedGameControllerBind::axis
int axis
Definition: SDL_gamecontroller.c:60
SDL_CONTROLLER_BUTTON_START
@ SDL_CONTROLLER_BUTTON_START
Definition: SDL_gamecontroller.h:355
SDL_GameControllerNameForIndex
const char * SDL_GameControllerNameForIndex(int device_index)
Definition: SDL_gamecontroller.c:1424
SDL_GameControllerLoadHints
static void SDL_GameControllerLoadHints()
Definition: SDL_gamecontroller.c:1319
SDL_GameControllerGetPlayerIndex
int SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1786
map_StringForControllerAxis
static const char * map_StringForControllerAxis[]
Definition: SDL_gamecontroller.c:451
SDL_JOYSTICK_AXIS_MAX
#define SDL_JOYSTICK_AXIS_MAX
Definition: SDL_joystick.h:311
axis
SDL_Texture * axis
Definition: testgamecontroller.c:67
_SDL_GameController::joystick
SDL_Joystick * joystick
Definition: SDL_gamecontroller.c:113
SDL_GameControllerMappingForIndex
char * SDL_GameControllerMappingForIndex(int mapping_index)
Definition: SDL_gamecontroller.c:1252
SDL_OutOfMemory
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
_SDL_GameController::last_hat_mask
Uint8 * last_hat_mask
Definition: SDL_gamecontroller.c:120
size
GLsizeiptr size
Definition: SDL_opengl_glext.h:540
SDL_JoystickUpdate
#define SDL_JoystickUpdate
Definition: SDL_dynapi_overrides.h:209
SDL_JoystickRumble
#define SDL_JoystickRumble
Definition: SDL_dynapi_overrides.h:682
SDL_arraysize
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:115
SDL_calloc
#define SDL_calloc
Definition: SDL_dynapi_overrides.h:375
SDL_atoi
#define SDL_atoi
Definition: SDL_dynapi_overrides.h:410
SDL_PrivateGameControllerAddMapping
static int SDL_PrivateGameControllerAddMapping(const char *mappingString, SDL_ControllerMappingPriority priority)
Definition: SDL_gamecontroller.c:1153
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
@ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
Definition: SDL_gamecontroller.h:359
SDL_CONTROLLER_BINDTYPE_HAT
@ SDL_CONTROLLER_BINDTYPE_HAT
Definition: SDL_gamecontroller.h:75
SDL_GameControllerQuitMappings
void SDL_GameControllerQuitMappings(void)
Definition: SDL_gamecontroller.c:2005
SDL_CONTROLLER_BUTTON_Y
@ SDL_CONTROLLER_BUTTON_Y
Definition: SDL_gamecontroller.h:352
_SDL_GameController::num_bindings
int num_bindings
Definition: SDL_gamecontroller.c:117
sort_controllers.controllers
list controllers
Definition: sort_controllers.py:12
_SDL_GameController
Definition: SDL_gamecontroller.c:111
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:127
SDL_gamecontrollerdb.h
SDL_CONTROLLER_BINDTYPE_AXIS
@ SDL_CONTROLLER_BINDTYPE_AXIS
Definition: SDL_gamecontroller.h:74
SDL_GameControllerGetStringForAxis
const char * SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:486
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:134
value
GLsizei const GLfloat * value
Definition: SDL_opengl_glext.h:701
SDL_PrivateGetControllerMappingForNameAndGUID
static ControllerMapping_t * SDL_PrivateGetControllerMappingForNameAndGUID(const char *name, SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1024
_ControllerMapping_t
Definition: SDL_gamecontroller.c:95
SDL_SetError
#define SDL_SetError
Definition: SDL_dynapi_overrides.h:30
SDL_GameControllerClose
void SDL_GameControllerClose(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1948
SDL_GameControllerType
SDL_GameControllerType
Definition: SDL_gamecontroller.h:60
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:1486
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:306
SDL_RWclose
#define SDL_RWclose
Definition: SDL_dynapi_overrides.h:725
SDL_GameControllerGetVendor
Uint16 SDL_GameControllerGetVendor(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1801
SDL_IGNORE
#define SDL_IGNORE
Definition: SDL_events.h:758
SDL_GameControllerMappingForGUID
char * SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
Definition: SDL_gamecontroller.c:1285
SDL_HINT_GAMECONTROLLERCONFIG
#define SDL_HINT_GAMECONTROLLERCONFIG
A variable that lets you manually hint extra gamecontroller db entries.
Definition: SDL_hints.h:497
SDL_CONTROLLER_BUTTON_LEFTSTICK
@ SDL_CONTROLLER_BUTTON_LEFTSTICK
Definition: SDL_gamecontroller.h:356
SDL_GameControllerAddMappingsFromRW
int SDL_GameControllerAddMappingsFromRW(SDL_RWops *rw, int freerw)
Definition: SDL_gamecontroller.c:1082
SDL_CONTROLLER_SDKGE_FIELD
#define SDL_CONTROLLER_SDKGE_FIELD
Definition: SDL_gamecontroller.c:46
SDL_GETEVENT
@ SDL_GETEVENT
Definition: SDL_events.h:618
SDL_EventState
#define SDL_EventState
Definition: SDL_dynapi_overrides.h:131
SDL_AddEventWatch
#define SDL_AddEventWatch
Definition: SDL_dynapi_overrides.h:128
SDL_GameControllerRumble
int SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
Definition: SDL_gamecontroller.c:1942
SDL_GameControllerQuit
void SDL_GameControllerQuit(void)
Definition: SDL_gamecontroller.c:1994
SDL_strdup
#define SDL_strdup
Definition: SDL_dynapi_overrides.h:397
SDL_GameControllerGetProduct
Uint16 SDL_GameControllerGetProduct(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1807
SDL_strlen
#define SDL_strlen
Definition: SDL_dynapi_overrides.h:393
SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT
@ SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT
Definition: SDL_gamecontroller.c:90
SDL_JOYDEVICEADDED
@ SDL_JOYDEVICEADDED
Definition: SDL_events.h:116
SDL_ExtendedGameControllerBind::hat
int hat
Definition: SDL_gamecontroller.c:66
SDL_GameControllerFromInstanceID
SDL_GameController * SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
Definition: SDL_gamecontroller.c:1847
SDL_TICKS_PASSED
#define SDL_TICKS_PASSED(A, B)
Compare SDL ticks values, and return true if A has passed B.
Definition: SDL_timer.h:56
SDL_PrivateGameControllerParseControllerConfigString
static void SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecontroller, const char *pchString)
Definition: SDL_gamecontroller.c:639
SDL_GameControllerGetProductVersion
Uint16 SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller)
Definition: SDL_gamecontroller.c:1813
SDL_Event
General event structure.
Definition: SDL_events.h:558
SDL_PrivateGameControllerButton
static int SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
Definition: SDL_gamecontroller.c:2062
SDL_CONTROLLER_BUTTON_DPAD_DOWN
@ SDL_CONTROLLER_BUTTON_DPAD_DOWN
Definition: SDL_gamecontroller.h:361
SDL_DelHintCallback
#define SDL_DelHintCallback
Definition: SDL_dynapi_overrides.h:193
SDL_ExtendedGameControllerBind::axis
SDL_GameControllerAxis axis
Definition: SDL_gamecontroller.c:78
SDL_PrivateGetControllerMappingFromMappingString
static char * SDL_PrivateGetControllerMappingFromMappingString(const char *pMapping)
Definition: SDL_gamecontroller.c:787
s_pHIDAPIMapping
static ControllerMapping_t * s_pHIDAPIMapping
Definition: SDL_gamecontroller.c:107
SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES
Definition: SDL_hints.h:520
SDL_CONTROLLER_BUTTON_DPAD_UP
@ SDL_CONTROLLER_BUTTON_DPAD_UP
Definition: SDL_gamecontroller.h:360
_SDL_GameController::next
struct _SDL_GameController * next
Definition: SDL_gamecontroller.c:123
SDL_malloc
#define SDL_malloc
Definition: SDL_dynapi_overrides.h:374
SDL_JOYBUTTONDOWN
@ SDL_JOYBUTTONDOWN
Definition: SDL_events.h:114
SDL_CONTROLLER_AXIS_TRIGGERRIGHT
@ SDL_CONTROLLER_AXIS_TRIGGERRIGHT
Definition: SDL_gamecontroller.h:310
SDL_strcmp
#define SDL_strcmp
Definition: SDL_dynapi_overrides.h:417
SDL_strstr
#define SDL_strstr
Definition: SDL_dynapi_overrides.h:403
SDL_CONTROLLERDEVICEREMAPPED
@ SDL_CONTROLLERDEVICEREMAPPED
Definition: SDL_events.h:125
SDL_CONTROLLER_AXIS_RIGHTY
@ SDL_CONTROLLER_AXIS_RIGHTY
Definition: SDL_gamecontroller.h:308
SDL_CONTROLLER_BUTTON_X
@ SDL_CONTROLLER_BUTTON_X
Definition: SDL_gamecontroller.h:351
_ControllerMapping_t::next
struct _ControllerMapping_t * next
Definition: SDL_gamecontroller.c:101
SDL_ExtendedGameControllerBind::axis_max
int axis_max
Definition: SDL_gamecontroller.c:62
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:2119
SDL_Event::cdevice
SDL_ControllerDeviceEvent cdevice
Definition: SDL_events.h:577
SDL_CONTROLLER_BUTTON_A
@ SDL_CONTROLLER_BUTTON_A
Definition: SDL_gamecontroller.h:349
state
struct xkb_state * state
Definition: SDL_waylandsym.h:114
SDL_GameControllerAddMappingsFromFile
#define SDL_GameControllerAddMappingsFromFile(file)
Definition: SDL_gamecontroller.h:138
SDL_GameControllerGetBindForAxis
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
Definition: SDL_gamecontroller.c:1881
SDL_GameControllerSetPlayerIndex
void SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index)
Definition: SDL_gamecontroller.c:1795
SDL_JoystickGetProductVersion
#define SDL_JoystickGetProductVersion
Definition: SDL_dynapi_overrides.h:614
_SDL_GameController::name
const char * name
Definition: SDL_gamecontroller.c:116
SDL_JOYHATMOTION
@ SDL_JOYHATMOTION
Definition: SDL_events.h:113
ResetOutput
static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
Definition: SDL_gamecontroller.c:241
SDL_LockJoysticks
#define SDL_LockJoysticks
Definition: SDL_dynapi_overrides.h:638
button
SDL_Texture * button
Definition: testgamecontroller.c:67
i
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
SDL_ExtendedGameControllerBind::output
union SDL_ExtendedGameControllerBind::@18 output
SDL_CONTROLLER_BUTTON_DPAD_RIGHT
@ SDL_CONTROLLER_BUTTON_DPAD_RIGHT
Definition: SDL_gamecontroller.h:363
SDL_AndroidGetInternalStoragePath
#define SDL_AndroidGetInternalStoragePath
Definition: SDL_dynapi_overrides.h:51
SDL_GetControllerMappingFilePath
static SDL_bool SDL_GetControllerMappingFilePath(char *path, size_t size)
Definition: SDL_gamecontroller.c:1352
SDL_PEEKEVENT
@ SDL_PEEKEVENT
Definition: SDL_events.h:617
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:161
SDL_DelEventWatch
#define SDL_DelEventWatch
Definition: SDL_dynapi_overrides.h:129
SDL_GameControllerIgnoreDevicesExceptChanged
static void SDL_GameControllerIgnoreDevicesExceptChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
Definition: SDL_gamecontroller.c:190
SDL_CONTROLLER_BUTTON_GUIDE
@ SDL_CONTROLLER_BUTTON_GUIDE
Definition: SDL_gamecontroller.h:354
SDL_GameControllerAddMapping
int SDL_GameControllerAddMapping(const char *mappingString)
Definition: SDL_gamecontroller.c:1225
SDL_JoystickGetGUIDFromString
#define SDL_JoystickGetGUIDFromString
Definition: SDL_dynapi_overrides.h:202
SDL_PrivateAddMappingForGUID
static ControllerMapping_t * SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)
Definition: SDL_gamecontroller.c:829
SDL_GameControllerButton
SDL_GameControllerButton
Definition: SDL_gamecontroller.h:346
Uint8
uint8_t Uint8
Definition: SDL_stdinc.h:179