arsa  2.7
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SDL_gamecontroller.h File Reference
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_joystick.h"
#include "begin_code.h"
#include "close_code.h"

Go to the source code of this file.

Classes

struct  SDL_GameControllerButtonBind
 

Macros

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

Typedefs

typedef struct _SDL_GameController SDL_GameController
 
typedef struct SDL_GameControllerButtonBind SDL_GameControllerButtonBind
 

Enumerations

enum  SDL_GameControllerBindType { SDL_CONTROLLER_BINDTYPE_NONE = 0, SDL_CONTROLLER_BINDTYPE_BUTTON, SDL_CONTROLLER_BINDTYPE_AXIS, SDL_CONTROLLER_BINDTYPE_HAT }
 
enum  SDL_GameControllerAxis {
  SDL_CONTROLLER_AXIS_INVALID = -1, SDL_CONTROLLER_AXIS_LEFTX, SDL_CONTROLLER_AXIS_LEFTY, SDL_CONTROLLER_AXIS_RIGHTX,
  SDL_CONTROLLER_AXIS_RIGHTY, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_CONTROLLER_AXIS_MAX
}
 
enum  SDL_GameControllerButton {
  SDL_CONTROLLER_BUTTON_INVALID = -1, SDL_CONTROLLER_BUTTON_A, SDL_CONTROLLER_BUTTON_B, SDL_CONTROLLER_BUTTON_X,
  SDL_CONTROLLER_BUTTON_Y, SDL_CONTROLLER_BUTTON_BACK, SDL_CONTROLLER_BUTTON_GUIDE, SDL_CONTROLLER_BUTTON_START,
  SDL_CONTROLLER_BUTTON_LEFTSTICK, SDL_CONTROLLER_BUTTON_RIGHTSTICK, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
  SDL_CONTROLLER_BUTTON_DPAD_UP, SDL_CONTROLLER_BUTTON_DPAD_DOWN, SDL_CONTROLLER_BUTTON_DPAD_LEFT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
  SDL_CONTROLLER_BUTTON_MAX
}
 

Functions

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

Detailed Description

Include file for SDL game controller event handling

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

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

Definition in file SDL_gamecontroller.h.

Macro Definition Documentation

◆ SDL_GameControllerAddMappingsFromFile

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

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

Convenience macro.

Definition at line 129 of file SDL_gamecontroller.h.

Typedef Documentation

◆ SDL_GameController

typedef struct _SDL_GameController SDL_GameController

Definition at line 58 of file SDL_gamecontroller.h.

◆ SDL_GameControllerButtonBind

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

Enumeration Type Documentation

◆ SDL_GameControllerAxis

The list of axes available from a controller

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

Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.

Enumerator
SDL_CONTROLLER_AXIS_INVALID 
SDL_CONTROLLER_AXIS_LEFTX 
SDL_CONTROLLER_AXIS_LEFTY 
SDL_CONTROLLER_AXIS_RIGHTX 
SDL_CONTROLLER_AXIS_RIGHTY 
SDL_CONTROLLER_AXIS_TRIGGERLEFT 
SDL_CONTROLLER_AXIS_TRIGGERRIGHT 
SDL_CONTROLLER_AXIS_MAX 

Definition at line 272 of file SDL_gamecontroller.h.

◆ SDL_GameControllerBindType

Enumerator
SDL_CONTROLLER_BINDTYPE_NONE 
SDL_CONTROLLER_BINDTYPE_BUTTON 
SDL_CONTROLLER_BINDTYPE_AXIS 
SDL_CONTROLLER_BINDTYPE_HAT 

Definition at line 61 of file SDL_gamecontroller.h.

◆ SDL_GameControllerButton

The list of buttons available from a controller

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

Definition at line 316 of file SDL_gamecontroller.h.

317 {
SDL_GameControllerButton

Function Documentation

◆ SDL_GameControllerAddMapping()

DECLSPEC int SDLCALL SDL_GameControllerAddMapping ( const char *  mappingString)

Add or update an existing mapping configuration

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

◆ SDL_GameControllerAddMappingsFromRW()

DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW ( SDL_RWops rw,
int  freerw 
)

To count the number of game controllers in the system for the following: int nJoysticks = SDL_NumJoysticks(); int nGameControllers = 0; for (int i = 0; i < nJoysticks; i++) { if (SDL_IsGameController(i)) { nGameControllers++; } }

Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: guid,name,mappings

Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. The mapping format for joystick is: bX - a joystick button, index X hX.Y - hat X with value Y aX - axis X of the joystick Buttons can be used as a controller axis and vice versa.

This string shows an example of a valid mapping for a controller "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt

If freerw is non-zero, the stream will be closed after being read.

Returns
number of mappings added, -1 on error

◆ SDL_GameControllerClose()

DECLSPEC void SDLCALL SDL_GameControllerClose ( SDL_GameController gamecontroller)

Close a controller previously opened with SDL_GameControllerOpen().

◆ SDL_GameControllerEventState()

DECLSPEC int SDLCALL SDL_GameControllerEventState ( int  state)

Enable/disable controller event polling.

If controller events are disabled, you must call SDL_GameControllerUpdate() yourself and check the state of the controller when you want controller information.

The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE.

◆ SDL_GameControllerFromInstanceID()

DECLSPEC SDL_GameController* SDLCALL SDL_GameControllerFromInstanceID ( SDL_JoystickID  joyid)

Return the SDL_GameController associated with an instance id.

◆ SDL_GameControllerGetAttached()

DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached ( SDL_GameController gamecontroller)

Returns SDL_TRUE if the controller has been opened and currently connected, or SDL_FALSE if it has not.

◆ SDL_GameControllerGetAxis()

DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis ( SDL_GameController gamecontroller,
SDL_GameControllerAxis  axis 
)

Get the current state of an axis control on a game controller.

The state is a value ranging from -32768 to 32767 (except for the triggers, which range from 0 to 32767).

The axis indices start at index 0.

◆ SDL_GameControllerGetAxisFromString()

DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString ( const char *  pchString)

turn this string into a axis mapping

◆ SDL_GameControllerGetBindForAxis()

DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis ( SDL_GameController gamecontroller,
SDL_GameControllerAxis  axis 
)

Get the SDL joystick layer binding for this controller button mapping

◆ SDL_GameControllerGetBindForButton()

DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton ( SDL_GameController gamecontroller,
SDL_GameControllerButton  button 
)

Get the SDL joystick layer binding for this controller button mapping

◆ SDL_GameControllerGetButton()

DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton ( SDL_GameController gamecontroller,
SDL_GameControllerButton  button 
)

Get the current state of a button on a game controller.

The button indices start at index 0.

◆ SDL_GameControllerGetButtonFromString()

DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString ( const char *  pchString)

turn this string into a button mapping

◆ SDL_GameControllerGetJoystick()

DECLSPEC SDL_Joystick* SDLCALL SDL_GameControllerGetJoystick ( SDL_GameController gamecontroller)

Get the underlying joystick object used by a controller

◆ SDL_GameControllerGetPlayerIndex()

DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex ( SDL_GameController gamecontroller)

Get the player index of an opened game controller, or -1 if it's not available

For XInput controllers this returns the XInput user index.

◆ SDL_GameControllerGetProduct()

DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct ( SDL_GameController gamecontroller)

Get the USB product ID of an opened controller, if available. If the product ID isn't available this function returns 0.

◆ SDL_GameControllerGetProductVersion()

DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion ( SDL_GameController gamecontroller)

Get the product version of an opened controller, if available. If the product version isn't available this function returns 0.

◆ SDL_GameControllerGetStringForAxis()

DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis ( SDL_GameControllerAxis  axis)

turn this axis enum into a string mapping

◆ SDL_GameControllerGetStringForButton()

DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton ( SDL_GameControllerButton  button)

turn this button enum into a string mapping

◆ SDL_GameControllerGetVendor()

DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor ( SDL_GameController gamecontroller)

Get the USB vendor ID of an opened controller, if available. If the vendor ID isn't available this function returns 0.

◆ SDL_GameControllerMapping()

DECLSPEC char* SDLCALL SDL_GameControllerMapping ( SDL_GameController gamecontroller)

Get a mapping string for an open GameController

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

◆ SDL_GameControllerMappingForDeviceIndex()

DECLSPEC char* SDLCALL SDL_GameControllerMappingForDeviceIndex ( int  joystick_index)

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

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

◆ SDL_GameControllerMappingForGUID()

DECLSPEC char* SDLCALL SDL_GameControllerMappingForGUID ( SDL_JoystickGUID  guid)

Get a mapping string for a GUID

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

◆ SDL_GameControllerMappingForIndex()

DECLSPEC char* SDLCALL SDL_GameControllerMappingForIndex ( int  mapping_index)

Get the mapping at a particular index.

Returns
the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.

◆ SDL_GameControllerName()

DECLSPEC const char* SDLCALL SDL_GameControllerName ( SDL_GameController gamecontroller)

Return the name for this currently opened controller

◆ SDL_GameControllerNameForIndex()

DECLSPEC const char* SDLCALL SDL_GameControllerNameForIndex ( int  joystick_index)

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

◆ SDL_GameControllerNumMappings()

DECLSPEC int SDLCALL SDL_GameControllerNumMappings ( void  )

Get the number of mappings installed

Returns
the number of mappings

◆ SDL_GameControllerOpen()

DECLSPEC SDL_GameController* SDLCALL SDL_GameControllerOpen ( int  joystick_index)

Open a game controller for use. The index passed as an argument refers to the N'th game controller on the system. This index is not the value which will identify this controller in future controller events. The joystick's instance id (SDL_JoystickID) will be used there instead.

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

◆ SDL_GameControllerRumble()

DECLSPEC int SDLCALL SDL_GameControllerRumble ( SDL_GameController gamecontroller,
Uint16  low_frequency_rumble,
Uint16  high_frequency_rumble,
Uint32  duration_ms 
)

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

Parameters
gamecontrollerThe controller to vibrate
low_frequency_rumbleThe intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
high_frequency_rumbleThe intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
duration_msThe duration of the rumble effect, in milliseconds
Returns
0, or -1 if rumble isn't supported on this joystick

◆ SDL_GameControllerUpdate()

DECLSPEC void SDLCALL SDL_GameControllerUpdate ( void  )

Update the current state of the open game controllers.

This is called automatically by the event loop if any game controller events are enabled.

◆ SDL_IsGameController()

DECLSPEC SDL_bool SDLCALL SDL_IsGameController ( int  joystick_index)

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