arsa
2.7
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#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 |
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.
#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 struct _SDL_GameController SDL_GameController |
Definition at line 58 of file SDL_gamecontroller.h.
typedef struct SDL_GameControllerButtonBind SDL_GameControllerButtonBind |
Get the SDL joystick layer binding for this controller button/axis mapping
The list of axes available from a controller
Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though advanced UI will allow users to set or autodetect the dead zone, which varies between controllers.
Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
Definition at line 272 of file SDL_gamecontroller.h.
Enumerator | |
---|---|
SDL_CONTROLLER_BINDTYPE_NONE | |
SDL_CONTROLLER_BINDTYPE_BUTTON | |
SDL_CONTROLLER_BINDTYPE_AXIS | |
SDL_CONTROLLER_BINDTYPE_HAT |
Definition at line 61 of file SDL_gamecontroller.h.
The list of buttons available from a controller
Definition at line 316 of file SDL_gamecontroller.h.
Add or update an existing mapping configuration
To count the number of game controllers in the system for the following: int nJoysticks = SDL_NumJoysticks(); int nGameControllers = 0; for (int i = 0; i < nJoysticks; i++) { if (SDL_IsGameController(i)) { nGameControllers++; } }
Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: guid,name,mappings
Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. The mapping format for joystick is: bX - a joystick button, index X hX.Y - hat X with value Y aX - axis X of the joystick Buttons can be used as a controller axis and vice versa.
This string shows an example of a valid mapping for a controller "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
If freerw
is non-zero, the stream will be closed after being read.
DECLSPEC void SDLCALL SDL_GameControllerClose | ( | SDL_GameController * | gamecontroller | ) |
Close a controller previously opened with SDL_GameControllerOpen().
Enable/disable controller event polling.
If controller events are disabled, you must call SDL_GameControllerUpdate() yourself and check the state of the controller when you want controller information.
The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE.
DECLSPEC SDL_GameController* SDLCALL SDL_GameControllerFromInstanceID | ( | SDL_JoystickID | joyid | ) |
Return the SDL_GameController associated with an instance id.
DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached | ( | SDL_GameController * | gamecontroller | ) |
Returns SDL_TRUE if the controller has been opened and currently connected, or SDL_FALSE if it has not.
DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerAxis | axis | ||
) |
Get the current state of an axis control on a game controller.
The state is a value ranging from -32768 to 32767 (except for the triggers, which range from 0 to 32767).
The axis indices start at index 0.
DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString | ( | const char * | pchString | ) |
turn this string into a axis mapping
DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerAxis | axis | ||
) |
Get the SDL joystick layer binding for this controller button mapping
DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerButton | button | ||
) |
Get the SDL joystick layer binding for this controller button mapping
DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerButton | button | ||
) |
Get the current state of a button on a game controller.
The button indices start at index 0.
DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString | ( | const char * | pchString | ) |
turn this string into a button mapping
DECLSPEC SDL_Joystick* SDLCALL SDL_GameControllerGetJoystick | ( | SDL_GameController * | gamecontroller | ) |
Get the underlying joystick object used by a controller
DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex | ( | SDL_GameController * | gamecontroller | ) |
Get the player index of an opened game controller, or -1 if it's not available
For XInput controllers this returns the XInput user index.
DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct | ( | SDL_GameController * | gamecontroller | ) |
Get the USB product ID of an opened controller, if available. If the product ID isn't available this function returns 0.
DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion | ( | SDL_GameController * | gamecontroller | ) |
Get the product version of an opened controller, if available. If the product version isn't available this function returns 0.
DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis | ( | SDL_GameControllerAxis | axis | ) |
turn this axis enum into a string mapping
DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton | ( | SDL_GameControllerButton | button | ) |
turn this button enum into a string mapping
DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor | ( | SDL_GameController * | gamecontroller | ) |
Get the USB vendor ID of an opened controller, if available. If the vendor ID isn't available this function returns 0.
DECLSPEC char* SDLCALL SDL_GameControllerMapping | ( | SDL_GameController * | gamecontroller | ) |
Get a mapping string for an open GameController
Get the mapping of a game controller. This can be called before any controllers are opened.
DECLSPEC char* SDLCALL SDL_GameControllerMappingForGUID | ( | SDL_JoystickGUID | guid | ) |
Get a mapping string for a GUID
Get the mapping at a particular index.
DECLSPEC const char* SDLCALL SDL_GameControllerName | ( | SDL_GameController * | gamecontroller | ) |
Return the name for this currently opened controller
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.
Get the number of mappings installed
DECLSPEC SDL_GameController* SDLCALL SDL_GameControllerOpen | ( | int | joystick_index | ) |
Open a game controller for use. The index passed as an argument refers to the N'th game controller on the system. This index is not the value which will identify this controller in future controller events. The joystick's instance id (SDL_JoystickID) will be used there instead.
DECLSPEC int SDLCALL SDL_GameControllerRumble | ( | SDL_GameController * | gamecontroller, |
Uint16 | low_frequency_rumble, | ||
Uint16 | high_frequency_rumble, | ||
Uint32 | duration_ms | ||
) |
Trigger a rumble effect Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
gamecontroller | The controller to vibrate |
low_frequency_rumble | The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF |
high_frequency_rumble | The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF |
duration_ms | The duration of the rumble effect, in milliseconds |
Update the current state of the open game controllers.
This is called automatically by the event loop if any game controller events are enabled.