SDL
2.0
|
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_joystick.h"
#include "begin_code.h"
#include "close_code.h"
Go to the source code of this file.
Data Structures | |
struct | SDL_GameControllerButtonBind |
Macros | |
#define | SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) |
Typedefs | |
typedef struct _SDL_GameController | SDL_GameController |
Include file for SDL game controller event handling
In order to use these functions, SDL_Init() must have been called with the SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system for game controllers, and load appropriate drivers.
If you would like to receive controller updates while the application is in the background, you should set the following hint before calling SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
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 141 of file SDL_gamecontroller.h.
typedef struct _SDL_GameController SDL_GameController |
Definition at line 1 of file SDL_gamecontroller.h.
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 312 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 73 of file SDL_gamecontroller.h.
The list of buttons available from a controller
Definition at line 361 of file SDL_gamecontroller.h.
Definition at line 61 of file SDL_gamecontroller.h.
int SDL_GameControllerAddMapping | ( | const char * | mappingString | ) |
Add or update an existing mapping configuration
int 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.
void SDL_GameControllerClose | ( | SDL_GameController * | gamecontroller | ) |
Close a controller previously opened with SDL_GameControllerOpen().
int 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_GameController* SDL_GameControllerFromInstanceID | ( | SDL_JoystickID | joyid | ) |
Return the SDL_GameController associated with an instance id.
SDL_GameController* SDL_GameControllerFromPlayerIndex | ( | int | player_index | ) |
Return the SDL_GameController associated with a player index.
SDL_bool SDL_GameControllerGetAttached | ( | SDL_GameController * | gamecontroller | ) |
Returns SDL_TRUE if the controller has been opened and currently connected, or SDL_FALSE if it has not.
Sint16 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_GameControllerAxis SDL_GameControllerGetAxisFromString | ( | const char * | pchString | ) |
turn this string into a axis mapping
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerAxis | axis | ||
) |
Get the SDL joystick layer binding for this controller button mapping
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerButton | button | ||
) |
Get the SDL joystick layer binding for this controller button mapping
Uint8 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_GameControllerButton SDL_GameControllerGetButtonFromString | ( | const char * | pchString | ) |
turn this string into a button mapping
SDL_Joystick* SDL_GameControllerGetJoystick | ( | SDL_GameController * | gamecontroller | ) |
Get the underlying joystick object used by a controller
int SDL_GameControllerGetNumTouchpadFingers | ( | SDL_GameController * | gamecontroller, |
int | touchpad | ||
) |
Get the number of supported simultaneous fingers on a touchpad on a game controller.
int SDL_GameControllerGetNumTouchpads | ( | SDL_GameController * | gamecontroller | ) |
Get the number of touchpads on a game controller.
int 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.
Uint16 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.
Uint16 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.
int SDL_GameControllerGetSensorData | ( | SDL_GameController * | gamecontroller, |
SDL_SensorType | type, | ||
float * | data, | ||
int | num_values | ||
) |
Get the current state of a game controller sensor.
The number of values and interpretation of the data is sensor dependent. See SDL_sensor.h for the details for each type of sensor.
gamecontroller | The controller to query |
type | The type of sensor to query |
data | A pointer filled with the current sensor state |
num_values | The number of values to write to data |
const char* SDL_GameControllerGetSerial | ( | SDL_GameController * | gamecontroller | ) |
Get the serial number of an opened controller, if available.
Returns the serial number of the controller, or NULL if it is not available.
const char* SDL_GameControllerGetStringForAxis | ( | SDL_GameControllerAxis | axis | ) |
turn this axis enum into a string mapping
const char* SDL_GameControllerGetStringForButton | ( | SDL_GameControllerButton | button | ) |
turn this button enum into a string mapping
int SDL_GameControllerGetTouchpadFinger | ( | SDL_GameController * | gamecontroller, |
int | touchpad, | ||
int | finger, | ||
Uint8 * | state, | ||
float * | x, | ||
float * | y, | ||
float * | pressure | ||
) |
Get the current state of a finger on a touchpad on a game controller.
SDL_GameControllerType SDL_GameControllerGetType | ( | SDL_GameController * | gamecontroller | ) |
Return the type of this currently opened controller
Uint16 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_bool SDL_GameControllerHasAxis | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerAxis | axis | ||
) |
Return whether a game controller has a given axis
SDL_bool SDL_GameControllerHasButton | ( | SDL_GameController * | gamecontroller, |
SDL_GameControllerButton | button | ||
) |
Return whether a game controller has a given button
SDL_bool SDL_GameControllerHasLED | ( | SDL_GameController * | gamecontroller | ) |
Return whether a controller has an LED
gamecontroller | The controller to query |
SDL_bool SDL_GameControllerHasSensor | ( | SDL_GameController * | gamecontroller, |
SDL_SensorType | type | ||
) |
Return whether a game controller has a particular sensor.
gamecontroller | The controller to query |
type | The type of sensor to query |
SDL_bool SDL_GameControllerIsSensorEnabled | ( | SDL_GameController * | gamecontroller, |
SDL_SensorType | type | ||
) |
Query whether sensor data reporting is enabled for a game controller
gamecontroller | The controller to query |
type | The type of sensor to query |
char* SDL_GameControllerMapping | ( | SDL_GameController * | gamecontroller | ) |
Get a mapping string for an open GameController
char* SDL_GameControllerMappingForDeviceIndex | ( | int | joystick_index | ) |
Get the mapping of a game controller. This can be called before any controllers are opened.
char* SDL_GameControllerMappingForGUID | ( | SDL_JoystickGUID | guid | ) |
Get a mapping string for a GUID
char* SDL_GameControllerMappingForIndex | ( | int | mapping_index | ) |
Get the mapping at a particular index.
const char* SDL_GameControllerName | ( | SDL_GameController * | gamecontroller | ) |
Return the name for this currently opened controller
const char* 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.
int SDL_GameControllerNumMappings | ( | void | ) |
Get the number of mappings installed
SDL_GameController* 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.
int SDL_GameControllerRumble | ( | SDL_GameController * | gamecontroller, |
Uint16 | low_frequency_rumble, | ||
Uint16 | high_frequency_rumble, | ||
Uint32 | duration_ms | ||
) |
Start a rumble effect Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
gamecontroller | The controller to vibrate |
low_frequency_rumble | The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF |
high_frequency_rumble | The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF |
duration_ms | The duration of the rumble effect, in milliseconds |
int SDL_GameControllerRumbleTriggers | ( | SDL_GameController * | gamecontroller, |
Uint16 | left_rumble, | ||
Uint16 | right_rumble, | ||
Uint32 | duration_ms | ||
) |
Start a rumble effect in the game controller's triggers Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
gamecontroller | The controller to vibrate |
left_rumble | The intensity of the left trigger rumble motor, from 0 to 0xFFFF |
right_rumble | The intensity of the right trigger rumble motor, from 0 to 0xFFFF |
duration_ms | The duration of the rumble effect, in milliseconds |
int SDL_GameControllerSetLED | ( | SDL_GameController * | gamecontroller, |
Uint8 | red, | ||
Uint8 | green, | ||
Uint8 | blue | ||
) |
Update a controller's LED color.
gamecontroller | The controller to update |
red | The intensity of the red LED |
green | The intensity of the green LED |
blue | The intensity of the blue LED |
void SDL_GameControllerSetPlayerIndex | ( | SDL_GameController * | gamecontroller, |
int | player_index | ||
) |
Set the player index of an opened game controller
int SDL_GameControllerSetSensorEnabled | ( | SDL_GameController * | gamecontroller, |
SDL_SensorType | type, | ||
SDL_bool | enabled | ||
) |
Set whether data reporting for a game controller sensor is enabled
gamecontroller | The controller to update |
type | The type of sensor to enable/disable |
enabled | Whether data reporting should be enabled |
SDL_GameControllerType SDL_GameControllerTypeForIndex | ( | int | joystick_index | ) |
Get the type of a game controller. This can be called before any controllers are opened.
void 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_bool SDL_IsGameController | ( | int | joystick_index | ) |
Is the joystick on this index supported by the game controller interface?