SDL Library
SDL_gamecontroller.h File Reference
Include file for SDL game controller event handling. More...
Go to the source code of this file.
Data Structures | |
struct | SDL_GameControllerButtonBind |
Get the SDL joystick layer binding for this controller button/axis mapping. More... | |
Typedefs | |
typedef struct SDL_GameControllerButtonBind | SDL_GameControllerButtonBind |
Get the SDL joystick layer binding for this controller button/axis mapping. | |
Enumerations | |
enum | SDL_GameControllerAxis |
The list of axes available from a controller. More... | |
enum | SDL_GameControllerButton |
The list of buttons available from a controller. More... | |
Functions | |
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++; } }. | |
DECLSPEC int SDLCALL | SDL_GameControllerAddMapping (const char *mappingString) |
Add or update an existing mapping configuration. | |
DECLSPEC char *SDLCALL | SDL_GameControllerMappingForGUID (SDL_JoystickGUID guid) |
Get a mapping string for a GUID. | |
DECLSPEC char *SDLCALL | SDL_GameControllerMapping (SDL_GameController *gamecontroller) |
Get a mapping string for an open GameController. | |
DECLSPEC SDL_bool SDLCALL | SDL_IsGameController (int joystick_index) |
Is the joystick on this index supported by the game controller interface? | |
DECLSPEC const char *SDLCALL | SDL_GameControllerNameForIndex (int joystick_index) |
Get the implementation dependent name of a game controller. | |
DECLSPEC SDL_GameController *SDLCALL | SDL_GameControllerOpen (int joystick_index) |
Open a game controller for use. | |
DECLSPEC const char *SDLCALL | SDL_GameControllerName (SDL_GameController *gamecontroller) |
Return the name for this currently opened controller. | |
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 SDL_Joystick *SDLCALL | SDL_GameControllerGetJoystick (SDL_GameController *gamecontroller) |
Get the underlying joystick object used by a controller. | |
DECLSPEC int SDLCALL | SDL_GameControllerEventState (int state) |
Enable/disable controller event polling. | |
DECLSPEC void SDLCALL | SDL_GameControllerUpdate (void) |
Update the current state of the open game controllers. | |
DECLSPEC SDL_GameControllerAxis SDLCALL | SDL_GameControllerGetAxisFromString (const char *pchString) |
turn this string into a axis mapping | |
DECLSPEC const char *SDLCALL | SDL_GameControllerGetStringForAxis (SDL_GameControllerAxis axis) |
turn this axis enum into a string 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 Sint16 SDLCALL | SDL_GameControllerGetAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis) |
Get the current state of an axis control on a game controller. | |
DECLSPEC SDL_GameControllerButton SDLCALL | SDL_GameControllerGetButtonFromString (const char *pchString) |
turn this string into a button mapping | |
DECLSPEC const char *SDLCALL | SDL_GameControllerGetStringForButton (SDL_GameControllerButton button) |
turn this button enum into a string 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. | |
DECLSPEC void SDLCALL | SDL_GameControllerClose (SDL_GameController *gamecontroller) |
Close a controller previously opened with SDL_GameControllerOpen(). |
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_JOYSTICK 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.
Typedef Documentation
typedef struct SDL_GameControllerButtonBind SDL_GameControllerButtonBind |
Get the SDL joystick layer binding for this controller button/axis mapping.
Enumeration Type Documentation
The list of axes available from a controller.
Definition at line 212 of file SDL_gamecontroller.h.
The list of buttons available from a controller.
Definition at line 255 of file SDL_gamecontroller.h.
Function Documentation
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
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 "341a3608000000000000504944564944,Afterglow 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
DECLSPEC void SDLCALL SDL_GameControllerClose | ( | SDL_GameController * | gamecontroller ) |
Close a controller previously opened with SDL_GameControllerOpen().
DECLSPEC int SDLCALL SDL_GameControllerEventState | ( | int | state ) |
Enable/disable controller event polling.
If controller events are disabled, you must call SDL_GameControllerUpdate() yourself and check the state of the controller when you want controller information.
The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE.
DECLSPEC SDL_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.
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 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 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
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
DECLSPEC const char* SDLCALL SDL_GameControllerName | ( | SDL_GameController * | gamecontroller ) |
Return the name for this currently opened controller.
DECLSPEC const char* SDLCALL SDL_GameControllerNameForIndex | ( | int | joystick_index ) |
Get the implementation dependent name of a game controller.
This can be called before any controllers are opened. If no name can be found, this function returns NULL.
DECLSPEC 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 the value which will identify this controller in future controller events.
- Returns:
- A controller identifier, or NULL if an error occurred.
DECLSPEC void SDLCALL SDL_GameControllerUpdate | ( | void | ) |
Update the current state of the open game controllers.
This is called automatically by the event loop if any game controller events are enabled.
DECLSPEC SDL_bool SDLCALL SDL_IsGameController | ( | int | joystick_index ) |
Is the joystick on this index supported by the game controller interface?
Generated on Tue Jul 12 2022 15:10:21 by 1.7.2