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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 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 SDL_GameController
*SDLCALL 
SDL_GameControllerOpen (int joystick_index)
 
DECLSPEC const char *SDLCALL SDL_GameControllerName (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 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_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

Macro Definition Documentation

#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.

Typedef Documentation

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

Enumeration Type Documentation

The list of axes available from a controller

The list of buttons available from a controller

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?