Replaced SDL_GetGamepadBindForAxis() and SDL_GetGamepadBindForButton() with SDL_GetGamepadBindings()

main
Sam Lantinga 2023-09-13 23:01:28 -07:00
parent 9e50048ab6
commit 859dc14add
8 changed files with 106 additions and 186 deletions

View File

@ -1069,11 +1069,6 @@ typedef SDL_GameControllerButton, SDL_GamepadButton;
- SDL_GameControllerButton
+ SDL_GamepadButton
@@
typedef SDL_GameControllerButtonBind, SDL_GamepadBinding;
@@
- SDL_GameControllerButtonBind
+ SDL_GamepadBinding
@@
@@
- SDL_GameControllerClose
+ SDL_CloseGamepad
@ -1115,16 +1110,6 @@ typedef SDL_GameControllerButtonBind, SDL_GamepadBinding;
(...)
@@
@@
- SDL_GameControllerGetBindForAxis
+ SDL_GetGamepadBindForAxis
(...)
@@
@@
- SDL_GameControllerGetBindForButton
+ SDL_GetGamepadBindForButton
(...)
@@
@@
- SDL_GameControllerGetButton
+ SDL_GetGamepadButton
(...)

View File

@ -411,7 +411,6 @@ The following enums have been renamed:
The following structures have been renamed:
* SDL_GameController => SDL_Gamepad
* SDL_GameControllerButtonBind => SDL_GamepadBinding
The following functions have been renamed:
* SDL_GameControllerAddMapping() => SDL_AddGamepadMapping()
@ -425,8 +424,6 @@ The following functions have been renamed:
* SDL_GameControllerGetAttached() => SDL_GamepadConnected()
* SDL_GameControllerGetAxis() => SDL_GetGamepadAxis()
* SDL_GameControllerGetAxisFromString() => SDL_GetGamepadAxisFromString()
* SDL_GameControllerGetBindForAxis() => SDL_GetGamepadBindForAxis()
* SDL_GameControllerGetBindForButton() => SDL_GetGamepadBindForButton()
* SDL_GameControllerGetButton() => SDL_GetGamepadButton()
* SDL_GameControllerGetButtonFromString() => SDL_GetGamepadButtonFromString()
* SDL_GameControllerGetFirmwareVersion() => SDL_GetGamepadFirmwareVersion()
@ -469,6 +466,8 @@ The following functions have been renamed:
The following functions have been removed:
* SDL_GameControllerEventState() - replaced with SDL_SetGamepadEventsEnabled() and SDL_GamepadEventsEnabled()
* SDL_GameControllerGetBindForAxis() - replaced with SDL_GetGamepadBindings()
* SDL_GameControllerGetBindForButton() - replaced with SDL_GetGamepadBindings()
* SDL_GameControllerMappingForDeviceIndex() - replaced with SDL_GetGamepadInstanceMapping()
* SDL_GameControllerNameForIndex() - replaced with SDL_GetGamepadInstanceName()
* SDL_GameControllerPathForIndex() - replaced with SDL_GetGamepadInstancePath()

View File

@ -133,21 +133,41 @@ typedef enum
SDL_GAMEPAD_BINDTYPE_HAT
} SDL_GamepadBindingType;
/**
* Get the SDL joystick layer binding for this gamepad button/axis mapping
*/
typedef struct SDL_GamepadBinding
typedef struct
{
SDL_GamepadBindingType bindType;
SDL_GamepadBindingType inputType;
union
{
int button;
int axis;
struct {
struct
{
int axis;
int axis_min;
int axis_max;
} axis;
struct
{
int hat;
int hat_mask;
} hat;
} value;
} input;
SDL_GamepadBindingType outputType;
union
{
SDL_GamepadButton button;
struct
{
SDL_GamepadAxis axis;
int axis_min;
int axis_max;
} axis;
} output;
} SDL_GamepadBinding;
@ -763,6 +783,19 @@ extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
/**
* Get the SDL joystick layer bindings for a gamepad
*
* \param gamepad a gamepad
* \param count a pointer filled in with the number of bindings returned
* \returns a NULL terminated array of pointers to bindings which should be
* freed with SDL_free(), or NULL on error; call SDL_GetError() for
* more details.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_GamepadBinding **SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
/**
* Manually pump gamepad updates if not using the loop.
*
@ -846,21 +879,6 @@ extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char
*/
extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
/**
* Get the SDL joystick layer binding for a gamepad axis mapping.
*
* \param gamepad a gamepad
* \param axis an axis enum value (one of the SDL_GamepadAxis values)
* \returns a SDL_GamepadBinding describing the bind. On failure (like the
* given Controller axis doesn't exist on the device), its
* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadBindForButton
*/
extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
/**
* Query whether a gamepad has a given axis.
*
@ -926,21 +944,6 @@ extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const c
*/
extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
/**
* Get the SDL joystick layer binding for a gamepad button mapping.
*
* \param gamepad a gamepad
* \param button an button enum value (an SDL_GamepadButton value)
* \returns a SDL_GamepadBinding describing the bind. On failure (like the
* given Controller button doesn't exist on the device), its
* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadBindForAxis
*/
extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
/**
* Query whether a gamepad has a given button.
*

View File

@ -202,7 +202,6 @@
#define SDL_GameControllerAxis SDL_GamepadAxis
#define SDL_GameControllerBindType SDL_GamepadBindingType
#define SDL_GameControllerButton SDL_GamepadButton
#define SDL_GameControllerButtonBind SDL_GamepadBinding
#define SDL_GameControllerClose SDL_CloseGamepad
#define SDL_GameControllerFromInstanceID SDL_GetGamepadFromInstanceID
#define SDL_GameControllerFromPlayerIndex SDL_GetGamepadFromPlayerIndex
@ -211,8 +210,6 @@
#define SDL_GameControllerGetAttached SDL_GamepadConnected
#define SDL_GameControllerGetAxis SDL_GetGamepadAxis
#define SDL_GameControllerGetAxisFromString SDL_GetGamepadAxisFromString
#define SDL_GameControllerGetBindForAxis SDL_GetGamepadBindForAxis
#define SDL_GameControllerGetBindForButton SDL_GetGamepadBindForButton
#define SDL_GameControllerGetButton SDL_GetGamepadButton
#define SDL_GameControllerGetButtonFromString SDL_GetGamepadButtonFromString
#define SDL_GameControllerGetFirmwareVersion SDL_GetGamepadFirmwareVersion
@ -653,7 +650,6 @@
#define SDL_GameControllerAxis SDL_GameControllerAxis_renamed_SDL_GamepadAxis
#define SDL_GameControllerBindType SDL_GameControllerBindType_renamed_SDL_GamepadBindingType
#define SDL_GameControllerButton SDL_GameControllerButton_renamed_SDL_GamepadButton
#define SDL_GameControllerButtonBind SDL_GameControllerButtonBind_renamed_SDL_GamepadBinding
#define SDL_GameControllerClose SDL_GameControllerClose_renamed_SDL_CloseGamepad
#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_renamed_SDL_GetGamepadFromInstanceID
#define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_renamed_SDL_GetGamepadFromPlayerIndex
@ -662,8 +658,6 @@
#define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_renamed_SDL_GamepadConnected
#define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_renamed_SDL_GetGamepadAxis
#define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_renamed_SDL_GetGamepadAxisFromString
#define SDL_GameControllerGetBindForAxis SDL_GameControllerGetBindForAxis_renamed_SDL_GetGamepadBindForAxis
#define SDL_GameControllerGetBindForButton SDL_GameControllerGetBindForButton_renamed_SDL_GetGamepadBindForButton
#define SDL_GameControllerGetButton SDL_GameControllerGetButton_renamed_SDL_GetGamepadButton
#define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_renamed_SDL_GetGamepadButtonFromString
#define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_renamed_SDL_GetGamepadFirmwareVersion

View File

@ -172,8 +172,7 @@ SDL3_0.0.0 {
SDL_GetGamepadAppleSFSymbolsNameForButton;
SDL_GetGamepadAxis;
SDL_GetGamepadAxisFromString;
SDL_GetGamepadBindForAxis;
SDL_GetGamepadBindForButton;
SDL_GetGamepadBindings;
SDL_GetGamepadButton;
SDL_GetGamepadButtonFromString;
SDL_GetGamepadFirmwareVersion;

View File

@ -196,8 +196,7 @@
#define SDL_GetGamepadAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton_REAL
#define SDL_GetGamepadAxis SDL_GetGamepadAxis_REAL
#define SDL_GetGamepadAxisFromString SDL_GetGamepadAxisFromString_REAL
#define SDL_GetGamepadBindForAxis SDL_GetGamepadBindForAxis_REAL
#define SDL_GetGamepadBindForButton SDL_GetGamepadBindForButton_REAL
#define SDL_GetGamepadBindings SDL_GetGamepadBindings_REAL
#define SDL_GetGamepadButton SDL_GetGamepadButton_REAL
#define SDL_GetGamepadButtonFromString SDL_GetGamepadButtonFromString_REAL
#define SDL_GetGamepadFirmwareVersion SDL_GetGamepadFirmwareVersion_REAL

View File

@ -271,8 +271,7 @@ SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GamepadAxis,SDL_GetGamepadAxisFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GamepadBinding **,SDL_GetGamepadBindings,(SDL_Gamepad *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(Uint8,SDL_GetGamepadButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadFirmwareVersion,(SDL_Gamepad *a),(a),return)

View File

@ -57,44 +57,6 @@
static SDL_bool SDL_gamepads_initialized;
static SDL_Gamepad *SDL_gamepads SDL_GUARDED_BY(SDL_joystick_lock) = NULL;
typedef struct
{
SDL_GamepadBindingType inputType;
union
{
int button;
struct
{
int axis;
int axis_min;
int axis_max;
} axis;
struct
{
int hat;
int hat_mask;
} hat;
} input;
SDL_GamepadBindingType outputType;
union
{
SDL_GamepadButton button;
struct
{
SDL_GamepadAxis axis;
int axis_min;
int axis_max;
} axis;
} output;
} SDL_ExtendedGamepadBind;
/* our hard coded list of mapping support */
typedef enum
{
@ -147,8 +109,8 @@ struct SDL_Gamepad
const char *name _guarded;
GamepadMapping_t *mapping _guarded;
int num_bindings _guarded;
SDL_ExtendedGamepadBind *bindings _guarded;
SDL_ExtendedGamepadBind **last_match_axis _guarded;
SDL_GamepadBinding *bindings _guarded;
SDL_GamepadBinding **last_match_axis _guarded;
Uint8 *last_hat_mask _guarded;
Uint64 guide_button_down _guarded;
@ -184,7 +146,7 @@ static GamepadMapping_t *SDL_PrivateGetGamepadMapping(SDL_JoystickID instance_id
static int SDL_SendGamepadAxis(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadAxis axis, Sint16 value);
static int SDL_SendGamepadButton(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadButton button, Uint8 state);
static SDL_bool HasSameOutput(SDL_ExtendedGamepadBind *a, SDL_ExtendedGamepadBind *b)
static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
{
if (a->outputType != b->outputType) {
return SDL_FALSE;
@ -197,7 +159,7 @@ static SDL_bool HasSameOutput(SDL_ExtendedGamepadBind *a, SDL_ExtendedGamepadBin
}
}
static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_ExtendedGamepadBind *bind)
static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBinding *bind)
{
if (bind->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
SDL_SendGamepadAxis(timestamp, gamepad, bind->output.axis.axis, 0);
@ -209,14 +171,14 @@ static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_ExtendedGame
static void HandleJoystickAxis(Uint64 timestamp, SDL_Gamepad *gamepad, int axis, int value)
{
int i;
SDL_ExtendedGamepadBind *last_match;
SDL_ExtendedGamepadBind *match = NULL;
SDL_GamepadBinding *last_match;
SDL_GamepadBinding *match = NULL;
SDL_AssertJoysticksLocked();
last_match = gamepad->last_match_axis[axis];
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
axis == binding->input.axis.axis) {
if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
@ -268,7 +230,7 @@ static void HandleJoystickButton(Uint64 timestamp, SDL_Gamepad *gamepad, int but
SDL_AssertJoysticksLocked();
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON &&
button == binding->input.button) {
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
@ -292,7 +254,7 @@ static void HandleJoystickHat(Uint64 timestamp, SDL_Gamepad *gamepad, int hat, U
last_mask = gamepad->last_hat_mask[hat];
changed_mask = (last_mask ^ value);
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT && hat == binding->input.hat.hat) {
if ((changed_mask & binding->input.hat.hat_mask) != 0) {
if (value & binding->input.hat.hat_mask) {
@ -1156,7 +1118,7 @@ const char *SDL_GetGamepadStringForButton(SDL_GamepadButton button)
*/
static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGameButton, const char *szJoystickButton)
{
SDL_ExtendedGamepadBind bind;
SDL_GamepadBinding bind;
SDL_GamepadButton button;
SDL_GamepadAxis axis;
SDL_bool invert_input = SDL_FALSE;
@ -1236,7 +1198,7 @@ static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGa
}
++gamepad->num_bindings;
gamepad->bindings = (SDL_ExtendedGamepadBind *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings));
gamepad->bindings = (SDL_GamepadBinding *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings));
if (!gamepad->bindings) {
gamepad->num_bindings = 0;
return SDL_OutOfMemory();
@ -1315,7 +1277,7 @@ static void SDL_PrivateLoadButtonMapping(SDL_Gamepad *gamepad, GamepadMapping_t
/* Set the zero point for triggers */
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
(binding->output.axis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
@ -2478,7 +2440,7 @@ SDL_Gamepad *SDL_OpenGamepad(SDL_JoystickID instance_id)
}
if (gamepad->joystick->naxes) {
gamepad->last_match_axis = (SDL_ExtendedGamepadBind **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
gamepad->last_match_axis = (SDL_GamepadBinding **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
if (!gamepad->last_match_axis) {
SDL_OutOfMemory();
SDL_CloseJoystick(gamepad->joystick);
@ -2526,17 +2488,25 @@ void SDL_UpdateGamepads(void)
*/
SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
{
SDL_GamepadBinding bind;
SDL_bool retval = SDL_FALSE;
SDL_LockJoysticks();
{
int i;
CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
bind = SDL_GetGamepadBindForAxis(gamepad, axis);
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
retval = SDL_TRUE;
break;
}
}
}
SDL_UnlockJoysticks();
return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
return retval;
}
/*
@ -2553,7 +2523,7 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
CHECK_GAMEPAD_MAGIC(gamepad, 0);
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
int value = 0;
SDL_bool valid_input_range;
@ -2609,17 +2579,25 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
*/
SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
{
SDL_GamepadBinding bind;
SDL_bool retval = SDL_FALSE;
SDL_LockJoysticks();
{
int i;
CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
bind = SDL_GetGamepadBindForButton(gamepad, button);
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
retval = SDL_TRUE;
break;
}
}
}
SDL_UnlockJoysticks();
return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
return retval;
}
/*
@ -2636,7 +2614,7 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
CHECK_GAMEPAD_MAGIC(gamepad, 0);
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
SDL_bool valid_input_range;
@ -3157,78 +3135,42 @@ SDL_Gamepad *SDL_GetGamepadFromPlayerIndex(int player_index)
}
/*
* Get the SDL joystick layer binding for this gamepad axis mapping
* Get the SDL joystick layer bindings for this gamepad
*/
SDL_GamepadBinding SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
SDL_GamepadBinding **SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count)
{
SDL_GamepadBinding bind;
SDL_GamepadBinding **bindings = NULL;
SDL_zero(bind);
if (count) {
*count = 0;
}
SDL_LockJoysticks();
{
CHECK_GAMEPAD_MAGIC(gamepad, bind);
CHECK_GAMEPAD_MAGIC(gamepad, NULL);
if (axis != SDL_GAMEPAD_AXIS_INVALID) {
size_t pointers_size = ((gamepad->num_bindings + 1) * sizeof(SDL_GamepadBinding *));
size_t elements_size = (gamepad->num_bindings * sizeof(SDL_GamepadBinding));
bindings = (SDL_GamepadBinding **)SDL_malloc(pointers_size + elements_size);
if (bindings) {
SDL_GamepadBinding *binding = (SDL_GamepadBinding *)((Uint8 *)bindings + pointers_size);
int i;
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
bind.bindType = binding->inputType;
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
/* FIXME: There might be multiple axes bound now that we have axis ranges... */
bind.value.axis = binding->input.axis.axis;
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
bind.value.button = binding->input.button;
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
bind.value.hat.hat = binding->input.hat.hat;
bind.value.hat.hat_mask = binding->input.hat.hat_mask;
}
break;
}
for (i = 0; i < gamepad->num_bindings; ++i, ++binding) {
bindings[i] = binding;
SDL_copyp(binding, &gamepad->bindings[i]);
}
bindings[i] = NULL;
if (count) {
*count = gamepad->num_bindings;
}
} else {
SDL_OutOfMemory();
}
}
SDL_UnlockJoysticks();
return bind;
}
/*
* Get the SDL joystick layer binding for this gamepad button mapping
*/
SDL_GamepadBinding SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
{
SDL_GamepadBinding bind;
SDL_zero(bind);
SDL_LockJoysticks();
{
CHECK_GAMEPAD_MAGIC(gamepad, bind);
if (button != SDL_GAMEPAD_BUTTON_INVALID) {
int i;
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
bind.bindType = binding->inputType;
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
bind.value.axis = binding->input.axis.axis;
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
bind.value.button = binding->input.button;
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
bind.value.hat.hat = binding->input.hat.hat;
bind.value.hat.hat_mask = binding->input.hat.hat_mask;
}
break;
}
}
}
}
SDL_UnlockJoysticks();
return bind;
return bindings;
}
int SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)