Revert "Removed SDL_GamepadBinding from the API"

This reverts commit eb0955ef89.
main
Sam Lantinga 2023-09-13 22:42:47 -07:00
parent 9f17d1a9d8
commit 9e50048ab6
6 changed files with 160 additions and 50 deletions

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@ -374,8 +374,6 @@ The SDL_EVENT_GAMEPAD_ADDED event now provides the joystick instance ID in the w
The functions SDL_GetGamepads(), SDL_GetGamepadInstanceName(), SDL_GetGamepadInstancePath(), SDL_GetGamepadInstancePlayerIndex(), SDL_GetGamepadInstanceGUID(), SDL_GetGamepadInstanceVendor(), SDL_GetGamepadInstanceProduct(), SDL_GetGamepadInstanceProductVersion(), and SDL_GetGamepadInstanceType() have been added to directly query the list of available gamepads.
The gamepad binding structure has been removed in favor of exchanging bindings in text format.
SDL_GameControllerGetSensorDataWithTimestamp() has been removed. If you want timestamps for the sensor data, you should use the sensor_timestamp member of SDL_EVENT_GAMEPAD_SENSOR_UPDATE events.
SDL_CONTROLLER_TYPE_VIRTUAL has been removed, so virtual controllers can emulate other gamepad types. If you need to know whether a controller is virtual, you can use SDL_IsJoystickVirtual().
@ -471,8 +469,6 @@ The following functions have been renamed:
The following functions have been removed:
* SDL_GameControllerEventState() - replaced with SDL_SetGamepadEventsEnabled() and SDL_GamepadEventsEnabled()
* SDL_GameControllerGetBindForAxis()
* SDL_GameControllerGetBindForButton()
* SDL_GameControllerMappingForDeviceIndex() - replaced with SDL_GetGamepadInstanceMapping()
* SDL_GameControllerNameForIndex() - replaced with SDL_GetGamepadInstanceName()
* SDL_GameControllerPathForIndex() - replaced with SDL_GetGamepadInstancePath()

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@ -125,6 +125,33 @@ typedef enum
SDL_GAMEPAD_AXIS_MAX
} SDL_GamepadAxis;
typedef enum
{
SDL_GAMEPAD_BINDTYPE_NONE = 0,
SDL_GAMEPAD_BINDTYPE_BUTTON,
SDL_GAMEPAD_BINDTYPE_AXIS,
SDL_GAMEPAD_BINDTYPE_HAT
} SDL_GamepadBindingType;
/**
* Get the SDL joystick layer binding for this gamepad button/axis mapping
*/
typedef struct SDL_GamepadBinding
{
SDL_GamepadBindingType bindType;
union
{
int button;
int axis;
struct {
int hat;
int hat_mask;
} hat;
} value;
} SDL_GamepadBinding;
/**
* Add support for gamepads that SDL is unaware of or change the binding of an
* existing gamepad.
@ -819,6 +846,21 @@ 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.
*
@ -884,6 +926,21 @@ 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.
*

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@ -172,6 +172,8 @@ SDL3_0.0.0 {
SDL_GetGamepadAppleSFSymbolsNameForButton;
SDL_GetGamepadAxis;
SDL_GetGamepadAxisFromString;
SDL_GetGamepadBindForAxis;
SDL_GetGamepadBindForButton;
SDL_GetGamepadButton;
SDL_GetGamepadButtonFromString;
SDL_GetGamepadFirmwareVersion;

View File

@ -196,6 +196,8 @@
#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_GetGamepadButton SDL_GetGamepadButton_REAL
#define SDL_GetGamepadButtonFromString SDL_GetGamepadButtonFromString_REAL
#define SDL_GetGamepadFirmwareVersion SDL_GetGamepadFirmwareVersion_REAL

View File

@ -271,6 +271,8 @@ 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(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

@ -57,14 +57,6 @@
static SDL_bool SDL_gamepads_initialized;
static SDL_Gamepad *SDL_gamepads SDL_GUARDED_BY(SDL_joystick_lock) = NULL;
typedef enum
{
SDL_GAMEPAD_BINDTYPE_NONE = 0,
SDL_GAMEPAD_BINDTYPE_BUTTON,
SDL_GAMEPAD_BINDTYPE_AXIS,
SDL_GAMEPAD_BINDTYPE_HAT
} SDL_GamepadBindingType;
typedef struct
{
SDL_GamepadBindingType inputType;
@ -101,7 +93,7 @@ typedef struct
} output;
} SDL_GamepadBinding;
} SDL_ExtendedGamepadBind;
/* our hard coded list of mapping support */
typedef enum
@ -155,8 +147,8 @@ struct SDL_Gamepad
const char *name _guarded;
GamepadMapping_t *mapping _guarded;
int num_bindings _guarded;
SDL_GamepadBinding *bindings _guarded;
SDL_GamepadBinding **last_match_axis _guarded;
SDL_ExtendedGamepadBind *bindings _guarded;
SDL_ExtendedGamepadBind **last_match_axis _guarded;
Uint8 *last_hat_mask _guarded;
Uint64 guide_button_down _guarded;
@ -192,7 +184,7 @@ 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_GamepadBinding *a, SDL_GamepadBinding *b)
static SDL_bool HasSameOutput(SDL_ExtendedGamepadBind *a, SDL_ExtendedGamepadBind *b)
{
if (a->outputType != b->outputType) {
return SDL_FALSE;
@ -205,7 +197,7 @@ static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
}
}
static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBinding *bind)
static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_ExtendedGamepadBind *bind)
{
if (bind->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
SDL_SendGamepadAxis(timestamp, gamepad, bind->output.axis.axis, 0);
@ -217,14 +209,14 @@ static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBindi
static void HandleJoystickAxis(Uint64 timestamp, SDL_Gamepad *gamepad, int axis, int value)
{
int i;
SDL_GamepadBinding *last_match;
SDL_GamepadBinding *match = NULL;
SDL_ExtendedGamepadBind *last_match;
SDL_ExtendedGamepadBind *match = NULL;
SDL_AssertJoysticksLocked();
last_match = gamepad->last_match_axis[axis];
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
SDL_ExtendedGamepadBind *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) {
@ -276,7 +268,7 @@ static void HandleJoystickButton(Uint64 timestamp, SDL_Gamepad *gamepad, int but
SDL_AssertJoysticksLocked();
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON &&
button == binding->input.button) {
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
@ -300,7 +292,7 @@ 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_GamepadBinding *binding = &gamepad->bindings[i];
SDL_ExtendedGamepadBind *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) {
@ -1164,7 +1156,7 @@ const char *SDL_GetGamepadStringForButton(SDL_GamepadButton button)
*/
static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGameButton, const char *szJoystickButton)
{
SDL_GamepadBinding bind;
SDL_ExtendedGamepadBind bind;
SDL_GamepadButton button;
SDL_GamepadAxis axis;
SDL_bool invert_input = SDL_FALSE;
@ -1244,7 +1236,7 @@ static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGa
}
++gamepad->num_bindings;
gamepad->bindings = (SDL_GamepadBinding *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings));
gamepad->bindings = (SDL_ExtendedGamepadBind *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings));
if (!gamepad->bindings) {
gamepad->num_bindings = 0;
return SDL_OutOfMemory();
@ -1323,7 +1315,7 @@ static void SDL_PrivateLoadButtonMapping(SDL_Gamepad *gamepad, GamepadMapping_t
/* Set the zero point for triggers */
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
SDL_ExtendedGamepadBind *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 ||
@ -2486,7 +2478,7 @@ SDL_Gamepad *SDL_OpenGamepad(SDL_JoystickID instance_id)
}
if (gamepad->joystick->naxes) {
gamepad->last_match_axis = (SDL_GamepadBinding **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
gamepad->last_match_axis = (SDL_ExtendedGamepadBind **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
if (!gamepad->last_match_axis) {
SDL_OutOfMemory();
SDL_CloseJoystick(gamepad->joystick);
@ -2534,25 +2526,17 @@ void SDL_UpdateGamepads(void)
*/
SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
{
SDL_bool retval = SDL_FALSE;
SDL_GamepadBinding bind;
SDL_LockJoysticks();
{
int i;
CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
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;
}
}
bind = SDL_GetGamepadBindForAxis(gamepad, axis);
}
SDL_UnlockJoysticks();
return retval;
return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
}
/*
@ -2569,7 +2553,7 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
CHECK_GAMEPAD_MAGIC(gamepad, 0);
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
int value = 0;
SDL_bool valid_input_range;
@ -2625,25 +2609,17 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
*/
SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
{
SDL_bool retval = SDL_FALSE;
SDL_GamepadBinding bind;
SDL_LockJoysticks();
{
int i;
CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
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;
}
}
bind = SDL_GetGamepadBindForButton(gamepad, button);
}
SDL_UnlockJoysticks();
return retval;
return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
}
/*
@ -2660,7 +2636,7 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
CHECK_GAMEPAD_MAGIC(gamepad, 0);
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
SDL_ExtendedGamepadBind *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;
@ -3180,6 +3156,81 @@ SDL_Gamepad *SDL_GetGamepadFromPlayerIndex(int player_index)
return retval;
}
/*
* Get the SDL joystick layer binding for this gamepad axis mapping
*/
SDL_GamepadBinding SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
{
SDL_GamepadBinding bind;
SDL_zero(bind);
SDL_LockJoysticks();
{
CHECK_GAMEPAD_MAGIC(gamepad, bind);
if (axis != SDL_GAMEPAD_AXIS_INVALID) {
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;
}
}
}
}
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;
}
int SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
{
SDL_Joystick *joystick = SDL_GetGamepadJoystick(gamepad);