gamepad: Replace GetNumMappings/GetMappingByIndex with a single function.

Now it returns an array and optional count, to match other SDL3 APIs.
main
Ryan C. Gordon 2023-11-29 11:15:48 -05:00
parent dfee3f9e92
commit dd47da8a5c
9 changed files with 78 additions and 79 deletions

View File

@ -1240,21 +1240,11 @@ typedef SDL_GameControllerButton, SDL_GamepadButton;
(...)
@@
@@
- SDL_GameControllerMappingForIndex
+ SDL_GetGamepadMappingForIndex
(...)
@@
@@
- SDL_GameControllerName
+ SDL_GetGamepadName
(...)
@@
@@
- SDL_GameControllerNumMappings
+ SDL_GetNumGamepadMappings
(...)
@@
@@
- SDL_GameControllerOpen
+ SDL_OpenGamepad
(...)

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@ -468,9 +468,7 @@ The following functions have been renamed:
* SDL_GameControllerIsSensorEnabled() => SDL_GamepadSensorEnabled()
* SDL_GameControllerMapping() => SDL_GetGamepadMapping()
* SDL_GameControllerMappingForGUID() => SDL_GetGamepadMappingForGUID()
* SDL_GameControllerMappingForIndex() => SDL_GetGamepadMappingForIndex()
* SDL_GameControllerName() => SDL_GetGamepadName()
* SDL_GameControllerNumMappings() => SDL_GetNumGamepadMappings()
* SDL_GameControllerOpen() => SDL_OpenGamepad()
* SDL_GameControllerPath() => SDL_GetGamepadPath()
* SDL_GameControllerRumble() => SDL_RumbleGamepad()
@ -490,6 +488,8 @@ The following functions have been removed:
* SDL_GameControllerNameForIndex() - replaced with SDL_GetGamepadInstanceName()
* SDL_GameControllerPathForIndex() - replaced with SDL_GetGamepadInstancePath()
* SDL_GameControllerTypeForIndex() - replaced with SDL_GetGamepadInstanceType()
* SDL_GameControllerNumMappings() - replaced with SDL_GetGamepadMappings()
* SDL_GameControllerMappingForIndex() replaced with SDL_GetGamepadMappings()
The following symbols have been renamed:
* SDL_CONTROLLER_AXIS_INVALID => SDL_GAMEPAD_AXIS_INVALID

View File

@ -311,25 +311,16 @@ extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
*/
extern DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
/**
* Get the number of mappings installed.
*
* \returns the number of mappings.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetNumGamepadMappings(void);
/**
* Get the mapping at a particular index.
*
* \param mapping_index mapping index
* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
* the index is out of range.
* \param count On return, set to the number of mappings returned. Can be NULL.
* \returns an array of the mapping strings, NULL-terminated. Must be freed with SDL_free().
* Returns NULL on error.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForIndex(int mapping_index);
extern DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
/**
* Get the gamepad mapping string for a given GUID.

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@ -235,9 +235,7 @@
#define SDL_GameControllerIsSensorEnabled SDL_GamepadSensorEnabled
#define SDL_GameControllerMapping SDL_GetGamepadMapping
#define SDL_GameControllerMappingForGUID SDL_GetGamepadMappingForGUID
#define SDL_GameControllerMappingForIndex SDL_GetGamepadMappingForIndex
#define SDL_GameControllerName SDL_GetGamepadName
#define SDL_GameControllerNumMappings SDL_GetNumGamepadMappings
#define SDL_GameControllerOpen SDL_OpenGamepad
#define SDL_GameControllerPath SDL_GetGamepadPath
#define SDL_GameControllerRumble SDL_RumbleGamepad
@ -680,9 +678,7 @@
#define SDL_GameControllerMapping SDL_GameControllerMapping_renamed_SDL_GetGamepadMapping
#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_renamed_SDL_GetGamepadMappingForDeviceIndex
#define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_renamed_SDL_GetGamepadMappingForGUID
#define SDL_GameControllerMappingForIndex SDL_GameControllerMappingForIndex_renamed_SDL_GetGamepadMappingForIndex
#define SDL_GameControllerName SDL_GameControllerName_renamed_SDL_GetGamepadName
#define SDL_GameControllerNumMappings SDL_GameControllerNumMappings_renamed_SDL_GetNumGamepadMappings
#define SDL_GameControllerOpen SDL_GameControllerOpen_renamed_SDL_OpenGamepad
#define SDL_GameControllerPath SDL_GameControllerPath_renamed_SDL_GetGamepadPath
#define SDL_GameControllerRumble SDL_GameControllerRumble_renamed_SDL_RumbleGamepad

View File

@ -189,7 +189,6 @@ SDL3_0.0.0 {
SDL_GetGamepadJoystick;
SDL_GetGamepadMapping;
SDL_GetGamepadMappingForGUID;
SDL_GetGamepadMappingForIndex;
SDL_GetGamepadName;
SDL_GetGamepadPath;
SDL_GetGamepadPlayerIndex;
@ -250,7 +249,6 @@ SDL3_0.0.0 {
SDL_GetMouseState;
SDL_GetNaturalDisplayOrientation;
SDL_GetNumAllocations;
SDL_GetNumGamepadMappings;
SDL_GetNumGamepadTouchpadFingers;
SDL_GetNumGamepadTouchpads;
SDL_GetNumJoystickAxes;
@ -963,6 +961,7 @@ SDL3_0.0.0 {
SDL_GetBooleanProperty;
SDL_CreateTextureWithProperties;
SDL_CreateRendererWithProperties;
SDL_GetGamepadMappings;
# extra symbols go here (don't modify this line)
local: *;
};

View File

@ -213,7 +213,6 @@
#define SDL_GetGamepadJoystick SDL_GetGamepadJoystick_REAL
#define SDL_GetGamepadMapping SDL_GetGamepadMapping_REAL
#define SDL_GetGamepadMappingForGUID SDL_GetGamepadMappingForGUID_REAL
#define SDL_GetGamepadMappingForIndex SDL_GetGamepadMappingForIndex_REAL
#define SDL_GetGamepadName SDL_GetGamepadName_REAL
#define SDL_GetGamepadPath SDL_GetGamepadPath_REAL
#define SDL_GetGamepadPlayerIndex SDL_GetGamepadPlayerIndex_REAL
@ -274,7 +273,6 @@
#define SDL_GetMouseState SDL_GetMouseState_REAL
#define SDL_GetNaturalDisplayOrientation SDL_GetNaturalDisplayOrientation_REAL
#define SDL_GetNumAllocations SDL_GetNumAllocations_REAL
#define SDL_GetNumGamepadMappings SDL_GetNumGamepadMappings_REAL
#define SDL_GetNumGamepadTouchpadFingers SDL_GetNumGamepadTouchpadFingers_REAL
#define SDL_GetNumGamepadTouchpads SDL_GetNumGamepadTouchpads_REAL
#define SDL_GetNumJoystickAxes SDL_GetNumJoystickAxes_REAL
@ -988,3 +986,4 @@
#define SDL_GetBooleanProperty SDL_GetBooleanProperty_REAL
#define SDL_CreateTextureWithProperties SDL_CreateTextureWithProperties_REAL
#define SDL_CreateRendererWithProperties SDL_CreateRendererWithProperties_REAL
#define SDL_GetGamepadMappings SDL_GetGamepadMappings_REAL

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@ -272,7 +272,6 @@ SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadInstanceVendor,(SDL_JoystickID a),(a),retur
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetGamepadJoystick,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMapping,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForGUID,(SDL_JoystickGUID a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForIndex,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadName,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPath,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetGamepadPlayerIndex,(SDL_Gamepad *a),(a),return)
@ -333,7 +332,6 @@ SDL_DYNAPI_PROC(SDL_Window*,SDL_GetMouseFocus,(void),(),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetMouseState,(float *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetNaturalDisplayOrientation,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumAllocations,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetNumGamepadMappings,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetNumGamepadTouchpadFingers,(SDL_Gamepad *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetNumGamepadTouchpads,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumJoystickAxes,(SDL_Joystick *a),(a),return)
@ -1013,3 +1011,4 @@ SDL_DYNAPI_PROC(int,SDL_SetBooleanProperty,(SDL_PropertiesID a, const char *b, S
SDL_DYNAPI_PROC(SDL_bool,SDL_GetBooleanProperty,(SDL_PropertiesID a, const char *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureWithProperties,(SDL_Renderer *a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRendererWithProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(char**,SDL_GetGamepadMappings,(int *a),(a),return)

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@ -2002,29 +2002,6 @@ int SDL_AddGamepadMapping(const char *mapping)
return retval;
}
/*
* Get the number of mappings installed
*/
int SDL_GetNumGamepadMappings(void)
{
int num_mappings = 0;
SDL_LockJoysticks();
{
GamepadMapping_t *mapping;
for (mapping = s_pSupportedGamepads; mapping; mapping = mapping->next) {
if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
continue;
}
++num_mappings;
}
}
SDL_UnlockJoysticks();
return num_mappings;
}
/*
* Create a mapping string for a mapping
*/
@ -2081,33 +2058,82 @@ static char *CreateMappingString(GamepadMapping_t *mapping, SDL_JoystickGUID gui
return pMappingString;
}
/*
* Get the mapping at a particular index.
*/
char *SDL_GetGamepadMappingForIndex(int mapping_index)
char **SDL_GetGamepadMappings(int *count)
{
char *retval = NULL;
int num_mappings = 0;
char **retval = NULL;
char **mappings = NULL;
if (count) {
*count = 0;
}
SDL_LockJoysticks();
{
GamepadMapping_t *mapping;
for (mapping = s_pSupportedGamepads; mapping; mapping = mapping->next) {
for (GamepadMapping_t *mapping = s_pSupportedGamepads; mapping; mapping = mapping->next) {
if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
continue;
}
num_mappings++;
}
size_t final_allocation = sizeof (char *); // for the NULL terminator element.
SDL_bool failed = SDL_FALSE;
mappings = (char **) SDL_calloc(num_mappings + 1, sizeof (char *));
if (!mappings) {
failed = SDL_TRUE;
SDL_OutOfMemory();
} else {
size_t i = 0;
for (GamepadMapping_t *mapping = s_pSupportedGamepads; mapping; mapping = mapping->next) {
if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
continue;
}
if (mapping_index == 0) {
retval = CreateMappingString(mapping, mapping->guid);
break;
char *mappingstr = CreateMappingString(mapping, mapping->guid);
if (!mappingstr) {
failed = SDL_TRUE;
break; // error string is already set.
}
--mapping_index;
SDL_assert(i < num_mappings);
mappings[i++] = mappingstr;
final_allocation += SDL_strlen(mappingstr) + 1 + sizeof (char *);
}
}
SDL_UnlockJoysticks();
if (!retval) {
SDL_SetError("Mapping not available");
if (!failed) {
retval = (char **) SDL_malloc(final_allocation);
if (!retval) {
SDL_OutOfMemory();
} else {
final_allocation -= (sizeof (char *) * num_mappings + 1);
char *strptr = (char *) (retval + (num_mappings + 1));
for (int i = 0; i < num_mappings; i++) {
retval[i] = strptr;
const size_t slen = SDL_strlcpy(strptr, mappings[i], final_allocation) + 1;
SDL_assert(final_allocation >= slen);
final_allocation -= slen;
strptr += slen;
}
retval[num_mappings] = NULL;
if (count) {
*count = num_mappings;
}
}
}
if (mappings) {
for (int i = 0; i < num_mappings; i++) {
SDL_free(mappings[i]);
}
SDL_free(mappings);
}
return retval;
}

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@ -1871,12 +1871,12 @@ static void loop(void *arg)
int main(int argc, char *argv[])
{
SDL_bool show_mappings = SDL_FALSE;
int i;
float content_scale;
int screen_width, screen_height;
SDL_Rect area;
int gamepad_index = -1;
SDL_bool show_mappings = SDL_FALSE;
SDLTest_CommonState *state;
/* Initialize test framework */
@ -1937,16 +1937,15 @@ int main(int argc, char *argv[])
SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt");
if (show_mappings) {
int count = 0;
char **mappings = SDL_GetGamepadMappings(&count);
int map_i;
SDL_Log("Supported mappings:\n");
for (map_i = 0; map_i < SDL_GetNumGamepadMappings(); ++map_i) {
char *mapping = SDL_GetGamepadMappingForIndex(map_i);
if (mapping) {
SDL_Log("\t%s\n", mapping);
SDL_free(mapping);
}
for (map_i = 0; map_i < count; ++map_i) {
SDL_Log("\t%s\n", mappings[map_i]);
}
SDL_Log("\n");
SDL_free(mappings);
}
/* Create a window to display gamepad state */