Removed SDL_GamepadBinding from the API

The text format is more expressive and widely used than the binary structure
main
Sam Lantinga 2023-07-11 15:53:41 -07:00
parent ca492dff18
commit eb0955ef89
6 changed files with 50 additions and 160 deletions

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@ -250,6 +250,8 @@ 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.
The following enums have been renamed:
@ -318,6 +320,8 @@ 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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@ -127,33 +127,6 @@ 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.
@ -748,21 +721,6 @@ 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.
*
@ -828,21 +786,6 @@ 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.
*

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@ -189,8 +189,6 @@ SDL3_0.0.0 {
SDL_GetGamepadAppleSFSymbolsNameForButton;
SDL_GetGamepadAxis;
SDL_GetGamepadAxisFromString;
SDL_GetGamepadBindForAxis;
SDL_GetGamepadBindForButton;
SDL_GetGamepadButton;
SDL_GetGamepadButtonFromString;
SDL_GetGamepadFirmwareVersion;

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@ -213,8 +213,6 @@
#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

@ -288,8 +288,6 @@ 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)

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@ -55,6 +55,14 @@
/* a list of currently opened gamepads */
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;
@ -91,7 +99,7 @@ typedef struct
} output;
} SDL_ExtendedGamepadBind;
} SDL_GamepadBinding;
/* our hard coded list of mapping support */
typedef enum
@ -133,8 +141,8 @@ 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;
@ -168,7 +176,7 @@ static GamepadMapping_t *SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, co
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;
@ -181,7 +189,7 @@ 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);
@ -193,14 +201,14 @@ 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) {
@ -252,7 +260,7 @@ 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) {
@ -276,7 +284,7 @@ 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) {
@ -962,7 +970,7 @@ 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;
@ -1042,7 +1050,7 @@ 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();
@ -1121,7 +1129,7 @@ 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 ||
@ -2196,7 +2204,7 @@ 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);
@ -2244,17 +2252,25 @@ 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;
}
/*
@ -2271,7 +2287,7 @@ 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;
@ -2327,17 +2343,25 @@ 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;
}
/*
@ -2354,7 +2378,7 @@ 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;
@ -2859,81 +2883,6 @@ 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);