SDL 3.0
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Include file for SDL gamepad event handling. More...
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_rwops.h>
#include <SDL3/SDL_sensor.h>
#include <SDL3/SDL_joystick.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_close_code.h>
Go to the source code of this file.
Typedefs | |
typedef struct SDL_Gamepad | SDL_Gamepad |
Include file for SDL gamepad event handling.
In order to use these functions, SDL_Init() must have been called with the SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and load appropriate drivers.
If you would like to receive gamepad updates while the application is in the background, you should set the following hint before calling SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
Definition in file SDL_gamepad.h.
typedef struct SDL_Gamepad SDL_Gamepad |
Definition at line 59 of file SDL_gamepad.h.
enum SDL_GamepadAxis |
The list of axes available on a gamepad
Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though advanced UI will allow users to set or autodetect the dead zone, which varies between gamepads.
Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
Definition at line 116 of file SDL_gamepad.h.
enum SDL_GamepadButton |
The list of buttons available on a gamepad
Definition at line 80 of file SDL_gamepad.h.
enum SDL_GamepadType |
Definition at line 61 of file SDL_gamepad.h.
int SDL_AddGamepadMapping | ( | const char * | mapping | ) |
Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.
The mapping string has the format "GUID,name,mapping", where GUID is the string value from SDL_GetJoystickGUIDString(), name is the human readable string for the device and mappings are gamepad mappings to joystick ones. Under Windows there is a reserved GUID of "xinput" that covers all XInput devices. The mapping format for joystick is:
bX
: a joystick button, index XhX.Y
: hat X with value YaX
: axis X of the joystickButtons can be used as a gamepad axes and vice versa.
This string shows an example of a valid mapping for a gamepad:
mapping | the mapping string |
int SDL_AddGamepadMappingsFromFile | ( | const char * | file | ) |
Load a set of gamepad mappings from a file.
You can call this function several times, if needed, to load different database files.
If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).
file | the mappings file to load |
int SDL_AddGamepadMappingsFromRW | ( | SDL_RWops * | src, |
int | freesrc | ||
) |
Load a set of gamepad mappings from a seekable SDL data stream.
You can call this function several times, if needed, to load different database files.
If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).
This function will load the text database entirely in memory before processing it, so take this into consideration if you are in a memory constrained environment.
src | the data stream for the mappings to be added |
freesrc | non-zero to close the stream after being read |
void SDL_CloseGamepad | ( | SDL_Gamepad * | gamepad | ) |
Close a gamepad previously opened with SDL_OpenGamepad().
gamepad | a gamepad identifier previously returned by SDL_OpenGamepad() |
SDL_bool SDL_GamepadConnected | ( | SDL_Gamepad * | gamepad | ) |
Check if a gamepad has been opened and is currently connected.
gamepad | a gamepad identifier previously returned by SDL_OpenGamepad() |
SDL_bool SDL_GamepadEventsEnabled | ( | void | ) |
Query the state of gamepad event processing.
If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself and check the state of the gamepad when you want gamepad information.
SDL_bool SDL_GamepadHasAxis | ( | SDL_Gamepad * | gamepad, |
SDL_GamepadAxis | axis | ||
) |
Query whether a gamepad has a given axis.
This merely reports whether the gamepad's mapping defined this axis, as that is all the information SDL has about the physical device.
gamepad | a gamepad |
axis | an axis enum value (an SDL_GamepadAxis value) |
SDL_bool SDL_GamepadHasButton | ( | SDL_Gamepad * | gamepad, |
SDL_GamepadButton | button | ||
) |
Query whether a gamepad has a given button.
This merely reports whether the gamepad's mapping defined this button, as that is all the information SDL has about the physical device.
gamepad | a gamepad |
button | a button enum value (an SDL_GamepadButton value) |
SDL_bool SDL_GamepadHasLED | ( | SDL_Gamepad * | gamepad | ) |
Query whether a gamepad has an LED.
gamepad | The gamepad to query |
SDL_bool SDL_GamepadHasRumble | ( | SDL_Gamepad * | gamepad | ) |
Query whether a gamepad has rumble support.
gamepad | The gamepad to query |
SDL_bool SDL_GamepadHasRumbleTriggers | ( | SDL_Gamepad * | gamepad | ) |
Query whether a gamepad has rumble support on triggers.
gamepad | The gamepad to query |
SDL_bool SDL_GamepadHasSensor | ( | SDL_Gamepad * | gamepad, |
SDL_SensorType | type | ||
) |
Return whether a gamepad has a particular sensor.
gamepad | The gamepad to query |
type | The type of sensor to query |
SDL_bool SDL_GamepadSensorEnabled | ( | SDL_Gamepad * | gamepad, |
SDL_SensorType | type | ||
) |
Query whether sensor data reporting is enabled for a gamepad.
gamepad | The gamepad to query |
type | The type of sensor to query |
const char * SDL_GetGamepadAppleSFSymbolsNameForAxis | ( | SDL_Gamepad * | gamepad, |
SDL_GamepadAxis | axis | ||
) |
Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
gamepad | the gamepad to query |
axis | an axis on the gamepad |
const char * SDL_GetGamepadAppleSFSymbolsNameForButton | ( | SDL_Gamepad * | gamepad, |
SDL_GamepadButton | button | ||
) |
Return the sfSymbolsName for a given button on a gamepad on Apple platforms.
gamepad | the gamepad to query |
button | a button on the gamepad |
Sint16 SDL_GetGamepadAxis | ( | SDL_Gamepad * | gamepad, |
SDL_GamepadAxis | axis | ||
) |
Get the current state of an axis control on a gamepad.
The axis indices start at index 0.
The state is a value ranging from -32768 to 32767. Triggers, however, range from 0 to 32767 (they never return a negative value).
gamepad | a gamepad |
axis | an axis index (one of the SDL_GamepadAxis values) |
SDL_GamepadAxis SDL_GetGamepadAxisFromString | ( | const char * | str | ) |
Convert a string into SDL_GamepadAxis enum.
This function is called internally to translate SDL_Gamepad mapping strings for the underlying joystick device into the consistent SDL_Gamepad mapping. You do not normally need to call this function unless you are parsing SDL_Gamepad mappings in your own code.
Note specially that "righttrigger" and "lefttrigger" map to SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
and SDL_GAMEPAD_AXIS_LEFT_TRIGGER
, respectively.
str | string representing a SDL_Gamepad axis |
SDL_GAMEPAD_AXIS_INVALID
if no match was found.Uint8 SDL_GetGamepadButton | ( | SDL_Gamepad * | gamepad, |
SDL_GamepadButton | button | ||
) |
Get the current state of a button on a gamepad.
gamepad | a gamepad |
button | a button index (one of the SDL_GamepadButton values) |
SDL_GamepadButton SDL_GetGamepadButtonFromString | ( | const char * | str | ) |
Convert a string into an SDL_GamepadButton enum.
This function is called internally to translate SDL_Gamepad mapping strings for the underlying joystick device into the consistent SDL_Gamepad mapping. You do not normally need to call this function unless you are parsing SDL_Gamepad mappings in your own code.
str | string representing a SDL_Gamepad axis |
SDL_GAMEPAD_AXIS_INVALID
if no match was found.Uint16 SDL_GetGamepadFirmwareVersion | ( | SDL_Gamepad * | gamepad | ) |
Get the firmware version of an opened gamepad, if available.
If the firmware version isn't available this function returns 0.
gamepad | the gamepad object to query. |
SDL_Gamepad * SDL_GetGamepadFromInstanceID | ( | SDL_JoystickID | instance_id | ) |
Get the SDL_Gamepad associated with a joystick instance ID, if it has been opened.
instance_id | the joystick instance ID of the gamepad |
SDL_Gamepad * SDL_GetGamepadFromPlayerIndex | ( | int | player_index | ) |
Get the SDL_Gamepad associated with a player index.
player_index | the player index, which different from the instance ID |
SDL_JoystickGUID SDL_GetGamepadInstanceGUID | ( | SDL_JoystickID | instance_id | ) |
Get the implementation-dependent GUID of a gamepad.
This can be called before any gamepads are opened.
instance_id | the joystick instance ID |
SDL_JoystickID SDL_GetGamepadInstanceID | ( | SDL_Gamepad * | gamepad | ) |
Get the instance ID of an opened gamepad.
gamepad | a gamepad identifier previously returned by SDL_OpenGamepad() |
char * SDL_GetGamepadInstanceMapping | ( | SDL_JoystickID | instance_id | ) |
Get the mapping of a gamepad.
This can be called before any gamepads are opened.
instance_id | the joystick instance ID |
const char * SDL_GetGamepadInstanceName | ( | SDL_JoystickID | instance_id | ) |
Get the implementation dependent name of a gamepad.
This can be called before any gamepads are opened.
instance_id | the joystick instance ID |
const char * SDL_GetGamepadInstancePath | ( | SDL_JoystickID | instance_id | ) |
Get the implementation dependent path of a gamepad.
This can be called before any gamepads are opened.
instance_id | the joystick instance ID |
int SDL_GetGamepadInstancePlayerIndex | ( | SDL_JoystickID | instance_id | ) |
Get the player index of a gamepad.
This can be called before any gamepads are opened.
instance_id | the joystick instance ID |
Uint16 SDL_GetGamepadInstanceProduct | ( | SDL_JoystickID | instance_id | ) |
Get the USB product ID of a gamepad, if available.
This can be called before any gamepads are opened. If the product ID isn't available this function returns 0.
instance_id | the joystick instance ID |
Uint16 SDL_GetGamepadInstanceProductVersion | ( | SDL_JoystickID | instance_id | ) |
Get the product version of a gamepad, if available.
This can be called before any gamepads are opened. If the product version isn't available this function returns 0.
instance_id | the joystick instance ID |
SDL_GamepadType SDL_GetGamepadInstanceType | ( | SDL_JoystickID | instance_id | ) |
Get the type of a gamepad.
This can be called before any gamepads are opened.
instance_id | the joystick instance ID |
Uint16 SDL_GetGamepadInstanceVendor | ( | SDL_JoystickID | instance_id | ) |
Get the USB vendor ID of a gamepad, if available.
This can be called before any gamepads are opened. If the vendor ID isn't available this function returns 0.
instance_id | the joystick instance ID |
SDL_Joystick * SDL_GetGamepadJoystick | ( | SDL_Gamepad * | gamepad | ) |
Get the underlying joystick from a gamepad
This function will give you a SDL_Joystick object, which allows you to use the SDL_Joystick functions with a SDL_Gamepad object. This would be useful for getting a joystick's position at any given time, even if it hasn't moved (moving it would produce an event, which would have the axis' value).
The pointer returned is owned by the SDL_Gamepad. You should not call SDL_CloseJoystick() on it, for example, since doing so will likely cause SDL to crash.
gamepad | the gamepad object that you want to get a joystick from |
char * SDL_GetGamepadMapping | ( | SDL_Gamepad * | gamepad | ) |
Get the current mapping of a gamepad.
The returned string must be freed with SDL_free().
Details about mappings are discussed with SDL_AddGamepadMapping().
gamepad | the gamepad you want to get the current mapping for |
char * SDL_GetGamepadMappingForGUID | ( | SDL_JoystickGUID | guid | ) |
Get the gamepad mapping string for a given GUID.
The returned string must be freed with SDL_free().
guid | a structure containing the GUID for which a mapping is desired |
char * SDL_GetGamepadMappingForIndex | ( | int | mapping_index | ) |
Get the mapping at a particular index.
mapping_index | mapping index |
const char * SDL_GetGamepadName | ( | SDL_Gamepad * | gamepad | ) |
Get the implementation-dependent name for an opened gamepad.
gamepad | a gamepad identifier previously returned by SDL_OpenGamepad() |
const char * SDL_GetGamepadPath | ( | SDL_Gamepad * | gamepad | ) |
Get the implementation-dependent path for an opened gamepad.
gamepad | a gamepad identifier previously returned by SDL_OpenGamepad() |
int SDL_GetGamepadPlayerIndex | ( | SDL_Gamepad * | gamepad | ) |
Get the player index of an opened gamepad.
For XInput gamepads this returns the XInput user index.
gamepad | the gamepad object to query. |
SDL_JoystickPowerLevel SDL_GetGamepadPowerLevel | ( | SDL_Gamepad * | gamepad | ) |
Get the battery level of a gamepad, if available.
gamepad | a gamepad identifier previously returned by SDL_OpenGamepad() |
SDL_JOYSTICK_POWER_UNKNOWN
if it is unknownUint16 SDL_GetGamepadProduct | ( | SDL_Gamepad * | gamepad | ) |
Get the USB product ID of an opened gamepad, if available.
If the product ID isn't available this function returns 0.
gamepad | the gamepad object to query. |
Uint16 SDL_GetGamepadProductVersion | ( | SDL_Gamepad * | gamepad | ) |
Get the product version of an opened gamepad, if available.
If the product version isn't available this function returns 0.
gamepad | the gamepad object to query. |
SDL_JoystickID * SDL_GetGamepads | ( | int * | count | ) |
Get a list of currently connected gamepads.
count | a pointer filled in with the number of gamepads returned |
int SDL_GetGamepadSensorData | ( | SDL_Gamepad * | gamepad, |
SDL_SensorType | type, | ||
float * | data, | ||
int | num_values | ||
) |
Get the current state of a gamepad sensor.
The number of values and interpretation of the data is sensor dependent. See SDL_sensor.h for the details for each type of sensor.
gamepad | The gamepad to query |
type | The type of sensor to query |
data | A pointer filled with the current sensor state |
num_values | The number of values to write to data |
float SDL_GetGamepadSensorDataRate | ( | SDL_Gamepad * | gamepad, |
SDL_SensorType | type | ||
) |
Get the data rate (number of events per second) of a gamepad sensor.
gamepad | The gamepad to query |
type | The type of sensor to query |
const char * SDL_GetGamepadSerial | ( | SDL_Gamepad * | gamepad | ) |
Get the serial number of an opened gamepad, if available.
Returns the serial number of the gamepad, or NULL if it is not available.
gamepad | the gamepad object to query. |
const char * SDL_GetGamepadStringForAxis | ( | SDL_GamepadAxis | axis | ) |
Convert from an SDL_GamepadAxis enum to a string.
The caller should not SDL_free() the returned string.
axis | an enum value for a given SDL_GamepadAxis |
const char * SDL_GetGamepadStringForButton | ( | SDL_GamepadButton | button | ) |
Convert from an SDL_GamepadButton enum to a string.
The caller should not SDL_free() the returned string.
button | an enum value for a given SDL_GamepadButton |
const char * SDL_GetGamepadStringForType | ( | SDL_GamepadType | type | ) |
Convert from an SDL_GamepadType enum to a string.
The caller should not SDL_free() the returned string.
type | an enum value for a given SDL_GamepadType |
int SDL_GetGamepadTouchpadFinger | ( | SDL_Gamepad * | gamepad, |
int | touchpad, | ||
int | finger, | ||
Uint8 * | state, | ||
float * | x, | ||
float * | y, | ||
float * | pressure | ||
) |
Get the current state of a finger on a touchpad on a gamepad.
gamepad | a gamepad |
touchpad | a touchpad |
finger | a finger |
state | filled with state |
x | filled with x position |
y | filled with y position |
pressure | filled with pressure value |
SDL_GamepadType SDL_GetGamepadType | ( | SDL_Gamepad * | gamepad | ) |
Get the type of an opened gamepad.
gamepad | the gamepad object to query. |
SDL_GamepadType SDL_GetGamepadTypeFromString | ( | const char * | str | ) |
Convert a string into SDL_GamepadType enum.
This function is called internally to translate SDL_Gamepad mapping strings for the underlying joystick device into the consistent SDL_Gamepad mapping. You do not normally need to call this function unless you are parsing SDL_Gamepad mappings in your own code.
str | string representing a SDL_GamepadType type |
SDL_GAMEPAD_TYPE_UNKNOWN
if no match was found.Uint16 SDL_GetGamepadVendor | ( | SDL_Gamepad * | gamepad | ) |
Get the USB vendor ID of an opened gamepad, if available.
If the vendor ID isn't available this function returns 0.
gamepad | the gamepad object to query. |
int SDL_GetNumGamepadMappings | ( | void | ) |
Get the number of mappings installed.
int SDL_GetNumGamepadTouchpadFingers | ( | SDL_Gamepad * | gamepad, |
int | touchpad | ||
) |
Get the number of supported simultaneous fingers on a touchpad on a game gamepad.
gamepad | a gamepad |
touchpad | a touchpad |
int SDL_GetNumGamepadTouchpads | ( | SDL_Gamepad * | gamepad | ) |
Get the number of touchpads on a gamepad.
gamepad | a gamepad |
SDL_GamepadType SDL_GetRealGamepadInstanceType | ( | SDL_JoystickID | instance_id | ) |
Get the type of a gamepad, ignoring any mapping override.
This can be called before any gamepads are opened.
instance_id | the joystick instance ID |
SDL_GamepadType SDL_GetRealGamepadType | ( | SDL_Gamepad * | gamepad | ) |
Get the type of an opened gamepad, ignoring any mapping override.
gamepad | the gamepad object to query. |
SDL_bool SDL_IsGamepad | ( | SDL_JoystickID | instance_id | ) |
Check if the given joystick is supported by the gamepad interface.
instance_id | the joystick instance ID |
SDL_Gamepad * SDL_OpenGamepad | ( | SDL_JoystickID | instance_id | ) |
Open a gamepad for use.
instance_id | the joystick instance ID |
int SDL_ReloadGamepadMappings | ( | void | ) |
Reinitialize the SDL mapping database to its initial state.
This will generate gamepad events as needed if device mappings change.
int SDL_RumbleGamepad | ( | SDL_Gamepad * | gamepad, |
Uint16 | low_frequency_rumble, | ||
Uint16 | high_frequency_rumble, | ||
Uint32 | duration_ms | ||
) |
Start a rumble effect on a gamepad.
Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
gamepad | The gamepad to vibrate |
low_frequency_rumble | The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF |
high_frequency_rumble | The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF |
duration_ms | The duration of the rumble effect, in milliseconds |
int SDL_RumbleGamepadTriggers | ( | SDL_Gamepad * | gamepad, |
Uint16 | left_rumble, | ||
Uint16 | right_rumble, | ||
Uint32 | duration_ms | ||
) |
Start a rumble effect in the gamepad's triggers.
Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
Note that this is rumbling of the triggers and not the gamepad as a whole. This is currently only supported on Xbox One gamepads. If you want the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.
gamepad | The gamepad to vibrate |
left_rumble | The intensity of the left trigger rumble motor, from 0 to 0xFFFF |
right_rumble | The intensity of the right trigger rumble motor, from 0 to 0xFFFF |
duration_ms | The duration of the rumble effect, in milliseconds |
int SDL_SendGamepadEffect | ( | SDL_Gamepad * | gamepad, |
const void * | data, | ||
int | size | ||
) |
Send a gamepad specific effect packet
gamepad | The gamepad to affect |
data | The data to send to the gamepad |
size | The size of the data to send to the gamepad |
void SDL_SetGamepadEventsEnabled | ( | SDL_bool | enabled | ) |
Set the state of gamepad event processing.
If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself and check the state of the gamepad when you want gamepad information.
enabled | whether to process gamepad events or not |
int SDL_SetGamepadLED | ( | SDL_Gamepad * | gamepad, |
Uint8 | red, | ||
Uint8 | green, | ||
Uint8 | blue | ||
) |
Update a gamepad's LED color.
gamepad | The gamepad to update |
red | The intensity of the red LED |
green | The intensity of the green LED |
blue | The intensity of the blue LED |
int SDL_SetGamepadMapping | ( | SDL_JoystickID | instance_id, |
const char * | mapping | ||
) |
Set the current mapping of a joystick or gamepad.
Details about mappings are discussed with SDL_AddGamepadMapping().
instance_id | the joystick instance ID |
mapping | the mapping to use for this device, or NULL to clear the mapping |
int SDL_SetGamepadPlayerIndex | ( | SDL_Gamepad * | gamepad, |
int | player_index | ||
) |
Set the player index of an opened gamepad.
gamepad | the gamepad object to adjust. |
player_index | Player index to assign to this gamepad, or -1 to clear the player index and turn off player LEDs. |
int SDL_SetGamepadSensorEnabled | ( | SDL_Gamepad * | gamepad, |
SDL_SensorType | type, | ||
SDL_bool | enabled | ||
) |
Set whether data reporting for a gamepad sensor is enabled.
gamepad | The gamepad to update |
type | The type of sensor to enable/disable |
enabled | Whether data reporting should be enabled |
void SDL_UpdateGamepads | ( | void | ) |
Manually pump gamepad updates if not using the loop.
This function is called automatically by the event loop if events are enabled. Under such circumstances, it will not be necessary to call this function.