SDL 3.0
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#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_guid.h>
#include <SDL3/SDL_iostream.h>
#include <SDL3/SDL_joystick.h>
#include <SDL3/SDL_power.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_sensor.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_close_code.h>
Go to the source code of this file.
Data Structures | |
struct | SDL_GamepadBinding |
Typedefs | |
typedef struct SDL_Gamepad | SDL_Gamepad |
#define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN |
Definition at line 746 of file SDL_gamepad.h.
#define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN |
Definition at line 748 of file SDL_gamepad.h.
#define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN |
Definition at line 747 of file SDL_gamepad.h.
#define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN |
Definition at line 749 of file SDL_gamepad.h.
#define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN |
Definition at line 750 of file SDL_gamepad.h.
typedef struct SDL_Gamepad SDL_Gamepad |
SDL provides a low-level joystick API, which just treats joysticks as an arbitrary pile of buttons, axes, and hat switches. If you're planning to write your own control configuration screen, this can give you a lot of flexibility, but that's a lot of work, and most things that we consider "joysticks" now are actually console-style gamepads. So SDL provides the gamepad API on top of the lower-level joystick functionality.
The difference betweena joystick and a gamepad is that a gamepad tells you where a button or axis is on the device. You don't speak to gamepads in terms of arbitrary numbers like "button 3" or "axis 2" but in standard locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or X/O/Square/Triangle, if you will).
One turns a joystick into a gamepad by providing a magic configuration string, which tells SDL the details of a specific device: when you see this specific hardware, if button 2 gets pressed, this is actually D-Pad Up, etc.
SDL has many popular controllers configured out of the box, and users can add their own controller details through an environment variable if it's otherwise unknown to SDL.
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 The structure used to identify an SDL gamepad
Definition at line 79 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 (released) to SDL_JOYSTICK_AXIS_MAX (fully pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the same range that will be reported by the lower-level SDL_GetJoystickAxis().
Definition at line 199 of file SDL_gamepad.h.
Types of gamepad control bindings.
A gamepad is a collection of bindings that map arbitrary joystick buttons, axes and hat switches to specific positions on a generic console-style gamepad. This enum is used as part of SDL_GamepadBinding to specify those mappings.
Enumerator | |
---|---|
SDL_GAMEPAD_BINDTYPE_NONE | |
SDL_GAMEPAD_BINDTYPE_BUTTON | |
SDL_GAMEPAD_BINDTYPE_AXIS | |
SDL_GAMEPAD_BINDTYPE_HAT |
Definition at line 221 of file SDL_gamepad.h.
enum SDL_GamepadButton |
The list of buttons available on a gamepad
For controllers that use a diamond pattern for the face buttons, the south/east/west/north buttons below correspond to the locations in the diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo Switch controllers, this would be B/A/Y/X, for PlayStation controllers this would be Cross/Circle/Square/Triangle.
For controllers that don't use a diamond pattern for the face buttons, the south/east/west/north buttons indicate the buttons labeled A, B, C, D, or 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, secondary, etc. buttons.
The activate action is often the south button and the cancel action is often the east button, but in some regions this is reversed, so your game should allow remapping actions based on user preferences.
You can query the labels for the face buttons using SDL_GetGamepadButtonLabel()
Definition at line 129 of file SDL_gamepad.h.
The set of gamepad button labels
This isn't a complete set, just the face buttons to make it easy to show button prompts.
For a complete set, you should look at the button and gamepad type and have a set of symbols that work well with your art style.
Definition at line 172 of file SDL_gamepad.h.
enum SDL_GamepadType |
Standard gamepad types.
This type does not necessarily map to first-party controllers from Microsoft/Sony/Nintendo; in many cases, third-party controllers can report as these, either because they were designed for a specific console, or they simply most closely match that console's controllers (does it have A/B/X/Y buttons or X/O/Square/Triangle? Does it have a touchpad? etc).
Definition at line 90 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_GUIDToString(), 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.
If a device with this GUID is already plugged in, SDL will generate an SDL_EVENT_GAMEPAD_ADDED event.
This string shows an example of a valid mapping for a gamepad:
mapping | the mapping string. |
\threadsafety It is safe to call this function from any thread.
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.
Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.
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. |
\threadsafety It is safe to call this function from any thread.
int SDL_AddGamepadMappingsFromIO | ( | SDL_IOStream * | src, |
bool | closeio | ||
) |
Load a set of gamepad mappings from an SDL_IOStream.
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.
Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.
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. |
closeio | if true, calls SDL_CloseIO() on src before returning, even in the case of an error. |
\threadsafety It is safe to call this function from any thread.
void SDL_CloseGamepad | ( | SDL_Gamepad * | gamepad | ) |
Close a gamepad previously opened with SDL_OpenGamepad().
gamepad | a gamepad identifier previously returned by SDL_OpenGamepad(). |
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(). |
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.
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). |
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). |
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. |
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.
For thumbsticks, the state is a value ranging from -32768 (up/left) to 32767 (down/right).
Triggers range from 0 when released to 32767 when fully pressed, and never return a negative value. Note that this differs from the value reported by the lower-level SDL_GetJoystickAxis(), which normally uses the full range.
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.SDL_GamepadBinding ** SDL_GetGamepadBindings | ( | SDL_Gamepad * | gamepad, |
int * | count | ||
) |
Get the SDL joystick layer bindings for a gamepad.
gamepad | a gamepad. |
count | a pointer filled in with the number of bindings returned. |
bool 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_BUTTON_INVALID
if no match was found.SDL_GamepadButtonLabel SDL_GetGamepadButtonLabel | ( | SDL_Gamepad * | gamepad, |
SDL_GamepadButton | button | ||
) |
Get the label of a button on a gamepad.
gamepad | a gamepad. |
button | a button index (one of the SDL_GamepadButton values). |
SDL_GamepadButtonLabel SDL_GetGamepadButtonLabelForType | ( | SDL_GamepadType | type, |
SDL_GamepadButton | button | ||
) |
Get the label of a button on a gamepad.
type | the type of gamepad to check. |
button | a button index (one of the SDL_GamepadButton values). |
SDL_JoystickConnectionState SDL_GetGamepadConnectionState | ( | SDL_Gamepad * | gamepad | ) |
Get the connection state of a gamepad.
gamepad | the gamepad object to query. |
SDL_JOYSTICK_CONNECTION_INVALID
on failure; call SDL_GetError() for more information.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_GetGamepadFromID | ( | 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_GUID SDL_GetGamepadGUIDForID | ( | 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_GetGamepadID | ( | SDL_Gamepad * | gamepad | ) |
Get the instance ID of an opened gamepad.
gamepad | a gamepad identifier previously returned by SDL_OpenGamepad(). |
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.
Details about mappings are discussed with SDL_AddGamepadMapping().
gamepad | the gamepad you want to get the current mapping for. |
char * SDL_GetGamepadMappingForGUID | ( | SDL_GUID | guid | ) |
Get the gamepad mapping string for a given GUID.
guid | a structure containing the GUID for which a mapping is desired. |
char * SDL_GetGamepadMappingForID | ( | 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. |
char ** SDL_GetGamepadMappings | ( | int * | count | ) |
Get the current gamepad mappings.
count | a pointer filled in with the number of mappings returned, can be NULL. |
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_GetGamepadNameForID | ( | 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_GetGamepadPath | ( | SDL_Gamepad * | gamepad | ) |
Get the implementation-dependent path for an opened gamepad.
gamepad | a gamepad identifier previously returned by SDL_OpenGamepad(). |
const char * SDL_GetGamepadPathForID | ( | 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_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. |
int SDL_GetGamepadPlayerIndexForID | ( | 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. |
SDL_PowerState SDL_GetGamepadPowerInfo | ( | SDL_Gamepad * | gamepad, |
int * | percent | ||
) |
Get the battery state of a gamepad.
You should never take a battery status as absolute truth. Batteries (especially failing batteries) are delicate hardware, and the values reported here are best estimates based on what that hardware reports. It's not uncommon for older batteries to lose stored power much faster than it reports, or completely drain when reporting it has 20 percent left, etc.
gamepad | the gamepad object to query. |
percent | a pointer filled in with the percentage of battery life left, between 0 and 100, or NULL to ignore. This will be filled in with -1 we can't determine a value or there is no battery. |
Uint16 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_GetGamepadProductForID | ( | 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_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. |
Uint16 SDL_GetGamepadProductVersionForID | ( | 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_PropertiesID SDL_GetGamepadProperties | ( | SDL_Gamepad * | gamepad | ) |
Get the properties associated with an opened gamepad.
These properties are shared with the underlying joystick object.
The following read-only properties are provided by SDL:
SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN
: true if this gamepad has an LED that has adjustable brightnessSDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN
: true if this gamepad has an LED that has adjustable colorSDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN
: true if this gamepad has a player LEDSDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN
: true if this gamepad has left/right rumbleSDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN
: true if this gamepad has simple trigger rumblegamepad | a gamepad identifier previously returned by SDL_OpenGamepad(). |
SDL_JoystickID * SDL_GetGamepads | ( | int * | count | ) |
Get a list of currently connected gamepads.
count | a pointer filled in with the number of gamepads returned, may be NULL. |
bool 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. |
Uint64 SDL_GetGamepadSteamHandle | ( | SDL_Gamepad * | gamepad | ) |
Get the Steam Input handle of an opened gamepad, if available.
Returns an InputHandle_t for the gamepad that can be used with Steam Input API: https://partner.steamgames.com/doc/api/ISteamInput
gamepad | the gamepad object to query. |
const char * SDL_GetGamepadStringForAxis | ( | SDL_GamepadAxis | axis | ) |
Convert from an SDL_GamepadAxis enum to a 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.
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.
type | an enum value for a given SDL_GamepadType. |
bool SDL_GetGamepadTouchpadFinger | ( | SDL_Gamepad * | gamepad, |
int | touchpad, | ||
int | finger, | ||
bool * | down, | ||
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. |
down | a pointer filled with true if the finger is down, false otherwise, may be NULL. |
x | a pointer filled with the x position, normalized 0 to 1, with the origin in the upper left, may be NULL. |
y | a pointer filled with the y position, normalized 0 to 1, with the origin in the upper left, may be NULL. |
pressure | a pointer filled with pressure value, may be NULL. |
SDL_GamepadType SDL_GetGamepadType | ( | SDL_Gamepad * | gamepad | ) |
Get the type of an opened gamepad.
gamepad | the gamepad object to query. |
SDL_GamepadType SDL_GetGamepadTypeForID | ( | 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. |
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. |
Uint16 SDL_GetGamepadVendorForID | ( | 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. |
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_GetRealGamepadType | ( | SDL_Gamepad * | gamepad | ) |
Get the type of an opened gamepad, ignoring any mapping override.
gamepad | the gamepad object to query. |
SDL_GamepadType SDL_GetRealGamepadTypeForID | ( | 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. |
bool SDL_HasGamepad | ( | void | ) |
Return whether a gamepad is currently connected.
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. |
bool SDL_ReloadGamepadMappings | ( | void | ) |
Reinitialize the SDL mapping database to its initial state.
This will generate gamepad events as needed if device mappings change.
bool 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.
This function requires you to process SDL events or call SDL_UpdateJoysticks() to update rumble state.
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. |
bool 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.
This function requires you to process SDL events or call SDL_UpdateJoysticks() to update rumble state.
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. |
bool 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 | ( | 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. |
bool SDL_SetGamepadLED | ( | SDL_Gamepad * | gamepad, |
Uint8 | red, | ||
Uint8 | green, | ||
Uint8 | blue | ||
) |
Update a gamepad's LED color.
An example of a joystick LED is the light on the back of a PlayStation 4's DualShock 4 controller.
For gamepads with a single color LED, the maximum of the RGB values will be used as the LED brightness.
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. |
bool 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. |
bool 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. |
bool SDL_SetGamepadSensorEnabled | ( | SDL_Gamepad * | gamepad, |
SDL_SensorType | type, | ||
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.