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-rw-r--r--source/3rd-party/SDL2/src/joystick/SDL_gamecontroller.c2075
1 files changed, 2075 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/joystick/SDL_gamecontroller.c b/source/3rd-party/SDL2/src/joystick/SDL_gamecontroller.c
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index 0000000..eb1ef06
--- /dev/null
+++ b/source/3rd-party/SDL2/src/joystick/SDL_gamecontroller.c
@@ -0,0 +1,2075 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../SDL_internal.h"
+
+/* This is the game controller API for Simple DirectMedia Layer */
+
+#include "SDL_events.h"
+#include "SDL_assert.h"
+#include "SDL_hints.h"
+#include "SDL_timer.h"
+#include "SDL_sysjoystick.h"
+#include "SDL_joystick_c.h"
+#include "SDL_gamecontrollerdb.h"
+
+#if !SDL_EVENTS_DISABLED
+#include "../events/SDL_events_c.h"
+#endif
+
+#if defined(__ANDROID__)
+#include "SDL_system.h"
+#endif
+
+
+/* Many controllers turn the center button into an instantaneous button press */
+#define SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS 250
+
+#define SDL_CONTROLLER_PLATFORM_FIELD "platform:"
+
+/* a list of currently opened game controllers */
+static SDL_GameController *SDL_gamecontrollers = NULL;
+
+typedef struct
+{
+ SDL_GameControllerBindType inputType;
+ union
+ {
+ int button;
+
+ struct {
+ int axis;
+ int axis_min;
+ int axis_max;
+ } axis;
+
+ struct {
+ int hat;
+ int hat_mask;
+ } hat;
+
+ } input;
+
+ SDL_GameControllerBindType outputType;
+ union
+ {
+ SDL_GameControllerButton button;
+
+ struct {
+ SDL_GameControllerAxis axis;
+ int axis_min;
+ int axis_max;
+ } axis;
+
+ } output;
+
+} SDL_ExtendedGameControllerBind;
+
+/* our hard coded list of mapping support */
+typedef enum
+{
+ SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT,
+ SDL_CONTROLLER_MAPPING_PRIORITY_API,
+ SDL_CONTROLLER_MAPPING_PRIORITY_USER,
+} SDL_ControllerMappingPriority;
+
+typedef struct _ControllerMapping_t
+{
+ SDL_JoystickGUID guid;
+ char *name;
+ char *mapping;
+ SDL_ControllerMappingPriority priority;
+ struct _ControllerMapping_t *next;
+} ControllerMapping_t;
+
+static SDL_JoystickGUID s_zeroGUID;
+static ControllerMapping_t *s_pSupportedControllers = NULL;
+static ControllerMapping_t *s_pDefaultMapping = NULL;
+static ControllerMapping_t *s_pHIDAPIMapping = NULL;
+static ControllerMapping_t *s_pXInputMapping = NULL;
+
+/* The SDL game controller structure */
+struct _SDL_GameController
+{
+ SDL_Joystick *joystick; /* underlying joystick device */
+ int ref_count;
+
+ const char *name;
+ int num_bindings;
+ SDL_ExtendedGameControllerBind *bindings;
+ SDL_ExtendedGameControllerBind **last_match_axis;
+ Uint8 *last_hat_mask;
+ Uint32 guide_button_down;
+
+ struct _SDL_GameController *next; /* pointer to next game controller we have allocated */
+};
+
+
+typedef struct
+{
+ int num_entries;
+ int max_entries;
+ Uint32 *entries;
+} SDL_vidpid_list;
+
+static SDL_vidpid_list SDL_allowed_controllers;
+static SDL_vidpid_list SDL_ignored_controllers;
+
+static void
+SDL_LoadVIDPIDListFromHint(const char *hint, SDL_vidpid_list *list)
+{
+ Uint32 entry;
+ char *spot;
+ char *file = NULL;
+
+ list->num_entries = 0;
+
+ if (hint && *hint == '@') {
+ spot = file = (char *)SDL_LoadFile(hint+1, NULL);
+ } else {
+ spot = (char *)hint;
+ }
+
+ if (!spot) {
+ return;
+ }
+
+ while ((spot = SDL_strstr(spot, "0x")) != NULL) {
+ entry = (Uint16)SDL_strtol(spot, &spot, 0);
+ entry <<= 16;
+ spot = SDL_strstr(spot, "0x");
+ if (!spot) {
+ break;
+ }
+ entry |= (Uint16)SDL_strtol(spot, &spot, 0);
+
+ if (list->num_entries == list->max_entries) {
+ int max_entries = list->max_entries + 16;
+ Uint32 *entries = (Uint32 *)SDL_realloc(list->entries, max_entries*sizeof(*list->entries));
+ if (entries == NULL) {
+ /* Out of memory, go with what we have already */
+ break;
+ }
+ list->entries = entries;
+ list->max_entries = max_entries;
+ }
+ list->entries[list->num_entries++] = entry;
+ }
+
+ if (file) {
+ SDL_free(file);
+ }
+}
+
+static void SDLCALL
+SDL_GameControllerIgnoreDevicesChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
+{
+ SDL_LoadVIDPIDListFromHint(hint, &SDL_ignored_controllers);
+}
+
+static void SDLCALL
+SDL_GameControllerIgnoreDevicesExceptChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
+{
+ SDL_LoadVIDPIDListFromHint(hint, &SDL_allowed_controllers);
+}
+
+static int SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value);
+static int SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state);
+
+/*
+ * If there is an existing add event in the queue, it needs to be modified
+ * to have the right value for which, because the number of controllers in
+ * the system is now one less.
+ */
+static void UpdateEventsForDeviceRemoval()
+{
+ int i, num_events;
+ SDL_Event *events;
+
+ num_events = SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEADDED);
+ if (num_events <= 0) {
+ return;
+ }
+
+ events = SDL_stack_alloc(SDL_Event, num_events);
+ if (!events) {
+ return;
+ }
+
+ num_events = SDL_PeepEvents(events, num_events, SDL_GETEVENT, SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEADDED);
+ for (i = 0; i < num_events; ++i) {
+ --events[i].cdevice.which;
+ }
+ SDL_PeepEvents(events, num_events, SDL_ADDEVENT, 0, 0);
+
+ SDL_stack_free(events);
+}
+
+static SDL_bool HasSameOutput(SDL_ExtendedGameControllerBind *a, SDL_ExtendedGameControllerBind *b)
+{
+ if (a->outputType != b->outputType) {
+ return SDL_FALSE;
+ }
+
+ if (a->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
+ return (a->output.axis.axis == b->output.axis.axis);
+ } else {
+ return (a->output.button == b->output.button);
+ }
+}
+
+static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind)
+{
+ if (bind->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
+ SDL_PrivateGameControllerAxis(gamecontroller, bind->output.axis.axis, 0);
+ } else {
+ SDL_PrivateGameControllerButton(gamecontroller, bind->output.button, SDL_RELEASED);
+ }
+}
+
+static void HandleJoystickAxis(SDL_GameController *gamecontroller, int axis, int value)
+{
+ int i;
+ SDL_ExtendedGameControllerBind *last_match = gamecontroller->last_match_axis[axis];
+ SDL_ExtendedGameControllerBind *match = NULL;
+
+ for (i = 0; i < gamecontroller->num_bindings; ++i) {
+ SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
+ if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
+ axis == binding->input.axis.axis) {
+ if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
+ if (value >= binding->input.axis.axis_min &&
+ value <= binding->input.axis.axis_max) {
+ match = binding;
+ break;
+ }
+ } else {
+ if (value >= binding->input.axis.axis_max &&
+ value <= binding->input.axis.axis_min) {
+ match = binding;
+ break;
+ }
+ }
+ }
+ }
+
+ if (last_match && (!match || !HasSameOutput(last_match, match))) {
+ /* Clear the last input that this axis generated */
+ ResetOutput(gamecontroller, last_match);
+ }
+
+ if (match) {
+ if (match->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
+ if (match->input.axis.axis_min != match->output.axis.axis_min || match->input.axis.axis_max != match->output.axis.axis_max) {
+ float normalized_value = (float)(value - match->input.axis.axis_min) / (match->input.axis.axis_max - match->input.axis.axis_min);
+ value = match->output.axis.axis_min + (int)(normalized_value * (match->output.axis.axis_max - match->output.axis.axis_min));
+ }
+ SDL_PrivateGameControllerAxis(gamecontroller, match->output.axis.axis, (Sint16)value);
+ } else {
+ Uint8 state;
+ int threshold = match->input.axis.axis_min + (match->input.axis.axis_max - match->input.axis.axis_min) / 2;
+ if (match->input.axis.axis_max < match->input.axis.axis_min) {
+ state = (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
+ } else {
+ state = (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
+ }
+ SDL_PrivateGameControllerButton(gamecontroller, match->output.button, state);
+ }
+ }
+ gamecontroller->last_match_axis[axis] = match;
+}
+
+static void HandleJoystickButton(SDL_GameController *gamecontroller, int button, Uint8 state)
+{
+ int i;
+
+ for (i = 0; i < gamecontroller->num_bindings; ++i) {
+ SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
+ if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON &&
+ button == binding->input.button) {
+ if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
+ int value = state ? binding->output.axis.axis_max : binding->output.axis.axis_min;
+ SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)value);
+ } else {
+ SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, state);
+ }
+ break;
+ }
+ }
+}
+
+static void HandleJoystickHat(SDL_GameController *gamecontroller, int hat, Uint8 value)
+{
+ int i;
+ Uint8 last_mask = gamecontroller->last_hat_mask[hat];
+ Uint8 changed_mask = (last_mask ^ value);
+
+ for (i = 0; i < gamecontroller->num_bindings; ++i) {
+ SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
+ if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT && hat == binding->input.hat.hat) {
+ if ((changed_mask & binding->input.hat.hat_mask) != 0) {
+ if (value & binding->input.hat.hat_mask) {
+ if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
+ SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)binding->output.axis.axis_max);
+ } else {
+ SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, SDL_PRESSED);
+ }
+ } else {
+ ResetOutput(gamecontroller, binding);
+ }
+ }
+ }
+ }
+ gamecontroller->last_hat_mask[hat] = value;
+}
+
+/*
+ * Event filter to fire controller events from joystick ones
+ */
+static int SDLCALL SDL_GameControllerEventWatcher(void *userdata, SDL_Event * event)
+{
+ switch(event->type) {
+ case SDL_JOYAXISMOTION:
+ {
+ SDL_GameController *controllerlist = SDL_gamecontrollers;
+ while (controllerlist) {
+ if (controllerlist->joystick->instance_id == event->jaxis.which) {
+ HandleJoystickAxis(controllerlist, event->jaxis.axis, event->jaxis.value);
+ break;
+ }
+ controllerlist = controllerlist->next;
+ }
+ }
+ break;
+ case SDL_JOYBUTTONDOWN:
+ case SDL_JOYBUTTONUP:
+ {
+ SDL_GameController *controllerlist = SDL_gamecontrollers;
+ while (controllerlist) {
+ if (controllerlist->joystick->instance_id == event->jbutton.which) {
+ HandleJoystickButton(controllerlist, event->jbutton.button, event->jbutton.state);
+ break;
+ }
+ controllerlist = controllerlist->next;
+ }
+ }
+ break;
+ case SDL_JOYHATMOTION:
+ {
+ SDL_GameController *controllerlist = SDL_gamecontrollers;
+ while (controllerlist) {
+ if (controllerlist->joystick->instance_id == event->jhat.which) {
+ HandleJoystickHat(controllerlist, event->jhat.hat, event->jhat.value);
+ break;
+ }
+ controllerlist = controllerlist->next;
+ }
+ }
+ break;
+ case SDL_JOYDEVICEADDED:
+ {
+ if (SDL_IsGameController(event->jdevice.which)) {
+ SDL_Event deviceevent;
+ deviceevent.type = SDL_CONTROLLERDEVICEADDED;
+ deviceevent.cdevice.which = event->jdevice.which;
+ SDL_PushEvent(&deviceevent);
+ }
+ }
+ break;
+ case SDL_JOYDEVICEREMOVED:
+ {
+ SDL_GameController *controllerlist = SDL_gamecontrollers;
+ while (controllerlist) {
+ if (controllerlist->joystick->instance_id == event->jdevice.which) {
+ SDL_Event deviceevent;
+
+ deviceevent.type = SDL_CONTROLLERDEVICEREMOVED;
+ deviceevent.cdevice.which = event->jdevice.which;
+ SDL_PushEvent(&deviceevent);
+
+ UpdateEventsForDeviceRemoval();
+ break;
+ }
+ controllerlist = controllerlist->next;
+ }
+ }
+ break;
+ default:
+ break;
+ }
+
+ return 1;
+}
+
+/*
+ * Helper function to scan the mappings database for a controller with the specified GUID
+ */
+static ControllerMapping_t *SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid, SDL_bool exact_match)
+{
+ ControllerMapping_t *pSupportedController = s_pSupportedControllers;
+ while (pSupportedController) {
+ if (SDL_memcmp(guid, &pSupportedController->guid, sizeof(*guid)) == 0) {
+ return pSupportedController;
+ }
+ pSupportedController = pSupportedController->next;
+ }
+ if (!exact_match) {
+ if (SDL_IsJoystickHIDAPI(*guid)) {
+ /* This is a HIDAPI device */
+ return s_pHIDAPIMapping;
+ }
+#if SDL_JOYSTICK_XINPUT
+ if (SDL_IsJoystickXInput(*guid)) {
+ /* This is an XInput device */
+ return s_pXInputMapping;
+ }
+#endif
+ }
+ return NULL;
+}
+
+static const char* map_StringForControllerAxis[] = {
+ "leftx",
+ "lefty",
+ "rightx",
+ "righty",
+ "lefttrigger",
+ "righttrigger",
+ NULL
+};
+
+/*
+ * convert a string to its enum equivalent
+ */
+SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
+{
+ int entry;
+
+ if (pchString && (*pchString == '+' || *pchString == '-')) {
+ ++pchString;
+ }
+
+ if (!pchString || !pchString[0]) {
+ return SDL_CONTROLLER_AXIS_INVALID;
+ }
+
+ for (entry = 0; map_StringForControllerAxis[entry]; ++entry) {
+ if (!SDL_strcasecmp(pchString, map_StringForControllerAxis[entry]))
+ return (SDL_GameControllerAxis) entry;
+ }
+ return SDL_CONTROLLER_AXIS_INVALID;
+}
+
+/*
+ * convert an enum to its string equivalent
+ */
+const char* SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
+{
+ if (axis > SDL_CONTROLLER_AXIS_INVALID && axis < SDL_CONTROLLER_AXIS_MAX) {
+ return map_StringForControllerAxis[axis];
+ }
+ return NULL;
+}
+
+static const char* map_StringForControllerButton[] = {
+ "a",
+ "b",
+ "x",
+ "y",
+ "back",
+ "guide",
+ "start",
+ "leftstick",
+ "rightstick",
+ "leftshoulder",
+ "rightshoulder",
+ "dpup",
+ "dpdown",
+ "dpleft",
+ "dpright",
+ NULL
+};
+
+/*
+ * convert a string to its enum equivalent
+ */
+SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
+{
+ int entry;
+ if (!pchString || !pchString[0])
+ return SDL_CONTROLLER_BUTTON_INVALID;
+
+ for (entry = 0; map_StringForControllerButton[entry]; ++entry) {
+ if (SDL_strcasecmp(pchString, map_StringForControllerButton[entry]) == 0)
+ return (SDL_GameControllerButton) entry;
+ }
+ return SDL_CONTROLLER_BUTTON_INVALID;
+}
+
+/*
+ * convert an enum to its string equivalent
+ */
+const char* SDL_GameControllerGetStringForButton(SDL_GameControllerButton axis)
+{
+ if (axis > SDL_CONTROLLER_BUTTON_INVALID && axis < SDL_CONTROLLER_BUTTON_MAX) {
+ return map_StringForControllerButton[axis];
+ }
+ return NULL;
+}
+
+/*
+ * given a controller button name and a joystick name update our mapping structure with it
+ */
+static void SDL_PrivateGameControllerParseElement(SDL_GameController *gamecontroller, const char *szGameButton, const char *szJoystickButton)
+{
+ SDL_ExtendedGameControllerBind bind;
+ SDL_GameControllerButton button;
+ SDL_GameControllerAxis axis;
+ SDL_bool invert_input = SDL_FALSE;
+ char half_axis_input = 0;
+ char half_axis_output = 0;
+
+ if (*szGameButton == '+' || *szGameButton == '-') {
+ half_axis_output = *szGameButton++;
+ }
+
+ axis = SDL_GameControllerGetAxisFromString(szGameButton);
+ button = SDL_GameControllerGetButtonFromString(szGameButton);
+ if (axis != SDL_CONTROLLER_AXIS_INVALID) {
+ bind.outputType = SDL_CONTROLLER_BINDTYPE_AXIS;
+ bind.output.axis.axis = axis;
+ if (axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) {
+ bind.output.axis.axis_min = 0;
+ bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
+ } else {
+ if (half_axis_output == '+') {
+ bind.output.axis.axis_min = 0;
+ bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
+ } else if (half_axis_output == '-') {
+ bind.output.axis.axis_min = 0;
+ bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
+ } else {
+ bind.output.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
+ bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
+ }
+ }
+ } else if (button != SDL_CONTROLLER_BUTTON_INVALID) {
+ bind.outputType = SDL_CONTROLLER_BINDTYPE_BUTTON;
+ bind.output.button = button;
+ } else {
+ SDL_SetError("Unexpected controller element %s", szGameButton);
+ return;
+ }
+
+ if (*szJoystickButton == '+' || *szJoystickButton == '-') {
+ half_axis_input = *szJoystickButton++;
+ }
+ if (szJoystickButton[SDL_strlen(szJoystickButton) - 1] == '~') {
+ invert_input = SDL_TRUE;
+ }
+
+ if (szJoystickButton[0] == 'a' && SDL_isdigit(szJoystickButton[1])) {
+ bind.inputType = SDL_CONTROLLER_BINDTYPE_AXIS;
+ bind.input.axis.axis = SDL_atoi(&szJoystickButton[1]);
+ if (half_axis_input == '+') {
+ bind.input.axis.axis_min = 0;
+ bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
+ } else if (half_axis_input == '-') {
+ bind.input.axis.axis_min = 0;
+ bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MIN;
+ } else {
+ bind.input.axis.axis_min = SDL_JOYSTICK_AXIS_MIN;
+ bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
+ }
+ if (invert_input) {
+ int tmp = bind.input.axis.axis_min;
+ bind.input.axis.axis_min = bind.input.axis.axis_max;
+ bind.input.axis.axis_max = tmp;
+ }
+ } else if (szJoystickButton[0] == 'b' && SDL_isdigit(szJoystickButton[1])) {
+ bind.inputType = SDL_CONTROLLER_BINDTYPE_BUTTON;
+ bind.input.button = SDL_atoi(&szJoystickButton[1]);
+ } else if (szJoystickButton[0] == 'h' && SDL_isdigit(szJoystickButton[1]) &&
+ szJoystickButton[2] == '.' && SDL_isdigit(szJoystickButton[3])) {
+ int hat = SDL_atoi(&szJoystickButton[1]);
+ int mask = SDL_atoi(&szJoystickButton[3]);
+ bind.inputType = SDL_CONTROLLER_BINDTYPE_HAT;
+ bind.input.hat.hat = hat;
+ bind.input.hat.hat_mask = mask;
+ } else {
+ SDL_SetError("Unexpected joystick element: %s", szJoystickButton);
+ return;
+ }
+
+ ++gamecontroller->num_bindings;
+ gamecontroller->bindings = (SDL_ExtendedGameControllerBind *)SDL_realloc(gamecontroller->bindings, gamecontroller->num_bindings * sizeof(*gamecontroller->bindings));
+ if (!gamecontroller->bindings) {
+ gamecontroller->num_bindings = 0;
+ SDL_OutOfMemory();
+ return;
+ }
+ gamecontroller->bindings[gamecontroller->num_bindings - 1] = bind;
+}
+
+
+/*
+ * given a controller mapping string update our mapping object
+ */
+static void
+SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecontroller, const char *pchString)
+{
+ char szGameButton[20];
+ char szJoystickButton[20];
+ SDL_bool bGameButton = SDL_TRUE;
+ int i = 0;
+ const char *pchPos = pchString;
+
+ SDL_zero(szGameButton);
+ SDL_zero(szJoystickButton);
+
+ while (pchPos && *pchPos) {
+ if (*pchPos == ':') {
+ i = 0;
+ bGameButton = SDL_FALSE;
+ } else if (*pchPos == ' ') {
+
+ } else if (*pchPos == ',') {
+ i = 0;
+ bGameButton = SDL_TRUE;
+ SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
+ SDL_zero(szGameButton);
+ SDL_zero(szJoystickButton);
+
+ } else if (bGameButton) {
+ if (i >= sizeof(szGameButton)) {
+ SDL_SetError("Button name too large: %s", szGameButton);
+ return;
+ }
+ szGameButton[i] = *pchPos;
+ i++;
+ } else {
+ if (i >= sizeof(szJoystickButton)) {
+ SDL_SetError("Joystick button name too large: %s", szJoystickButton);
+ return;
+ }
+ szJoystickButton[i] = *pchPos;
+ i++;
+ }
+ pchPos++;
+ }
+
+ SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
+
+}
+
+/*
+ * Make a new button mapping struct
+ */
+static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
+{
+ int i;
+
+ gamecontroller->name = pchName;
+ gamecontroller->num_bindings = 0;
+ SDL_memset(gamecontroller->last_match_axis, 0, gamecontroller->joystick->naxes * sizeof(*gamecontroller->last_match_axis));
+
+ SDL_PrivateGameControllerParseControllerConfigString(gamecontroller, pchMapping);
+
+ /* Set the zero point for triggers */
+ for (i = 0; i < gamecontroller->num_bindings; ++i) {
+ SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
+ if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
+ binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
+ (binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
+ binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
+ if (binding->input.axis.axis < gamecontroller->joystick->naxes) {
+ gamecontroller->joystick->axes[binding->input.axis.axis].value =
+ gamecontroller->joystick->axes[binding->input.axis.axis].zero = (Sint16)binding->input.axis.axis_min;
+ }
+ }
+ }
+}
+
+
+/*
+ * grab the guid string from a mapping string
+ */
+static char *SDL_PrivateGetControllerGUIDFromMappingString(const char *pMapping)
+{
+ const char *pFirstComma = SDL_strchr(pMapping, ',');
+ if (pFirstComma) {
+ char *pchGUID = SDL_malloc(pFirstComma - pMapping + 1);
+ if (!pchGUID) {
+ SDL_OutOfMemory();
+ return NULL;
+ }
+ SDL_memcpy(pchGUID, pMapping, pFirstComma - pMapping);
+ pchGUID[pFirstComma - pMapping] = '\0';
+
+ /* Convert old style GUIDs to the new style in 2.0.5 */
+#if __WIN32__
+ if (SDL_strlen(pchGUID) == 32 &&
+ SDL_memcmp(&pchGUID[20], "504944564944", 12) == 0) {
+ SDL_memcpy(&pchGUID[20], "000000000000", 12);
+ SDL_memcpy(&pchGUID[16], &pchGUID[4], 4);
+ SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
+ SDL_memcpy(&pchGUID[0], "03000000", 8);
+ }
+#elif __MACOSX__
+ if (SDL_strlen(pchGUID) == 32 &&
+ SDL_memcmp(&pchGUID[4], "000000000000", 12) == 0 &&
+ SDL_memcmp(&pchGUID[20], "000000000000", 12) == 0) {
+ SDL_memcpy(&pchGUID[20], "000000000000", 12);
+ SDL_memcpy(&pchGUID[8], &pchGUID[0], 4);
+ SDL_memcpy(&pchGUID[0], "03000000", 8);
+ }
+#endif
+ return pchGUID;
+ }
+ return NULL;
+}
+
+
+/*
+ * grab the name string from a mapping string
+ */
+static char *SDL_PrivateGetControllerNameFromMappingString(const char *pMapping)
+{
+ const char *pFirstComma, *pSecondComma;
+ char *pchName;
+
+ pFirstComma = SDL_strchr(pMapping, ',');
+ if (!pFirstComma)
+ return NULL;
+
+ pSecondComma = SDL_strchr(pFirstComma + 1, ',');
+ if (!pSecondComma)
+ return NULL;
+
+ pchName = SDL_malloc(pSecondComma - pFirstComma);
+ if (!pchName) {
+ SDL_OutOfMemory();
+ return NULL;
+ }
+ SDL_memcpy(pchName, pFirstComma + 1, pSecondComma - pFirstComma);
+ pchName[pSecondComma - pFirstComma - 1] = 0;
+ return pchName;
+}
+
+
+/*
+ * grab the button mapping string from a mapping string
+ */
+static char *SDL_PrivateGetControllerMappingFromMappingString(const char *pMapping)
+{
+ const char *pFirstComma, *pSecondComma;
+
+ pFirstComma = SDL_strchr(pMapping, ',');
+ if (!pFirstComma)
+ return NULL;
+
+ pSecondComma = SDL_strchr(pFirstComma + 1, ',');
+ if (!pSecondComma)
+ return NULL;
+
+ return SDL_strdup(pSecondComma + 1); /* mapping is everything after the 3rd comma */
+}
+
+/*
+ * Helper function to refresh a mapping
+ */
+static void SDL_PrivateGameControllerRefreshMapping(ControllerMapping_t *pControllerMapping)
+{
+ SDL_GameController *gamecontrollerlist = SDL_gamecontrollers;
+ while (gamecontrollerlist) {
+ if (!SDL_memcmp(&gamecontrollerlist->joystick->guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid))) {
+ /* Not really threadsafe. Should this lock access within SDL_GameControllerEventWatcher? */
+ SDL_PrivateLoadButtonMapping(gamecontrollerlist, pControllerMapping->name, pControllerMapping->mapping);
+
+ {
+ SDL_Event event;
+ event.type = SDL_CONTROLLERDEVICEREMAPPED;
+ event.cdevice.which = gamecontrollerlist->joystick->instance_id;
+ SDL_PushEvent(&event);
+ }
+ }
+
+ gamecontrollerlist = gamecontrollerlist->next;
+ }
+}
+
+/*
+ * Helper function to add a mapping for a guid
+ */
+static ControllerMapping_t *
+SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority)
+{
+ char *pchName;
+ char *pchMapping;
+ ControllerMapping_t *pControllerMapping;
+
+ pchName = SDL_PrivateGetControllerNameFromMappingString(mappingString);
+ if (!pchName) {
+ SDL_SetError("Couldn't parse name from %s", mappingString);
+ return NULL;
+ }
+
+ pchMapping = SDL_PrivateGetControllerMappingFromMappingString(mappingString);
+ if (!pchMapping) {
+ SDL_free(pchName);
+ SDL_SetError("Couldn't parse %s", mappingString);
+ return NULL;
+ }
+
+ pControllerMapping = SDL_PrivateGetControllerMappingForGUID(&jGUID, SDL_TRUE);
+ if (pControllerMapping) {
+ /* Only overwrite the mapping if the priority is the same or higher. */
+ if (pControllerMapping->priority <= priority) {
+ /* Update existing mapping */
+ SDL_free(pControllerMapping->name);
+ pControllerMapping->name = pchName;
+ SDL_free(pControllerMapping->mapping);
+ pControllerMapping->mapping = pchMapping;
+ pControllerMapping->priority = priority;
+ /* refresh open controllers */
+ SDL_PrivateGameControllerRefreshMapping(pControllerMapping);
+ } else {
+ SDL_free(pchName);
+ SDL_free(pchMapping);
+ }
+ *existing = SDL_TRUE;
+ } else {
+ pControllerMapping = SDL_malloc(sizeof(*pControllerMapping));
+ if (!pControllerMapping) {
+ SDL_free(pchName);
+ SDL_free(pchMapping);
+ SDL_OutOfMemory();
+ return NULL;
+ }
+ pControllerMapping->guid = jGUID;
+ pControllerMapping->name = pchName;
+ pControllerMapping->mapping = pchMapping;
+ pControllerMapping->next = NULL;
+ pControllerMapping->priority = priority;
+
+ if (s_pSupportedControllers) {
+ /* Add the mapping to the end of the list */
+ ControllerMapping_t *pCurrMapping, *pPrevMapping;
+
+ for ( pPrevMapping = s_pSupportedControllers, pCurrMapping = pPrevMapping->next;
+ pCurrMapping;
+ pPrevMapping = pCurrMapping, pCurrMapping = pCurrMapping->next ) {
+ continue;
+ }
+ pPrevMapping->next = pControllerMapping;
+ } else {
+ s_pSupportedControllers = pControllerMapping;
+ }
+ *existing = SDL_FALSE;
+ }
+ return pControllerMapping;
+}
+
+#ifdef __ANDROID__
+/*
+ * Helper function to guess at a mapping based on the elements reported for this controller
+ */
+static ControllerMapping_t *SDL_CreateMappingForAndroidController(const char *name, SDL_JoystickGUID guid)
+{
+ SDL_bool existing;
+ char name_string[128];
+ char mapping_string[1024];
+ int button_mask;
+ int axis_mask;
+
+ button_mask = SDL_SwapLE16(*(Uint16*)(&guid.data[sizeof(guid.data)-4]));
+ axis_mask = SDL_SwapLE16(*(Uint16*)(&guid.data[sizeof(guid.data)-2]));
+ if (!button_mask && !axis_mask) {
+ /* Accelerometer, shouldn't have a game controller mapping */
+ return NULL;
+ }
+
+ /* Remove any commas in the name */
+ SDL_strlcpy(name_string, name, sizeof(name_string));
+ {
+ char *spot;
+ for (spot = name_string; *spot; ++spot) {
+ if (*spot == ',') {
+ *spot = ' ';
+ }
+ }
+ }
+ SDL_snprintf(mapping_string, sizeof(mapping_string), "none,%s,", name_string);
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_A)) {
+ SDL_strlcat(mapping_string, "a:b0,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_B)) {
+ SDL_strlcat(mapping_string, "b:b1,", sizeof(mapping_string));
+ } else if (button_mask & (1 << SDL_CONTROLLER_BUTTON_BACK)) {
+ /* Use the back button as "B" for easy UI navigation with TV remotes */
+ SDL_strlcat(mapping_string, "b:b4,", sizeof(mapping_string));
+ button_mask &= ~(1 << SDL_CONTROLLER_BUTTON_BACK);
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_X)) {
+ SDL_strlcat(mapping_string, "x:b2,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_Y)) {
+ SDL_strlcat(mapping_string, "y:b3,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_BACK)) {
+ SDL_strlcat(mapping_string, "back:b4,", sizeof(mapping_string));
+ }
+#if 0 /* The guide button generally isn't functional (or acts as a home button) on most Android controllers */
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_GUIDE)) {
+ SDL_strlcat(mapping_string, "guide:b5,", sizeof(mapping_string));
+#if 0 /* Actually this will be done in Steam */
+ } else if (button_mask & (1 << SDL_CONTROLLER_BUTTON_START)) {
+ /* The guide button doesn't exist, use the start button instead,
+ so you can do Steam guide button chords and open the Steam overlay.
+ */
+ SDL_strlcat(mapping_string, "guide:b6,", sizeof(mapping_string));
+ button_mask &= ~(1 << SDL_CONTROLLER_BUTTON_START);
+#endif
+ }
+#endif
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_START)) {
+ SDL_strlcat(mapping_string, "start:b6,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_LEFTSTICK)) {
+ SDL_strlcat(mapping_string, "leftstick:b7,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_RIGHTSTICK)) {
+ SDL_strlcat(mapping_string, "rightstick:b8,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) {
+ SDL_strlcat(mapping_string, "leftshoulder:b9,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) {
+ SDL_strlcat(mapping_string, "rightshoulder:b10,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_UP)) {
+ SDL_strlcat(mapping_string, "dpup:b11,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN)) {
+ SDL_strlcat(mapping_string, "dpdown:b12,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT)) {
+ SDL_strlcat(mapping_string, "dpleft:b13,", sizeof(mapping_string));
+ }
+ if (button_mask & (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) {
+ SDL_strlcat(mapping_string, "dpright:b14,", sizeof(mapping_string));
+ }
+ if (axis_mask & (1 << SDL_CONTROLLER_AXIS_LEFTX)) {
+ SDL_strlcat(mapping_string, "leftx:a0,", sizeof(mapping_string));
+ }
+ if (axis_mask & (1 << SDL_CONTROLLER_AXIS_LEFTY)) {
+ SDL_strlcat(mapping_string, "lefty:a1,", sizeof(mapping_string));
+ }
+ if (axis_mask & (1 << SDL_CONTROLLER_AXIS_RIGHTX)) {
+ SDL_strlcat(mapping_string, "rightx:a2,", sizeof(mapping_string));
+ }
+ if (axis_mask & (1 << SDL_CONTROLLER_AXIS_RIGHTY)) {
+ SDL_strlcat(mapping_string, "righty:a3,", sizeof(mapping_string));
+ }
+ if (axis_mask & (1 << SDL_CONTROLLER_AXIS_TRIGGERLEFT)) {
+ SDL_strlcat(mapping_string, "lefttrigger:a4,", sizeof(mapping_string));
+ }
+ if (axis_mask & (1 << SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
+ SDL_strlcat(mapping_string, "righttrigger:a5,", sizeof(mapping_string));
+ }
+ return SDL_PrivateAddMappingForGUID(guid, mapping_string,
+ &existing, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT);
+}
+#endif /* __ANDROID__ */
+
+
+/*
+ * Helper function to determine pre-calculated offset to certain joystick mappings
+ */
+static ControllerMapping_t *SDL_PrivateGetControllerMappingForNameAndGUID(const char *name, SDL_JoystickGUID guid)
+{
+ ControllerMapping_t *mapping;
+
+ mapping = SDL_PrivateGetControllerMappingForGUID(&guid, SDL_FALSE);
+#ifdef __LINUX__
+ if (!mapping && name) {
+ if (SDL_strstr(name, "Xbox 360 Wireless Receiver")) {
+ /* The Linux driver xpad.c maps the wireless dpad to buttons */
+ SDL_bool existing;
+ mapping = SDL_PrivateAddMappingForGUID(guid,
+"none,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,",
+ &existing, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT);
+ }
+ }
+#endif /* __LINUX__ */
+
+ if (!mapping && name) {
+ if (SDL_strstr(name, "Xbox") || SDL_strstr(name, "X-Box") || SDL_strstr(name, "XBOX")) {
+ mapping = s_pXInputMapping;
+ }
+ }
+#ifdef __ANDROID__
+ if (!mapping && name && !SDL_IsJoystickHIDAPI(guid)) {
+ mapping = SDL_CreateMappingForAndroidController(name, guid);
+ }
+#endif
+ if (!mapping) {
+ mapping = s_pDefaultMapping;
+ }
+ return mapping;
+}
+
+static ControllerMapping_t *SDL_PrivateGetControllerMapping(int device_index)
+{
+ const char *name;
+ SDL_JoystickGUID guid;
+ ControllerMapping_t *mapping;
+
+ SDL_LockJoysticks();
+
+ if ((device_index < 0) || (device_index >= SDL_NumJoysticks())) {
+ SDL_SetError("There are %d joysticks available", SDL_NumJoysticks());
+ SDL_UnlockJoysticks();
+ return (NULL);
+ }
+
+ name = SDL_JoystickNameForIndex(device_index);
+ guid = SDL_JoystickGetDeviceGUID(device_index);
+ mapping = SDL_PrivateGetControllerMappingForNameAndGUID(name, guid);
+ SDL_UnlockJoysticks();
+ return mapping;
+}
+
+/*
+ * Add or update an entry into the Mappings Database
+ */
+int
+SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw)
+{
+ const char *platform = SDL_GetPlatform();
+ int controllers = 0;
+ char *buf, *line, *line_end, *tmp, *comma, line_platform[64];
+ size_t db_size, platform_len;
+
+ if (rw == NULL) {
+ return SDL_SetError("Invalid RWops");
+ }
+ db_size = (size_t)SDL_RWsize(rw);
+
+ buf = (char *)SDL_malloc(db_size + 1);
+ if (buf == NULL) {
+ if (freerw) {
+ SDL_RWclose(rw);
+ }
+ return SDL_SetError("Could not allocate space to read DB into memory");
+ }
+
+ if (SDL_RWread(rw, buf, db_size, 1) != 1) {
+ if (freerw) {
+ SDL_RWclose(rw);
+ }
+ SDL_free(buf);
+ return SDL_SetError("Could not read DB");
+ }
+
+ if (freerw) {
+ SDL_RWclose(rw);
+ }
+
+ buf[db_size] = '\0';
+ line = buf;
+
+ while (line < buf + db_size) {
+ line_end = SDL_strchr(line, '\n');
+ if (line_end != NULL) {
+ *line_end = '\0';
+ } else {
+ line_end = buf + db_size;
+ }
+
+ /* Extract and verify the platform */
+ tmp = SDL_strstr(line, SDL_CONTROLLER_PLATFORM_FIELD);
+ if (tmp != NULL) {
+ tmp += SDL_strlen(SDL_CONTROLLER_PLATFORM_FIELD);
+ comma = SDL_strchr(tmp, ',');
+ if (comma != NULL) {
+ platform_len = comma - tmp + 1;
+ if (platform_len + 1 < SDL_arraysize(line_platform)) {
+ SDL_strlcpy(line_platform, tmp, platform_len);
+ if (SDL_strncasecmp(line_platform, platform, platform_len) == 0 &&
+ SDL_GameControllerAddMapping(line) > 0) {
+ controllers++;
+ }
+ }
+ }
+ }
+
+ line = line_end + 1;
+ }
+
+ SDL_free(buf);
+ return controllers;
+}
+
+/*
+ * Add or update an entry into the Mappings Database with a priority
+ */
+static int
+SDL_PrivateGameControllerAddMapping(const char *mappingString, SDL_ControllerMappingPriority priority)
+{
+ char *pchGUID;
+ SDL_JoystickGUID jGUID;
+ SDL_bool is_default_mapping = SDL_FALSE;
+ SDL_bool is_hidapi_mapping = SDL_FALSE;
+ SDL_bool is_xinput_mapping = SDL_FALSE;
+ SDL_bool existing = SDL_FALSE;
+ ControllerMapping_t *pControllerMapping;
+
+ if (!mappingString) {
+ return SDL_InvalidParamError("mappingString");
+ }
+
+ pchGUID = SDL_PrivateGetControllerGUIDFromMappingString(mappingString);
+ if (!pchGUID) {
+ return SDL_SetError("Couldn't parse GUID from %s", mappingString);
+ }
+ if (!SDL_strcasecmp(pchGUID, "default")) {
+ is_default_mapping = SDL_TRUE;
+ } else if (!SDL_strcasecmp(pchGUID, "hidapi")) {
+ is_hidapi_mapping = SDL_TRUE;
+ } else if (!SDL_strcasecmp(pchGUID, "xinput")) {
+ is_xinput_mapping = SDL_TRUE;
+ }
+ jGUID = SDL_JoystickGetGUIDFromString(pchGUID);
+ SDL_free(pchGUID);
+
+ pControllerMapping = SDL_PrivateAddMappingForGUID(jGUID, mappingString, &existing, priority);
+ if (!pControllerMapping) {
+ return -1;
+ }
+
+ if (existing) {
+ return 0;
+ } else {
+ if (is_default_mapping) {
+ s_pDefaultMapping = pControllerMapping;
+ } else if (is_hidapi_mapping) {
+ s_pHIDAPIMapping = pControllerMapping;
+ } else if (is_xinput_mapping) {
+ s_pXInputMapping = pControllerMapping;
+ }
+ return 1;
+ }
+}
+
+/*
+ * Add or update an entry into the Mappings Database
+ */
+int
+SDL_GameControllerAddMapping(const char *mappingString)
+{
+ return SDL_PrivateGameControllerAddMapping(mappingString, SDL_CONTROLLER_MAPPING_PRIORITY_API);
+}
+
+/*
+ * Get the number of mappings installed
+ */
+int
+SDL_GameControllerNumMappings(void)
+{
+ int num_mappings = 0;
+ ControllerMapping_t *mapping;
+
+ for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
+ if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
+ continue;
+ }
+ ++num_mappings;
+ }
+ return num_mappings;
+}
+
+/*
+ * Get the mapping at a particular index.
+ */
+char *
+SDL_GameControllerMappingForIndex(int mapping_index)
+{
+ ControllerMapping_t *mapping;
+
+ for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
+ if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
+ continue;
+ }
+ if (mapping_index == 0) {
+ char *pMappingString;
+ char pchGUID[33];
+ size_t needed;
+
+ SDL_JoystickGetGUIDString(mapping->guid, pchGUID, sizeof(pchGUID));
+ /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
+ needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
+ pMappingString = SDL_malloc(needed);
+ if (!pMappingString) {
+ SDL_OutOfMemory();
+ return NULL;
+ }
+ SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
+ return pMappingString;
+ }
+ --mapping_index;
+ }
+ return NULL;
+}
+
+/*
+ * Get the mapping string for this GUID
+ */
+char *
+SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
+{
+ char *pMappingString = NULL;
+ ControllerMapping_t *mapping = SDL_PrivateGetControllerMappingForGUID(&guid, SDL_FALSE);
+ if (mapping) {
+ char pchGUID[33];
+ size_t needed;
+ SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
+ /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
+ needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
+ pMappingString = SDL_malloc(needed);
+ if (!pMappingString) {
+ SDL_OutOfMemory();
+ return NULL;
+ }
+ SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
+ }
+ return pMappingString;
+}
+
+/*
+ * Get the mapping string for this device
+ */
+char *
+SDL_GameControllerMapping(SDL_GameController * gamecontroller)
+{
+ if (!gamecontroller) {
+ return NULL;
+ }
+
+ return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid);
+}
+
+static void
+SDL_GameControllerLoadHints()
+{
+ const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG);
+ if (hint && hint[0]) {
+ size_t nchHints = SDL_strlen(hint);
+ char *pUserMappings = SDL_malloc(nchHints + 1);
+ char *pTempMappings = pUserMappings;
+ SDL_memcpy(pUserMappings, hint, nchHints);
+ pUserMappings[nchHints] = '\0';
+ while (pUserMappings) {
+ char *pchNewLine = NULL;
+
+ pchNewLine = SDL_strchr(pUserMappings, '\n');
+ if (pchNewLine)
+ *pchNewLine = '\0';
+
+ SDL_PrivateGameControllerAddMapping(pUserMappings, SDL_CONTROLLER_MAPPING_PRIORITY_USER);
+
+ if (pchNewLine) {
+ pUserMappings = pchNewLine + 1;
+ } else {
+ pUserMappings = NULL;
+ }
+ }
+ SDL_free(pTempMappings);
+ }
+}
+
+/*
+ * Fill the given buffer with the expected controller mapping filepath.
+ * Usually this will just be CONTROLLER_MAPPING_FILE, but for Android,
+ * we want to get the internal storage path.
+ */
+static SDL_bool SDL_GetControllerMappingFilePath(char *path, size_t size)
+{
+#ifdef CONTROLLER_MAPPING_FILE
+#define STRING(X) SDL_STRINGIFY_ARG(X)
+ return SDL_strlcpy(path, STRING(CONTROLLER_MAPPING_FILE), size) < size;
+#elif defined(__ANDROID__)
+ return SDL_snprintf(path, size, "%s/controller_map.txt", SDL_AndroidGetInternalStoragePath()) < size;
+#else
+ return SDL_FALSE;
+#endif
+}
+
+/*
+ * Initialize the game controller system, mostly load our DB of controller config mappings
+ */
+int
+SDL_GameControllerInitMappings(void)
+{
+ char szControllerMapPath[1024];
+ int i = 0;
+ const char *pMappingString = NULL;
+ pMappingString = s_ControllerMappings[i];
+ while (pMappingString) {
+ SDL_PrivateGameControllerAddMapping(pMappingString, SDL_CONTROLLER_MAPPING_PRIORITY_DEFAULT);
+
+ i++;
+ pMappingString = s_ControllerMappings[i];
+ }
+
+ if (SDL_GetControllerMappingFilePath(szControllerMapPath, sizeof(szControllerMapPath))) {
+ SDL_GameControllerAddMappingsFromFile(szControllerMapPath);
+ }
+
+ /* load in any user supplied config */
+ SDL_GameControllerLoadHints();
+
+ SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES,
+ SDL_GameControllerIgnoreDevicesChanged, NULL);
+ SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT,
+ SDL_GameControllerIgnoreDevicesExceptChanged, NULL);
+
+ return (0);
+}
+
+int
+SDL_GameControllerInit(void)
+{
+ int i;
+
+ /* watch for joy events and fire controller ones if needed */
+ SDL_AddEventWatch(SDL_GameControllerEventWatcher, NULL);
+
+ /* Send added events for controllers currently attached */
+ for (i = 0; i < SDL_NumJoysticks(); ++i) {
+ if (SDL_IsGameController(i)) {
+ SDL_Event deviceevent;
+ deviceevent.type = SDL_CONTROLLERDEVICEADDED;
+ deviceevent.cdevice.which = i;
+ SDL_PushEvent(&deviceevent);
+ }
+ }
+
+ return (0);
+}
+
+
+/*
+ * Get the implementation dependent name of a controller
+ */
+const char *
+SDL_GameControllerNameForIndex(int device_index)
+{
+ ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
+ if (pSupportedController) {
+ if (SDL_strcmp(pSupportedController->name, "*") == 0) {
+ return SDL_JoystickNameForIndex(device_index);
+ } else {
+ return pSupportedController->name;
+ }
+ }
+ return NULL;
+}
+
+
+/**
+ * Get the mapping of a game controller.
+ * This can be called before any controllers are opened.
+ * If no mapping can be found, this function returns NULL.
+ */
+char *
+SDL_GameControllerMappingForDeviceIndex(int joystick_index)
+{
+ char *pMappingString = NULL;
+ ControllerMapping_t *mapping;
+
+ SDL_LockJoysticks();
+ mapping = SDL_PrivateGetControllerMapping(joystick_index);
+ if (mapping) {
+ SDL_JoystickGUID guid;
+ char pchGUID[33];
+ size_t needed;
+ guid = SDL_JoystickGetDeviceGUID(joystick_index);
+ SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
+ /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
+ needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
+ pMappingString = SDL_malloc(needed);
+ if (!pMappingString) {
+ SDL_OutOfMemory();
+ SDL_UnlockJoysticks();
+ return NULL;
+ }
+ SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
+ }
+ SDL_UnlockJoysticks();
+ return pMappingString;
+}
+
+
+/*
+ * Return 1 if the joystick with this name and GUID is a supported controller
+ */
+SDL_bool
+SDL_IsGameControllerNameAndGUID(const char *name, SDL_JoystickGUID guid)
+{
+ ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMappingForNameAndGUID(name, guid);
+ if (pSupportedController) {
+ return SDL_TRUE;
+ }
+ return SDL_FALSE;
+}
+
+/*
+ * Return 1 if the joystick at this device index is a supported controller
+ */
+SDL_bool
+SDL_IsGameController(int device_index)
+{
+ ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
+ if (pSupportedController) {
+ return SDL_TRUE;
+ }
+ return SDL_FALSE;
+}
+
+/*
+ * Return 1 if the game controller should be ignored by SDL
+ */
+SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
+{
+ int i;
+ Uint16 vendor;
+ Uint16 product;
+ Uint16 version;
+ Uint32 vidpid;
+
+ if (SDL_allowed_controllers.num_entries == 0 &&
+ SDL_ignored_controllers.num_entries == 0) {
+ return SDL_FALSE;
+ }
+
+ SDL_GetJoystickGUIDInfo(guid, &vendor, &product, &version);
+
+ if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE)) {
+ /* We shouldn't ignore Steam's virtual gamepad since it's using the hints to filter out the real controllers so it can remap input for the virtual controller */
+ SDL_bool bSteamVirtualGamepad = SDL_FALSE;
+#if defined(__LINUX__)
+ bSteamVirtualGamepad = (vendor == 0x28DE && product == 0x11FF);
+#elif defined(__MACOSX__)
+ bSteamVirtualGamepad = (vendor == 0x045E && product == 0x028E && version == 1);
+#elif defined(__WIN32__)
+ /* We can't tell on Windows, but Steam will block others in input hooks */
+ bSteamVirtualGamepad = SDL_TRUE;
+#endif
+ if (bSteamVirtualGamepad) {
+ return SDL_FALSE;
+ }
+ }
+
+ vidpid = MAKE_VIDPID(vendor, product);
+
+ if (SDL_allowed_controllers.num_entries > 0) {
+ for (i = 0; i < SDL_allowed_controllers.num_entries; ++i) {
+ if (vidpid == SDL_allowed_controllers.entries[i]) {
+ return SDL_FALSE;
+ }
+ }
+ return SDL_TRUE;
+ } else {
+ for (i = 0; i < SDL_ignored_controllers.num_entries; ++i) {
+ if (vidpid == SDL_ignored_controllers.entries[i]) {
+ return SDL_TRUE;
+ }
+ }
+ return SDL_FALSE;
+ }
+}
+
+/*
+ * Open a controller for use - the index passed as an argument refers to
+ * the N'th controller on the system. This index is the value which will
+ * identify this controller in future controller events.
+ *
+ * This function returns a controller identifier, or NULL if an error occurred.
+ */
+SDL_GameController *
+SDL_GameControllerOpen(int device_index)
+{
+ SDL_JoystickID instance_id;
+ SDL_GameController *gamecontroller;
+ SDL_GameController *gamecontrollerlist;
+ ControllerMapping_t *pSupportedController = NULL;
+
+ SDL_LockJoysticks();
+
+ gamecontrollerlist = SDL_gamecontrollers;
+ /* If the controller is already open, return it */
+ instance_id = SDL_JoystickGetDeviceInstanceID(device_index);
+ while (gamecontrollerlist) {
+ if (instance_id == gamecontrollerlist->joystick->instance_id) {
+ gamecontroller = gamecontrollerlist;
+ ++gamecontroller->ref_count;
+ SDL_UnlockJoysticks();
+ return (gamecontroller);
+ }
+ gamecontrollerlist = gamecontrollerlist->next;
+ }
+
+ /* Find a controller mapping */
+ pSupportedController = SDL_PrivateGetControllerMapping(device_index);
+ if (!pSupportedController) {
+ SDL_SetError("Couldn't find mapping for device (%d)", device_index);
+ SDL_UnlockJoysticks();
+ return NULL;
+ }
+
+ /* Create and initialize the controller */
+ gamecontroller = (SDL_GameController *) SDL_calloc(1, sizeof(*gamecontroller));
+ if (gamecontroller == NULL) {
+ SDL_OutOfMemory();
+ SDL_UnlockJoysticks();
+ return NULL;
+ }
+
+ gamecontroller->joystick = SDL_JoystickOpen(device_index);
+ if (!gamecontroller->joystick) {
+ SDL_free(gamecontroller);
+ SDL_UnlockJoysticks();
+ return NULL;
+ }
+
+ if (gamecontroller->joystick->naxes) {
+ gamecontroller->last_match_axis = (SDL_ExtendedGameControllerBind **)SDL_calloc(gamecontroller->joystick->naxes, sizeof(*gamecontroller->last_match_axis));
+ if (!gamecontroller->last_match_axis) {
+ SDL_OutOfMemory();
+ SDL_JoystickClose(gamecontroller->joystick);
+ SDL_free(gamecontroller);
+ SDL_UnlockJoysticks();
+ return NULL;
+ }
+ }
+ if (gamecontroller->joystick->nhats) {
+ gamecontroller->last_hat_mask = (Uint8 *)SDL_calloc(gamecontroller->joystick->nhats, sizeof(*gamecontroller->last_hat_mask));
+ if (!gamecontroller->last_hat_mask) {
+ SDL_OutOfMemory();
+ SDL_JoystickClose(gamecontroller->joystick);
+ SDL_free(gamecontroller->last_match_axis);
+ SDL_free(gamecontroller);
+ SDL_UnlockJoysticks();
+ return NULL;
+ }
+ }
+
+ SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->name, pSupportedController->mapping);
+
+ /* Add the controller to list */
+ ++gamecontroller->ref_count;
+ /* Link the controller in the list */
+ gamecontroller->next = SDL_gamecontrollers;
+ SDL_gamecontrollers = gamecontroller;
+
+ SDL_UnlockJoysticks();
+
+ return (gamecontroller);
+}
+
+/*
+ * Manually pump for controller updates.
+ */
+void
+SDL_GameControllerUpdate(void)
+{
+ /* Just for API completeness; the joystick API does all the work. */
+ SDL_JoystickUpdate();
+}
+
+/*
+ * Get the current state of an axis control on a controller
+ */
+Sint16
+SDL_GameControllerGetAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
+{
+ int i;
+
+ if (!gamecontroller)
+ return 0;
+
+ for (i = 0; i < gamecontroller->num_bindings; ++i) {
+ SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
+ if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
+ int value = 0;
+ SDL_bool valid_input_range;
+ SDL_bool valid_output_range;
+
+ if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
+ value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
+ if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
+ valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
+ } else {
+ valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
+ }
+ if (valid_input_range) {
+ if (binding->input.axis.axis_min != binding->output.axis.axis_min || binding->input.axis.axis_max != binding->output.axis.axis_max) {
+ float normalized_value = (float)(value - binding->input.axis.axis_min) / (binding->input.axis.axis_max - binding->input.axis.axis_min);
+ value = binding->output.axis.axis_min + (int)(normalized_value * (binding->output.axis.axis_max - binding->output.axis.axis_min));
+ }
+ }
+ } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
+ value = SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
+ if (value == SDL_PRESSED) {
+ value = binding->output.axis.axis_max;
+ }
+ } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
+ int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
+ if (hat_mask & binding->input.hat.hat_mask) {
+ value = binding->output.axis.axis_max;
+ }
+ }
+
+ if (binding->output.axis.axis_min < binding->output.axis.axis_max) {
+ valid_output_range = (value >= binding->output.axis.axis_min && value <= binding->output.axis.axis_max);
+ } else {
+ valid_output_range = (value >= binding->output.axis.axis_max && value <= binding->output.axis.axis_min);
+ }
+ /* If the value is zero, there might be another binding that makes it non-zero */
+ if (value != 0 && valid_output_range) {
+ return (Sint16)value;
+ }
+ }
+ }
+ return 0;
+}
+
+/*
+ * Get the current state of a button on a controller
+ */
+Uint8
+SDL_GameControllerGetButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
+{
+ int i;
+
+ if (!gamecontroller)
+ return 0;
+
+ for (i = 0; i < gamecontroller->num_bindings; ++i) {
+ SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
+ if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
+ if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
+ SDL_bool valid_input_range;
+
+ int value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis);
+ int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis.axis_min) / 2;
+ if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
+ valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
+ if (valid_input_range) {
+ return (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
+ }
+ } else {
+ valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
+ if (valid_input_range) {
+ return (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
+ }
+ }
+ } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
+ return SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button);
+ } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
+ int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat);
+ return (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED;
+ }
+ }
+ }
+ return SDL_RELEASED;
+}
+
+const char *
+SDL_GameControllerName(SDL_GameController * gamecontroller)
+{
+ if (!gamecontroller)
+ return NULL;
+
+ if (SDL_strcmp(gamecontroller->name, "*") == 0) {
+ return SDL_JoystickName(SDL_GameControllerGetJoystick(gamecontroller));
+ } else {
+ return gamecontroller->name;
+ }
+}
+
+int
+SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller)
+{
+ return SDL_JoystickGetPlayerIndex(SDL_GameControllerGetJoystick(gamecontroller));
+}
+
+Uint16
+SDL_GameControllerGetVendor(SDL_GameController * gamecontroller)
+{
+ return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller));
+}
+
+Uint16
+SDL_GameControllerGetProduct(SDL_GameController * gamecontroller)
+{
+ return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller));
+}
+
+Uint16
+SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller)
+{
+ return SDL_JoystickGetProductVersion(SDL_GameControllerGetJoystick(gamecontroller));
+}
+
+/*
+ * Return if the controller in question is currently attached to the system,
+ * \return 0 if not plugged in, 1 if still present.
+ */
+SDL_bool
+SDL_GameControllerGetAttached(SDL_GameController * gamecontroller)
+{
+ if (!gamecontroller)
+ return SDL_FALSE;
+
+ return SDL_JoystickGetAttached(gamecontroller->joystick);
+}
+
+/*
+ * Get the joystick for this controller
+ */
+SDL_Joystick *SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller)
+{
+ if (!gamecontroller)
+ return NULL;
+
+ return gamecontroller->joystick;
+}
+
+
+/*
+ * Find the SDL_GameController that owns this instance id
+ */
+SDL_GameController *
+SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
+{
+ SDL_GameController *gamecontroller;
+
+ SDL_LockJoysticks();
+ gamecontroller = SDL_gamecontrollers;
+ while (gamecontroller) {
+ if (gamecontroller->joystick->instance_id == joyid) {
+ SDL_UnlockJoysticks();
+ return gamecontroller;
+ }
+ gamecontroller = gamecontroller->next;
+ }
+ SDL_UnlockJoysticks();
+ return NULL;
+}
+
+
+/*
+ * Get the SDL joystick layer binding for this controller axis mapping
+ */
+SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
+{
+ int i;
+ SDL_GameControllerButtonBind bind;
+ SDL_zero(bind);
+
+ if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID)
+ return bind;
+
+ for (i = 0; i < gamecontroller->num_bindings; ++i) {
+ SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
+ if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
+ bind.bindType = binding->inputType;
+ if (binding->inputType == SDL_CONTROLLER_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_CONTROLLER_BINDTYPE_BUTTON) {
+ bind.value.button = binding->input.button;
+ } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
+ bind.value.hat.hat = binding->input.hat.hat;
+ bind.value.hat.hat_mask = binding->input.hat.hat_mask;
+ }
+ break;
+ }
+ }
+ return bind;
+}
+
+
+/*
+ * Get the SDL joystick layer binding for this controller button mapping
+ */
+SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
+{
+ int i;
+ SDL_GameControllerButtonBind bind;
+ SDL_zero(bind);
+
+ if (!gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID)
+ return bind;
+
+ for (i = 0; i < gamecontroller->num_bindings; ++i) {
+ SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
+ if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
+ bind.bindType = binding->inputType;
+ if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
+ bind.value.axis = binding->input.axis.axis;
+ } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
+ bind.value.button = binding->input.button;
+ } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
+ bind.value.hat.hat = binding->input.hat.hat;
+ bind.value.hat.hat_mask = binding->input.hat.hat_mask;
+ }
+ break;
+ }
+ }
+ return bind;
+}
+
+
+int
+SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
+{
+ return SDL_JoystickRumble(SDL_GameControllerGetJoystick(gamecontroller), low_frequency_rumble, high_frequency_rumble, duration_ms);
+}
+
+void
+SDL_GameControllerClose(SDL_GameController * gamecontroller)
+{
+ SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
+
+ if (!gamecontroller)
+ return;
+
+ SDL_LockJoysticks();
+
+ /* First decrement ref count */
+ if (--gamecontroller->ref_count > 0) {
+ SDL_UnlockJoysticks();
+ return;
+ }
+
+ SDL_JoystickClose(gamecontroller->joystick);
+
+ gamecontrollerlist = SDL_gamecontrollers;
+ gamecontrollerlistprev = NULL;
+ while (gamecontrollerlist) {
+ if (gamecontroller == gamecontrollerlist) {
+ if (gamecontrollerlistprev) {
+ /* unlink this entry */
+ gamecontrollerlistprev->next = gamecontrollerlist->next;
+ } else {
+ SDL_gamecontrollers = gamecontroller->next;
+ }
+ break;
+ }
+ gamecontrollerlistprev = gamecontrollerlist;
+ gamecontrollerlist = gamecontrollerlist->next;
+ }
+
+ SDL_free(gamecontroller->bindings);
+ SDL_free(gamecontroller->last_match_axis);
+ SDL_free(gamecontroller->last_hat_mask);
+ SDL_free(gamecontroller);
+
+ SDL_UnlockJoysticks();
+}
+
+
+/*
+ * Quit the controller subsystem
+ */
+void
+SDL_GameControllerQuit(void)
+{
+ SDL_LockJoysticks();
+ while (SDL_gamecontrollers) {
+ SDL_gamecontrollers->ref_count = 1;
+ SDL_GameControllerClose(SDL_gamecontrollers);
+ }
+ SDL_UnlockJoysticks();
+}
+
+void
+SDL_GameControllerQuitMappings(void)
+{
+ ControllerMapping_t *pControllerMap;
+
+ while (s_pSupportedControllers) {
+ pControllerMap = s_pSupportedControllers;
+ s_pSupportedControllers = s_pSupportedControllers->next;
+ SDL_free(pControllerMap->name);
+ SDL_free(pControllerMap->mapping);
+ SDL_free(pControllerMap);
+ }
+
+ SDL_DelEventWatch(SDL_GameControllerEventWatcher, NULL);
+
+ SDL_DelHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES,
+ SDL_GameControllerIgnoreDevicesChanged, NULL);
+ SDL_DelHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT,
+ SDL_GameControllerIgnoreDevicesExceptChanged, NULL);
+
+ if (SDL_allowed_controllers.entries) {
+ SDL_free(SDL_allowed_controllers.entries);
+ SDL_zero(SDL_allowed_controllers);
+ }
+ if (SDL_ignored_controllers.entries) {
+ SDL_free(SDL_ignored_controllers.entries);
+ SDL_zero(SDL_ignored_controllers);
+ }
+}
+
+/*
+ * Event filter to transform joystick events into appropriate game controller ones
+ */
+static int
+SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
+{
+ int posted;
+
+ /* translate the event, if desired */
+ posted = 0;
+#if !SDL_EVENTS_DISABLED
+ if (SDL_GetEventState(SDL_CONTROLLERAXISMOTION) == SDL_ENABLE) {
+ SDL_Event event;
+ event.type = SDL_CONTROLLERAXISMOTION;
+ event.caxis.which = gamecontroller->joystick->instance_id;
+ event.caxis.axis = axis;
+ event.caxis.value = value;
+ posted = SDL_PushEvent(&event) == 1;
+ }
+#endif /* !SDL_EVENTS_DISABLED */
+ return (posted);
+}
+
+
+/*
+ * Event filter to transform joystick events into appropriate game controller ones
+ */
+static int
+SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state)
+{
+ int posted;
+#if !SDL_EVENTS_DISABLED
+ SDL_Event event;
+
+ if (button == SDL_CONTROLLER_BUTTON_INVALID)
+ return (0);
+
+ switch (state) {
+ case SDL_PRESSED:
+ event.type = SDL_CONTROLLERBUTTONDOWN;
+ break;
+ case SDL_RELEASED:
+ event.type = SDL_CONTROLLERBUTTONUP;
+ break;
+ default:
+ /* Invalid state -- bail */
+ return (0);
+ }
+#endif /* !SDL_EVENTS_DISABLED */
+
+ if (button == SDL_CONTROLLER_BUTTON_GUIDE) {
+ Uint32 now = SDL_GetTicks();
+ if (state == SDL_PRESSED) {
+ gamecontroller->guide_button_down = now;
+
+ if (gamecontroller->joystick->delayed_guide_button) {
+ /* Skip duplicate press */
+ return (0);
+ }
+ } else {
+ if (!SDL_TICKS_PASSED(now, gamecontroller->guide_button_down+SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS) && !gamecontroller->joystick->force_recentering) {
+ gamecontroller->joystick->delayed_guide_button = SDL_TRUE;
+ return (0);
+ }
+ gamecontroller->joystick->delayed_guide_button = SDL_FALSE;
+ }
+ }
+
+ /* translate the event, if desired */
+ posted = 0;
+#if !SDL_EVENTS_DISABLED
+ if (SDL_GetEventState(event.type) == SDL_ENABLE) {
+ event.cbutton.which = gamecontroller->joystick->instance_id;
+ event.cbutton.button = button;
+ event.cbutton.state = state;
+ posted = SDL_PushEvent(&event) == 1;
+ }
+#endif /* !SDL_EVENTS_DISABLED */
+ return (posted);
+}
+
+/*
+ * Turn off controller events
+ */
+int
+SDL_GameControllerEventState(int state)
+{
+#if SDL_EVENTS_DISABLED
+ return SDL_IGNORE;
+#else
+ const Uint32 event_list[] = {
+ SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERBUTTONDOWN, SDL_CONTROLLERBUTTONUP,
+ SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_CONTROLLERDEVICEREMAPPED,
+ };
+ unsigned int i;
+
+ switch (state) {
+ case SDL_QUERY:
+ state = SDL_IGNORE;
+ for (i = 0; i < SDL_arraysize(event_list); ++i) {
+ state = SDL_EventState(event_list[i], SDL_QUERY);
+ if (state == SDL_ENABLE) {
+ break;
+ }
+ }
+ break;
+ default:
+ for (i = 0; i < SDL_arraysize(event_list); ++i) {
+ SDL_EventState(event_list[i], state);
+ }
+ break;
+ }
+ return (state);
+#endif /* SDL_EVENTS_DISABLED */
+}
+
+void
+SDL_GameControllerHandleDelayedGuideButton(SDL_Joystick *joystick)
+{
+ SDL_GameController *controllerlist = SDL_gamecontrollers;
+ while (controllerlist) {
+ if (controllerlist->joystick == joystick) {
+ SDL_PrivateGameControllerButton(controllerlist, SDL_CONTROLLER_BUTTON_GUIDE, SDL_RELEASED);
+ break;
+ }
+ controllerlist = controllerlist->next;
+ }
+}
+
+/* vi: set ts=4 sw=4 expandtab: */