Lines Matching refs:axis

61             int axis;  member
64 } axis; member
79 SDL_GameControllerAxis axis; member
82 } axis; member
196 …GameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value);
236 return (a->output.axis.axis == b->output.axis.axis); in HasSameOutput()
245 SDL_PrivateGameControllerAxis(gamecontroller, bind->output.axis.axis, 0); in ResetOutput()
251 static void HandleJoystickAxis(SDL_GameController *gamecontroller, int axis, int value) in HandleJoystickAxis() argument
254 SDL_ExtendedGameControllerBind *last_match = gamecontroller->last_match_axis[axis]; in HandleJoystickAxis()
260 axis == binding->input.axis.axis) { in HandleJoystickAxis()
261 if (binding->input.axis.axis_min < binding->input.axis.axis_max) { in HandleJoystickAxis()
262 if (value >= binding->input.axis.axis_min && in HandleJoystickAxis()
263 value <= binding->input.axis.axis_max) { in HandleJoystickAxis()
268 if (value >= binding->input.axis.axis_max && in HandleJoystickAxis()
269 value <= binding->input.axis.axis_min) { in HandleJoystickAxis()
284 …if (match->input.axis.axis_min != match->output.axis.axis_min || match->input.axis.axis_max != mat… in HandleJoystickAxis()
285 …alized_value = (float)(value - match->input.axis.axis_min) / (match->input.axis.axis_max - match->… in HandleJoystickAxis()
286 …value = match->output.axis.axis_min + (int)(normalized_value * (match->output.axis.axis_max - matc… in HandleJoystickAxis()
288 SDL_PrivateGameControllerAxis(gamecontroller, match->output.axis.axis, (Sint16)value); in HandleJoystickAxis()
291 …int threshold = match->input.axis.axis_min + (match->input.axis.axis_max - match->input.axis.axis_… in HandleJoystickAxis()
292 if (match->input.axis.axis_max < match->input.axis.axis_min) { in HandleJoystickAxis()
300 gamecontroller->last_match_axis[axis] = match; in HandleJoystickAxis()
312 int value = state ? binding->output.axis.axis_max : binding->output.axis.axis_min; in HandleJoystickButton()
313 … SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)value); in HandleJoystickButton()
334 …rivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)binding->output.axis.a… in HandleJoystickHat()
357 SDL_GameControllerAxis axis; in RecenterGameController() local
365 for (axis = (SDL_GameControllerAxis) 0; axis < SDL_CONTROLLER_AXIS_MAX; axis++) { in RecenterGameController()
366 if (SDL_GameControllerGetAxis(gamecontroller, axis) != 0) { in RecenterGameController()
367 SDL_PrivateGameControllerAxis(gamecontroller, axis, 0); in RecenterGameController()
384 HandleJoystickAxis(controllerlist, event->jaxis.axis, event->jaxis.value); in SDL_GameControllerEventWatcher()
521 const char* SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis) in SDL_GameControllerGetStringForAxis() argument
523 if (axis > SDL_CONTROLLER_AXIS_INVALID && axis < SDL_CONTROLLER_AXIS_MAX) { in SDL_GameControllerGetStringForAxis()
524 return map_StringForControllerAxis[axis]; in SDL_GameControllerGetStringForAxis()
567 const char* SDL_GameControllerGetStringForButton(SDL_GameControllerButton axis) in SDL_GameControllerGetStringForButton() argument
569 if (axis > SDL_CONTROLLER_BUTTON_INVALID && axis < SDL_CONTROLLER_BUTTON_MAX) { in SDL_GameControllerGetStringForButton()
570 return map_StringForControllerButton[axis]; in SDL_GameControllerGetStringForButton()
582 SDL_GameControllerAxis axis; in SDL_PrivateGameControllerParseElement() local
591 axis = SDL_GameControllerGetAxisFromString(szGameButton); in SDL_PrivateGameControllerParseElement()
593 if (axis != SDL_CONTROLLER_AXIS_INVALID) { in SDL_PrivateGameControllerParseElement()
595 bind.output.axis.axis = axis; in SDL_PrivateGameControllerParseElement()
596 if (axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) { in SDL_PrivateGameControllerParseElement()
597 bind.output.axis.axis_min = 0; in SDL_PrivateGameControllerParseElement()
598 bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX; in SDL_PrivateGameControllerParseElement()
601 bind.output.axis.axis_min = 0; in SDL_PrivateGameControllerParseElement()
602 bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX; in SDL_PrivateGameControllerParseElement()
604 bind.output.axis.axis_min = 0; in SDL_PrivateGameControllerParseElement()
605 bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MIN; in SDL_PrivateGameControllerParseElement()
607 bind.output.axis.axis_min = SDL_JOYSTICK_AXIS_MIN; in SDL_PrivateGameControllerParseElement()
608 bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX; in SDL_PrivateGameControllerParseElement()
628 bind.input.axis.axis = SDL_atoi(&szJoystickButton[1]); in SDL_PrivateGameControllerParseElement()
630 bind.input.axis.axis_min = 0; in SDL_PrivateGameControllerParseElement()
631 bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX; in SDL_PrivateGameControllerParseElement()
633 bind.input.axis.axis_min = 0; in SDL_PrivateGameControllerParseElement()
634 bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MIN; in SDL_PrivateGameControllerParseElement()
636 bind.input.axis.axis_min = SDL_JOYSTICK_AXIS_MIN; in SDL_PrivateGameControllerParseElement()
637 bind.input.axis.axis_max = SDL_JOYSTICK_AXIS_MAX; in SDL_PrivateGameControllerParseElement()
640 int tmp = bind.input.axis.axis_min; in SDL_PrivateGameControllerParseElement()
641 bind.input.axis.axis_min = bind.input.axis.axis_max; in SDL_PrivateGameControllerParseElement()
642 bind.input.axis.axis_max = tmp; in SDL_PrivateGameControllerParseElement()
742 (binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || in SDL_PrivateLoadButtonMapping()
743 binding->output.axis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) { in SDL_PrivateLoadButtonMapping()
744 if (binding->input.axis.axis < gamecontroller->joystick->naxes) { in SDL_PrivateLoadButtonMapping()
745 gamecontroller->joystick->axes[binding->input.axis.axis].value = in SDL_PrivateLoadButtonMapping()
746 …gamecontroller->joystick->axes[binding->input.axis.axis].zero = (Sint16)binding->input.axis.axis_m… in SDL_PrivateLoadButtonMapping()
1840 SDL_GameControllerGetAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis) in SDL_GameControllerGetAxis() argument
1849 … if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) { in SDL_GameControllerGetAxis()
1855 value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis); in SDL_GameControllerGetAxis()
1856 if (binding->input.axis.axis_min < binding->input.axis.axis_max) { in SDL_GameControllerGetAxis()
1857 …valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_ma… in SDL_GameControllerGetAxis()
1859 …valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_mi… in SDL_GameControllerGetAxis()
1862 …if (binding->input.axis.axis_min != binding->output.axis.axis_min || binding->input.axis.axis_max … in SDL_GameControllerGetAxis()
1863 …ed_value = (float)(value - binding->input.axis.axis_min) / (binding->input.axis.axis_max - binding… in SDL_GameControllerGetAxis()
1864 …value = binding->output.axis.axis_min + (int)(normalized_value * (binding->output.axis.axis_max - … in SDL_GameControllerGetAxis()
1872 value = binding->output.axis.axis_max; in SDL_GameControllerGetAxis()
1877 value = binding->output.axis.axis_max; in SDL_GameControllerGetAxis()
1881 if (binding->output.axis.axis_min < binding->output.axis.axis_max) { in SDL_GameControllerGetAxis()
1882 …valid_output_range = (value >= binding->output.axis.axis_min && value <= binding->output.axis.axis… in SDL_GameControllerGetAxis()
1884 …valid_output_range = (value >= binding->output.axis.axis_max && value <= binding->output.axis.axis… in SDL_GameControllerGetAxis()
1912 int value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis); in SDL_GameControllerGetButton()
1913 …int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis in SDL_GameControllerGetButton()
1914 if (binding->input.axis.axis_min < binding->input.axis.axis_max) { in SDL_GameControllerGetButton()
1915 …valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_ma… in SDL_GameControllerGetButton()
1920 …valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_mi… in SDL_GameControllerGetButton()
2051 … SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis) in SDL_GameControllerGetBindForAxis() argument
2057 if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID) in SDL_GameControllerGetBindForAxis()
2062 … if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) { in SDL_GameControllerGetBindForAxis()
2066 bind.value.axis = binding->input.axis.axis; in SDL_GameControllerGetBindForAxis()
2097 bind.value.axis = binding->input.axis.axis; in SDL_GameControllerGetBindForButton()
2208 SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sin… in SDL_PrivateGameControllerAxis() argument
2219 event.caxis.axis = axis; in SDL_PrivateGameControllerAxis()