Lines Matching refs:gamecontroller
196 static int SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxi…
197 static int SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerB…
242 static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameControllerBind *bind) in ResetOutput() argument
245 SDL_PrivateGameControllerAxis(gamecontroller, bind->output.axis.axis, 0); in ResetOutput()
247 SDL_PrivateGameControllerButton(gamecontroller, bind->output.button, SDL_RELEASED); 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()
257 for (i = 0; i < gamecontroller->num_bindings; ++i) { in HandleJoystickAxis()
258 SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i]; in HandleJoystickAxis()
279 ResetOutput(gamecontroller, last_match); in HandleJoystickAxis()
288 SDL_PrivateGameControllerAxis(gamecontroller, match->output.axis.axis, (Sint16)value); in HandleJoystickAxis()
297 SDL_PrivateGameControllerButton(gamecontroller, match->output.button, state); in HandleJoystickAxis()
300 gamecontroller->last_match_axis[axis] = match; in HandleJoystickAxis()
303 static void HandleJoystickButton(SDL_GameController *gamecontroller, int button, Uint8 state) in HandleJoystickButton() argument
307 for (i = 0; i < gamecontroller->num_bindings; ++i) { in HandleJoystickButton()
308 SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i]; in HandleJoystickButton()
313 … SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)value); in HandleJoystickButton()
315 SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, state); in HandleJoystickButton()
322 static void HandleJoystickHat(SDL_GameController *gamecontroller, int hat, Uint8 value) in HandleJoystickHat() argument
325 Uint8 last_mask = gamecontroller->last_hat_mask[hat]; in HandleJoystickHat()
328 for (i = 0; i < gamecontroller->num_bindings; ++i) { in HandleJoystickHat()
329 SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i]; in HandleJoystickHat()
334 …SDL_PrivateGameControllerAxis(gamecontroller, binding->output.axis.axis, (Sint16)binding->output.a… in HandleJoystickHat()
336 … SDL_PrivateGameControllerButton(gamecontroller, binding->output.button, SDL_PRESSED); in HandleJoystickHat()
339 ResetOutput(gamecontroller, binding); in HandleJoystickHat()
344 gamecontroller->last_hat_mask[hat] = value; in HandleJoystickHat()
354 static void RecenterGameController(SDL_GameController *gamecontroller) in RecenterGameController() argument
360 if (SDL_GameControllerGetButton(gamecontroller, button)) { in RecenterGameController()
361 SDL_PrivateGameControllerButton(gamecontroller, button, SDL_RELEASED); in RecenterGameController()
366 if (SDL_GameControllerGetAxis(gamecontroller, axis) != 0) { in RecenterGameController()
367 SDL_PrivateGameControllerAxis(gamecontroller, axis, 0); in RecenterGameController()
578 static void SDL_PrivateGameControllerParseElement(SDL_GameController *gamecontroller, const char *s… in SDL_PrivateGameControllerParseElement() argument
659 ++gamecontroller->num_bindings; in SDL_PrivateGameControllerParseElement()
660 …gamecontroller->bindings = (SDL_ExtendedGameControllerBind *)SDL_realloc(gamecontroller->bindings,… in SDL_PrivateGameControllerParseElement()
661 if (!gamecontroller->bindings) { in SDL_PrivateGameControllerParseElement()
662 gamecontroller->num_bindings = 0; in SDL_PrivateGameControllerParseElement()
666 gamecontroller->bindings[gamecontroller->num_bindings - 1] = bind; in SDL_PrivateGameControllerParseElement()
674 SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecontroller, const char… in SDL_PrivateGameControllerParseControllerConfigString() argument
694 SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton); in SDL_PrivateGameControllerParseControllerConfigString()
718 SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton); in SDL_PrivateGameControllerParseControllerConfigString()
725 static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, c… in SDL_PrivateLoadButtonMapping() argument
729 gamecontroller->name = pchName; in SDL_PrivateLoadButtonMapping()
730 gamecontroller->num_bindings = 0; in SDL_PrivateLoadButtonMapping()
731 if (gamecontroller->joystick->naxes) { in SDL_PrivateLoadButtonMapping()
732 …SDL_memset(gamecontroller->last_match_axis, 0, gamecontroller->joystick->naxes * sizeof(*gamecontr… in SDL_PrivateLoadButtonMapping()
735 SDL_PrivateGameControllerParseControllerConfigString(gamecontroller, pchMapping); in SDL_PrivateLoadButtonMapping()
738 for (i = 0; i < gamecontroller->num_bindings; ++i) { in SDL_PrivateLoadButtonMapping()
739 SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i]; 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()
1479 SDL_GameControllerMapping(SDL_GameController * gamecontroller) in SDL_GameControllerMapping() argument
1481 if (!gamecontroller) { in SDL_GameControllerMapping()
1485 return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid); in SDL_GameControllerMapping()
1749 SDL_GameController *gamecontroller; in SDL_GameControllerOpen() local
1760 gamecontroller = gamecontrollerlist; in SDL_GameControllerOpen()
1761 ++gamecontroller->ref_count; in SDL_GameControllerOpen()
1763 return (gamecontroller); in SDL_GameControllerOpen()
1777 gamecontroller = (SDL_GameController *) SDL_calloc(1, sizeof(*gamecontroller)); in SDL_GameControllerOpen()
1778 if (gamecontroller == NULL) { in SDL_GameControllerOpen()
1784 gamecontroller->joystick = SDL_JoystickOpen(device_index); in SDL_GameControllerOpen()
1785 if (!gamecontroller->joystick) { in SDL_GameControllerOpen()
1786 SDL_free(gamecontroller); in SDL_GameControllerOpen()
1791 if (gamecontroller->joystick->naxes) { in SDL_GameControllerOpen()
1792 …gamecontroller->last_match_axis = (SDL_ExtendedGameControllerBind **)SDL_calloc(gamecontroller->jo… in SDL_GameControllerOpen()
1793 if (!gamecontroller->last_match_axis) { in SDL_GameControllerOpen()
1795 SDL_JoystickClose(gamecontroller->joystick); in SDL_GameControllerOpen()
1796 SDL_free(gamecontroller); in SDL_GameControllerOpen()
1801 if (gamecontroller->joystick->nhats) { in SDL_GameControllerOpen()
1802 …gamecontroller->last_hat_mask = (Uint8 *)SDL_calloc(gamecontroller->joystick->nhats, sizeof(*gamec… in SDL_GameControllerOpen()
1803 if (!gamecontroller->last_hat_mask) { in SDL_GameControllerOpen()
1805 SDL_JoystickClose(gamecontroller->joystick); in SDL_GameControllerOpen()
1806 SDL_free(gamecontroller->last_match_axis); in SDL_GameControllerOpen()
1807 SDL_free(gamecontroller); in SDL_GameControllerOpen()
1813 …SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->name, pSupportedController->map… in SDL_GameControllerOpen()
1816 ++gamecontroller->ref_count; in SDL_GameControllerOpen()
1818 gamecontroller->next = SDL_gamecontrollers; in SDL_GameControllerOpen()
1819 SDL_gamecontrollers = gamecontroller; in SDL_GameControllerOpen()
1823 return (gamecontroller); in SDL_GameControllerOpen()
1840 SDL_GameControllerGetAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis) in SDL_GameControllerGetAxis() argument
1844 if (!gamecontroller) in SDL_GameControllerGetAxis()
1847 for (i = 0; i < gamecontroller->num_bindings; ++i) { in SDL_GameControllerGetAxis()
1848 SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i]; in SDL_GameControllerGetAxis()
1855 value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis); in SDL_GameControllerGetAxis()
1870 value = SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button); in SDL_GameControllerGetAxis()
1875 int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat); in SDL_GameControllerGetAxis()
1899 SDL_GameControllerGetButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button) in SDL_GameControllerGetButton() argument
1903 if (!gamecontroller) in SDL_GameControllerGetButton()
1906 for (i = 0; i < gamecontroller->num_bindings; ++i) { in SDL_GameControllerGetButton()
1907 SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i]; in SDL_GameControllerGetButton()
1912 int value = SDL_JoystickGetAxis(gamecontroller->joystick, binding->input.axis.axis); in SDL_GameControllerGetButton()
1926 return SDL_JoystickGetButton(gamecontroller->joystick, binding->input.button); in SDL_GameControllerGetButton()
1928 int hat_mask = SDL_JoystickGetHat(gamecontroller->joystick, binding->input.hat.hat); in SDL_GameControllerGetButton()
1937 SDL_GameControllerName(SDL_GameController * gamecontroller) in SDL_GameControllerName() argument
1939 if (!gamecontroller) in SDL_GameControllerName()
1942 if (SDL_strcmp(gamecontroller->name, "*") == 0) { in SDL_GameControllerName()
1943 return SDL_JoystickName(SDL_GameControllerGetJoystick(gamecontroller)); in SDL_GameControllerName()
1945 return gamecontroller->name; in SDL_GameControllerName()
1950 SDL_GameControllerGetType(SDL_GameController *gamecontroller) in SDL_GameControllerGetType() argument
1952 …etGUID(SDL_GameControllerGetJoystick(gamecontroller)), SDL_JoystickName(SDL_GameControllerGetJoyst… in SDL_GameControllerGetType()
1956 SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller) in SDL_GameControllerGetPlayerIndex() argument
1958 return SDL_JoystickGetPlayerIndex(SDL_GameControllerGetJoystick(gamecontroller)); in SDL_GameControllerGetPlayerIndex()
1965 SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index) in SDL_GameControllerSetPlayerIndex() argument
1967 SDL_JoystickSetPlayerIndex(SDL_GameControllerGetJoystick(gamecontroller), player_index); in SDL_GameControllerSetPlayerIndex()
1971 SDL_GameControllerGetVendor(SDL_GameController * gamecontroller) in SDL_GameControllerGetVendor() argument
1973 return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller)); in SDL_GameControllerGetVendor()
1977 SDL_GameControllerGetProduct(SDL_GameController * gamecontroller) in SDL_GameControllerGetProduct() argument
1979 return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller)); in SDL_GameControllerGetProduct()
1983 SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller) in SDL_GameControllerGetProductVersion() argument
1985 return SDL_JoystickGetProductVersion(SDL_GameControllerGetJoystick(gamecontroller)); in SDL_GameControllerGetProductVersion()
1993 SDL_GameControllerGetAttached(SDL_GameController * gamecontroller) in SDL_GameControllerGetAttached() argument
1995 if (!gamecontroller) in SDL_GameControllerGetAttached()
1998 return SDL_JoystickGetAttached(gamecontroller->joystick); in SDL_GameControllerGetAttached()
2004 SDL_Joystick *SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller) in SDL_GameControllerGetJoystick() argument
2006 if (!gamecontroller) in SDL_GameControllerGetJoystick()
2009 return gamecontroller->joystick; in SDL_GameControllerGetJoystick()
2019 SDL_GameController *gamecontroller; in SDL_GameControllerFromInstanceID() local
2022 gamecontroller = SDL_gamecontrollers; in SDL_GameControllerFromInstanceID()
2023 while (gamecontroller) { in SDL_GameControllerFromInstanceID()
2024 if (gamecontroller->joystick->instance_id == joyid) { in SDL_GameControllerFromInstanceID()
2026 return gamecontroller; in SDL_GameControllerFromInstanceID()
2028 gamecontroller = gamecontroller->next; in SDL_GameControllerFromInstanceID()
2051 SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, … in SDL_GameControllerGetBindForAxis() argument
2057 if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID) in SDL_GameControllerGetBindForAxis()
2060 for (i = 0; i < gamecontroller->num_bindings; ++i) { in SDL_GameControllerGetBindForAxis()
2061 SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i]; in SDL_GameControllerGetBindForAxis()
2083 SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller… in SDL_GameControllerGetBindForButton() argument
2089 if (!gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID) in SDL_GameControllerGetBindForButton()
2092 for (i = 0; i < gamecontroller->num_bindings; ++i) { in SDL_GameControllerGetBindForButton()
2093 SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i]; in SDL_GameControllerGetBindForButton()
2112 SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 hi… in SDL_GameControllerRumble() argument
2114 …return SDL_JoystickRumble(SDL_GameControllerGetJoystick(gamecontroller), low_frequency_rumble, hig… in SDL_GameControllerRumble()
2118 SDL_GameControllerClose(SDL_GameController * gamecontroller) in SDL_GameControllerClose() argument
2122 if (!gamecontroller) in SDL_GameControllerClose()
2128 if (--gamecontroller->ref_count > 0) { in SDL_GameControllerClose()
2133 SDL_JoystickClose(gamecontroller->joystick); in SDL_GameControllerClose()
2138 if (gamecontroller == gamecontrollerlist) { in SDL_GameControllerClose()
2143 SDL_gamecontrollers = gamecontroller->next; in SDL_GameControllerClose()
2151 SDL_free(gamecontroller->bindings); in SDL_GameControllerClose()
2152 SDL_free(gamecontroller->last_match_axis); in SDL_GameControllerClose()
2153 SDL_free(gamecontroller->last_hat_mask); in SDL_GameControllerClose()
2154 SDL_free(gamecontroller); in SDL_GameControllerClose()
2208 SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sin… in SDL_PrivateGameControllerAxis() argument
2218 event.caxis.which = gamecontroller->joystick->instance_id; in SDL_PrivateGameControllerAxis()
2232 SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton butto… in SDL_PrivateGameControllerButton() argument
2257 gamecontroller->guide_button_down = now; in SDL_PrivateGameControllerButton()
2259 if (gamecontroller->joystick->delayed_guide_button) { in SDL_PrivateGameControllerButton()
2264 … if (!SDL_TICKS_PASSED(now, gamecontroller->guide_button_down+SDL_MINIMUM_GUIDE_BUTTON_DELAY_MS)) { in SDL_PrivateGameControllerButton()
2265 gamecontroller->joystick->delayed_guide_button = SDL_TRUE; in SDL_PrivateGameControllerButton()
2268 gamecontroller->joystick->delayed_guide_button = SDL_FALSE; in SDL_PrivateGameControllerButton()
2276 event.cbutton.which = gamecontroller->joystick->instance_id; in SDL_PrivateGameControllerButton()