mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-06-06 07:20:48 +00:00
Don't crash if SDL functions are passed a closed joystick or gamecontroller
This commit is contained in:
parent
675d90c708
commit
0e4baf1c4e
4 changed files with 257 additions and 142 deletions
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@ -107,10 +107,13 @@ static SDL_JoystickGUID s_zeroGUID;
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static ControllerMapping_t *s_pSupportedControllers = NULL;
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static ControllerMapping_t *s_pDefaultMapping = NULL;
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static ControllerMapping_t *s_pXInputMapping = NULL;
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static char gamecontroller_magic;
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/* The SDL game controller structure */
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struct _SDL_GameController
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{
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const void *magic;
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SDL_Joystick *joystick; /* underlying joystick device */
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int ref_count;
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@ -125,6 +128,13 @@ struct _SDL_GameController
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};
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#define CHECK_GAMECONTROLLER_MAGIC(gamecontroller, retval) \
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if (!gamecontroller || gamecontroller->magic != &gamecontroller_magic || \
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!SDL_PrivateJoystickValid(gamecontroller->joystick)) { \
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SDL_InvalidParamError("gamecontroller"); \
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return retval; \
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}
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typedef struct
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{
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int num_entries;
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@ -222,9 +232,12 @@ static void ResetOutput(SDL_GameController *gamecontroller, SDL_ExtendedGameCont
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static void HandleJoystickAxis(SDL_GameController *gamecontroller, int axis, int value)
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{
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int i;
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SDL_ExtendedGameControllerBind *last_match = gamecontroller->last_match_axis[axis];
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SDL_ExtendedGameControllerBind *last_match;
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SDL_ExtendedGameControllerBind *match = NULL;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, );
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last_match = gamecontroller->last_match_axis[axis];
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for (i = 0; i < gamecontroller->num_bindings; ++i) {
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SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
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if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS &&
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@ -275,6 +288,8 @@ static void HandleJoystickButton(SDL_GameController *gamecontroller, int button,
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{
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int i;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, );
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for (i = 0; i < gamecontroller->num_bindings; ++i) {
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SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
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if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON &&
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@ -293,9 +308,12 @@ static void HandleJoystickButton(SDL_GameController *gamecontroller, int button,
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static void HandleJoystickHat(SDL_GameController *gamecontroller, int hat, Uint8 value)
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{
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int i;
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Uint8 last_mask = gamecontroller->last_hat_mask[hat];
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Uint8 changed_mask = (last_mask ^ value);
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Uint8 last_mask, changed_mask;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, );
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last_mask = gamecontroller->last_hat_mask[hat];
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changed_mask = (last_mask ^ value);
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for (i = 0; i < gamecontroller->num_bindings; ++i) {
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SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
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if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT && hat == binding->input.hat.hat) {
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@ -327,6 +345,8 @@ static void RecenterGameController(SDL_GameController *gamecontroller)
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SDL_GameControllerButton button;
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SDL_GameControllerAxis axis;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, );
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for (button = (SDL_GameControllerButton) 0; button < SDL_CONTROLLER_BUTTON_MAX; button++) {
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if (SDL_GameControllerGetButton(gamecontroller, button)) {
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SDL_PrivateGameControllerButton(gamecontroller, button, SDL_RELEASED);
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@ -850,6 +870,8 @@ static void SDL_PrivateGameControllerParseElement(SDL_GameController *gamecontro
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char half_axis_input = 0;
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char half_axis_output = 0;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, );
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if (*szGameButton == '+' || *szGameButton == '-') {
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half_axis_output = *szGameButton++;
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}
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@ -945,6 +967,8 @@ SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecon
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int i = 0;
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const char *pchPos = pchString;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, );
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SDL_zeroa(szGameButton);
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SDL_zeroa(szJoystickButton);
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@ -992,6 +1016,8 @@ static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, con
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{
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int i;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, );
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gamecontroller->name = pchName;
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gamecontroller->num_bindings = 0;
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if (gamecontroller->joystick->naxes) {
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@ -1679,9 +1705,7 @@ SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
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char *
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SDL_GameControllerMapping(SDL_GameController *gamecontroller)
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{
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if (!gamecontroller) {
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return NULL;
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}
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, NULL);
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return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid);
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}
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@ -2001,6 +2025,7 @@ SDL_GameControllerOpen(int device_index)
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SDL_UnlockJoysticks();
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return NULL;
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}
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gamecontroller->magic = &gamecontroller_magic;
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gamecontroller->joystick = SDL_JoystickOpen(device_index);
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if (!gamecontroller->joystick) {
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@ -2060,7 +2085,11 @@ SDL_GameControllerUpdate(void)
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SDL_bool
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SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
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{
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SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForAxis(gamecontroller, axis);
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SDL_GameControllerButtonBind bind;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, SDL_FALSE);
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bind = SDL_GameControllerGetBindForAxis(gamecontroller, axis);
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return (bind.bindType != SDL_CONTROLLER_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
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}
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@ -2072,8 +2101,7 @@ SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameController
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{
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int i;
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if (!gamecontroller)
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return 0;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, 0);
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for (i = 0; i < gamecontroller->num_bindings; ++i) {
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SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
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@ -2129,7 +2157,11 @@ SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameController
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SDL_bool
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SDL_GameControllerHasButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
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{
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SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForButton(gamecontroller, button);
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SDL_GameControllerButtonBind bind;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, SDL_FALSE);
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bind = SDL_GameControllerGetBindForButton(gamecontroller, button);
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return (bind.bindType != SDL_CONTROLLER_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
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}
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@ -2141,8 +2173,7 @@ SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControll
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{
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int i;
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if (!gamecontroller)
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return 0;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, 0);
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for (i = 0; i < gamecontroller->num_bindings; ++i) {
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SDL_ExtendedGameControllerBind *binding = &gamecontroller->bindings[i];
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@ -2267,7 +2298,7 @@ int SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_S
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int i;
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if (!joystick) {
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return SDL_InvalidParamError("gamecontroller");
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return -1;
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}
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for (i = 0; i < joystick->nsensors; ++i) {
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@ -2352,7 +2383,7 @@ SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorTy
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int i;
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if (!joystick) {
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return SDL_InvalidParamError("gamecontroller");
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return -1;
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}
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for (i = 0; i < joystick->nsensors; ++i) {
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@ -2370,8 +2401,7 @@ SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorTy
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const char *
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SDL_GameControllerName(SDL_GameController *gamecontroller)
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{
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if (!gamecontroller)
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return NULL;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, NULL);
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if (SDL_strcmp(gamecontroller->name, "*") == 0) {
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return SDL_JoystickName(SDL_GameControllerGetJoystick(gamecontroller));
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@ -2383,22 +2413,34 @@ SDL_GameControllerName(SDL_GameController *gamecontroller)
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const char *
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SDL_GameControllerPath(SDL_GameController *gamecontroller)
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{
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if (!gamecontroller)
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return NULL;
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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return SDL_JoystickPath(SDL_GameControllerGetJoystick(gamecontroller));
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if (!joystick) {
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return NULL;
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}
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return SDL_JoystickPath(joystick);
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}
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SDL_GameControllerType
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SDL_GameControllerGetType(SDL_GameController *gamecontroller)
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{
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return SDL_GetJoystickGameControllerTypeFromGUID(SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(gamecontroller)), SDL_JoystickName(SDL_GameControllerGetJoystick(gamecontroller)));
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return SDL_CONTROLLER_TYPE_UNKNOWN;
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}
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return SDL_GetJoystickGameControllerTypeFromGUID(SDL_JoystickGetGUID(joystick), SDL_JoystickName(joystick));
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}
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int
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SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller)
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{
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return SDL_JoystickGetPlayerIndex(SDL_GameControllerGetJoystick(gamecontroller));
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return -1;
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}
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return SDL_JoystickGetPlayerIndex(joystick);
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}
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/**
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@ -2407,37 +2449,67 @@ SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller)
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void
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SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index)
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{
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SDL_JoystickSetPlayerIndex(SDL_GameControllerGetJoystick(gamecontroller), player_index);
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return;
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}
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SDL_JoystickSetPlayerIndex(joystick, player_index);
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}
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Uint16
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SDL_GameControllerGetVendor(SDL_GameController *gamecontroller)
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{
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return SDL_JoystickGetVendor(SDL_GameControllerGetJoystick(gamecontroller));
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return 0;
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}
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return SDL_JoystickGetVendor(joystick);
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}
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Uint16
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SDL_GameControllerGetProduct(SDL_GameController *gamecontroller)
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{
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return SDL_JoystickGetProduct(SDL_GameControllerGetJoystick(gamecontroller));
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return 0;
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}
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return SDL_JoystickGetProduct(joystick);
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}
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Uint16
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SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller)
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{
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return SDL_JoystickGetProductVersion(SDL_GameControllerGetJoystick(gamecontroller));
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return 0;
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}
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return SDL_JoystickGetProductVersion(joystick);
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}
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Uint16
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SDL_GameControllerGetFirmwareVersion(SDL_GameController *gamecontroller)
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{
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return SDL_JoystickGetFirmwareVersion(SDL_GameControllerGetJoystick(gamecontroller));
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return 0;
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}
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return SDL_JoystickGetFirmwareVersion(joystick);
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}
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const char *
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SDL_GameControllerGetSerial(SDL_GameController *gamecontroller)
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{
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return SDL_JoystickGetSerial(SDL_GameControllerGetJoystick(gamecontroller));
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return NULL;
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}
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return SDL_JoystickGetSerial(joystick);
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}
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/*
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@ -2447,8 +2519,7 @@ SDL_GameControllerGetSerial(SDL_GameController *gamecontroller)
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SDL_bool
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SDL_GameControllerGetAttached(SDL_GameController *gamecontroller)
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{
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if (!gamecontroller)
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return SDL_FALSE;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, SDL_FALSE);
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return SDL_JoystickGetAttached(gamecontroller->joystick);
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}
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@ -2459,8 +2530,7 @@ SDL_GameControllerGetAttached(SDL_GameController *gamecontroller)
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SDL_Joystick *
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SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller)
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{
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if (!gamecontroller)
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return NULL;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, NULL);
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return gamecontroller->joystick;
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}
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@ -2510,7 +2580,9 @@ SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController
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SDL_GameControllerButtonBind bind;
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SDL_zero(bind);
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if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID)
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, bind);
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if (axis == SDL_CONTROLLER_AXIS_INVALID)
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return bind;
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for (i = 0; i < gamecontroller->num_bindings; ++i) {
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@ -2542,7 +2614,9 @@ SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameControll
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SDL_GameControllerButtonBind bind;
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SDL_zero(bind);
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if (!gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID)
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, bind);
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if (button == SDL_CONTROLLER_BUTTON_INVALID)
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return bind;
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for (i = 0; i < gamecontroller->num_bindings; ++i) {
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@ -2567,43 +2641,78 @@ SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameControll
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int
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SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
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{
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return SDL_JoystickRumble(SDL_GameControllerGetJoystick(gamecontroller), low_frequency_rumble, high_frequency_rumble, duration_ms);
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return -1;
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}
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return SDL_JoystickRumble(joystick, low_frequency_rumble, high_frequency_rumble, duration_ms);
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}
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int
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SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms)
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{
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return SDL_JoystickRumbleTriggers(SDL_GameControllerGetJoystick(gamecontroller), left_rumble, right_rumble, duration_ms);
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return -1;
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}
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return SDL_JoystickRumbleTriggers(joystick, left_rumble, right_rumble, duration_ms);
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}
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SDL_bool
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SDL_GameControllerHasLED(SDL_GameController *gamecontroller)
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{
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return SDL_JoystickHasLED(SDL_GameControllerGetJoystick(gamecontroller));
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return SDL_FALSE;
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}
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return SDL_JoystickHasLED(joystick);
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}
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SDL_bool
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SDL_GameControllerHasRumble(SDL_GameController *gamecontroller)
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{
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return SDL_JoystickHasRumble(SDL_GameControllerGetJoystick(gamecontroller));
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return SDL_FALSE;
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}
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return SDL_JoystickHasRumble(joystick);
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}
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SDL_bool
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SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller)
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{
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return SDL_JoystickHasRumbleTriggers(SDL_GameControllerGetJoystick(gamecontroller));
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return SDL_FALSE;
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}
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return SDL_JoystickHasRumbleTriggers(joystick);
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}
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int
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SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue)
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{
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return SDL_JoystickSetLED(SDL_GameControllerGetJoystick(gamecontroller), red, green, blue);
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return -1;
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}
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return SDL_JoystickSetLED(joystick, red, green, blue);
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}
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int
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SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size)
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{
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return SDL_JoystickSendEffect(SDL_GameControllerGetJoystick(gamecontroller), data, size);
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SDL_Joystick *joystick = SDL_GameControllerGetJoystick(gamecontroller);
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if (!joystick) {
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return -1;
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}
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return SDL_JoystickSendEffect(joystick, data, size);
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}
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void
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@ -2611,7 +2720,7 @@ SDL_GameControllerClose(SDL_GameController *gamecontroller)
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{
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SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
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if (!gamecontroller)
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if (!gamecontroller || gamecontroller->magic != &gamecontroller_magic)
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return;
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SDL_LockJoysticks();
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@ -2640,6 +2749,7 @@ SDL_GameControllerClose(SDL_GameController *gamecontroller)
|
|||
gamecontrollerlist = gamecontrollerlist->next;
|
||||
}
|
||||
|
||||
gamecontroller->magic = NULL;
|
||||
SDL_free(gamecontroller->bindings);
|
||||
SDL_free(gamecontroller->last_match_axis);
|
||||
SDL_free(gamecontroller->last_hat_mask);
|
||||
|
@ -2701,6 +2811,8 @@ SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameContro
|
|||
{
|
||||
int posted;
|
||||
|
||||
CHECK_GAMECONTROLLER_MAGIC(gamecontroller, 0);
|
||||
|
||||
/* translate the event, if desired */
|
||||
posted = 0;
|
||||
#if !SDL_EVENTS_DISABLED
|
||||
|
@ -2727,8 +2839,11 @@ SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameCont
|
|||
#if !SDL_EVENTS_DISABLED
|
||||
SDL_Event event;
|
||||
|
||||
if (button == SDL_CONTROLLER_BUTTON_INVALID)
|
||||
return (0);
|
||||
CHECK_GAMECONTROLLER_MAGIC(gamecontroller, 0);
|
||||
|
||||
if (button == SDL_CONTROLLER_BUTTON_INVALID) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
switch (state) {
|
||||
case SDL_PRESSED:
|
||||
|
@ -2828,6 +2943,9 @@ SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontrol
|
|||
{
|
||||
#if defined(SDL_JOYSTICK_MFI)
|
||||
const char *IOS_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
|
||||
|
||||
CHECK_GAMECONTROLLER_MAGIC(gamecontroller, NULL);
|
||||
|
||||
return IOS_GameControllerGetAppleSFSymbolsNameForButton(gamecontroller, button);
|
||||
#else
|
||||
return NULL;
|
||||
|
@ -2839,6 +2957,9 @@ SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontrolle
|
|||
{
|
||||
#if defined(SDL_JOYSTICK_MFI)
|
||||
const char *IOS_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
|
||||
|
||||
CHECK_GAMECONTROLLER_MAGIC(gamecontroller, NULL);
|
||||
|
||||
return IOS_GameControllerGetAppleSFSymbolsNameForAxis(gamecontroller, axis);
|
||||
#else
|
||||
return NULL;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue