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Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial()
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55e59a4f33
commit
d140d88744
12 changed files with 210 additions and 150 deletions
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@ -194,8 +194,8 @@ SDL_GameControllerIgnoreDevicesExceptChanged(void *userdata, const char *name, c
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}
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static ControllerMapping_t *SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, const char *mappingString, SDL_bool *existing, SDL_ControllerMappingPriority priority);
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static int SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value);
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static int SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state);
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static int SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value);
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static int SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state);
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/*
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* If there is an existing add event in the queue, it needs to be modified
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@ -1517,7 +1517,7 @@ SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
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* Get the mapping string for this device
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*/
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char *
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SDL_GameControllerMapping(SDL_GameController * gamecontroller)
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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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@ -1888,7 +1888,7 @@ SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameController
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* Get the current state of an axis control on a controller
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*/
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Sint16
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SDL_GameControllerGetAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
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SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
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{
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int i;
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@ -1957,7 +1957,7 @@ SDL_GameControllerHasButton(SDL_GameController *gamecontroller, SDL_GameControll
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* Get the current state of a button on a controller
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*/
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Uint8
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SDL_GameControllerGetButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
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SDL_GameControllerGetButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
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{
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int i;
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@ -2060,7 +2060,7 @@ SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touc
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}
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const char *
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SDL_GameControllerName(SDL_GameController * gamecontroller)
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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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@ -2094,29 +2094,35 @@ SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_
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}
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Uint16
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SDL_GameControllerGetVendor(SDL_GameController * gamecontroller)
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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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}
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Uint16
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SDL_GameControllerGetProduct(SDL_GameController * gamecontroller)
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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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}
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Uint16
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SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller)
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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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}
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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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}
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/*
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* Return if the controller in question is currently attached to the system,
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* \return 0 if not plugged in, 1 if still present.
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*/
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SDL_bool
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SDL_GameControllerGetAttached(SDL_GameController * gamecontroller)
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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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@ -2127,7 +2133,8 @@ SDL_GameControllerGetAttached(SDL_GameController * gamecontroller)
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/*
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* Get the joystick for this controller
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*/
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SDL_Joystick *SDL_GameControllerGetJoystick(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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@ -2174,7 +2181,7 @@ SDL_GameController *SDL_GameControllerFromPlayerIndex(int player_index)
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/*
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* Get the SDL joystick layer binding for this controller axis mapping
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*/
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SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
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SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
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{
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int i;
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SDL_GameControllerButtonBind bind;
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@ -2206,7 +2213,7 @@ SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController
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/*
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* Get the SDL joystick layer binding for this controller button mapping
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*/
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SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
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SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
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{
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int i;
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SDL_GameControllerButtonBind bind;
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@ -2259,7 +2266,7 @@ SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 gr
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}
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void
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SDL_GameControllerClose(SDL_GameController * gamecontroller)
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SDL_GameControllerClose(SDL_GameController *gamecontroller)
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{
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SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
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@ -2349,7 +2356,7 @@ SDL_GameControllerQuitMappings(void)
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* Event filter to transform joystick events into appropriate game controller ones
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*/
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static int
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SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
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SDL_PrivateGameControllerAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
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{
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int posted;
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@ -2373,7 +2380,7 @@ SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameContr
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* Event filter to transform joystick events into appropriate game controller ones
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*/
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static int
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SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state)
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SDL_PrivateGameControllerButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button, Uint8 state)
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{
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int posted;
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#if !SDL_EVENTS_DISABLED
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