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https://github.com/libsdl-org/SDL.git
synced 2025-05-21 20:28:28 +00:00
gamepad: Replace GetNumMappings/GetMappingByIndex with a single function.
Now it returns an array and optional count, to match other SDL3 APIs.
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parent
dfee3f9e92
commit
dd47da8a5c
9 changed files with 78 additions and 79 deletions
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@ -1240,21 +1240,11 @@ typedef SDL_GameControllerButton, SDL_GamepadButton;
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(...)
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@@
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@@
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- SDL_GameControllerMappingForIndex
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+ SDL_GetGamepadMappingForIndex
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(...)
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@@
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@@
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- SDL_GameControllerName
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+ SDL_GetGamepadName
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(...)
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@@
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@@
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- SDL_GameControllerNumMappings
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+ SDL_GetNumGamepadMappings
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(...)
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@@
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@@
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- SDL_GameControllerOpen
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+ SDL_OpenGamepad
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(...)
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@ -468,9 +468,7 @@ The following functions have been renamed:
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* SDL_GameControllerIsSensorEnabled() => SDL_GamepadSensorEnabled()
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* SDL_GameControllerMapping() => SDL_GetGamepadMapping()
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* SDL_GameControllerMappingForGUID() => SDL_GetGamepadMappingForGUID()
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* SDL_GameControllerMappingForIndex() => SDL_GetGamepadMappingForIndex()
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* SDL_GameControllerName() => SDL_GetGamepadName()
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* SDL_GameControllerNumMappings() => SDL_GetNumGamepadMappings()
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* SDL_GameControllerOpen() => SDL_OpenGamepad()
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* SDL_GameControllerPath() => SDL_GetGamepadPath()
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* SDL_GameControllerRumble() => SDL_RumbleGamepad()
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@ -490,6 +488,8 @@ The following functions have been removed:
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* SDL_GameControllerNameForIndex() - replaced with SDL_GetGamepadInstanceName()
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* SDL_GameControllerPathForIndex() - replaced with SDL_GetGamepadInstancePath()
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* SDL_GameControllerTypeForIndex() - replaced with SDL_GetGamepadInstanceType()
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* SDL_GameControllerNumMappings() - replaced with SDL_GetGamepadMappings()
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* SDL_GameControllerMappingForIndex() replaced with SDL_GetGamepadMappings()
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The following symbols have been renamed:
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* SDL_CONTROLLER_AXIS_INVALID => SDL_GAMEPAD_AXIS_INVALID
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@ -311,25 +311,16 @@ extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
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*/
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extern DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
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/**
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* Get the number of mappings installed.
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*
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* \returns the number of mappings.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumGamepadMappings(void);
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/**
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* Get the mapping at a particular index.
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*
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* \param mapping_index mapping index
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* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
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* the index is out of range.
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* \param count On return, set to the number of mappings returned. Can be NULL.
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* \returns an array of the mapping strings, NULL-terminated. Must be freed with SDL_free().
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* Returns NULL on error.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForIndex(int mapping_index);
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extern DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
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/**
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* Get the gamepad mapping string for a given GUID.
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@ -235,9 +235,7 @@
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#define SDL_GameControllerIsSensorEnabled SDL_GamepadSensorEnabled
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#define SDL_GameControllerMapping SDL_GetGamepadMapping
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#define SDL_GameControllerMappingForGUID SDL_GetGamepadMappingForGUID
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#define SDL_GameControllerMappingForIndex SDL_GetGamepadMappingForIndex
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#define SDL_GameControllerName SDL_GetGamepadName
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#define SDL_GameControllerNumMappings SDL_GetNumGamepadMappings
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#define SDL_GameControllerOpen SDL_OpenGamepad
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#define SDL_GameControllerPath SDL_GetGamepadPath
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#define SDL_GameControllerRumble SDL_RumbleGamepad
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@ -680,9 +678,7 @@
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#define SDL_GameControllerMapping SDL_GameControllerMapping_renamed_SDL_GetGamepadMapping
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#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_renamed_SDL_GetGamepadMappingForDeviceIndex
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#define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_renamed_SDL_GetGamepadMappingForGUID
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#define SDL_GameControllerMappingForIndex SDL_GameControllerMappingForIndex_renamed_SDL_GetGamepadMappingForIndex
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#define SDL_GameControllerName SDL_GameControllerName_renamed_SDL_GetGamepadName
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#define SDL_GameControllerNumMappings SDL_GameControllerNumMappings_renamed_SDL_GetNumGamepadMappings
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#define SDL_GameControllerOpen SDL_GameControllerOpen_renamed_SDL_OpenGamepad
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#define SDL_GameControllerPath SDL_GameControllerPath_renamed_SDL_GetGamepadPath
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#define SDL_GameControllerRumble SDL_GameControllerRumble_renamed_SDL_RumbleGamepad
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@ -189,7 +189,6 @@ SDL3_0.0.0 {
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SDL_GetGamepadJoystick;
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SDL_GetGamepadMapping;
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SDL_GetGamepadMappingForGUID;
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SDL_GetGamepadMappingForIndex;
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SDL_GetGamepadName;
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SDL_GetGamepadPath;
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SDL_GetGamepadPlayerIndex;
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@ -250,7 +249,6 @@ SDL3_0.0.0 {
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SDL_GetMouseState;
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SDL_GetNaturalDisplayOrientation;
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SDL_GetNumAllocations;
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SDL_GetNumGamepadMappings;
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SDL_GetNumGamepadTouchpadFingers;
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SDL_GetNumGamepadTouchpads;
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SDL_GetNumJoystickAxes;
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@ -963,6 +961,7 @@ SDL3_0.0.0 {
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SDL_GetBooleanProperty;
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SDL_CreateTextureWithProperties;
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SDL_CreateRendererWithProperties;
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SDL_GetGamepadMappings;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@ -213,7 +213,6 @@
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#define SDL_GetGamepadJoystick SDL_GetGamepadJoystick_REAL
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#define SDL_GetGamepadMapping SDL_GetGamepadMapping_REAL
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#define SDL_GetGamepadMappingForGUID SDL_GetGamepadMappingForGUID_REAL
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#define SDL_GetGamepadMappingForIndex SDL_GetGamepadMappingForIndex_REAL
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#define SDL_GetGamepadName SDL_GetGamepadName_REAL
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#define SDL_GetGamepadPath SDL_GetGamepadPath_REAL
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#define SDL_GetGamepadPlayerIndex SDL_GetGamepadPlayerIndex_REAL
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@ -274,7 +273,6 @@
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#define SDL_GetMouseState SDL_GetMouseState_REAL
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#define SDL_GetNaturalDisplayOrientation SDL_GetNaturalDisplayOrientation_REAL
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#define SDL_GetNumAllocations SDL_GetNumAllocations_REAL
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#define SDL_GetNumGamepadMappings SDL_GetNumGamepadMappings_REAL
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#define SDL_GetNumGamepadTouchpadFingers SDL_GetNumGamepadTouchpadFingers_REAL
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#define SDL_GetNumGamepadTouchpads SDL_GetNumGamepadTouchpads_REAL
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#define SDL_GetNumJoystickAxes SDL_GetNumJoystickAxes_REAL
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@ -988,3 +986,4 @@
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#define SDL_GetBooleanProperty SDL_GetBooleanProperty_REAL
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#define SDL_CreateTextureWithProperties SDL_CreateTextureWithProperties_REAL
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#define SDL_CreateRendererWithProperties SDL_CreateRendererWithProperties_REAL
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#define SDL_GetGamepadMappings SDL_GetGamepadMappings_REAL
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@ -272,7 +272,6 @@ SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadInstanceVendor,(SDL_JoystickID a),(a),retur
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetGamepadJoystick,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GetGamepadMapping,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForGUID,(SDL_JoystickGUID a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadName,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPath,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetGamepadPlayerIndex,(SDL_Gamepad *a),(a),return)
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@ -333,7 +332,6 @@ SDL_DYNAPI_PROC(SDL_Window*,SDL_GetMouseFocus,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetMouseState,(float *a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetNaturalDisplayOrientation,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumAllocations,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumGamepadMappings,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumGamepadTouchpadFingers,(SDL_Gamepad *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumGamepadTouchpads,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumJoystickAxes,(SDL_Joystick *a),(a),return)
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@ -1013,3 +1011,4 @@ SDL_DYNAPI_PROC(int,SDL_SetBooleanProperty,(SDL_PropertiesID a, const char *b, S
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetBooleanProperty,(SDL_PropertiesID a, const char *b, SDL_bool c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureWithProperties,(SDL_Renderer *a, SDL_PropertiesID b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRendererWithProperties,(SDL_PropertiesID a),(a),return)
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SDL_DYNAPI_PROC(char**,SDL_GetGamepadMappings,(int *a),(a),return)
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@ -2002,29 +2002,6 @@ int SDL_AddGamepadMapping(const char *mapping)
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return retval;
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}
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/*
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* Get the number of mappings installed
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*/
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int SDL_GetNumGamepadMappings(void)
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{
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int num_mappings = 0;
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SDL_LockJoysticks();
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{
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GamepadMapping_t *mapping;
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for (mapping = s_pSupportedGamepads; mapping; mapping = mapping->next) {
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if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
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continue;
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}
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++num_mappings;
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}
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}
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SDL_UnlockJoysticks();
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return num_mappings;
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}
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/*
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* Create a mapping string for a mapping
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*/
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@ -2081,33 +2058,82 @@ static char *CreateMappingString(GamepadMapping_t *mapping, SDL_JoystickGUID gui
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return pMappingString;
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}
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/*
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* Get the mapping at a particular index.
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*/
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char *SDL_GetGamepadMappingForIndex(int mapping_index)
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char **SDL_GetGamepadMappings(int *count)
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{
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char *retval = NULL;
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int num_mappings = 0;
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char **retval = NULL;
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char **mappings = NULL;
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if (count) {
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*count = 0;
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}
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SDL_LockJoysticks();
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{
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GamepadMapping_t *mapping;
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for (mapping = s_pSupportedGamepads; mapping; mapping = mapping->next) {
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for (GamepadMapping_t *mapping = s_pSupportedGamepads; mapping; mapping = mapping->next) {
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if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
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continue;
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}
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if (mapping_index == 0) {
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retval = CreateMappingString(mapping, mapping->guid);
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break;
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num_mappings++;
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}
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--mapping_index;
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size_t final_allocation = sizeof (char *); // for the NULL terminator element.
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SDL_bool failed = SDL_FALSE;
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mappings = (char **) SDL_calloc(num_mappings + 1, sizeof (char *));
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if (!mappings) {
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failed = SDL_TRUE;
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SDL_OutOfMemory();
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} else {
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size_t i = 0;
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for (GamepadMapping_t *mapping = s_pSupportedGamepads; mapping; mapping = mapping->next) {
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if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
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continue;
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}
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char *mappingstr = CreateMappingString(mapping, mapping->guid);
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if (!mappingstr) {
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failed = SDL_TRUE;
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break; // error string is already set.
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}
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SDL_assert(i < num_mappings);
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mappings[i++] = mappingstr;
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final_allocation += SDL_strlen(mappingstr) + 1 + sizeof (char *);
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}
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}
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SDL_UnlockJoysticks();
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if (!failed) {
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retval = (char **) SDL_malloc(final_allocation);
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if (!retval) {
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SDL_SetError("Mapping not available");
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SDL_OutOfMemory();
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} else {
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final_allocation -= (sizeof (char *) * num_mappings + 1);
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char *strptr = (char *) (retval + (num_mappings + 1));
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for (int i = 0; i < num_mappings; i++) {
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retval[i] = strptr;
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const size_t slen = SDL_strlcpy(strptr, mappings[i], final_allocation) + 1;
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SDL_assert(final_allocation >= slen);
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final_allocation -= slen;
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strptr += slen;
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}
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retval[num_mappings] = NULL;
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if (count) {
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*count = num_mappings;
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}
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}
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}
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if (mappings) {
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for (int i = 0; i < num_mappings; i++) {
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SDL_free(mappings[i]);
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}
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SDL_free(mappings);
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}
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return retval;
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}
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@ -1871,12 +1871,12 @@ static void loop(void *arg)
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int main(int argc, char *argv[])
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{
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SDL_bool show_mappings = SDL_FALSE;
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int i;
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float content_scale;
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int screen_width, screen_height;
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SDL_Rect area;
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int gamepad_index = -1;
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SDL_bool show_mappings = SDL_FALSE;
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SDLTest_CommonState *state;
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/* Initialize test framework */
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@ -1937,16 +1937,15 @@ int main(int argc, char *argv[])
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SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt");
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if (show_mappings) {
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int count = 0;
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char **mappings = SDL_GetGamepadMappings(&count);
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int map_i;
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SDL_Log("Supported mappings:\n");
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for (map_i = 0; map_i < SDL_GetNumGamepadMappings(); ++map_i) {
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char *mapping = SDL_GetGamepadMappingForIndex(map_i);
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if (mapping) {
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SDL_Log("\t%s\n", mapping);
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SDL_free(mapping);
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}
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for (map_i = 0; map_i < count; ++map_i) {
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SDL_Log("\t%s\n", mappings[map_i]);
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}
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SDL_Log("\n");
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SDL_free(mappings);
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}
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/* Create a window to display gamepad state */
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