From eb0955ef89a1917b93da86d9b4b6fdf67cd61a8c Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Tue, 11 Jul 2023 15:53:41 -0700 Subject: [PATCH] Removed SDL_GamepadBinding from the API The text format is more expressive and widely used than the binary structure --- docs/README-migration.md | 4 + include/SDL3/SDL_gamepad.h | 57 ------------ src/dynapi/SDL_dynapi.sym | 2 - src/dynapi/SDL_dynapi_overrides.h | 2 - src/dynapi/SDL_dynapi_procs.h | 2 - src/joystick/SDL_gamepad.c | 143 ++++++++++-------------------- 6 files changed, 50 insertions(+), 160 deletions(-) diff --git a/docs/README-migration.md b/docs/README-migration.md index e8b6b1af8..fa11887ab 100644 --- a/docs/README-migration.md +++ b/docs/README-migration.md @@ -250,6 +250,8 @@ The SDL_EVENT_GAMEPAD_ADDED event now provides the joystick instance ID in the w The functions SDL_GetGamepads(), SDL_GetGamepadInstanceName(), SDL_GetGamepadInstancePath(), SDL_GetGamepadInstancePlayerIndex(), SDL_GetGamepadInstanceGUID(), SDL_GetGamepadInstanceVendor(), SDL_GetGamepadInstanceProduct(), SDL_GetGamepadInstanceProductVersion(), and SDL_GetGamepadInstanceType() have been added to directly query the list of available gamepads. +The gamepad binding structure has been removed in favor of exchanging bindings in text format. + SDL_GameControllerGetSensorDataWithTimestamp() has been removed. If you want timestamps for the sensor data, you should use the sensor_timestamp member of SDL_EVENT_GAMEPAD_SENSOR_UPDATE events. The following enums have been renamed: @@ -318,6 +320,8 @@ The following functions have been renamed: The following functions have been removed: * SDL_GameControllerEventState() - replaced with SDL_SetGamepadEventsEnabled() and SDL_GamepadEventsEnabled() +* SDL_GameControllerGetBindForAxis() +* SDL_GameControllerGetBindForButton() * SDL_GameControllerMappingForDeviceIndex() - replaced with SDL_GetGamepadInstanceMapping() * SDL_GameControllerNameForIndex() - replaced with SDL_GetGamepadInstanceName() * SDL_GameControllerPathForIndex() - replaced with SDL_GetGamepadInstancePath() diff --git a/include/SDL3/SDL_gamepad.h b/include/SDL3/SDL_gamepad.h index 894053340..f2c27b4aa 100644 --- a/include/SDL3/SDL_gamepad.h +++ b/include/SDL3/SDL_gamepad.h @@ -127,33 +127,6 @@ typedef enum SDL_GAMEPAD_AXIS_MAX } SDL_GamepadAxis; -typedef enum -{ - SDL_GAMEPAD_BINDTYPE_NONE = 0, - SDL_GAMEPAD_BINDTYPE_BUTTON, - SDL_GAMEPAD_BINDTYPE_AXIS, - SDL_GAMEPAD_BINDTYPE_HAT -} SDL_GamepadBindingType; - -/** - * Get the SDL joystick layer binding for this gamepad button/axis mapping - */ -typedef struct SDL_GamepadBinding -{ - SDL_GamepadBindingType bindType; - union - { - int button; - int axis; - struct { - int hat; - int hat_mask; - } hat; - } value; - -} SDL_GamepadBinding; - - /** * Add support for gamepads that SDL is unaware of or change the binding of an * existing gamepad. @@ -748,21 +721,6 @@ extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char */ extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis); -/** - * Get the SDL joystick layer binding for a gamepad axis mapping. - * - * \param gamepad a gamepad - * \param axis an axis enum value (one of the SDL_GamepadAxis values) - * \returns a SDL_GamepadBinding describing the bind. On failure (like the - * given Controller axis doesn't exist on the device), its - * `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`. - * - * \since This function is available since SDL 3.0.0. - * - * \sa SDL_GetGamepadBindForButton - */ -extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); - /** * Query whether a gamepad has a given axis. * @@ -828,21 +786,6 @@ extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const c */ extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button); -/** - * Get the SDL joystick layer binding for a gamepad button mapping. - * - * \param gamepad a gamepad - * \param button an button enum value (an SDL_GamepadButton value) - * \returns a SDL_GamepadBinding describing the bind. On failure (like the - * given Controller button doesn't exist on the device), its - * `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`. - * - * \since This function is available since SDL 3.0.0. - * - * \sa SDL_GetGamepadBindForAxis - */ -extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); - /** * Query whether a gamepad has a given button. * diff --git a/src/dynapi/SDL_dynapi.sym b/src/dynapi/SDL_dynapi.sym index 39fc3270d..42e424c3a 100644 --- a/src/dynapi/SDL_dynapi.sym +++ b/src/dynapi/SDL_dynapi.sym @@ -189,8 +189,6 @@ SDL3_0.0.0 { SDL_GetGamepadAppleSFSymbolsNameForButton; SDL_GetGamepadAxis; SDL_GetGamepadAxisFromString; - SDL_GetGamepadBindForAxis; - SDL_GetGamepadBindForButton; SDL_GetGamepadButton; SDL_GetGamepadButtonFromString; SDL_GetGamepadFirmwareVersion; diff --git a/src/dynapi/SDL_dynapi_overrides.h b/src/dynapi/SDL_dynapi_overrides.h index 5d05c859a..7f81acac9 100644 --- a/src/dynapi/SDL_dynapi_overrides.h +++ b/src/dynapi/SDL_dynapi_overrides.h @@ -213,8 +213,6 @@ #define SDL_GetGamepadAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton_REAL #define SDL_GetGamepadAxis SDL_GetGamepadAxis_REAL #define SDL_GetGamepadAxisFromString SDL_GetGamepadAxisFromString_REAL -#define SDL_GetGamepadBindForAxis SDL_GetGamepadBindForAxis_REAL -#define SDL_GetGamepadBindForButton SDL_GetGamepadBindForButton_REAL #define SDL_GetGamepadButton SDL_GetGamepadButton_REAL #define SDL_GetGamepadButtonFromString SDL_GetGamepadButtonFromString_REAL #define SDL_GetGamepadFirmwareVersion SDL_GetGamepadFirmwareVersion_REAL diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h index 8eb31fc31..52d2b443e 100644 --- a/src/dynapi/SDL_dynapi_procs.h +++ b/src/dynapi/SDL_dynapi_procs.h @@ -288,8 +288,6 @@ SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return) SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return) SDL_DYNAPI_PROC(SDL_GamepadAxis,SDL_GetGamepadAxisFromString,(const char *a),(a),return) -SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return) -SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return) SDL_DYNAPI_PROC(Uint8,SDL_GetGamepadButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return) SDL_DYNAPI_PROC(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return) SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadFirmwareVersion,(SDL_Gamepad *a),(a),return) diff --git a/src/joystick/SDL_gamepad.c b/src/joystick/SDL_gamepad.c index 86945ff56..e1aff7bd4 100644 --- a/src/joystick/SDL_gamepad.c +++ b/src/joystick/SDL_gamepad.c @@ -55,6 +55,14 @@ /* a list of currently opened gamepads */ static SDL_Gamepad *SDL_gamepads SDL_GUARDED_BY(SDL_joystick_lock) = NULL; +typedef enum +{ + SDL_GAMEPAD_BINDTYPE_NONE = 0, + SDL_GAMEPAD_BINDTYPE_BUTTON, + SDL_GAMEPAD_BINDTYPE_AXIS, + SDL_GAMEPAD_BINDTYPE_HAT +} SDL_GamepadBindingType; + typedef struct { SDL_GamepadBindingType inputType; @@ -91,7 +99,7 @@ typedef struct } output; -} SDL_ExtendedGamepadBind; +} SDL_GamepadBinding; /* our hard coded list of mapping support */ typedef enum @@ -133,8 +141,8 @@ struct SDL_Gamepad const char *name _guarded; GamepadMapping_t *mapping _guarded; int num_bindings _guarded; - SDL_ExtendedGamepadBind *bindings _guarded; - SDL_ExtendedGamepadBind **last_match_axis _guarded; + SDL_GamepadBinding *bindings _guarded; + SDL_GamepadBinding **last_match_axis _guarded; Uint8 *last_hat_mask _guarded; Uint64 guide_button_down _guarded; @@ -168,7 +176,7 @@ static GamepadMapping_t *SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, co static int SDL_SendGamepadAxis(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadAxis axis, Sint16 value); static int SDL_SendGamepadButton(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadButton button, Uint8 state); -static SDL_bool HasSameOutput(SDL_ExtendedGamepadBind *a, SDL_ExtendedGamepadBind *b) +static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b) { if (a->outputType != b->outputType) { return SDL_FALSE; @@ -181,7 +189,7 @@ static SDL_bool HasSameOutput(SDL_ExtendedGamepadBind *a, SDL_ExtendedGamepadBin } } -static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_ExtendedGamepadBind *bind) +static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBinding *bind) { if (bind->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) { SDL_SendGamepadAxis(timestamp, gamepad, bind->output.axis.axis, 0); @@ -193,14 +201,14 @@ static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_ExtendedGame static void HandleJoystickAxis(Uint64 timestamp, SDL_Gamepad *gamepad, int axis, int value) { int i; - SDL_ExtendedGamepadBind *last_match; - SDL_ExtendedGamepadBind *match = NULL; + SDL_GamepadBinding *last_match; + SDL_GamepadBinding *match = NULL; SDL_AssertJoysticksLocked(); last_match = gamepad->last_match_axis[axis]; for (i = 0; i < gamepad->num_bindings; ++i) { - SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i]; + SDL_GamepadBinding *binding = &gamepad->bindings[i]; if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS && axis == binding->input.axis.axis) { if (binding->input.axis.axis_min < binding->input.axis.axis_max) { @@ -252,7 +260,7 @@ static void HandleJoystickButton(Uint64 timestamp, SDL_Gamepad *gamepad, int but SDL_AssertJoysticksLocked(); for (i = 0; i < gamepad->num_bindings; ++i) { - SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i]; + SDL_GamepadBinding *binding = &gamepad->bindings[i]; if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON && button == binding->input.button) { if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) { @@ -276,7 +284,7 @@ static void HandleJoystickHat(Uint64 timestamp, SDL_Gamepad *gamepad, int hat, U last_mask = gamepad->last_hat_mask[hat]; changed_mask = (last_mask ^ value); for (i = 0; i < gamepad->num_bindings; ++i) { - SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i]; + SDL_GamepadBinding *binding = &gamepad->bindings[i]; if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT && hat == binding->input.hat.hat) { if ((changed_mask & binding->input.hat.hat_mask) != 0) { if (value & binding->input.hat.hat_mask) { @@ -962,7 +970,7 @@ const char *SDL_GetGamepadStringForButton(SDL_GamepadButton button) */ static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGameButton, const char *szJoystickButton) { - SDL_ExtendedGamepadBind bind; + SDL_GamepadBinding bind; SDL_GamepadButton button; SDL_GamepadAxis axis; SDL_bool invert_input = SDL_FALSE; @@ -1042,7 +1050,7 @@ static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGa } ++gamepad->num_bindings; - gamepad->bindings = (SDL_ExtendedGamepadBind *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings)); + gamepad->bindings = (SDL_GamepadBinding *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings)); if (!gamepad->bindings) { gamepad->num_bindings = 0; return SDL_OutOfMemory(); @@ -1121,7 +1129,7 @@ static void SDL_PrivateLoadButtonMapping(SDL_Gamepad *gamepad, GamepadMapping_t /* Set the zero point for triggers */ for (i = 0; i < gamepad->num_bindings; ++i) { - SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i]; + SDL_GamepadBinding *binding = &gamepad->bindings[i]; if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && (binding->output.axis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER || @@ -2196,7 +2204,7 @@ SDL_Gamepad *SDL_OpenGamepad(SDL_JoystickID instance_id) } if (gamepad->joystick->naxes) { - gamepad->last_match_axis = (SDL_ExtendedGamepadBind **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis)); + gamepad->last_match_axis = (SDL_GamepadBinding **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis)); if (!gamepad->last_match_axis) { SDL_OutOfMemory(); SDL_CloseJoystick(gamepad->joystick); @@ -2244,17 +2252,25 @@ void SDL_UpdateGamepads(void) */ SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis) { - SDL_GamepadBinding bind; + SDL_bool retval = SDL_FALSE; SDL_LockJoysticks(); { + int i; + CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE); - bind = SDL_GetGamepadBindForAxis(gamepad, axis); + for (i = 0; i < gamepad->num_bindings; ++i) { + SDL_GamepadBinding *binding = &gamepad->bindings[i]; + if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) { + retval = SDL_TRUE; + break; + } + } } SDL_UnlockJoysticks(); - return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE; + return retval; } /* @@ -2271,7 +2287,7 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis) CHECK_GAMEPAD_MAGIC(gamepad, 0); for (i = 0; i < gamepad->num_bindings; ++i) { - SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i]; + SDL_GamepadBinding *binding = &gamepad->bindings[i]; if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) { int value = 0; SDL_bool valid_input_range; @@ -2327,17 +2343,25 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis) */ SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button) { - SDL_GamepadBinding bind; + SDL_bool retval = SDL_FALSE; SDL_LockJoysticks(); { + int i; + CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE); - bind = SDL_GetGamepadBindForButton(gamepad, button); + for (i = 0; i < gamepad->num_bindings; ++i) { + SDL_GamepadBinding *binding = &gamepad->bindings[i]; + if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) { + retval = SDL_TRUE; + break; + } + } } SDL_UnlockJoysticks(); - return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE; + return retval; } /* @@ -2354,7 +2378,7 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button) CHECK_GAMEPAD_MAGIC(gamepad, 0); for (i = 0; i < gamepad->num_bindings; ++i) { - SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i]; + SDL_GamepadBinding *binding = &gamepad->bindings[i]; if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) { if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) { SDL_bool valid_input_range; @@ -2859,81 +2883,6 @@ SDL_Gamepad *SDL_GetGamepadFromPlayerIndex(int player_index) return retval; } -/* - * Get the SDL joystick layer binding for this gamepad axis mapping - */ -SDL_GamepadBinding SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis) -{ - SDL_GamepadBinding bind; - - SDL_zero(bind); - - SDL_LockJoysticks(); - { - CHECK_GAMEPAD_MAGIC(gamepad, bind); - - if (axis != SDL_GAMEPAD_AXIS_INVALID) { - int i; - for (i = 0; i < gamepad->num_bindings; ++i) { - SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i]; - if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) { - bind.bindType = binding->inputType; - if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) { - /* FIXME: There might be multiple axes bound now that we have axis ranges... */ - bind.value.axis = binding->input.axis.axis; - } else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) { - bind.value.button = binding->input.button; - } else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) { - bind.value.hat.hat = binding->input.hat.hat; - bind.value.hat.hat_mask = binding->input.hat.hat_mask; - } - break; - } - } - } - } - SDL_UnlockJoysticks(); - - return bind; -} - -/* - * Get the SDL joystick layer binding for this gamepad button mapping - */ -SDL_GamepadBinding SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button) -{ - SDL_GamepadBinding bind; - - SDL_zero(bind); - - SDL_LockJoysticks(); - { - CHECK_GAMEPAD_MAGIC(gamepad, bind); - - if (button != SDL_GAMEPAD_BUTTON_INVALID) { - int i; - for (i = 0; i < gamepad->num_bindings; ++i) { - SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i]; - if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) { - bind.bindType = binding->inputType; - if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) { - bind.value.axis = binding->input.axis.axis; - } else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) { - bind.value.button = binding->input.button; - } else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) { - bind.value.hat.hat = binding->input.hat.hat; - bind.value.hat.hat_mask = binding->input.hat.hat_mask; - } - break; - } - } - } - } - SDL_UnlockJoysticks(); - - return bind; -} - int SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms) { SDL_Joystick *joystick = SDL_GetGamepadJoystick(gamepad);