SDL  2.0
SDL_gamecontroller.h File Reference
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_joystick.h"
#include "begin_code.h"
#include "close_code.h"
+ Include dependency graph for SDL_gamecontroller.h:
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Go to the source code of this file.

Data Structures

struct  SDL_GameControllerButtonBind
 

Macros

#define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
 

Typedefs

typedef struct _SDL_GameController SDL_GameController
 

Enumerations

enum  SDL_GameControllerType {
  SDL_CONTROLLER_TYPE_UNKNOWN = 0 ,
  SDL_CONTROLLER_TYPE_XBOX360 ,
  SDL_CONTROLLER_TYPE_XBOXONE ,
  SDL_CONTROLLER_TYPE_PS3 ,
  SDL_CONTROLLER_TYPE_PS4 ,
  SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO ,
  SDL_CONTROLLER_TYPE_VIRTUAL ,
  SDL_CONTROLLER_TYPE_PS5
}
 
enum  SDL_GameControllerBindType {
  SDL_CONTROLLER_BINDTYPE_NONE = 0 ,
  SDL_CONTROLLER_BINDTYPE_BUTTON ,
  SDL_CONTROLLER_BINDTYPE_AXIS ,
  SDL_CONTROLLER_BINDTYPE_HAT
}
 
enum  SDL_GameControllerAxis {
  SDL_CONTROLLER_AXIS_INVALID = -1 ,
  SDL_CONTROLLER_AXIS_LEFTX ,
  SDL_CONTROLLER_AXIS_LEFTY ,
  SDL_CONTROLLER_AXIS_RIGHTX ,
  SDL_CONTROLLER_AXIS_RIGHTY ,
  SDL_CONTROLLER_AXIS_TRIGGERLEFT ,
  SDL_CONTROLLER_AXIS_TRIGGERRIGHT ,
  SDL_CONTROLLER_AXIS_MAX
}
 
enum  SDL_GameControllerButton {
  SDL_CONTROLLER_BUTTON_INVALID = -1 ,
  SDL_CONTROLLER_BUTTON_A ,
  SDL_CONTROLLER_BUTTON_B ,
  SDL_CONTROLLER_BUTTON_X ,
  SDL_CONTROLLER_BUTTON_Y ,
  SDL_CONTROLLER_BUTTON_BACK ,
  SDL_CONTROLLER_BUTTON_GUIDE ,
  SDL_CONTROLLER_BUTTON_START ,
  SDL_CONTROLLER_BUTTON_LEFTSTICK ,
  SDL_CONTROLLER_BUTTON_RIGHTSTICK ,
  SDL_CONTROLLER_BUTTON_LEFTSHOULDER ,
  SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ,
  SDL_CONTROLLER_BUTTON_DPAD_UP ,
  SDL_CONTROLLER_BUTTON_DPAD_DOWN ,
  SDL_CONTROLLER_BUTTON_DPAD_LEFT ,
  SDL_CONTROLLER_BUTTON_DPAD_RIGHT ,
  SDL_CONTROLLER_BUTTON_MISC1 ,
  SDL_CONTROLLER_BUTTON_PADDLE1 ,
  SDL_CONTROLLER_BUTTON_PADDLE2 ,
  SDL_CONTROLLER_BUTTON_PADDLE3 ,
  SDL_CONTROLLER_BUTTON_PADDLE4 ,
  SDL_CONTROLLER_BUTTON_TOUCHPAD ,
  SDL_CONTROLLER_BUTTON_MAX
}
 

Functions

int SDL_GameControllerAddMappingsFromRW (SDL_RWops *rw, int freerw)
 
int SDL_GameControllerAddMapping (const char *mappingString)
 
int SDL_GameControllerNumMappings (void)
 
char * SDL_GameControllerMappingForIndex (int mapping_index)
 
char * SDL_GameControllerMappingForGUID (SDL_JoystickGUID guid)
 
char * SDL_GameControllerMapping (SDL_GameController *gamecontroller)
 
SDL_bool SDL_IsGameController (int joystick_index)
 
const char * SDL_GameControllerNameForIndex (int joystick_index)
 
SDL_GameControllerType SDL_GameControllerTypeForIndex (int joystick_index)
 
char * SDL_GameControllerMappingForDeviceIndex (int joystick_index)
 
SDL_GameControllerSDL_GameControllerOpen (int joystick_index)
 
SDL_GameControllerSDL_GameControllerFromInstanceID (SDL_JoystickID joyid)
 
SDL_GameControllerSDL_GameControllerFromPlayerIndex (int player_index)
 
const char * SDL_GameControllerName (SDL_GameController *gamecontroller)
 
SDL_GameControllerType SDL_GameControllerGetType (SDL_GameController *gamecontroller)
 
int SDL_GameControllerGetPlayerIndex (SDL_GameController *gamecontroller)
 
void SDL_GameControllerSetPlayerIndex (SDL_GameController *gamecontroller, int player_index)
 
Uint16 SDL_GameControllerGetVendor (SDL_GameController *gamecontroller)
 
Uint16 SDL_GameControllerGetProduct (SDL_GameController *gamecontroller)
 
Uint16 SDL_GameControllerGetProductVersion (SDL_GameController *gamecontroller)
 
const char * SDL_GameControllerGetSerial (SDL_GameController *gamecontroller)
 
SDL_bool SDL_GameControllerGetAttached (SDL_GameController *gamecontroller)
 
SDL_JoystickSDL_GameControllerGetJoystick (SDL_GameController *gamecontroller)
 
int SDL_GameControllerEventState (int state)
 
void SDL_GameControllerUpdate (void)
 
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString (const char *pchString)
 
const char * SDL_GameControllerGetStringForAxis (SDL_GameControllerAxis axis)
 
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
SDL_bool SDL_GameControllerHasAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
Sint16 SDL_GameControllerGetAxis (SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
 
SDL_GameControllerButton SDL_GameControllerGetButtonFromString (const char *pchString)
 
const char * SDL_GameControllerGetStringForButton (SDL_GameControllerButton button)
 
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button)
 
SDL_bool SDL_GameControllerHasButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button)
 
Uint8 SDL_GameControllerGetButton (SDL_GameController *gamecontroller, SDL_GameControllerButton button)
 
int SDL_GameControllerGetNumTouchpads (SDL_GameController *gamecontroller)
 
int SDL_GameControllerGetNumTouchpadFingers (SDL_GameController *gamecontroller, int touchpad)
 
int SDL_GameControllerGetTouchpadFinger (SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure)
 
SDL_bool SDL_GameControllerHasSensor (SDL_GameController *gamecontroller, SDL_SensorType type)
 
int SDL_GameControllerSetSensorEnabled (SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled)
 
SDL_bool SDL_GameControllerIsSensorEnabled (SDL_GameController *gamecontroller, SDL_SensorType type)
 
int SDL_GameControllerGetSensorData (SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values)
 
int SDL_GameControllerRumble (SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
 
int SDL_GameControllerRumbleTriggers (SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms)
 
SDL_bool SDL_GameControllerHasLED (SDL_GameController *gamecontroller)
 
int SDL_GameControllerSetLED (SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue)
 
void SDL_GameControllerClose (SDL_GameController *gamecontroller)
 

Detailed Description

Include file for SDL game controller event handling

In order to use these functions, SDL_Init() must have been called with the SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system for game controllers, and load appropriate drivers.

If you would like to receive controller updates while the application is in the background, you should set the following hint before calling SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS

Definition in file SDL_gamecontroller.h.

Macro Definition Documentation

◆ SDL_GameControllerAddMappingsFromFile

#define SDL_GameControllerAddMappingsFromFile (   file)    SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)

Load a set of mappings from a file, filtered by the current SDL_GetPlatform()

Convenience macro.

Definition at line 141 of file SDL_gamecontroller.h.

Typedef Documentation

◆ SDL_GameController

typedef struct _SDL_GameController SDL_GameController

Definition at line 1 of file SDL_gamecontroller.h.

Enumeration Type Documentation

◆ SDL_GameControllerAxis

The list of axes available from a controller

Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though advanced UI will allow users to set or autodetect the dead zone, which varies between controllers.

Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.

Enumerator
SDL_CONTROLLER_AXIS_INVALID 
SDL_CONTROLLER_AXIS_LEFTX 
SDL_CONTROLLER_AXIS_LEFTY 
SDL_CONTROLLER_AXIS_RIGHTX 
SDL_CONTROLLER_AXIS_RIGHTY 
SDL_CONTROLLER_AXIS_TRIGGERLEFT 
SDL_CONTROLLER_AXIS_TRIGGERRIGHT 
SDL_CONTROLLER_AXIS_MAX 

Definition at line 312 of file SDL_gamecontroller.h.

◆ SDL_GameControllerBindType

Enumerator
SDL_CONTROLLER_BINDTYPE_NONE 
SDL_CONTROLLER_BINDTYPE_BUTTON 
SDL_CONTROLLER_BINDTYPE_AXIS 
SDL_CONTROLLER_BINDTYPE_HAT 

Definition at line 73 of file SDL_gamecontroller.h.

◆ SDL_GameControllerButton

The list of buttons available from a controller

Enumerator
SDL_CONTROLLER_BUTTON_INVALID 
SDL_CONTROLLER_BUTTON_A 
SDL_CONTROLLER_BUTTON_B 
SDL_CONTROLLER_BUTTON_X 
SDL_CONTROLLER_BUTTON_Y 
SDL_CONTROLLER_BUTTON_BACK 
SDL_CONTROLLER_BUTTON_GUIDE 
SDL_CONTROLLER_BUTTON_START 
SDL_CONTROLLER_BUTTON_LEFTSTICK 
SDL_CONTROLLER_BUTTON_RIGHTSTICK 
SDL_CONTROLLER_BUTTON_LEFTSHOULDER 
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER 
SDL_CONTROLLER_BUTTON_DPAD_UP 
SDL_CONTROLLER_BUTTON_DPAD_DOWN 
SDL_CONTROLLER_BUTTON_DPAD_LEFT 
SDL_CONTROLLER_BUTTON_DPAD_RIGHT 
SDL_CONTROLLER_BUTTON_MISC1 
SDL_CONTROLLER_BUTTON_PADDLE1 
SDL_CONTROLLER_BUTTON_PADDLE2 
SDL_CONTROLLER_BUTTON_PADDLE3 
SDL_CONTROLLER_BUTTON_PADDLE4 
SDL_CONTROLLER_BUTTON_TOUCHPAD 
SDL_CONTROLLER_BUTTON_MAX 

Definition at line 361 of file SDL_gamecontroller.h.

362 {
379  SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
380  SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
381  SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
382  SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
383  SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
384  SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
SDL_GameControllerButton
@ SDL_CONTROLLER_BUTTON_B
@ SDL_CONTROLLER_BUTTON_BACK
@ SDL_CONTROLLER_BUTTON_LEFTSTICK
@ SDL_CONTROLLER_BUTTON_START
@ SDL_CONTROLLER_BUTTON_PADDLE2
@ SDL_CONTROLLER_BUTTON_PADDLE1
@ SDL_CONTROLLER_BUTTON_DPAD_LEFT
@ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
@ SDL_CONTROLLER_BUTTON_INVALID
@ SDL_CONTROLLER_BUTTON_DPAD_DOWN
@ SDL_CONTROLLER_BUTTON_TOUCHPAD
@ SDL_CONTROLLER_BUTTON_DPAD_UP
@ SDL_CONTROLLER_BUTTON_MAX
@ SDL_CONTROLLER_BUTTON_LEFTSHOULDER
@ SDL_CONTROLLER_BUTTON_GUIDE
@ SDL_CONTROLLER_BUTTON_DPAD_RIGHT
@ SDL_CONTROLLER_BUTTON_MISC1
@ SDL_CONTROLLER_BUTTON_X
@ SDL_CONTROLLER_BUTTON_RIGHTSTICK
@ SDL_CONTROLLER_BUTTON_PADDLE3
@ SDL_CONTROLLER_BUTTON_Y
@ SDL_CONTROLLER_BUTTON_A
@ SDL_CONTROLLER_BUTTON_PADDLE4

◆ SDL_GameControllerType

Enumerator
SDL_CONTROLLER_TYPE_UNKNOWN 
SDL_CONTROLLER_TYPE_XBOX360 
SDL_CONTROLLER_TYPE_XBOXONE 
SDL_CONTROLLER_TYPE_PS3 
SDL_CONTROLLER_TYPE_PS4 
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO 
SDL_CONTROLLER_TYPE_VIRTUAL 
SDL_CONTROLLER_TYPE_PS5 

Definition at line 61 of file SDL_gamecontroller.h.

Function Documentation

◆ SDL_GameControllerAddMapping()

int SDL_GameControllerAddMapping ( const char *  mappingString)

Add or update an existing mapping configuration

Returns
1 if mapping is added, 0 if updated, -1 on error

◆ SDL_GameControllerAddMappingsFromRW()

int SDL_GameControllerAddMappingsFromRW ( SDL_RWops rw,
int  freerw 
)

To count the number of game controllers in the system for the following: int nJoysticks = SDL_NumJoysticks(); int nGameControllers = 0; for (int i = 0; i < nJoysticks; i++) { if (SDL_IsGameController(i)) { nGameControllers++; } }

Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: guid,name,mappings

Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. The mapping format for joystick is: bX - a joystick button, index X hX.Y - hat X with value Y aX - axis X of the joystick Buttons can be used as a controller axis and vice versa.

This string shows an example of a valid mapping for a controller "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt

If freerw is non-zero, the stream will be closed after being read.

Returns
number of mappings added, -1 on error

◆ SDL_GameControllerClose()

void SDL_GameControllerClose ( SDL_GameController gamecontroller)

Close a controller previously opened with SDL_GameControllerOpen().

◆ SDL_GameControllerEventState()

int SDL_GameControllerEventState ( int  state)

Enable/disable controller event polling.

If controller events are disabled, you must call SDL_GameControllerUpdate() yourself and check the state of the controller when you want controller information.

The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE.

◆ SDL_GameControllerFromInstanceID()

SDL_GameController* SDL_GameControllerFromInstanceID ( SDL_JoystickID  joyid)

Return the SDL_GameController associated with an instance id.

◆ SDL_GameControllerFromPlayerIndex()

SDL_GameController* SDL_GameControllerFromPlayerIndex ( int  player_index)

Return the SDL_GameController associated with a player index.

◆ SDL_GameControllerGetAttached()

SDL_bool SDL_GameControllerGetAttached ( SDL_GameController gamecontroller)

Returns SDL_TRUE if the controller has been opened and currently connected, or SDL_FALSE if it has not.

◆ SDL_GameControllerGetAxis()

Sint16 SDL_GameControllerGetAxis ( SDL_GameController gamecontroller,
SDL_GameControllerAxis  axis 
)

Get the current state of an axis control on a game controller.

The state is a value ranging from -32768 to 32767 (except for the triggers, which range from 0 to 32767).

The axis indices start at index 0.

◆ SDL_GameControllerGetAxisFromString()

SDL_GameControllerAxis SDL_GameControllerGetAxisFromString ( const char *  pchString)

turn this string into a axis mapping

◆ SDL_GameControllerGetBindForAxis()

SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis ( SDL_GameController gamecontroller,
SDL_GameControllerAxis  axis 
)

Get the SDL joystick layer binding for this controller button mapping

◆ SDL_GameControllerGetBindForButton()

SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton ( SDL_GameController gamecontroller,
SDL_GameControllerButton  button 
)

Get the SDL joystick layer binding for this controller button mapping

◆ SDL_GameControllerGetButton()

Uint8 SDL_GameControllerGetButton ( SDL_GameController gamecontroller,
SDL_GameControllerButton  button 
)

Get the current state of a button on a game controller.

The button indices start at index 0.

◆ SDL_GameControllerGetButtonFromString()

SDL_GameControllerButton SDL_GameControllerGetButtonFromString ( const char *  pchString)

turn this string into a button mapping

◆ SDL_GameControllerGetJoystick()

SDL_Joystick* SDL_GameControllerGetJoystick ( SDL_GameController gamecontroller)

Get the underlying joystick object used by a controller

◆ SDL_GameControllerGetNumTouchpadFingers()

int SDL_GameControllerGetNumTouchpadFingers ( SDL_GameController gamecontroller,
int  touchpad 
)

Get the number of supported simultaneous fingers on a touchpad on a game controller.

◆ SDL_GameControllerGetNumTouchpads()

int SDL_GameControllerGetNumTouchpads ( SDL_GameController gamecontroller)

Get the number of touchpads on a game controller.

◆ SDL_GameControllerGetPlayerIndex()

int SDL_GameControllerGetPlayerIndex ( SDL_GameController gamecontroller)

Get the player index of an opened game controller, or -1 if it's not available

For XInput controllers this returns the XInput user index.

◆ SDL_GameControllerGetProduct()

Uint16 SDL_GameControllerGetProduct ( SDL_GameController gamecontroller)

Get the USB product ID of an opened controller, if available. If the product ID isn't available this function returns 0.

◆ SDL_GameControllerGetProductVersion()

Uint16 SDL_GameControllerGetProductVersion ( SDL_GameController gamecontroller)

Get the product version of an opened controller, if available. If the product version isn't available this function returns 0.

◆ SDL_GameControllerGetSensorData()

int SDL_GameControllerGetSensorData ( SDL_GameController gamecontroller,
SDL_SensorType  type,
float *  data,
int  num_values 
)

Get the current state of a game controller sensor.

The number of values and interpretation of the data is sensor dependent. See SDL_sensor.h for the details for each type of sensor.

Parameters
gamecontrollerThe controller to query
typeThe type of sensor to query
dataA pointer filled with the current sensor state
num_valuesThe number of values to write to data
Returns
0 or -1 if an error occurred.

◆ SDL_GameControllerGetSerial()

const char* SDL_GameControllerGetSerial ( SDL_GameController gamecontroller)

Get the serial number of an opened controller, if available.

Returns the serial number of the controller, or NULL if it is not available.

◆ SDL_GameControllerGetStringForAxis()

const char* SDL_GameControllerGetStringForAxis ( SDL_GameControllerAxis  axis)

turn this axis enum into a string mapping

◆ SDL_GameControllerGetStringForButton()

const char* SDL_GameControllerGetStringForButton ( SDL_GameControllerButton  button)

turn this button enum into a string mapping

◆ SDL_GameControllerGetTouchpadFinger()

int SDL_GameControllerGetTouchpadFinger ( SDL_GameController gamecontroller,
int  touchpad,
int  finger,
Uint8 state,
float *  x,
float *  y,
float *  pressure 
)

Get the current state of a finger on a touchpad on a game controller.

◆ SDL_GameControllerGetType()

SDL_GameControllerType SDL_GameControllerGetType ( SDL_GameController gamecontroller)

Return the type of this currently opened controller

◆ SDL_GameControllerGetVendor()

Uint16 SDL_GameControllerGetVendor ( SDL_GameController gamecontroller)

Get the USB vendor ID of an opened controller, if available. If the vendor ID isn't available this function returns 0.

◆ SDL_GameControllerHasAxis()

SDL_bool SDL_GameControllerHasAxis ( SDL_GameController gamecontroller,
SDL_GameControllerAxis  axis 
)

Return whether a game controller has a given axis

◆ SDL_GameControllerHasButton()

SDL_bool SDL_GameControllerHasButton ( SDL_GameController gamecontroller,
SDL_GameControllerButton  button 
)

Return whether a game controller has a given button

◆ SDL_GameControllerHasLED()

SDL_bool SDL_GameControllerHasLED ( SDL_GameController gamecontroller)

Return whether a controller has an LED

Parameters
gamecontrollerThe controller to query
Returns
SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED

◆ SDL_GameControllerHasSensor()

SDL_bool SDL_GameControllerHasSensor ( SDL_GameController gamecontroller,
SDL_SensorType  type 
)

Return whether a game controller has a particular sensor.

Parameters
gamecontrollerThe controller to query
typeThe type of sensor to query
Returns
SDL_TRUE if the sensor exists, SDL_FALSE otherwise.

◆ SDL_GameControllerIsSensorEnabled()

SDL_bool SDL_GameControllerIsSensorEnabled ( SDL_GameController gamecontroller,
SDL_SensorType  type 
)

Query whether sensor data reporting is enabled for a game controller

Parameters
gamecontrollerThe controller to query
typeThe type of sensor to query
Returns
SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.

◆ SDL_GameControllerMapping()

char* SDL_GameControllerMapping ( SDL_GameController gamecontroller)

Get a mapping string for an open GameController

Returns
the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available

◆ SDL_GameControllerMappingForDeviceIndex()

char* SDL_GameControllerMappingForDeviceIndex ( int  joystick_index)

Get the mapping of a game controller. This can be called before any controllers are opened.

Returns
the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available

◆ SDL_GameControllerMappingForGUID()

char* SDL_GameControllerMappingForGUID ( SDL_JoystickGUID  guid)

Get a mapping string for a GUID

Returns
the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available

◆ SDL_GameControllerMappingForIndex()

char* SDL_GameControllerMappingForIndex ( int  mapping_index)

Get the mapping at a particular index.

Returns
the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range.

◆ SDL_GameControllerName()

const char* SDL_GameControllerName ( SDL_GameController gamecontroller)

Return the name for this currently opened controller

◆ SDL_GameControllerNameForIndex()

const char* SDL_GameControllerNameForIndex ( int  joystick_index)

Get the implementation dependent name of a game controller. This can be called before any controllers are opened. If no name can be found, this function returns NULL.

◆ SDL_GameControllerNumMappings()

int SDL_GameControllerNumMappings ( void  )

Get the number of mappings installed

Returns
the number of mappings

◆ SDL_GameControllerOpen()

SDL_GameController* SDL_GameControllerOpen ( int  joystick_index)

Open a game controller for use. The index passed as an argument refers to the N'th game controller on the system. This index is not the value which will identify this controller in future controller events. The joystick's instance id (SDL_JoystickID) will be used there instead.

Returns
A controller identifier, or NULL if an error occurred.

◆ SDL_GameControllerRumble()

int SDL_GameControllerRumble ( SDL_GameController gamecontroller,
Uint16  low_frequency_rumble,
Uint16  high_frequency_rumble,
Uint32  duration_ms 
)

Start a rumble effect Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.

Parameters
gamecontrollerThe controller to vibrate
low_frequency_rumbleThe intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
high_frequency_rumbleThe intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
duration_msThe duration of the rumble effect, in milliseconds
Returns
0, or -1 if rumble isn't supported on this controller

◆ SDL_GameControllerRumbleTriggers()

int SDL_GameControllerRumbleTriggers ( SDL_GameController gamecontroller,
Uint16  left_rumble,
Uint16  right_rumble,
Uint32  duration_ms 
)

Start a rumble effect in the game controller's triggers Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.

Parameters
gamecontrollerThe controller to vibrate
left_rumbleThe intensity of the left trigger rumble motor, from 0 to 0xFFFF
right_rumbleThe intensity of the right trigger rumble motor, from 0 to 0xFFFF
duration_msThe duration of the rumble effect, in milliseconds
Returns
0, or -1 if rumble isn't supported on this controller

◆ SDL_GameControllerSetLED()

int SDL_GameControllerSetLED ( SDL_GameController gamecontroller,
Uint8  red,
Uint8  green,
Uint8  blue 
)

Update a controller's LED color.

Parameters
gamecontrollerThe controller to update
redThe intensity of the red LED
greenThe intensity of the green LED
blueThe intensity of the blue LED
Returns
0, or -1 if this controller does not have a modifiable LED

◆ SDL_GameControllerSetPlayerIndex()

void SDL_GameControllerSetPlayerIndex ( SDL_GameController gamecontroller,
int  player_index 
)

Set the player index of an opened game controller

◆ SDL_GameControllerSetSensorEnabled()

int SDL_GameControllerSetSensorEnabled ( SDL_GameController gamecontroller,
SDL_SensorType  type,
SDL_bool  enabled 
)

Set whether data reporting for a game controller sensor is enabled

Parameters
gamecontrollerThe controller to update
typeThe type of sensor to enable/disable
enabledWhether data reporting should be enabled
Returns
0 or -1 if an error occurred.

◆ SDL_GameControllerTypeForIndex()

SDL_GameControllerType SDL_GameControllerTypeForIndex ( int  joystick_index)

Get the type of a game controller. This can be called before any controllers are opened.

◆ SDL_GameControllerUpdate()

void SDL_GameControllerUpdate ( void  )

Update the current state of the open game controllers.

This is called automatically by the event loop if any game controller events are enabled.

◆ SDL_IsGameController()

SDL_bool SDL_IsGameController ( int  joystick_index)

Is the joystick on this index supported by the game controller interface?