瀏覽代碼

Replaced SDL_GetGamepadBindForAxis() and SDL_GetGamepadBindForButton() with SDL_GetGamepadBindings()

Sam Lantinga 1 年之前
父節點
當前提交
859dc14add

+ 0 - 15
build-scripts/SDL_migration.cocci

@@ -1069,11 +1069,6 @@ typedef SDL_GameControllerButton, SDL_GamepadButton;
 - SDL_GameControllerButton
 + SDL_GamepadButton
 @@
-typedef SDL_GameControllerButtonBind, SDL_GamepadBinding;
-@@
-- SDL_GameControllerButtonBind
-+ SDL_GamepadBinding
-@@
 @@
 - SDL_GameControllerClose
 + SDL_CloseGamepad
@@ -1115,16 +1110,6 @@ typedef SDL_GameControllerButtonBind, SDL_GamepadBinding;
   (...)
 @@
 @@
-- SDL_GameControllerGetBindForAxis
-+ SDL_GetGamepadBindForAxis
-  (...)
-@@
-@@
-- SDL_GameControllerGetBindForButton
-+ SDL_GetGamepadBindForButton
-  (...)
-@@
-@@
 - SDL_GameControllerGetButton
 + SDL_GetGamepadButton
   (...)

+ 2 - 3
docs/README-migration.md

@@ -411,7 +411,6 @@ The following enums have been renamed:
 
 The following structures have been renamed:
 * SDL_GameController => SDL_Gamepad
-* SDL_GameControllerButtonBind => SDL_GamepadBinding
 
 The following functions have been renamed:
 * SDL_GameControllerAddMapping() => SDL_AddGamepadMapping()
@@ -425,8 +424,6 @@ The following functions have been renamed:
 * SDL_GameControllerGetAttached() => SDL_GamepadConnected()
 * SDL_GameControllerGetAxis() => SDL_GetGamepadAxis()
 * SDL_GameControllerGetAxisFromString() => SDL_GetGamepadAxisFromString()
-* SDL_GameControllerGetBindForAxis() => SDL_GetGamepadBindForAxis()
-* SDL_GameControllerGetBindForButton() => SDL_GetGamepadBindForButton()
 * SDL_GameControllerGetButton() => SDL_GetGamepadButton()
 * SDL_GameControllerGetButtonFromString() => SDL_GetGamepadButtonFromString()
 * SDL_GameControllerGetFirmwareVersion() => SDL_GetGamepadFirmwareVersion()
@@ -469,6 +466,8 @@ The following functions have been renamed:
 
 The following functions have been removed:
 * SDL_GameControllerEventState() - replaced with SDL_SetGamepadEventsEnabled() and SDL_GamepadEventsEnabled()
+* SDL_GameControllerGetBindForAxis() - replaced with SDL_GetGamepadBindings()
+* SDL_GameControllerGetBindForButton() - replaced with SDL_GetGamepadBindings()
 * SDL_GameControllerMappingForDeviceIndex() - replaced with SDL_GetGamepadInstanceMapping()
 * SDL_GameControllerNameForIndex() - replaced with SDL_GetGamepadInstanceName()
 * SDL_GameControllerPathForIndex() - replaced with SDL_GetGamepadInstancePath()

+ 41 - 38
include/SDL3/SDL_gamepad.h

@@ -133,21 +133,41 @@ typedef enum
     SDL_GAMEPAD_BINDTYPE_HAT
 } SDL_GamepadBindingType;
 
-/**
- *  Get the SDL joystick layer binding for this gamepad button/axis mapping
- */
-typedef struct SDL_GamepadBinding
+typedef struct
 {
-    SDL_GamepadBindingType bindType;
+    SDL_GamepadBindingType inputType;
     union
     {
         int button;
-        int axis;
-        struct {
+
+        struct
+        {
+            int axis;
+            int axis_min;
+            int axis_max;
+        } axis;
+
+        struct
+        {
             int hat;
             int hat_mask;
         } hat;
-    } value;
+
+    } input;
+
+    SDL_GamepadBindingType outputType;
+    union
+    {
+        SDL_GamepadButton button;
+
+        struct
+        {
+            SDL_GamepadAxis axis;
+            int axis_min;
+            int axis_max;
+        } axis;
+
+    } output;
 
 } SDL_GamepadBinding;
 
@@ -763,6 +783,19 @@ extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
  */
 extern DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
 
+/**
+ * Get the SDL joystick layer bindings for a gamepad
+ *
+ * \param gamepad a gamepad
+ * \param count a pointer filled in with the number of bindings returned
+ * \returns a NULL terminated array of pointers to bindings which should be
+ *          freed with SDL_free(), or NULL on error; call SDL_GetError() for
+ *          more details.
+ *
+ * \since This function is available since SDL 3.0.0.
+ */
+extern DECLSPEC SDL_GamepadBinding **SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
+
 /**
  * Manually pump gamepad updates if not using the loop.
  *
@@ -846,21 +879,6 @@ 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.
  *
@@ -926,21 +944,6 @@ 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.
  *

+ 0 - 6
include/SDL3/SDL_oldnames.h

@@ -202,7 +202,6 @@
 #define SDL_GameControllerAxis SDL_GamepadAxis
 #define SDL_GameControllerBindType SDL_GamepadBindingType
 #define SDL_GameControllerButton SDL_GamepadButton
-#define SDL_GameControllerButtonBind SDL_GamepadBinding
 #define SDL_GameControllerClose SDL_CloseGamepad
 #define SDL_GameControllerFromInstanceID SDL_GetGamepadFromInstanceID
 #define SDL_GameControllerFromPlayerIndex SDL_GetGamepadFromPlayerIndex
@@ -211,8 +210,6 @@
 #define SDL_GameControllerGetAttached SDL_GamepadConnected
 #define SDL_GameControllerGetAxis SDL_GetGamepadAxis
 #define SDL_GameControllerGetAxisFromString SDL_GetGamepadAxisFromString
-#define SDL_GameControllerGetBindForAxis SDL_GetGamepadBindForAxis
-#define SDL_GameControllerGetBindForButton SDL_GetGamepadBindForButton
 #define SDL_GameControllerGetButton SDL_GetGamepadButton
 #define SDL_GameControllerGetButtonFromString SDL_GetGamepadButtonFromString
 #define SDL_GameControllerGetFirmwareVersion SDL_GetGamepadFirmwareVersion
@@ -653,7 +650,6 @@
 #define SDL_GameControllerAxis SDL_GameControllerAxis_renamed_SDL_GamepadAxis
 #define SDL_GameControllerBindType SDL_GameControllerBindType_renamed_SDL_GamepadBindingType
 #define SDL_GameControllerButton SDL_GameControllerButton_renamed_SDL_GamepadButton
-#define SDL_GameControllerButtonBind SDL_GameControllerButtonBind_renamed_SDL_GamepadBinding
 #define SDL_GameControllerClose SDL_GameControllerClose_renamed_SDL_CloseGamepad
 #define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_renamed_SDL_GetGamepadFromInstanceID
 #define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_renamed_SDL_GetGamepadFromPlayerIndex
@@ -662,8 +658,6 @@
 #define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_renamed_SDL_GamepadConnected
 #define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_renamed_SDL_GetGamepadAxis
 #define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_renamed_SDL_GetGamepadAxisFromString
-#define SDL_GameControllerGetBindForAxis SDL_GameControllerGetBindForAxis_renamed_SDL_GetGamepadBindForAxis
-#define SDL_GameControllerGetBindForButton SDL_GameControllerGetBindForButton_renamed_SDL_GetGamepadBindForButton
 #define SDL_GameControllerGetButton SDL_GameControllerGetButton_renamed_SDL_GetGamepadButton
 #define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_renamed_SDL_GetGamepadButtonFromString
 #define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_renamed_SDL_GetGamepadFirmwareVersion

+ 1 - 2
src/dynapi/SDL_dynapi.sym

@@ -172,8 +172,7 @@ SDL3_0.0.0 {
     SDL_GetGamepadAppleSFSymbolsNameForButton;
     SDL_GetGamepadAxis;
     SDL_GetGamepadAxisFromString;
-    SDL_GetGamepadBindForAxis;
-    SDL_GetGamepadBindForButton;
+    SDL_GetGamepadBindings;
     SDL_GetGamepadButton;
     SDL_GetGamepadButtonFromString;
     SDL_GetGamepadFirmwareVersion;

+ 1 - 2
src/dynapi/SDL_dynapi_overrides.h

@@ -196,8 +196,7 @@
 #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_GetGamepadBindings SDL_GetGamepadBindings_REAL
 #define SDL_GetGamepadButton SDL_GetGamepadButton_REAL
 #define SDL_GetGamepadButtonFromString SDL_GetGamepadButtonFromString_REAL
 #define SDL_GetGamepadFirmwareVersion SDL_GetGamepadFirmwareVersion_REAL

+ 1 - 2
src/dynapi/SDL_dynapi_procs.h

@@ -271,8 +271,7 @@ 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(SDL_GamepadBinding **,SDL_GetGamepadBindings,(SDL_Gamepad *a, int *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)

+ 58 - 116
src/joystick/SDL_gamepad.c

@@ -57,44 +57,6 @@
 static SDL_bool SDL_gamepads_initialized;
 static SDL_Gamepad *SDL_gamepads SDL_GUARDED_BY(SDL_joystick_lock) = NULL;
 
-typedef struct
-{
-    SDL_GamepadBindingType inputType;
-    union
-    {
-        int button;
-
-        struct
-        {
-            int axis;
-            int axis_min;
-            int axis_max;
-        } axis;
-
-        struct
-        {
-            int hat;
-            int hat_mask;
-        } hat;
-
-    } input;
-
-    SDL_GamepadBindingType outputType;
-    union
-    {
-        SDL_GamepadButton button;
-
-        struct
-        {
-            SDL_GamepadAxis axis;
-            int axis_min;
-            int axis_max;
-        } axis;
-
-    } output;
-
-} SDL_ExtendedGamepadBind;
-
 /* our hard coded list of mapping support */
 typedef enum
 {
@@ -147,8 +109,8 @@ 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;
 
@@ -184,7 +146,7 @@ static GamepadMapping_t *SDL_PrivateGetGamepadMapping(SDL_JoystickID instance_id
 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;
@@ -197,7 +159,7 @@ 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);
@@ -209,14 +171,14 @@ 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) {
@@ -268,7 +230,7 @@ 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) {
@@ -292,7 +254,7 @@ 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) {
@@ -1156,7 +1118,7 @@ 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;
@@ -1236,7 +1198,7 @@ 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();
@@ -1315,7 +1277,7 @@ 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 ||
@@ -2478,7 +2440,7 @@ 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);
@@ -2526,17 +2488,25 @@ 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;
 }
 
 /*
@@ -2553,7 +2523,7 @@ 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;
@@ -2609,17 +2579,25 @@ 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;
 }
 
 /*
@@ -2636,7 +2614,7 @@ 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;
@@ -3157,78 +3135,42 @@ SDL_Gamepad *SDL_GetGamepadFromPlayerIndex(int player_index)
 }
 
 /*
- * Get the SDL joystick layer binding for this gamepad axis mapping
+ * Get the SDL joystick layer bindings for this gamepad
  */
-SDL_GamepadBinding SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
+SDL_GamepadBinding **SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count)
 {
-    SDL_GamepadBinding bind;
+    SDL_GamepadBinding **bindings = NULL;
 
-    SDL_zero(bind);
+    if (count) {
+        *count = 0;
+    }
 
     SDL_LockJoysticks();
     {
-        CHECK_GAMEPAD_MAGIC(gamepad, bind);
+        CHECK_GAMEPAD_MAGIC(gamepad, NULL);
 
-        if (axis != SDL_GAMEPAD_AXIS_INVALID) {
+        size_t pointers_size = ((gamepad->num_bindings + 1) * sizeof(SDL_GamepadBinding *));
+        size_t elements_size = (gamepad->num_bindings * sizeof(SDL_GamepadBinding));
+        bindings = (SDL_GamepadBinding **)SDL_malloc(pointers_size + elements_size);
+        if (bindings) {
+            SDL_GamepadBinding *binding = (SDL_GamepadBinding *)((Uint8 *)bindings + pointers_size);
             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;
-                }
+            for (i = 0; i < gamepad->num_bindings; ++i, ++binding) {
+                bindings[i] = binding;
+                SDL_copyp(binding, &gamepad->bindings[i]);
             }
-        }
-    }
-    SDL_UnlockJoysticks();
-
-    return bind;
-}
+            bindings[i] = NULL;
 
-/*
- * 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;
-                }
+            if (count) {
+                *count = gamepad->num_bindings;
             }
+        } else {
+            SDL_OutOfMemory();
         }
     }
     SDL_UnlockJoysticks();
 
-    return bind;
+    return bindings;
 }
 
 int SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)