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Revert "Removed SDL_GamepadBinding from the API"

This reverts commit eb0955ef89a1917b93da86d9b4b6fdf67cd61a8c.
Sam Lantinga 1 year ago
parent
commit
9e50048ab6

+ 0 - 4
docs/README-migration.md

@@ -374,8 +374,6 @@ 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.
 
 SDL_CONTROLLER_TYPE_VIRTUAL has been removed, so virtual controllers can emulate other gamepad types. If you need to know whether a controller is virtual, you can use SDL_IsJoystickVirtual().
@@ -471,8 +469,6 @@ 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()

+ 57 - 0
include/SDL3/SDL_gamepad.h

@@ -125,6 +125,33 @@ 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.
@@ -819,6 +846,21 @@ 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.
  *
@@ -884,6 +926,21 @@ 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.
  *

+ 2 - 0
src/dynapi/SDL_dynapi.sym

@@ -172,6 +172,8 @@ SDL3_0.0.0 {
     SDL_GetGamepadAppleSFSymbolsNameForButton;
     SDL_GetGamepadAxis;
     SDL_GetGamepadAxisFromString;
+    SDL_GetGamepadBindForAxis;
+    SDL_GetGamepadBindForButton;
     SDL_GetGamepadButton;
     SDL_GetGamepadButtonFromString;
     SDL_GetGamepadFirmwareVersion;

+ 2 - 0
src/dynapi/SDL_dynapi_overrides.h

@@ -196,6 +196,8 @@
 #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

+ 2 - 0
src/dynapi/SDL_dynapi_procs.h

@@ -271,6 +271,8 @@ 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)

+ 97 - 46
src/joystick/SDL_gamepad.c

@@ -57,14 +57,6 @@
 static SDL_bool SDL_gamepads_initialized;
 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;
@@ -101,7 +93,7 @@ typedef struct
 
     } output;
 
-} SDL_GamepadBinding;
+} SDL_ExtendedGamepadBind;
 
 /* our hard coded list of mapping support */
 typedef enum
@@ -155,8 +147,8 @@ struct SDL_Gamepad
     const char *name _guarded;
     GamepadMapping_t *mapping _guarded;
     int num_bindings _guarded;
-    SDL_GamepadBinding *bindings _guarded;
-    SDL_GamepadBinding **last_match_axis _guarded;
+    SDL_ExtendedGamepadBind *bindings _guarded;
+    SDL_ExtendedGamepadBind **last_match_axis _guarded;
     Uint8 *last_hat_mask _guarded;
     Uint64 guide_button_down _guarded;
 
@@ -192,7 +184,7 @@ 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_GamepadBinding *a, SDL_GamepadBinding *b)
+static SDL_bool HasSameOutput(SDL_ExtendedGamepadBind *a, SDL_ExtendedGamepadBind *b)
 {
     if (a->outputType != b->outputType) {
         return SDL_FALSE;
@@ -205,7 +197,7 @@ static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
     }
 }
 
-static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBinding *bind)
+static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_ExtendedGamepadBind *bind)
 {
     if (bind->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
         SDL_SendGamepadAxis(timestamp, gamepad, bind->output.axis.axis, 0);
@@ -217,14 +209,14 @@ static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBindi
 static void HandleJoystickAxis(Uint64 timestamp, SDL_Gamepad *gamepad, int axis, int value)
 {
     int i;
-    SDL_GamepadBinding *last_match;
-    SDL_GamepadBinding *match = NULL;
+    SDL_ExtendedGamepadBind *last_match;
+    SDL_ExtendedGamepadBind *match = NULL;
 
     SDL_AssertJoysticksLocked();
 
     last_match = gamepad->last_match_axis[axis];
     for (i = 0; i < gamepad->num_bindings; ++i) {
-        SDL_GamepadBinding *binding = &gamepad->bindings[i];
+        SDL_ExtendedGamepadBind *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) {
@@ -276,7 +268,7 @@ static void HandleJoystickButton(Uint64 timestamp, SDL_Gamepad *gamepad, int but
     SDL_AssertJoysticksLocked();
 
     for (i = 0; i < gamepad->num_bindings; ++i) {
-        SDL_GamepadBinding *binding = &gamepad->bindings[i];
+        SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
         if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON &&
             button == binding->input.button) {
             if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
@@ -300,7 +292,7 @@ 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_GamepadBinding *binding = &gamepad->bindings[i];
+        SDL_ExtendedGamepadBind *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) {
@@ -1164,7 +1156,7 @@ const char *SDL_GetGamepadStringForButton(SDL_GamepadButton button)
  */
 static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGameButton, const char *szJoystickButton)
 {
-    SDL_GamepadBinding bind;
+    SDL_ExtendedGamepadBind bind;
     SDL_GamepadButton button;
     SDL_GamepadAxis axis;
     SDL_bool invert_input = SDL_FALSE;
@@ -1244,7 +1236,7 @@ static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGa
     }
 
     ++gamepad->num_bindings;
-    gamepad->bindings = (SDL_GamepadBinding *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings));
+    gamepad->bindings = (SDL_ExtendedGamepadBind *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings));
     if (!gamepad->bindings) {
         gamepad->num_bindings = 0;
         return SDL_OutOfMemory();
@@ -1323,7 +1315,7 @@ static void SDL_PrivateLoadButtonMapping(SDL_Gamepad *gamepad, GamepadMapping_t
 
     /* Set the zero point for triggers */
     for (i = 0; i < gamepad->num_bindings; ++i) {
-        SDL_GamepadBinding *binding = &gamepad->bindings[i];
+        SDL_ExtendedGamepadBind *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 ||
@@ -2486,7 +2478,7 @@ SDL_Gamepad *SDL_OpenGamepad(SDL_JoystickID instance_id)
     }
 
     if (gamepad->joystick->naxes) {
-        gamepad->last_match_axis = (SDL_GamepadBinding **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
+        gamepad->last_match_axis = (SDL_ExtendedGamepadBind **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
         if (!gamepad->last_match_axis) {
             SDL_OutOfMemory();
             SDL_CloseJoystick(gamepad->joystick);
@@ -2534,25 +2526,17 @@ void SDL_UpdateGamepads(void)
  */
 SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
 {
-    SDL_bool retval = SDL_FALSE;
+    SDL_GamepadBinding bind;
 
     SDL_LockJoysticks();
     {
-        int i;
-
         CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
 
-        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;
-            }
-        }
+        bind = SDL_GetGamepadBindForAxis(gamepad, axis);
     }
     SDL_UnlockJoysticks();
 
-    return retval;
+    return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
 }
 
 /*
@@ -2569,7 +2553,7 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
         CHECK_GAMEPAD_MAGIC(gamepad, 0);
 
         for (i = 0; i < gamepad->num_bindings; ++i) {
-            SDL_GamepadBinding *binding = &gamepad->bindings[i];
+            SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
             if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
                 int value = 0;
                 SDL_bool valid_input_range;
@@ -2625,25 +2609,17 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
  */
 SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
 {
-    SDL_bool retval = SDL_FALSE;
+    SDL_GamepadBinding bind;
 
     SDL_LockJoysticks();
     {
-        int i;
-
         CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
 
-        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;
-            }
-        }
+        bind = SDL_GetGamepadBindForButton(gamepad, button);
     }
     SDL_UnlockJoysticks();
 
-    return retval;
+    return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
 }
 
 /*
@@ -2660,7 +2636,7 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
         CHECK_GAMEPAD_MAGIC(gamepad, 0);
 
         for (i = 0; i < gamepad->num_bindings; ++i) {
-            SDL_GamepadBinding *binding = &gamepad->bindings[i];
+            SDL_ExtendedGamepadBind *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;
@@ -3180,6 +3156,81 @@ 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);