mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-12-28 00:54:35 +00:00
gamepad: Replace GetNumMappings/GetMappingByIndex with a single function.
Now it returns an array and optional count, to match other SDL3 APIs.
This commit is contained in:
@@ -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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num_mappings++;
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}
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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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if (mapping_index == 0) {
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retval = CreateMappingString(mapping, mapping->guid);
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break;
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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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--mapping_index;
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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 (!retval) {
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SDL_SetError("Mapping not available");
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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_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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