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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"

Go to the source code of this file.

Classes

struct  SDL_GameControllerButtonBind
 

Macros

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

Typedefs

typedef struct _SDL_GameController SDL_GameController
 
typedef struct SDL_GameControllerButtonBind SDL_GameControllerButtonBind
 

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

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

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.

Typedef Documentation

◆ SDL_GameControllerButtonBind

Get the SDL joystick layer binding for this controller button/axis mapping

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.

◆ SDL_GameControllerButton

The list of buttons available from a controller

Function Documentation

◆ SDL_GameControllerAddMapping()

DECLSPEC int SDLCALL 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()

DECLSPEC int SDLCALL 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()

DECLSPEC void SDLCALL SDL_GameControllerClose ( SDL_GameController *  gamecontroller)

Close a controller previously opened with SDL_GameControllerOpen().

◆ SDL_GameControllerEventState()

DECLSPEC int SDLCALL 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()

DECLSPEC SDL_GameController* SDLCALL SDL_GameControllerFromInstanceID ( SDL_JoystickID  joyid)

Return the SDL_GameController associated with an instance id.

◆ SDL_GameControllerFromPlayerIndex()

DECLSPEC SDL_GameController* SDLCALL SDL_GameControllerFromPlayerIndex ( int  player_index)

Return the SDL_GameController associated with a player index.

◆ SDL_GameControllerGetAttached()

DECLSPEC SDL_bool SDLCALL 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()

DECLSPEC Sint16 SDLCALL 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()

DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString ( const char *  pchString)

turn this string into a axis mapping

◆ SDL_GameControllerGetBindForAxis()

DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForAxis ( SDL_GameController *  gamecontroller,
SDL_GameControllerAxis  axis 
)

Get the SDL joystick layer binding for this controller button mapping

◆ SDL_GameControllerGetBindForButton()

DECLSPEC SDL_GameControllerButtonBind SDLCALL SDL_GameControllerGetBindForButton ( SDL_GameController *  gamecontroller,
SDL_GameControllerButton  button 
)

Get the SDL joystick layer binding for this controller button mapping

◆ SDL_GameControllerGetButton()

DECLSPEC Uint8 SDLCALL 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()

DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString ( const char *  pchString)

turn this string into a button mapping

◆ SDL_GameControllerGetJoystick()

DECLSPEC SDL_Joystick* SDLCALL SDL_GameControllerGetJoystick ( SDL_GameController *  gamecontroller)

Get the underlying joystick object used by a controller

◆ SDL_GameControllerGetNumTouchpadFingers()

DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers ( SDL_GameController *  gamecontroller,
int  touchpad 
)

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

◆ SDL_GameControllerGetNumTouchpads()

DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads ( SDL_GameController *  gamecontroller)

Get the number of touchpads on a game controller.

◆ SDL_GameControllerGetPlayerIndex()

DECLSPEC int SDLCALL 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()

DECLSPEC Uint16 SDLCALL 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()

DECLSPEC Uint16 SDLCALL 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()

DECLSPEC int SDLCALL 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()

DECLSPEC const char* SDLCALL 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()

DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis ( SDL_GameControllerAxis  axis)

turn this axis enum into a string mapping

◆ SDL_GameControllerGetStringForButton()

DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton ( SDL_GameControllerButton  button)

turn this button enum into a string mapping

◆ SDL_GameControllerGetTouchpadFinger()

DECLSPEC int SDLCALL 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()

DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType ( SDL_GameController *  gamecontroller)

Return the type of this currently opened controller

◆ SDL_GameControllerGetVendor()

DECLSPEC Uint16 SDLCALL 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()

DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasAxis ( SDL_GameController *  gamecontroller,
SDL_GameControllerAxis  axis 
)

Return whether a game controller has a given axis

◆ SDL_GameControllerHasButton()

DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton ( SDL_GameController *  gamecontroller,
SDL_GameControllerButton  button 
)

Return whether a game controller has a given button

◆ SDL_GameControllerHasLED()

DECLSPEC SDL_bool SDLCALL 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()

DECLSPEC SDL_bool SDLCALL 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()

DECLSPEC SDL_bool SDLCALL 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()

DECLSPEC char* SDLCALL 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()

DECLSPEC char* SDLCALL 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()

DECLSPEC char* SDLCALL 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()

DECLSPEC char* SDLCALL 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()

DECLSPEC const char* SDLCALL SDL_GameControllerName ( SDL_GameController *  gamecontroller)

Return the name for this currently opened controller

◆ SDL_GameControllerNameForIndex()

DECLSPEC const char* SDLCALL 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()

DECLSPEC int SDLCALL SDL_GameControllerNumMappings ( void  )

Get the number of mappings installed

Returns
the number of mappings

◆ SDL_GameControllerOpen()

DECLSPEC SDL_GameController* SDLCALL 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()

DECLSPEC int SDLCALL 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()

DECLSPEC int SDLCALL 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()

DECLSPEC int SDLCALL 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()

DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex ( SDL_GameController *  gamecontroller,
int  player_index 
)

Set the player index of an opened game controller

◆ SDL_GameControllerSetSensorEnabled()

DECLSPEC int SDLCALL 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()

DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex ( int  joystick_index)

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

◆ SDL_GameControllerUpdate()

DECLSPEC void SDLCALL 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()

DECLSPEC SDL_bool SDLCALL SDL_IsGameController ( int  joystick_index)

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