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Add glfwGetJoystickGUID
This function completes the first round of support for SDL_GameControllerDB. Fixes #900.
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@ -130,6 +130,8 @@ information on what to include when reporting a bug.
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SDL\_GameControllerDB format (#900)
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SDL\_GameControllerDB format (#900)
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- Added `glfwJoystickIsGamepad` function for querying whether a joystick has
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- Added `glfwJoystickIsGamepad` function for querying whether a joystick has
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a gamepad mapping (#900)
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a gamepad mapping (#900)
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- Added `glfwGetJoystickGUID` function for querying the SDL compatible GUID of
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a joystick (#900)
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- Added `glfwGetGamepadName` function for querying the name provided by the
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- Added `glfwGetGamepadName` function for querying the name provided by the
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gamepad mapping (#900)
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gamepad mapping (#900)
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- Added `glfwGetGamepadState` function, `GLFW_GAMEPAD_*` and `GLFWgamepadstate`
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- Added `glfwGetGamepadState` function, `GLFW_GAMEPAD_*` and `GLFWgamepadstate`
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@ -16,9 +16,9 @@ human-readable description with @ref glfwGetError.
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@subsection news_33_gamepad SDL_GameControllerDB support and gamepad input
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@subsection news_33_gamepad SDL_GameControllerDB support and gamepad input
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GLFW now supports remapping of gamepads and controllers to a 360-like controller
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GLFW now supports remapping of gamepads and controllers to a 360-like controller
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layout with @ref glfwJoystickIsGamepad, @ref glfwGetGamepadName, @ref
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layout with @ref glfwJoystickIsGamepad, @ref glfwGetJoystickGUID, @ref
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glfwGetGamepadState and @ref glfwUpdateGamepadMappings, and the input state
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glfwGetGamepadName, @ref glfwGetGamepadState and @ref glfwUpdateGamepadMappings,
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struct @ref GLFWgamepadstate.
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and the input state struct @ref GLFWgamepadstate.
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@sa @ref gamepad
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@sa @ref gamepad
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@ -4381,6 +4381,43 @@ GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);
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*/
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*/
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GLFWAPI const char* glfwGetJoystickName(int jid);
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GLFWAPI const char* glfwGetJoystickName(int jid);
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/*! @brief Returns the SDL comaptible GUID of the specified joystick.
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*
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* This function returns the SDL compatible GUID, as a UTF-8 encoded
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* hexadecimal string, of the specified joystick. The returned string is
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* allocated and freed by GLFW. You should not free it yourself.
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*
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* If the specified joystick is not present this function will return `NULL`
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* but will not generate an error. Call @ref glfwJoystickPresent to check
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* device presence.
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*
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* The GUID uses the format introduced in SDL 2.0.5. This GUID tries to
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* uniquely identify the make and model of a joystick but does not identify
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* a specific unit, e.g. all wired Xbox 360 controllers will have the same
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* GUID on that platform. The GUID for a unit may vary between platforms
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* depending on what hardware information the platform specific APIs provide.
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*
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* @param[in] jid The [joystick](@ref joysticks) to query.
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* @return The UTF-8 encoded GUID of the joystick, or `NULL` if the joystick
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* is not present or an [error](@ref error_handling) occurred.
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*
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* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
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* GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
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*
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* @pointer_lifetime The returned string is allocated and freed by GLFW. You
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* should not free it yourself. It is valid until the specified joystick is
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* disconnected or the library is terminated.
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*
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* @thread_safety This function must only be called from the main thread.
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*
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* @sa @ref gamepad
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*
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* @since Added in version 3.3.
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*
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* @ingroup input
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*/
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GLFWAPI const char* glfwGetJoystickGUID(int jid);
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/*! @brief Returns whether the specified joystick has a gamepad mapping.
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/*! @brief Returns whether the specified joystick has a gamepad mapping.
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*
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*
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* This function returns whether the specified joystick is both present and has
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* This function returns whether the specified joystick is both present and has
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25
src/input.c
25
src/input.c
@ -896,6 +896,31 @@ GLFWAPI const char* glfwGetJoystickName(int jid)
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return js->name;
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return js->name;
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}
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}
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GLFWAPI const char* glfwGetJoystickGUID(int jid)
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{
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_GLFWjoystick* js;
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assert(jid >= GLFW_JOYSTICK_1);
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assert(jid <= GLFW_JOYSTICK_LAST);
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_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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if (jid < 0 || jid > GLFW_JOYSTICK_LAST)
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{
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_glfwInputError(GLFW_INVALID_ENUM, "Invalid joystick ID %i", jid);
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return NULL;
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}
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js = _glfw.joysticks + jid;
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if (!js->present)
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return NULL;
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if (!_glfwPlatformPollJoystick(js, _GLFW_POLL_PRESENCE))
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return NULL;
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return js->guid;
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}
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GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun)
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GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun)
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{
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{
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_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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@ -228,6 +228,8 @@ int main(void)
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GLFWgamepadstate state;
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GLFWgamepadstate state;
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nk_layout_row_dynamic(nk, 30, 1);
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nk_layout_row_dynamic(nk, 30, 1);
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nk_labelf(nk, NK_TEXT_LEFT, "Hardware GUID %s",
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glfwGetJoystickGUID(joysticks[i]));
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nk_label(nk, "Joystick state", NK_TEXT_LEFT);
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nk_label(nk, "Joystick state", NK_TEXT_LEFT);
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axes = glfwGetJoystickAxes(joysticks[i], &axis_count);
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axes = glfwGetJoystickAxes(joysticks[i], &axis_count);
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