Size: 1702
Comment: Added SDL_Init() in example.
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Size: 1760
Comment: Fixed memory leak in still incomplete example (Feedback 2016-03-27).
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Deletions are marked like this. | Additions are marked like this. |
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#include <stdio.h> /* for printf() */ | #include "SDL.h" |
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printf("Index \'%i\' is a compatible controller, named \'%s\'\n", i, SDL_GameControllerNameForIndex(i)); | char *mapping; SDL_Log("Index \'%i\' is a compatible controller, named \'%s\'", i, SDL_GameControllerNameForIndex(i)); |
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printf("Controller %i is mapped as \"%s\".\n", i, SDL_GameControllerMapping(ctrl)); | mapping = SDL_GameControllerMapping(ctrl); SDL_Log("Controller %i is mapped as \"%s\".", i, mapping); SDL_free(mapping); |
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printf("Index \'%i\' is not a compatible controller.", i); | SDL_Log("Index \'%i\' is not a compatible controller.", i); |
DRAFT |
SDL_GameControllerMapping
Use this function to get the current mapping of a Game Controller.
Contents
Syntax
char* SDL_GameControllerMapping(SDL_GameController* gamecontroller)
Function Parameters
gamecontroller |
the game controller you want to get the current mapping for |
Return Value
Returns a string that has the controller's mapping. More information about the mapping can be found on SDL_GameControllerAddMapping; call SDL_GetError() for more information.
Code Examples
#include "SDL.h"
/* ... */
SDL_GameController *ctrl;
int i;
SDL_Init(SDL_INIT_GAMECONTROLLER);
for (i = 0; i < SDL_NumJoysticks(); ++i) {
if (SDL_IsGameController(i)) {
char *mapping;
SDL_Log("Index \'%i\' is a compatible controller, named \'%s\'", i, SDL_GameControllerNameForIndex(i));
ctrl = SDL_GameControllerOpen(i);
mapping = SDL_GameControllerMapping(ctrl);
SDL_Log("Controller %i is mapped as \"%s\".", i, mapping);
SDL_free(mapping);
} else {
SDL_Log("Index \'%i\' is not a compatible controller.", i);
}
}
Remarks
The returned string must be freed with SDL_free().