SDL 3.0
SDL_gamepad.h File Reference
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Data Structures

struct  SDL_GamepadBinding
 

Macros

#define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN   SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN
 
#define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN   SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN
 
#define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN   SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN
 
#define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN   SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN
 
#define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN   SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN
 

Typedefs

typedef struct SDL_Gamepad SDL_Gamepad
 

Enumerations

enum  SDL_GamepadType {
  SDL_GAMEPAD_TYPE_UNKNOWN = 0 ,
  SDL_GAMEPAD_TYPE_STANDARD ,
  SDL_GAMEPAD_TYPE_XBOX360 ,
  SDL_GAMEPAD_TYPE_XBOXONE ,
  SDL_GAMEPAD_TYPE_PS3 ,
  SDL_GAMEPAD_TYPE_PS4 ,
  SDL_GAMEPAD_TYPE_PS5 ,
  SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO ,
  SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT ,
  SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT ,
  SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR ,
  SDL_GAMEPAD_TYPE_COUNT
}
 
enum  SDL_GamepadButton {
  SDL_GAMEPAD_BUTTON_INVALID = -1 ,
  SDL_GAMEPAD_BUTTON_SOUTH ,
  SDL_GAMEPAD_BUTTON_EAST ,
  SDL_GAMEPAD_BUTTON_WEST ,
  SDL_GAMEPAD_BUTTON_NORTH ,
  SDL_GAMEPAD_BUTTON_BACK ,
  SDL_GAMEPAD_BUTTON_GUIDE ,
  SDL_GAMEPAD_BUTTON_START ,
  SDL_GAMEPAD_BUTTON_LEFT_STICK ,
  SDL_GAMEPAD_BUTTON_RIGHT_STICK ,
  SDL_GAMEPAD_BUTTON_LEFT_SHOULDER ,
  SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER ,
  SDL_GAMEPAD_BUTTON_DPAD_UP ,
  SDL_GAMEPAD_BUTTON_DPAD_DOWN ,
  SDL_GAMEPAD_BUTTON_DPAD_LEFT ,
  SDL_GAMEPAD_BUTTON_DPAD_RIGHT ,
  SDL_GAMEPAD_BUTTON_MISC1 ,
  SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 ,
  SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 ,
  SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 ,
  SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 ,
  SDL_GAMEPAD_BUTTON_TOUCHPAD ,
  SDL_GAMEPAD_BUTTON_MISC2 ,
  SDL_GAMEPAD_BUTTON_MISC3 ,
  SDL_GAMEPAD_BUTTON_MISC4 ,
  SDL_GAMEPAD_BUTTON_MISC5 ,
  SDL_GAMEPAD_BUTTON_MISC6 ,
  SDL_GAMEPAD_BUTTON_COUNT
}
 
enum  SDL_GamepadButtonLabel {
  SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN ,
  SDL_GAMEPAD_BUTTON_LABEL_A ,
  SDL_GAMEPAD_BUTTON_LABEL_B ,
  SDL_GAMEPAD_BUTTON_LABEL_X ,
  SDL_GAMEPAD_BUTTON_LABEL_Y ,
  SDL_GAMEPAD_BUTTON_LABEL_CROSS ,
  SDL_GAMEPAD_BUTTON_LABEL_CIRCLE ,
  SDL_GAMEPAD_BUTTON_LABEL_SQUARE ,
  SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE
}
 
enum  SDL_GamepadAxis {
  SDL_GAMEPAD_AXIS_INVALID = -1 ,
  SDL_GAMEPAD_AXIS_LEFTX ,
  SDL_GAMEPAD_AXIS_LEFTY ,
  SDL_GAMEPAD_AXIS_RIGHTX ,
  SDL_GAMEPAD_AXIS_RIGHTY ,
  SDL_GAMEPAD_AXIS_LEFT_TRIGGER ,
  SDL_GAMEPAD_AXIS_RIGHT_TRIGGER ,
  SDL_GAMEPAD_AXIS_COUNT
}
 
enum  SDL_GamepadBindingType {
  SDL_GAMEPAD_BINDTYPE_NONE = 0 ,
  SDL_GAMEPAD_BINDTYPE_BUTTON ,
  SDL_GAMEPAD_BINDTYPE_AXIS ,
  SDL_GAMEPAD_BINDTYPE_HAT
}
 

Functions

int SDL_AddGamepadMapping (const char *mapping)
 
int SDL_AddGamepadMappingsFromIO (SDL_IOStream *src, bool closeio)
 
int SDL_AddGamepadMappingsFromFile (const char *file)
 
bool SDL_ReloadGamepadMappings (void)
 
char ** SDL_GetGamepadMappings (int *count)
 
char * SDL_GetGamepadMappingForGUID (SDL_GUID guid)
 
char * SDL_GetGamepadMapping (SDL_Gamepad *gamepad)
 
bool SDL_SetGamepadMapping (SDL_JoystickID instance_id, const char *mapping)
 
bool SDL_HasGamepad (void)
 
SDL_JoystickIDSDL_GetGamepads (int *count)
 
bool SDL_IsGamepad (SDL_JoystickID instance_id)
 
const char * SDL_GetGamepadNameForID (SDL_JoystickID instance_id)
 
const char * SDL_GetGamepadPathForID (SDL_JoystickID instance_id)
 
int SDL_GetGamepadPlayerIndexForID (SDL_JoystickID instance_id)
 
SDL_GUID SDL_GetGamepadGUIDForID (SDL_JoystickID instance_id)
 
Uint16 SDL_GetGamepadVendorForID (SDL_JoystickID instance_id)
 
Uint16 SDL_GetGamepadProductForID (SDL_JoystickID instance_id)
 
Uint16 SDL_GetGamepadProductVersionForID (SDL_JoystickID instance_id)
 
SDL_GamepadType SDL_GetGamepadTypeForID (SDL_JoystickID instance_id)
 
SDL_GamepadType SDL_GetRealGamepadTypeForID (SDL_JoystickID instance_id)
 
char * SDL_GetGamepadMappingForID (SDL_JoystickID instance_id)
 
SDL_GamepadSDL_OpenGamepad (SDL_JoystickID instance_id)
 
SDL_GamepadSDL_GetGamepadFromID (SDL_JoystickID instance_id)
 
SDL_GamepadSDL_GetGamepadFromPlayerIndex (int player_index)
 
SDL_PropertiesID SDL_GetGamepadProperties (SDL_Gamepad *gamepad)
 
SDL_JoystickID SDL_GetGamepadID (SDL_Gamepad *gamepad)
 
const char * SDL_GetGamepadName (SDL_Gamepad *gamepad)
 
const char * SDL_GetGamepadPath (SDL_Gamepad *gamepad)
 
SDL_GamepadType SDL_GetGamepadType (SDL_Gamepad *gamepad)
 
SDL_GamepadType SDL_GetRealGamepadType (SDL_Gamepad *gamepad)
 
int SDL_GetGamepadPlayerIndex (SDL_Gamepad *gamepad)
 
bool SDL_SetGamepadPlayerIndex (SDL_Gamepad *gamepad, int player_index)
 
Uint16 SDL_GetGamepadVendor (SDL_Gamepad *gamepad)
 
Uint16 SDL_GetGamepadProduct (SDL_Gamepad *gamepad)
 
Uint16 SDL_GetGamepadProductVersion (SDL_Gamepad *gamepad)
 
Uint16 SDL_GetGamepadFirmwareVersion (SDL_Gamepad *gamepad)
 
const char * SDL_GetGamepadSerial (SDL_Gamepad *gamepad)
 
Uint64 SDL_GetGamepadSteamHandle (SDL_Gamepad *gamepad)
 
SDL_JoystickConnectionState SDL_GetGamepadConnectionState (SDL_Gamepad *gamepad)
 
SDL_PowerState SDL_GetGamepadPowerInfo (SDL_Gamepad *gamepad, int *percent)
 
bool SDL_GamepadConnected (SDL_Gamepad *gamepad)
 
SDL_JoystickSDL_GetGamepadJoystick (SDL_Gamepad *gamepad)
 
void SDL_SetGamepadEventsEnabled (bool enabled)
 
bool SDL_GamepadEventsEnabled (void)
 
SDL_GamepadBinding ** SDL_GetGamepadBindings (SDL_Gamepad *gamepad, int *count)
 
void SDL_UpdateGamepads (void)
 
SDL_GamepadType SDL_GetGamepadTypeFromString (const char *str)
 
const char * SDL_GetGamepadStringForType (SDL_GamepadType type)
 
SDL_GamepadAxis SDL_GetGamepadAxisFromString (const char *str)
 
const char * SDL_GetGamepadStringForAxis (SDL_GamepadAxis axis)
 
bool SDL_GamepadHasAxis (SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
 
Sint16 SDL_GetGamepadAxis (SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
 
SDL_GamepadButton SDL_GetGamepadButtonFromString (const char *str)
 
const char * SDL_GetGamepadStringForButton (SDL_GamepadButton button)
 
bool SDL_GamepadHasButton (SDL_Gamepad *gamepad, SDL_GamepadButton button)
 
bool SDL_GetGamepadButton (SDL_Gamepad *gamepad, SDL_GamepadButton button)
 
SDL_GamepadButtonLabel SDL_GetGamepadButtonLabelForType (SDL_GamepadType type, SDL_GamepadButton button)
 
SDL_GamepadButtonLabel SDL_GetGamepadButtonLabel (SDL_Gamepad *gamepad, SDL_GamepadButton button)
 
int SDL_GetNumGamepadTouchpads (SDL_Gamepad *gamepad)
 
int SDL_GetNumGamepadTouchpadFingers (SDL_Gamepad *gamepad, int touchpad)
 
bool SDL_GetGamepadTouchpadFinger (SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure)
 
bool SDL_GamepadHasSensor (SDL_Gamepad *gamepad, SDL_SensorType type)
 
bool SDL_SetGamepadSensorEnabled (SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled)
 
bool SDL_GamepadSensorEnabled (SDL_Gamepad *gamepad, SDL_SensorType type)
 
float SDL_GetGamepadSensorDataRate (SDL_Gamepad *gamepad, SDL_SensorType type)
 
bool SDL_GetGamepadSensorData (SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values)
 
bool SDL_RumbleGamepad (SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
 
bool SDL_RumbleGamepadTriggers (SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms)
 
bool SDL_SetGamepadLED (SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue)
 
bool SDL_SendGamepadEffect (SDL_Gamepad *gamepad, const void *data, int size)
 
void SDL_CloseGamepad (SDL_Gamepad *gamepad)
 
const char * SDL_GetGamepadAppleSFSymbolsNameForButton (SDL_Gamepad *gamepad, SDL_GamepadButton button)
 
const char * SDL_GetGamepadAppleSFSymbolsNameForAxis (SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
 

Macro Definition Documentation

◆ SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN

#define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN   SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN

Definition at line 746 of file SDL_gamepad.h.

◆ SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN

#define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN   SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN

Definition at line 748 of file SDL_gamepad.h.

◆ SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN

#define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN   SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN

Definition at line 747 of file SDL_gamepad.h.

◆ SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN

#define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN   SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN

Definition at line 749 of file SDL_gamepad.h.

◆ SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN

#define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN   SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN

Definition at line 750 of file SDL_gamepad.h.

Typedef Documentation

◆ SDL_Gamepad

typedef struct SDL_Gamepad SDL_Gamepad

CategoryGamepad

SDL provides a low-level joystick API, which just treats joysticks as an arbitrary pile of buttons, axes, and hat switches. If you're planning to write your own control configuration screen, this can give you a lot of flexibility, but that's a lot of work, and most things that we consider "joysticks" now are actually console-style gamepads. So SDL provides the gamepad API on top of the lower-level joystick functionality.

The difference betweena joystick and a gamepad is that a gamepad tells you where a button or axis is on the device. You don't speak to gamepads in terms of arbitrary numbers like "button 3" or "axis 2" but in standard locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or X/O/Square/Triangle, if you will).

One turns a joystick into a gamepad by providing a magic configuration string, which tells SDL the details of a specific device: when you see this specific hardware, if button 2 gets pressed, this is actually D-Pad Up, etc.

SDL has many popular controllers configured out of the box, and users can add their own controller details through an environment variable if it's otherwise unknown to SDL.

In order to use these functions, SDL_Init() must have been called with the SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and load appropriate drivers.

If you would like to receive gamepad updates while the application is in the background, you should set the following hint before calling SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS The structure used to identify an SDL gamepad

Since
This struct is available since SDL 3.1.3.

Definition at line 79 of file SDL_gamepad.h.

Enumeration Type Documentation

◆ SDL_GamepadAxis

The list of axes available on a gamepad

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 gamepads.

Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the same range that will be reported by the lower-level SDL_GetJoystickAxis().

Since
This enum is available since SDL 3.1.3.
Enumerator
SDL_GAMEPAD_AXIS_INVALID 
SDL_GAMEPAD_AXIS_LEFTX 
SDL_GAMEPAD_AXIS_LEFTY 
SDL_GAMEPAD_AXIS_RIGHTX 
SDL_GAMEPAD_AXIS_RIGHTY 
SDL_GAMEPAD_AXIS_LEFT_TRIGGER 
SDL_GAMEPAD_AXIS_RIGHT_TRIGGER 
SDL_GAMEPAD_AXIS_COUNT 

Definition at line 199 of file SDL_gamepad.h.

200{
SDL_GamepadAxis
@ SDL_GAMEPAD_AXIS_COUNT
@ SDL_GAMEPAD_AXIS_RIGHTX
@ SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
@ SDL_GAMEPAD_AXIS_LEFTX
@ SDL_GAMEPAD_AXIS_INVALID
@ SDL_GAMEPAD_AXIS_LEFTY
@ SDL_GAMEPAD_AXIS_LEFT_TRIGGER
@ SDL_GAMEPAD_AXIS_RIGHTY

◆ SDL_GamepadBindingType

Types of gamepad control bindings.

A gamepad is a collection of bindings that map arbitrary joystick buttons, axes and hat switches to specific positions on a generic console-style gamepad. This enum is used as part of SDL_GamepadBinding to specify those mappings.

Since
This enum is available since SDL 3.1.3.
Enumerator
SDL_GAMEPAD_BINDTYPE_NONE 
SDL_GAMEPAD_BINDTYPE_BUTTON 
SDL_GAMEPAD_BINDTYPE_AXIS 
SDL_GAMEPAD_BINDTYPE_HAT 

Definition at line 221 of file SDL_gamepad.h.

222{
SDL_GamepadBindingType
@ SDL_GAMEPAD_BINDTYPE_HAT
@ SDL_GAMEPAD_BINDTYPE_BUTTON
@ SDL_GAMEPAD_BINDTYPE_NONE
@ SDL_GAMEPAD_BINDTYPE_AXIS

◆ SDL_GamepadButton

The list of buttons available on a gamepad

For controllers that use a diamond pattern for the face buttons, the south/east/west/north buttons below correspond to the locations in the diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo Switch controllers, this would be B/A/Y/X, for PlayStation controllers this would be Cross/Circle/Square/Triangle.

For controllers that don't use a diamond pattern for the face buttons, the south/east/west/north buttons indicate the buttons labeled A, B, C, D, or 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, secondary, etc. buttons.

The activate action is often the south button and the cancel action is often the east button, but in some regions this is reversed, so your game should allow remapping actions based on user preferences.

You can query the labels for the face buttons using SDL_GetGamepadButtonLabel()

Since
This enum is available since SDL 3.1.3.
Enumerator
SDL_GAMEPAD_BUTTON_INVALID 
SDL_GAMEPAD_BUTTON_SOUTH 

Bottom face button (e.g. Xbox A button)

SDL_GAMEPAD_BUTTON_EAST 

Right face button (e.g. Xbox B button)

SDL_GAMEPAD_BUTTON_WEST 

Left face button (e.g. Xbox X button)

SDL_GAMEPAD_BUTTON_NORTH 

Top face button (e.g. Xbox Y button)

SDL_GAMEPAD_BUTTON_BACK 
SDL_GAMEPAD_BUTTON_GUIDE 
SDL_GAMEPAD_BUTTON_START 
SDL_GAMEPAD_BUTTON_LEFT_STICK 
SDL_GAMEPAD_BUTTON_RIGHT_STICK 
SDL_GAMEPAD_BUTTON_LEFT_SHOULDER 
SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER 
SDL_GAMEPAD_BUTTON_DPAD_UP 
SDL_GAMEPAD_BUTTON_DPAD_DOWN 
SDL_GAMEPAD_BUTTON_DPAD_LEFT 
SDL_GAMEPAD_BUTTON_DPAD_RIGHT 
SDL_GAMEPAD_BUTTON_MISC1 

Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button)

SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 

Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1)

SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 

Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3)

SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 

Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2)

SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 

Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4)

SDL_GAMEPAD_BUTTON_TOUCHPAD 

PS4/PS5 touchpad button

SDL_GAMEPAD_BUTTON_MISC2 

Additional button

SDL_GAMEPAD_BUTTON_MISC3 

Additional button

SDL_GAMEPAD_BUTTON_MISC4 

Additional button

SDL_GAMEPAD_BUTTON_MISC5 

Additional button

SDL_GAMEPAD_BUTTON_MISC6 

Additional button

SDL_GAMEPAD_BUTTON_COUNT 

Definition at line 129 of file SDL_gamepad.h.

130{
132 SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */
133 SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */
134 SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */
135 SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */
147 SDL_GAMEPAD_BUTTON_MISC1, /**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */
148 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */
149 SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */
150 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */
151 SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */
152 SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */
153 SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */
154 SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button */
155 SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button */
156 SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */
157 SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */
SDL_GamepadButton
@ SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
@ SDL_GAMEPAD_BUTTON_WEST
@ SDL_GAMEPAD_BUTTON_EAST
@ SDL_GAMEPAD_BUTTON_MISC2
@ SDL_GAMEPAD_BUTTON_GUIDE
@ SDL_GAMEPAD_BUTTON_LEFT_STICK
@ SDL_GAMEPAD_BUTTON_TOUCHPAD
@ SDL_GAMEPAD_BUTTON_MISC4
@ SDL_GAMEPAD_BUTTON_MISC5
@ SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
@ SDL_GAMEPAD_BUTTON_DPAD_DOWN
@ SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
@ SDL_GAMEPAD_BUTTON_INVALID
@ SDL_GAMEPAD_BUTTON_MISC6
@ SDL_GAMEPAD_BUTTON_MISC1
@ SDL_GAMEPAD_BUTTON_BACK
@ SDL_GAMEPAD_BUTTON_DPAD_UP
@ SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
@ SDL_GAMEPAD_BUTTON_RIGHT_STICK
@ SDL_GAMEPAD_BUTTON_START
@ SDL_GAMEPAD_BUTTON_COUNT
@ SDL_GAMEPAD_BUTTON_DPAD_RIGHT
@ SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
@ SDL_GAMEPAD_BUTTON_MISC3
@ SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
@ SDL_GAMEPAD_BUTTON_SOUTH
@ SDL_GAMEPAD_BUTTON_DPAD_LEFT
@ SDL_GAMEPAD_BUTTON_NORTH

◆ SDL_GamepadButtonLabel

The set of gamepad button labels

This isn't a complete set, just the face buttons to make it easy to show button prompts.

For a complete set, you should look at the button and gamepad type and have a set of symbols that work well with your art style.

Since
This enum is available since SDL 3.1.3.
Enumerator
SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN 
SDL_GAMEPAD_BUTTON_LABEL_A 
SDL_GAMEPAD_BUTTON_LABEL_B 
SDL_GAMEPAD_BUTTON_LABEL_X 
SDL_GAMEPAD_BUTTON_LABEL_Y 
SDL_GAMEPAD_BUTTON_LABEL_CROSS 
SDL_GAMEPAD_BUTTON_LABEL_CIRCLE 
SDL_GAMEPAD_BUTTON_LABEL_SQUARE 
SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE 

Definition at line 172 of file SDL_gamepad.h.

◆ SDL_GamepadType

Standard gamepad types.

This type does not necessarily map to first-party controllers from Microsoft/Sony/Nintendo; in many cases, third-party controllers can report as these, either because they were designed for a specific console, or they simply most closely match that console's controllers (does it have A/B/X/Y buttons or X/O/Square/Triangle? Does it have a touchpad? etc).

Enumerator
SDL_GAMEPAD_TYPE_UNKNOWN 
SDL_GAMEPAD_TYPE_STANDARD 
SDL_GAMEPAD_TYPE_XBOX360 
SDL_GAMEPAD_TYPE_XBOXONE 
SDL_GAMEPAD_TYPE_PS3 
SDL_GAMEPAD_TYPE_PS4 
SDL_GAMEPAD_TYPE_PS5 
SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO 
SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT 
SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT 
SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR 
SDL_GAMEPAD_TYPE_COUNT 

Definition at line 90 of file SDL_gamepad.h.

91{
SDL_GamepadType
Definition SDL_gamepad.h:91
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT
@ SDL_GAMEPAD_TYPE_PS5
Definition SDL_gamepad.h:98
@ SDL_GAMEPAD_TYPE_COUNT
@ SDL_GAMEPAD_TYPE_UNKNOWN
Definition SDL_gamepad.h:92
@ SDL_GAMEPAD_TYPE_XBOX360
Definition SDL_gamepad.h:94
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT
@ SDL_GAMEPAD_TYPE_XBOXONE
Definition SDL_gamepad.h:95
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO
Definition SDL_gamepad.h:99
@ SDL_GAMEPAD_TYPE_PS4
Definition SDL_gamepad.h:97
@ SDL_GAMEPAD_TYPE_PS3
Definition SDL_gamepad.h:96
@ SDL_GAMEPAD_TYPE_STANDARD
Definition SDL_gamepad.h:93
@ SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR

Function Documentation

◆ SDL_AddGamepadMapping()

int SDL_AddGamepadMapping ( const char *  mapping)
extern

Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.

The mapping string has the format "GUID,name,mapping", where GUID is the string value from SDL_GUIDToString(), name is the human readable string for the device and mappings are gamepad mappings to joystick ones. Under Windows there is a reserved GUID of "xinput" that covers all 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 gamepad axes and vice versa.

If a device with this GUID is already plugged in, SDL will generate an SDL_EVENT_GAMEPAD_ADDED event.

This string shows an example of a valid mapping for a gamepad:

"341a3608000000000000504944564944,Afterglow 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"
Parameters
mappingthe mapping string.
Returns
1 if a new mapping is added, 0 if an existing mapping is updated, -1 on failure; call SDL_GetError() for more information.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_AddGamepadMappingsFromFile
SDL_AddGamepadMappingsFromIO
SDL_GetGamepadMapping
SDL_GetGamepadMappingForGUID
SDL_HINT_GAMECONTROLLERCONFIG
SDL_HINT_GAMECONTROLLERCONFIG_FILE
SDL_EVENT_GAMEPAD_ADDED

◆ SDL_AddGamepadMappingsFromFile()

int SDL_AddGamepadMappingsFromFile ( const char *  file)
extern

Load a set of gamepad mappings from a file.

You can call this function several times, if needed, to load different database files.

If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.

Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.

Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).

Parameters
filethe mappings file to load.
Returns
the number of mappings added or -1 on failure; call SDL_GetError() for more information.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_AddGamepadMapping
SDL_AddGamepadMappingsFromIO
SDL_GetGamepadMapping
SDL_GetGamepadMappingForGUID
SDL_HINT_GAMECONTROLLERCONFIG
SDL_HINT_GAMECONTROLLERCONFIG_FILE
SDL_EVENT_GAMEPAD_ADDED

◆ SDL_AddGamepadMappingsFromIO()

int SDL_AddGamepadMappingsFromIO ( SDL_IOStream src,
bool  closeio 
)
extern

Load a set of gamepad mappings from an SDL_IOStream.

You can call this function several times, if needed, to load different database files.

If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.

Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.

Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).

This function will load the text database entirely in memory before processing it, so take this into consideration if you are in a memory constrained environment.

Parameters
srcthe data stream for the mappings to be added.
closeioif true, calls SDL_CloseIO() on src before returning, even in the case of an error.
Returns
the number of mappings added or -1 on failure; call SDL_GetError() for more information.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_AddGamepadMapping
SDL_AddGamepadMappingsFromFile
SDL_GetGamepadMapping
SDL_GetGamepadMappingForGUID
SDL_HINT_GAMECONTROLLERCONFIG
SDL_HINT_GAMECONTROLLERCONFIG_FILE
SDL_EVENT_GAMEPAD_ADDED

◆ SDL_CloseGamepad()

void SDL_CloseGamepad ( SDL_Gamepad gamepad)
extern

Close a gamepad previously opened with SDL_OpenGamepad().

Parameters
gamepada gamepad identifier previously returned by SDL_OpenGamepad().
Since
This function is available since SDL 3.1.3.
See also
SDL_OpenGamepad

◆ SDL_GamepadConnected()

bool SDL_GamepadConnected ( SDL_Gamepad gamepad)
extern

Check if a gamepad has been opened and is currently connected.

Parameters
gamepada gamepad identifier previously returned by SDL_OpenGamepad().
Returns
true if the gamepad has been opened and is currently connected, or false if not.
Since
This function is available since SDL 3.1.3.

◆ SDL_GamepadEventsEnabled()

bool SDL_GamepadEventsEnabled ( void  )
extern

Query the state of gamepad event processing.

If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself and check the state of the gamepad when you want gamepad information.

Returns
true if gamepad events are being processed, false otherwise.
Since
This function is available since SDL 3.1.3.
See also
SDL_SetGamepadEventsEnabled

◆ SDL_GamepadHasAxis()

bool SDL_GamepadHasAxis ( SDL_Gamepad gamepad,
SDL_GamepadAxis  axis 
)
extern

Query whether a gamepad has a given axis.

This merely reports whether the gamepad's mapping defined this axis, as that is all the information SDL has about the physical device.

Parameters
gamepada gamepad.
axisan axis enum value (an SDL_GamepadAxis value).
Returns
true if the gamepad has this axis, false otherwise.
Since
This function is available since SDL 3.1.3.
See also
SDL_GamepadHasButton
SDL_GetGamepadAxis

◆ SDL_GamepadHasButton()

bool SDL_GamepadHasButton ( SDL_Gamepad gamepad,
SDL_GamepadButton  button 
)
extern

Query whether a gamepad has a given button.

This merely reports whether the gamepad's mapping defined this button, as that is all the information SDL has about the physical device.

Parameters
gamepada gamepad.
buttona button enum value (an SDL_GamepadButton value).
Returns
true if the gamepad has this button, false otherwise.
Since
This function is available since SDL 3.1.3.
See also
SDL_GamepadHasAxis

◆ SDL_GamepadHasSensor()

bool SDL_GamepadHasSensor ( SDL_Gamepad gamepad,
SDL_SensorType  type 
)
extern

Return whether a gamepad has a particular sensor.

Parameters
gamepadthe gamepad to query.
typethe type of sensor to query.
Returns
true if the sensor exists, false otherwise.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadSensorData
SDL_GetGamepadSensorDataRate
SDL_SetGamepadSensorEnabled

◆ SDL_GamepadSensorEnabled()

bool SDL_GamepadSensorEnabled ( SDL_Gamepad gamepad,
SDL_SensorType  type 
)
extern

Query whether sensor data reporting is enabled for a gamepad.

Parameters
gamepadthe gamepad to query.
typethe type of sensor to query.
Returns
true if the sensor is enabled, false otherwise.
Since
This function is available since SDL 3.1.3.
See also
SDL_SetGamepadSensorEnabled

◆ SDL_GetGamepadAppleSFSymbolsNameForAxis()

const char * SDL_GetGamepadAppleSFSymbolsNameForAxis ( SDL_Gamepad gamepad,
SDL_GamepadAxis  axis 
)
extern

Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.

Parameters
gamepadthe gamepad to query.
axisan axis on the gamepad.
Returns
the sfSymbolsName or NULL if the name can't be found.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadAppleSFSymbolsNameForButton

◆ SDL_GetGamepadAppleSFSymbolsNameForButton()

const char * SDL_GetGamepadAppleSFSymbolsNameForButton ( SDL_Gamepad gamepad,
SDL_GamepadButton  button 
)
extern

Return the sfSymbolsName for a given button on a gamepad on Apple platforms.

Parameters
gamepadthe gamepad to query.
buttona button on the gamepad.
Returns
the sfSymbolsName or NULL if the name can't be found.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadAppleSFSymbolsNameForAxis

◆ SDL_GetGamepadAxis()

Sint16 SDL_GetGamepadAxis ( SDL_Gamepad gamepad,
SDL_GamepadAxis  axis 
)
extern

Get the current state of an axis control on a gamepad.

The axis indices start at index 0.

For thumbsticks, the state is a value ranging from -32768 (up/left) to 32767 (down/right).

Triggers range from 0 when released to 32767 when fully pressed, and never return a negative value. Note that this differs from the value reported by the lower-level SDL_GetJoystickAxis(), which normally uses the full range.

Parameters
gamepada gamepad.
axisan axis index (one of the SDL_GamepadAxis values).
Returns
axis state (including 0) on success or 0 (also) on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.
See also
SDL_GamepadHasAxis
SDL_GetGamepadButton

◆ SDL_GetGamepadAxisFromString()

SDL_GamepadAxis SDL_GetGamepadAxisFromString ( const char *  str)
extern

Convert a string into SDL_GamepadAxis enum.

This function is called internally to translate SDL_Gamepad mapping strings for the underlying joystick device into the consistent SDL_Gamepad mapping. You do not normally need to call this function unless you are parsing SDL_Gamepad mappings in your own code.

Note specially that "righttrigger" and "lefttrigger" map to SDL_GAMEPAD_AXIS_RIGHT_TRIGGER and SDL_GAMEPAD_AXIS_LEFT_TRIGGER, respectively.

Parameters
strstring representing a SDL_Gamepad axis.
Returns
the SDL_GamepadAxis enum corresponding to the input string, or SDL_GAMEPAD_AXIS_INVALID if no match was found.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadStringForAxis

◆ SDL_GetGamepadBindings()

SDL_GamepadBinding ** SDL_GetGamepadBindings ( SDL_Gamepad gamepad,
int *  count 
)
extern

Get the SDL joystick layer bindings for a gamepad.

Parameters
gamepada gamepad.
counta pointer filled in with the number of bindings returned.
Returns
a NULL terminated array of pointers to bindings or NULL on failure; call SDL_GetError() for more information. This is a single allocation that should be freed with SDL_free() when it is no longer needed.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadButton()

bool SDL_GetGamepadButton ( SDL_Gamepad gamepad,
SDL_GamepadButton  button 
)
extern

Get the current state of a button on a gamepad.

Parameters
gamepada gamepad.
buttona button index (one of the SDL_GamepadButton values).
Returns
true if the button is pressed, false otherwise.
Since
This function is available since SDL 3.1.3.
See also
SDL_GamepadHasButton
SDL_GetGamepadAxis

◆ SDL_GetGamepadButtonFromString()

SDL_GamepadButton SDL_GetGamepadButtonFromString ( const char *  str)
extern

Convert a string into an SDL_GamepadButton enum.

This function is called internally to translate SDL_Gamepad mapping strings for the underlying joystick device into the consistent SDL_Gamepad mapping. You do not normally need to call this function unless you are parsing SDL_Gamepad mappings in your own code.

Parameters
strstring representing a SDL_Gamepad axis.
Returns
the SDL_GamepadButton enum corresponding to the input string, or SDL_GAMEPAD_BUTTON_INVALID if no match was found.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadStringForButton

◆ SDL_GetGamepadButtonLabel()

SDL_GamepadButtonLabel SDL_GetGamepadButtonLabel ( SDL_Gamepad gamepad,
SDL_GamepadButton  button 
)
extern

Get the label of a button on a gamepad.

Parameters
gamepada gamepad.
buttona button index (one of the SDL_GamepadButton values).
Returns
the SDL_GamepadButtonLabel enum corresponding to the button label.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadButtonLabelForType

◆ SDL_GetGamepadButtonLabelForType()

SDL_GamepadButtonLabel SDL_GetGamepadButtonLabelForType ( SDL_GamepadType  type,
SDL_GamepadButton  button 
)
extern

Get the label of a button on a gamepad.

Parameters
typethe type of gamepad to check.
buttona button index (one of the SDL_GamepadButton values).
Returns
the SDL_GamepadButtonLabel enum corresponding to the button label.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadButtonLabel

◆ SDL_GetGamepadConnectionState()

SDL_JoystickConnectionState SDL_GetGamepadConnectionState ( SDL_Gamepad gamepad)
extern

Get the connection state of a gamepad.

Parameters
gamepadthe gamepad object to query.
Returns
the connection state on success or SDL_JOYSTICK_CONNECTION_INVALID on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadFirmwareVersion()

Uint16 SDL_GetGamepadFirmwareVersion ( SDL_Gamepad gamepad)
extern

Get the firmware version of an opened gamepad, if available.

If the firmware version isn't available this function returns 0.

Parameters
gamepadthe gamepad object to query.
Returns
the gamepad firmware version, or zero if unavailable.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadFromID()

SDL_Gamepad * SDL_GetGamepadFromID ( SDL_JoystickID  instance_id)
extern

Get the SDL_Gamepad associated with a joystick instance ID, if it has been opened.

Parameters
instance_idthe joystick instance ID of the gamepad.
Returns
an SDL_Gamepad on success or NULL on failure or if it hasn't been opened yet; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadFromPlayerIndex()

SDL_Gamepad * SDL_GetGamepadFromPlayerIndex ( int  player_index)
extern

Get the SDL_Gamepad associated with a player index.

Parameters
player_indexthe player index, which different from the instance ID.
Returns
the SDL_Gamepad associated with a player index.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadPlayerIndex
SDL_SetGamepadPlayerIndex

◆ SDL_GetGamepadGUIDForID()

SDL_GUID SDL_GetGamepadGUIDForID ( SDL_JoystickID  instance_id)
extern

Get the implementation-dependent GUID of a gamepad.

This can be called before any gamepads are opened.

Parameters
instance_idthe joystick instance ID.
Returns
the GUID of the selected gamepad. If called on an invalid index, this function returns a zero GUID.
Since
This function is available since SDL 3.1.3.
See also
SDL_GUIDToString
SDL_GetGamepads

◆ SDL_GetGamepadID()

SDL_JoystickID SDL_GetGamepadID ( SDL_Gamepad gamepad)
extern

Get the instance ID of an opened gamepad.

Parameters
gamepada gamepad identifier previously returned by SDL_OpenGamepad().
Returns
the instance ID of the specified gamepad on success or 0 on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadJoystick()

SDL_Joystick * SDL_GetGamepadJoystick ( SDL_Gamepad gamepad)
extern

Get the underlying joystick from a gamepad.

This function will give you a SDL_Joystick object, which allows you to use the SDL_Joystick functions with a SDL_Gamepad object. This would be useful for getting a joystick's position at any given time, even if it hasn't moved (moving it would produce an event, which would have the axis' value).

The pointer returned is owned by the SDL_Gamepad. You should not call SDL_CloseJoystick() on it, for example, since doing so will likely cause SDL to crash.

Parameters
gamepadthe gamepad object that you want to get a joystick from.
Returns
an SDL_Joystick object, or NULL on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadMapping()

char * SDL_GetGamepadMapping ( SDL_Gamepad gamepad)
extern

Get the current mapping of a gamepad.

Details about mappings are discussed with SDL_AddGamepadMapping().

Parameters
gamepadthe gamepad you want to get the current mapping for.
Returns
a string that has the gamepad's mapping or NULL if no mapping is available; call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.
Since
This function is available since SDL 3.1.3.
See also
SDL_AddGamepadMapping
SDL_GetGamepadMappingForID
SDL_GetGamepadMappingForGUID
SDL_SetGamepadMapping

◆ SDL_GetGamepadMappingForGUID()

char * SDL_GetGamepadMappingForGUID ( SDL_GUID  guid)
extern

Get the gamepad mapping string for a given GUID.

Parameters
guida structure containing the GUID for which a mapping is desired.
Returns
a mapping string or NULL on failure; call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetJoystickGUIDForID
SDL_GetJoystickGUID

◆ SDL_GetGamepadMappingForID()

char * SDL_GetGamepadMappingForID ( SDL_JoystickID  instance_id)
extern

Get the mapping of a gamepad.

This can be called before any gamepads are opened.

Parameters
instance_idthe joystick instance ID.
Returns
the mapping string. Returns NULL if no mapping is available. This should be freed with SDL_free() when it is no longer needed.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepads
SDL_GetGamepadMapping

◆ SDL_GetGamepadMappings()

char ** SDL_GetGamepadMappings ( int *  count)
extern

Get the current gamepad mappings.

Parameters
counta pointer filled in with the number of mappings returned, can be NULL.
Returns
an array of the mapping strings, NULL-terminated, or NULL on failure; call SDL_GetError() for more information. This is a single allocation that should be freed with SDL_free() when it is no longer needed.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadName()

const char * SDL_GetGamepadName ( SDL_Gamepad gamepad)
extern

Get the implementation-dependent name for an opened gamepad.

Parameters
gamepada gamepad identifier previously returned by SDL_OpenGamepad().
Returns
the implementation dependent name for the gamepad, or NULL if there is no name or the identifier passed is invalid.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadNameForID

◆ SDL_GetGamepadNameForID()

const char * SDL_GetGamepadNameForID ( SDL_JoystickID  instance_id)
extern

Get the implementation dependent name of a gamepad.

This can be called before any gamepads are opened.

Parameters
instance_idthe joystick instance ID.
Returns
the name of the selected gamepad. If no name can be found, this function returns NULL; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadName
SDL_GetGamepads

◆ SDL_GetGamepadPath()

const char * SDL_GetGamepadPath ( SDL_Gamepad gamepad)
extern

Get the implementation-dependent path for an opened gamepad.

Parameters
gamepada gamepad identifier previously returned by SDL_OpenGamepad().
Returns
the implementation dependent path for the gamepad, or NULL if there is no path or the identifier passed is invalid.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadPathForID

◆ SDL_GetGamepadPathForID()

const char * SDL_GetGamepadPathForID ( SDL_JoystickID  instance_id)
extern

Get the implementation dependent path of a gamepad.

This can be called before any gamepads are opened.

Parameters
instance_idthe joystick instance ID.
Returns
the path of the selected gamepad. If no path can be found, this function returns NULL; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadPath
SDL_GetGamepads

◆ SDL_GetGamepadPlayerIndex()

int SDL_GetGamepadPlayerIndex ( SDL_Gamepad gamepad)
extern

Get the player index of an opened gamepad.

For XInput gamepads this returns the XInput user index.

Parameters
gamepadthe gamepad object to query.
Returns
the player index for gamepad, or -1 if it's not available.
Since
This function is available since SDL 3.1.3.
See also
SDL_SetGamepadPlayerIndex

◆ SDL_GetGamepadPlayerIndexForID()

int SDL_GetGamepadPlayerIndexForID ( SDL_JoystickID  instance_id)
extern

Get the player index of a gamepad.

This can be called before any gamepads are opened.

Parameters
instance_idthe joystick instance ID.
Returns
the player index of a gamepad, or -1 if it's not available.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadPlayerIndex
SDL_GetGamepads

◆ SDL_GetGamepadPowerInfo()

SDL_PowerState SDL_GetGamepadPowerInfo ( SDL_Gamepad gamepad,
int *  percent 
)
extern

Get the battery state of a gamepad.

You should never take a battery status as absolute truth. Batteries (especially failing batteries) are delicate hardware, and the values reported here are best estimates based on what that hardware reports. It's not uncommon for older batteries to lose stored power much faster than it reports, or completely drain when reporting it has 20 percent left, etc.

Parameters
gamepadthe gamepad object to query.
percenta pointer filled in with the percentage of battery life left, between 0 and 100, or NULL to ignore. This will be filled in with -1 we can't determine a value or there is no battery.
Returns
the current battery state.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadProduct()

Uint16 SDL_GetGamepadProduct ( SDL_Gamepad gamepad)
extern

Get the USB product ID of an opened gamepad, if available.

If the product ID isn't available this function returns 0.

Parameters
gamepadthe gamepad object to query.
Returns
the USB product ID, or zero if unavailable.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadProductForID

◆ SDL_GetGamepadProductForID()

Uint16 SDL_GetGamepadProductForID ( SDL_JoystickID  instance_id)
extern

Get the USB product ID of a gamepad, if available.

This can be called before any gamepads are opened. If the product ID isn't available this function returns 0.

Parameters
instance_idthe joystick instance ID.
Returns
the USB product ID of the selected gamepad. If called on an invalid index, this function returns zero.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadProduct
SDL_GetGamepads

◆ SDL_GetGamepadProductVersion()

Uint16 SDL_GetGamepadProductVersion ( SDL_Gamepad gamepad)
extern

Get the product version of an opened gamepad, if available.

If the product version isn't available this function returns 0.

Parameters
gamepadthe gamepad object to query.
Returns
the USB product version, or zero if unavailable.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadProductVersionForID

◆ SDL_GetGamepadProductVersionForID()

Uint16 SDL_GetGamepadProductVersionForID ( SDL_JoystickID  instance_id)
extern

Get the product version of a gamepad, if available.

This can be called before any gamepads are opened. If the product version isn't available this function returns 0.

Parameters
instance_idthe joystick instance ID.
Returns
the product version of the selected gamepad. If called on an invalid index, this function returns zero.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadProductVersion
SDL_GetGamepads

◆ SDL_GetGamepadProperties()

SDL_PropertiesID SDL_GetGamepadProperties ( SDL_Gamepad gamepad)
extern

Get the properties associated with an opened gamepad.

These properties are shared with the underlying joystick object.

The following read-only properties are provided by SDL:

  • SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN: true if this gamepad has an LED that has adjustable brightness
  • SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN: true if this gamepad has an LED that has adjustable color
  • SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN: true if this gamepad has a player LED
  • SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN: true if this gamepad has left/right rumble
  • SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN: true if this gamepad has simple trigger rumble
Parameters
gamepada gamepad identifier previously returned by SDL_OpenGamepad().
Returns
a valid property ID on success or 0 on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepads()

SDL_JoystickID * SDL_GetGamepads ( int *  count)
extern

Get a list of currently connected gamepads.

Parameters
counta pointer filled in with the number of gamepads returned, may be NULL.
Returns
a 0 terminated array of joystick instance IDs or NULL on failure; call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.
Since
This function is available since SDL 3.1.3.
See also
SDL_HasGamepad
SDL_OpenGamepad

◆ SDL_GetGamepadSensorData()

bool SDL_GetGamepadSensorData ( SDL_Gamepad gamepad,
SDL_SensorType  type,
float *  data,
int  num_values 
)
extern

Get the current state of a gamepad 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
gamepadthe gamepad 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
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadSensorDataRate()

float SDL_GetGamepadSensorDataRate ( SDL_Gamepad gamepad,
SDL_SensorType  type 
)
extern

Get the data rate (number of events per second) of a gamepad sensor.

Parameters
gamepadthe gamepad to query.
typethe type of sensor to query.
Returns
the data rate, or 0.0f if the data rate is not available.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadSerial()

const char * SDL_GetGamepadSerial ( SDL_Gamepad gamepad)
extern

Get the serial number of an opened gamepad, if available.

Returns the serial number of the gamepad, or NULL if it is not available.

Parameters
gamepadthe gamepad object to query.
Returns
the serial number, or NULL if unavailable.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadSteamHandle()

Uint64 SDL_GetGamepadSteamHandle ( SDL_Gamepad gamepad)
extern

Get the Steam Input handle of an opened gamepad, if available.

Returns an InputHandle_t for the gamepad that can be used with Steam Input API: https://partner.steamgames.com/doc/api/ISteamInput

Parameters
gamepadthe gamepad object to query.
Returns
the gamepad handle, or 0 if unavailable.
Since
This function is available since SDL 3.1.3.

◆ SDL_GetGamepadStringForAxis()

const char * SDL_GetGamepadStringForAxis ( SDL_GamepadAxis  axis)
extern

Convert from an SDL_GamepadAxis enum to a string.

Parameters
axisan enum value for a given SDL_GamepadAxis.
Returns
a string for the given axis, or NULL if an invalid axis is specified. The string returned is of the format used by SDL_Gamepad mapping strings.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadAxisFromString

◆ SDL_GetGamepadStringForButton()

const char * SDL_GetGamepadStringForButton ( SDL_GamepadButton  button)
extern

Convert from an SDL_GamepadButton enum to a string.

Parameters
buttonan enum value for a given SDL_GamepadButton.
Returns
a string for the given button, or NULL if an invalid button is specified. The string returned is of the format used by SDL_Gamepad mapping strings.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadButtonFromString

◆ SDL_GetGamepadStringForType()

const char * SDL_GetGamepadStringForType ( SDL_GamepadType  type)
extern

Convert from an SDL_GamepadType enum to a string.

Parameters
typean enum value for a given SDL_GamepadType.
Returns
a string for the given type, or NULL if an invalid type is specified. The string returned is of the format used by SDL_Gamepad mapping strings.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadTypeFromString

◆ SDL_GetGamepadTouchpadFinger()

bool SDL_GetGamepadTouchpadFinger ( SDL_Gamepad gamepad,
int  touchpad,
int  finger,
bool down,
float *  x,
float *  y,
float *  pressure 
)
extern

Get the current state of a finger on a touchpad on a gamepad.

Parameters
gamepada gamepad.
touchpada touchpad.
fingera finger.
downa pointer filled with true if the finger is down, false otherwise, may be NULL.
xa pointer filled with the x position, normalized 0 to 1, with the origin in the upper left, may be NULL.
ya pointer filled with the y position, normalized 0 to 1, with the origin in the upper left, may be NULL.
pressurea pointer filled with pressure value, may be NULL.
Returns
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetNumGamepadTouchpadFingers

◆ SDL_GetGamepadType()

SDL_GamepadType SDL_GetGamepadType ( SDL_Gamepad gamepad)
extern

Get the type of an opened gamepad.

Parameters
gamepadthe gamepad object to query.
Returns
the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not available.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadTypeForID

◆ SDL_GetGamepadTypeForID()

SDL_GamepadType SDL_GetGamepadTypeForID ( SDL_JoystickID  instance_id)
extern

Get the type of a gamepad.

This can be called before any gamepads are opened.

Parameters
instance_idthe joystick instance ID.
Returns
the gamepad type.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadType
SDL_GetGamepads
SDL_GetRealGamepadTypeForID

◆ SDL_GetGamepadTypeFromString()

SDL_GamepadType SDL_GetGamepadTypeFromString ( const char *  str)
extern

Convert a string into SDL_GamepadType enum.

This function is called internally to translate SDL_Gamepad mapping strings for the underlying joystick device into the consistent SDL_Gamepad mapping. You do not normally need to call this function unless you are parsing SDL_Gamepad mappings in your own code.

Parameters
strstring representing a SDL_GamepadType type.
Returns
the SDL_GamepadType enum corresponding to the input string, or SDL_GAMEPAD_TYPE_UNKNOWN if no match was found.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadStringForType

◆ SDL_GetGamepadVendor()

Uint16 SDL_GetGamepadVendor ( SDL_Gamepad gamepad)
extern

Get the USB vendor ID of an opened gamepad, if available.

If the vendor ID isn't available this function returns 0.

Parameters
gamepadthe gamepad object to query.
Returns
the USB vendor ID, or zero if unavailable.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadVendorForID

◆ SDL_GetGamepadVendorForID()

Uint16 SDL_GetGamepadVendorForID ( SDL_JoystickID  instance_id)
extern

Get the USB vendor ID of a gamepad, if available.

This can be called before any gamepads are opened. If the vendor ID isn't available this function returns 0.

Parameters
instance_idthe joystick instance ID.
Returns
the USB vendor ID of the selected gamepad. If called on an invalid index, this function returns zero.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadVendor
SDL_GetGamepads

◆ SDL_GetNumGamepadTouchpadFingers()

int SDL_GetNumGamepadTouchpadFingers ( SDL_Gamepad gamepad,
int  touchpad 
)
extern

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

Parameters
gamepada gamepad.
touchpada touchpad.
Returns
number of supported simultaneous fingers.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadTouchpadFinger
SDL_GetNumGamepadTouchpads

◆ SDL_GetNumGamepadTouchpads()

int SDL_GetNumGamepadTouchpads ( SDL_Gamepad gamepad)
extern

Get the number of touchpads on a gamepad.

Parameters
gamepada gamepad.
Returns
number of touchpads.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetNumGamepadTouchpadFingers

◆ SDL_GetRealGamepadType()

SDL_GamepadType SDL_GetRealGamepadType ( SDL_Gamepad gamepad)
extern

Get the type of an opened gamepad, ignoring any mapping override.

Parameters
gamepadthe gamepad object to query.
Returns
the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not available.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetRealGamepadTypeForID

◆ SDL_GetRealGamepadTypeForID()

SDL_GamepadType SDL_GetRealGamepadTypeForID ( SDL_JoystickID  instance_id)
extern

Get the type of a gamepad, ignoring any mapping override.

This can be called before any gamepads are opened.

Parameters
instance_idthe joystick instance ID.
Returns
the gamepad type.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadTypeForID
SDL_GetGamepads
SDL_GetRealGamepadType

◆ SDL_HasGamepad()

bool SDL_HasGamepad ( void  )
extern

Return whether a gamepad is currently connected.

Returns
true if a gamepad is connected, false otherwise.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepads

◆ SDL_IsGamepad()

bool SDL_IsGamepad ( SDL_JoystickID  instance_id)
extern

Check if the given joystick is supported by the gamepad interface.

Parameters
instance_idthe joystick instance ID.
Returns
true if the given joystick is supported by the gamepad interface, false if it isn't or it's an invalid index.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetJoysticks
SDL_OpenGamepad

◆ SDL_OpenGamepad()

SDL_Gamepad * SDL_OpenGamepad ( SDL_JoystickID  instance_id)
extern

Open a gamepad for use.

Parameters
instance_idthe joystick instance ID.
Returns
a gamepad identifier or NULL if an error occurred; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.
See also
SDL_CloseGamepad
SDL_IsGamepad

◆ SDL_ReloadGamepadMappings()

bool SDL_ReloadGamepadMappings ( void  )
extern

Reinitialize the SDL mapping database to its initial state.

This will generate gamepad events as needed if device mappings change.

Returns
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.

◆ SDL_RumbleGamepad()

bool SDL_RumbleGamepad ( SDL_Gamepad gamepad,
Uint16  low_frequency_rumble,
Uint16  high_frequency_rumble,
Uint32  duration_ms 
)
extern

Start a rumble effect on a gamepad.

Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.

This function requires you to process SDL events or call SDL_UpdateJoysticks() to update rumble state.

Parameters
gamepadthe gamepad 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
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.

◆ SDL_RumbleGamepadTriggers()

bool SDL_RumbleGamepadTriggers ( SDL_Gamepad gamepad,
Uint16  left_rumble,
Uint16  right_rumble,
Uint32  duration_ms 
)
extern

Start a rumble effect in the gamepad's triggers.

Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.

Note that this is rumbling of the triggers and not the gamepad as a whole. This is currently only supported on Xbox One gamepads. If you want the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead.

This function requires you to process SDL events or call SDL_UpdateJoysticks() to update rumble state.

Parameters
gamepadthe gamepad 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
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.
See also
SDL_RumbleGamepad

◆ SDL_SendGamepadEffect()

bool SDL_SendGamepadEffect ( SDL_Gamepad gamepad,
const void *  data,
int  size 
)
extern

Send a gamepad specific effect packet.

Parameters
gamepadthe gamepad to affect.
datathe data to send to the gamepad.
sizethe size of the data to send to the gamepad.
Returns
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.

◆ SDL_SetGamepadEventsEnabled()

void SDL_SetGamepadEventsEnabled ( bool  enabled)
extern

Set the state of gamepad event processing.

If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself and check the state of the gamepad when you want gamepad information.

Parameters
enabledwhether to process gamepad events or not.
Since
This function is available since SDL 3.1.3.
See also
SDL_GamepadEventsEnabled
SDL_UpdateGamepads

◆ SDL_SetGamepadLED()

bool SDL_SetGamepadLED ( SDL_Gamepad gamepad,
Uint8  red,
Uint8  green,
Uint8  blue 
)
extern

Update a gamepad's LED color.

An example of a joystick LED is the light on the back of a PlayStation 4's DualShock 4 controller.

For gamepads with a single color LED, the maximum of the RGB values will be used as the LED brightness.

Parameters
gamepadthe gamepad to update.
redthe intensity of the red LED.
greenthe intensity of the green LED.
bluethe intensity of the blue LED.
Returns
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.

◆ SDL_SetGamepadMapping()

bool SDL_SetGamepadMapping ( SDL_JoystickID  instance_id,
const char *  mapping 
)
extern

Set the current mapping of a joystick or gamepad.

Details about mappings are discussed with SDL_AddGamepadMapping().

Parameters
instance_idthe joystick instance ID.
mappingthe mapping to use for this device, or NULL to clear the mapping.
Returns
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.
See also
SDL_AddGamepadMapping
SDL_GetGamepadMapping

◆ SDL_SetGamepadPlayerIndex()

bool SDL_SetGamepadPlayerIndex ( SDL_Gamepad gamepad,
int  player_index 
)
extern

Set the player index of an opened gamepad.

Parameters
gamepadthe gamepad object to adjust.
player_indexplayer index to assign to this gamepad, or -1 to clear the player index and turn off player LEDs.
Returns
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.
See also
SDL_GetGamepadPlayerIndex

◆ SDL_SetGamepadSensorEnabled()

bool SDL_SetGamepadSensorEnabled ( SDL_Gamepad gamepad,
SDL_SensorType  type,
bool  enabled 
)
extern

Set whether data reporting for a gamepad sensor is enabled.

Parameters
gamepadthe gamepad to update.
typethe type of sensor to enable/disable.
enabledwhether data reporting should be enabled.
Returns
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.1.3.
See also
SDL_GamepadHasSensor
SDL_GamepadSensorEnabled

◆ SDL_UpdateGamepads()

void SDL_UpdateGamepads ( void  )
extern

Manually pump gamepad updates if not using the loop.

This function is called automatically by the event loop if events are enabled. Under such circumstances, it will not be necessary to call this function.

Since
This function is available since SDL 3.1.3.