src/joystick/SDL_gamecontroller.c
author Ryan C. Gordon <icculus@icculus.org>
Thu, 18 Dec 2014 00:19:52 -0500
changeset 9278 8900afb78a19
parent 9198 7260f8242948
child 9596 ac646c8a73ae
permissions -rw-r--r--
Initial merge of Emscripten port!

With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.

This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jylänki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
slouken@8582
     1
/*
slouken@8582
     2
  Simple DirectMedia Layer
slouken@8149
     3
  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
slouken@8582
     4
slouken@8582
     5
  This software is provided 'as-is', without any express or implied
slouken@8582
     6
  warranty.  In no event will the authors be held liable for any damages
slouken@8582
     7
  arising from the use of this software.
slouken@8582
     8
slouken@8582
     9
  Permission is granted to anyone to use this software for any purpose,
slouken@8582
    10
  including commercial applications, and to alter it and redistribute it
slouken@8582
    11
  freely, subject to the following restrictions:
slouken@8582
    12
slouken@8582
    13
  1. The origin of this software must not be misrepresented; you must not
slouken@8582
    14
     claim that you wrote the original software. If you use this software
slouken@8582
    15
     in a product, an acknowledgment in the product documentation would be
slouken@8582
    16
     appreciated but is not required.
slouken@8582
    17
  2. Altered source versions must be plainly marked as such, and must not be
slouken@8582
    18
     misrepresented as being the original software.
slouken@8582
    19
  3. This notice may not be removed or altered from any source distribution.
slouken@8582
    20
*/
icculus@8093
    21
#include "../SDL_internal.h"
slouken@8582
    22
slouken@8582
    23
/* This is the game controller API for Simple DirectMedia Layer */
slouken@8582
    24
slouken@8582
    25
#include "SDL_events.h"
slouken@8582
    26
#include "SDL_assert.h"
slouken@8582
    27
#include "SDL_sysjoystick.h"
slouken@8582
    28
#include "SDL_hints.h"
slouken@8582
    29
#include "SDL_gamecontrollerdb.h"
slouken@8582
    30
slouken@8582
    31
#if !SDL_EVENTS_DISABLED
slouken@8582
    32
#include "../events/SDL_events_c.h"
slouken@8582
    33
#endif
slouken@8582
    34
#define ABS(_x) ((_x) < 0 ? -(_x) : (_x))
slouken@8582
    35
gabomdq@8042
    36
#define SDL_CONTROLLER_PLATFORM_FIELD "platform:"
slouken@8582
    37
slouken@8582
    38
/* a list of currently opened game controllers */
slouken@8582
    39
static SDL_GameController *SDL_gamecontrollers = NULL;
slouken@8582
    40
slouken@8582
    41
/* keep track of the hat and mask value that transforms this hat movement into a button/axis press */
slouken@8582
    42
struct _SDL_HatMapping
slouken@8582
    43
{
slouken@8582
    44
    int hat;
slouken@8582
    45
    Uint8 mask;
slouken@8582
    46
};
slouken@8582
    47
slouken@8582
    48
#define k_nMaxReverseEntries 20
slouken@8582
    49
slouken@8582
    50
/**
slouken@8582
    51
 * We are encoding the "HAT" as 0xhm. where h == hat ID and m == mask
slouken@8582
    52
 * MAX 4 hats supported
slouken@8582
    53
 */
slouken@8582
    54
#define k_nMaxHatEntries 0x3f + 1
slouken@8582
    55
slouken@8582
    56
/* our in memory mapping db between joystick objects and controller mappings */
slouken@8582
    57
struct _SDL_ControllerMapping
slouken@8582
    58
{
slouken@8582
    59
    SDL_JoystickGUID guid;
slouken@8582
    60
    const char *name;
slouken@8582
    61
slouken@8582
    62
    /* mapping of axis/button id to controller version */
slouken@8582
    63
    int axes[SDL_CONTROLLER_AXIS_MAX];
slouken@8582
    64
    int buttonasaxis[SDL_CONTROLLER_AXIS_MAX];
slouken@8582
    65
slouken@8582
    66
    int buttons[SDL_CONTROLLER_BUTTON_MAX];
slouken@8582
    67
    int axesasbutton[SDL_CONTROLLER_BUTTON_MAX];
slouken@8582
    68
    struct _SDL_HatMapping hatasbutton[SDL_CONTROLLER_BUTTON_MAX];
slouken@8582
    69
slouken@8582
    70
    /* reverse mapping, joystick indices to buttons */
slouken@8582
    71
    SDL_GameControllerAxis raxes[k_nMaxReverseEntries];
slouken@8582
    72
    SDL_GameControllerAxis rbuttonasaxis[k_nMaxReverseEntries];
slouken@8582
    73
slouken@8582
    74
    SDL_GameControllerButton rbuttons[k_nMaxReverseEntries];
slouken@8582
    75
    SDL_GameControllerButton raxesasbutton[k_nMaxReverseEntries];
slouken@8582
    76
    SDL_GameControllerButton rhatasbutton[k_nMaxHatEntries];
slouken@8582
    77
slouken@8582
    78
};
slouken@8582
    79
slouken@8582
    80
slouken@8582
    81
/* our hard coded list of mapping support */
slouken@8582
    82
typedef struct _ControllerMapping_t
slouken@8582
    83
{
slouken@8582
    84
    SDL_JoystickGUID guid;
slouken@8582
    85
    char *name;
slouken@8582
    86
    char *mapping;
slouken@8582
    87
    struct _ControllerMapping_t *next;
slouken@8582
    88
} ControllerMapping_t;
slouken@8582
    89
slouken@8582
    90
static ControllerMapping_t *s_pSupportedControllers = NULL;
slouken@8582
    91
static ControllerMapping_t *s_pXInputMapping = NULL;
icculus@9278
    92
static ControllerMapping_t *s_pEmscriptenMapping = NULL;
slouken@8582
    93
slouken@8582
    94
/* The SDL game controller structure */
slouken@8582
    95
struct _SDL_GameController
slouken@8582
    96
{
slouken@8582
    97
    SDL_Joystick *joystick; /* underlying joystick device */
slouken@8582
    98
    int ref_count;
slouken@8582
    99
    Uint8 hatState[4]; /* the current hat state for this controller */
slouken@8582
   100
    struct _SDL_ControllerMapping mapping; /* the mapping object for this controller */
slouken@8582
   101
    struct _SDL_GameController *next; /* pointer to next game controller we have allocated */
slouken@8582
   102
};
slouken@8582
   103
slouken@8582
   104
slouken@8582
   105
int SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value);
slouken@8582
   106
int SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state);
slouken@8582
   107
slouken@8582
   108
/*
slouken@8582
   109
 * Event filter to fire controller events from joystick ones
slouken@8582
   110
 */
slouken@8582
   111
int SDL_GameControllerEventWatcher(void *userdata, SDL_Event * event)
slouken@8582
   112
{
slouken@8772
   113
    switch(event->type) {
slouken@8582
   114
    case SDL_JOYAXISMOTION:
slouken@8582
   115
        {
slouken@8582
   116
            SDL_GameController *controllerlist;
slouken@8582
   117
slouken@8772
   118
            if (event->jaxis.axis >= k_nMaxReverseEntries) break;
slouken@8582
   119
slouken@8582
   120
            controllerlist = SDL_gamecontrollers;
slouken@8772
   121
            while (controllerlist) {
slouken@8772
   122
                if (controllerlist->joystick->instance_id == event->jaxis.which) {
slouken@8772
   123
                    if (controllerlist->mapping.raxes[event->jaxis.axis] >= 0) /* simple axis to axis, send it through */ {
slouken@8582
   124
                        SDL_GameControllerAxis axis = controllerlist->mapping.raxes[event->jaxis.axis];
slouken@8582
   125
                        Sint16 value = event->jaxis.value;
slouken@8772
   126
                        switch (axis) {
slouken@8582
   127
                            case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
slouken@8582
   128
                            case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
slouken@8582
   129
                                /* Shift it to be 0 - 32767. */
slouken@8582
   130
                                value = value / 2 + 16384;
slouken@8582
   131
                            default:
slouken@8582
   132
                                break;
slouken@8582
   133
                        }
slouken@8772
   134
                        SDL_PrivateGameControllerAxis(controllerlist, axis, value);
slouken@8772
   135
                    } else if (controllerlist->mapping.raxesasbutton[event->jaxis.axis] >= 0) { /* simulate an axis as a button */
slouken@8772
   136
                        SDL_PrivateGameControllerButton(controllerlist, controllerlist->mapping.raxesasbutton[event->jaxis.axis], ABS(event->jaxis.value) > 32768/2 ? SDL_PRESSED : SDL_RELEASED);
slouken@8582
   137
                    }
slouken@8582
   138
                    break;
slouken@8582
   139
                }
slouken@8582
   140
                controllerlist = controllerlist->next;
slouken@8582
   141
            }
slouken@8582
   142
        }
slouken@8582
   143
        break;
slouken@8582
   144
    case SDL_JOYBUTTONDOWN:
slouken@8582
   145
    case SDL_JOYBUTTONUP:
slouken@8582
   146
        {
slouken@8582
   147
            SDL_GameController *controllerlist;
slouken@8582
   148
slouken@8772
   149
            if (event->jbutton.button >= k_nMaxReverseEntries) break;
slouken@8582
   150
slouken@8582
   151
            controllerlist = SDL_gamecontrollers;
slouken@8772
   152
            while (controllerlist) {
slouken@8772
   153
                if (controllerlist->joystick->instance_id == event->jbutton.which) {
slouken@8772
   154
                    if (controllerlist->mapping.rbuttons[event->jbutton.button] >= 0) { /* simple button as button */
slouken@8772
   155
                        SDL_PrivateGameControllerButton(controllerlist, controllerlist->mapping.rbuttons[event->jbutton.button], event->jbutton.state);
slouken@8772
   156
                    } else if (controllerlist->mapping.rbuttonasaxis[event->jbutton.button] >= 0) { /* an button pretending to be an axis */
slouken@8772
   157
                        SDL_PrivateGameControllerAxis(controllerlist, controllerlist->mapping.rbuttonasaxis[event->jbutton.button], event->jbutton.state > 0 ? 32767 : 0);
slouken@8582
   158
                    }
slouken@8582
   159
                    break;
slouken@8582
   160
                }
slouken@8582
   161
                controllerlist = controllerlist->next;
slouken@8582
   162
            }
slouken@8582
   163
        }
slouken@8582
   164
        break;
slouken@8582
   165
    case SDL_JOYHATMOTION:
slouken@8582
   166
        {
slouken@8582
   167
            SDL_GameController *controllerlist;
slouken@8582
   168
slouken@8772
   169
            if (event->jhat.hat >= 4) break;
slouken@8582
   170
slouken@8582
   171
            controllerlist = SDL_gamecontrollers;
slouken@8772
   172
            while (controllerlist) {
slouken@8772
   173
                if (controllerlist->joystick->instance_id == event->jhat.which) {
slouken@8582
   174
                    Uint8 bSame = controllerlist->hatState[event->jhat.hat] & event->jhat.value;
slouken@8582
   175
                    /* Get list of removed bits (button release) */
slouken@8582
   176
                    Uint8 bChanged = controllerlist->hatState[event->jhat.hat] ^ bSame;
slouken@8582
   177
                    /* the hat idx in the high nibble */
slouken@8582
   178
                    int bHighHat = event->jhat.hat << 4;
slouken@8582
   179
slouken@8772
   180
                    if (bChanged & SDL_HAT_DOWN)
slouken@8772
   181
                        SDL_PrivateGameControllerButton(controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_DOWN], SDL_RELEASED);
slouken@8772
   182
                    if (bChanged & SDL_HAT_UP)
slouken@8772
   183
                        SDL_PrivateGameControllerButton(controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_UP], SDL_RELEASED);
slouken@8772
   184
                    if (bChanged & SDL_HAT_LEFT)
slouken@8772
   185
                        SDL_PrivateGameControllerButton(controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_LEFT], SDL_RELEASED);
slouken@8772
   186
                    if (bChanged & SDL_HAT_RIGHT)
slouken@8772
   187
                        SDL_PrivateGameControllerButton(controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_RIGHT], SDL_RELEASED);
slouken@8582
   188
slouken@8582
   189
                    /* Get list of added bits (button press) */
slouken@8582
   190
                    bChanged = event->jhat.value ^ bSame;
slouken@8582
   191
slouken@8772
   192
                    if (bChanged & SDL_HAT_DOWN)
slouken@8772
   193
                        SDL_PrivateGameControllerButton(controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_DOWN], SDL_PRESSED);
slouken@8772
   194
                    if (bChanged & SDL_HAT_UP)
slouken@8772
   195
                        SDL_PrivateGameControllerButton(controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_UP], SDL_PRESSED);
slouken@8772
   196
                    if (bChanged & SDL_HAT_LEFT)
slouken@8772
   197
                        SDL_PrivateGameControllerButton(controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_LEFT], SDL_PRESSED);
slouken@8772
   198
                    if (bChanged & SDL_HAT_RIGHT)
slouken@8772
   199
                        SDL_PrivateGameControllerButton(controllerlist, controllerlist->mapping.rhatasbutton[bHighHat | SDL_HAT_RIGHT], SDL_PRESSED);
slouken@8582
   200
slouken@8582
   201
                    /* update our state cache */
slouken@8582
   202
                    controllerlist->hatState[event->jhat.hat] = event->jhat.value;
slouken@8582
   203
slouken@8582
   204
                    break;
slouken@8582
   205
                }
slouken@8582
   206
                controllerlist = controllerlist->next;
slouken@8582
   207
            }
slouken@8582
   208
        }
slouken@8582
   209
        break;
slouken@8582
   210
    case SDL_JOYDEVICEADDED:
slouken@8582
   211
        {
slouken@8772
   212
            if (SDL_IsGameController(event->jdevice.which)) {
slouken@8582
   213
                SDL_Event deviceevent;
slouken@8582
   214
                deviceevent.type = SDL_CONTROLLERDEVICEADDED;
slouken@8582
   215
                deviceevent.cdevice.which = event->jdevice.which;
slouken@8582
   216
                SDL_PushEvent(&deviceevent);
slouken@8582
   217
            }
slouken@8582
   218
        }
slouken@8582
   219
        break;
slouken@8582
   220
    case SDL_JOYDEVICEREMOVED:
slouken@8582
   221
        {
slouken@8582
   222
            SDL_GameController *controllerlist = SDL_gamecontrollers;
slouken@8772
   223
            while (controllerlist) {
slouken@8772
   224
                if (controllerlist->joystick->instance_id == event->jdevice.which) {
slouken@8582
   225
                    SDL_Event deviceevent;
slouken@8582
   226
                    deviceevent.type = SDL_CONTROLLERDEVICEREMOVED;
slouken@8582
   227
                    deviceevent.cdevice.which = event->jdevice.which;
slouken@8582
   228
                    SDL_PushEvent(&deviceevent);
slouken@8582
   229
                    break;
slouken@8582
   230
                }
slouken@8582
   231
                controllerlist = controllerlist->next;
slouken@8582
   232
            }
slouken@8582
   233
        }
slouken@8582
   234
        break;
slouken@8582
   235
    default:
slouken@8582
   236
        break;
slouken@8582
   237
    }
slouken@8582
   238
slouken@8582
   239
    return 1;
slouken@8582
   240
}
slouken@8582
   241
slouken@8582
   242
/*
slouken@8582
   243
 * Helper function to scan the mappings database for a controller with the specified GUID
slouken@8582
   244
 */
slouken@8582
   245
ControllerMapping_t *SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *guid)
slouken@8582
   246
{
slouken@8582
   247
    ControllerMapping_t *pSupportedController = s_pSupportedControllers;
slouken@8772
   248
    while (pSupportedController) {
slouken@8772
   249
        if (SDL_memcmp(guid, &pSupportedController->guid, sizeof(*guid)) == 0) {
slouken@8582
   250
            return pSupportedController;
slouken@8582
   251
        }
slouken@8582
   252
        pSupportedController = pSupportedController->next;
slouken@8582
   253
    }
slouken@8582
   254
    return NULL;
slouken@8582
   255
}
slouken@8582
   256
slouken@8582
   257
/*
slouken@8582
   258
 * Helper function to determine pre-calculated offset to certain joystick mappings
slouken@8582
   259
 */
slouken@8582
   260
ControllerMapping_t *SDL_PrivateGetControllerMapping(int device_index)
slouken@8582
   261
{
slouken@8976
   262
#if SDL_JOYSTICK_XINPUT
slouken@8920
   263
    if (SDL_SYS_IsXInputGamepad_DeviceIndex(device_index) && s_pXInputMapping) {
slouken@8582
   264
        return s_pXInputMapping;
slouken@8582
   265
    }
slouken@8582
   266
    else
icculus@9278
   267
#endif
icculus@9278
   268
#if defined(SDL_JOYSTICK_EMSCRIPTEN)
icculus@9278
   269
    if (s_pEmscriptenMapping) {
icculus@9278
   270
        return s_pEmscriptenMapping;
icculus@9278
   271
    }
icculus@9278
   272
    else
icculus@9278
   273
#endif
slouken@8582
   274
    {
slouken@8772
   275
        SDL_JoystickGUID jGUID = SDL_JoystickGetDeviceGUID(device_index);
slouken@8582
   276
        return SDL_PrivateGetControllerMappingForGUID(&jGUID);
slouken@8582
   277
    }
slouken@8582
   278
}
slouken@8582
   279
slouken@8582
   280
static const char* map_StringForControllerAxis[] = {
slouken@8582
   281
    "leftx",
slouken@8582
   282
    "lefty",
slouken@8582
   283
    "rightx",
slouken@8582
   284
    "righty",
slouken@8582
   285
    "lefttrigger",
slouken@8582
   286
    "righttrigger",
slouken@8582
   287
    NULL
slouken@8582
   288
};
slouken@8582
   289
slouken@8582
   290
/*
slouken@8582
   291
 * convert a string to its enum equivalent
slouken@8582
   292
 */
slouken@8772
   293
SDL_GameControllerAxis SDL_GameControllerGetAxisFromString(const char *pchString)
slouken@8582
   294
{
slouken@8582
   295
    int entry;
slouken@8772
   296
    if (!pchString || !pchString[0])
slouken@8582
   297
        return SDL_CONTROLLER_AXIS_INVALID;
slouken@8582
   298
slouken@8772
   299
    for (entry = 0; map_StringForControllerAxis[entry]; ++entry) {
slouken@8772
   300
        if (!SDL_strcasecmp(pchString, map_StringForControllerAxis[entry]))
slouken@8582
   301
            return entry;
slouken@8582
   302
    }
slouken@8582
   303
    return SDL_CONTROLLER_AXIS_INVALID;
slouken@8582
   304
}
slouken@8582
   305
slouken@8582
   306
/*
slouken@8582
   307
 * convert an enum to its string equivalent
slouken@8582
   308
 */
slouken@8772
   309
const char* SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis)
slouken@8582
   310
{
slouken@8772
   311
    if (axis > SDL_CONTROLLER_AXIS_INVALID && axis < SDL_CONTROLLER_AXIS_MAX) {
slouken@8582
   312
        return map_StringForControllerAxis[axis];
slouken@8582
   313
    }
slouken@8582
   314
    return NULL;
slouken@8582
   315
}
slouken@8582
   316
slouken@8582
   317
static const char* map_StringForControllerButton[] = {
slouken@8582
   318
    "a",
slouken@8582
   319
    "b",
slouken@8582
   320
    "x",
slouken@8582
   321
    "y",
slouken@8582
   322
    "back",
slouken@8582
   323
    "guide",
slouken@8582
   324
    "start",
slouken@8582
   325
    "leftstick",
slouken@8582
   326
    "rightstick",
slouken@8582
   327
    "leftshoulder",
slouken@8582
   328
    "rightshoulder",
slouken@8582
   329
    "dpup",
slouken@8582
   330
    "dpdown",
slouken@8582
   331
    "dpleft",
slouken@8582
   332
    "dpright",
slouken@8582
   333
    NULL
slouken@8582
   334
};
slouken@8582
   335
slouken@8582
   336
/*
slouken@8582
   337
 * convert a string to its enum equivalent
slouken@8582
   338
 */
slouken@8772
   339
SDL_GameControllerButton SDL_GameControllerGetButtonFromString(const char *pchString)
slouken@8582
   340
{
slouken@8582
   341
    int entry;
slouken@8772
   342
    if (!pchString || !pchString[0])
slouken@8582
   343
        return SDL_CONTROLLER_BUTTON_INVALID;
slouken@8582
   344
slouken@8772
   345
    for (entry = 0; map_StringForControllerButton[entry]; ++entry) {
slouken@8772
   346
        if (SDL_strcasecmp(pchString, map_StringForControllerButton[entry]) == 0)
slouken@8772
   347
            return entry;
slouken@8582
   348
    }
slouken@8582
   349
    return SDL_CONTROLLER_BUTTON_INVALID;
slouken@8582
   350
}
slouken@8582
   351
slouken@8582
   352
/*
slouken@8582
   353
 * convert an enum to its string equivalent
slouken@8582
   354
 */
slouken@8772
   355
const char* SDL_GameControllerGetStringForButton(SDL_GameControllerButton axis)
slouken@8582
   356
{
slouken@8772
   357
    if (axis > SDL_CONTROLLER_BUTTON_INVALID && axis < SDL_CONTROLLER_BUTTON_MAX) {
slouken@8582
   358
        return map_StringForControllerButton[axis];
slouken@8582
   359
    }
slouken@8582
   360
    return NULL;
slouken@8582
   361
}
slouken@8582
   362
slouken@8582
   363
/*
slouken@8582
   364
 * given a controller button name and a joystick name update our mapping structure with it
slouken@8582
   365
 */
slouken@8772
   366
void SDL_PrivateGameControllerParseButton(const char *szGameButton, const char *szJoystickButton, struct _SDL_ControllerMapping *pMapping)
slouken@8582
   367
{
slouken@8582
   368
    int iSDLButton = 0;
slouken@8582
   369
    SDL_GameControllerButton button;
slouken@8582
   370
    SDL_GameControllerAxis axis;
slouken@8772
   371
    button = SDL_GameControllerGetButtonFromString(szGameButton);
slouken@8772
   372
    axis = SDL_GameControllerGetAxisFromString(szGameButton);
slouken@8772
   373
    iSDLButton = SDL_atoi(&szJoystickButton[1]);
slouken@8582
   374
slouken@8772
   375
    if (szJoystickButton[0] == 'a') {
slouken@8772
   376
        if (iSDLButton >= k_nMaxReverseEntries) {
slouken@8772
   377
            SDL_SetError("Axis index too large: %d", iSDLButton);
slouken@8582
   378
            return;
slouken@8582
   379
        }
slouken@8772
   380
        if (axis != SDL_CONTROLLER_AXIS_INVALID) {
slouken@8582
   381
            pMapping->axes[ axis ] = iSDLButton;
slouken@8582
   382
            pMapping->raxes[ iSDLButton ] = axis;
slouken@8772
   383
        } else if (button != SDL_CONTROLLER_BUTTON_INVALID) {
slouken@8582
   384
            pMapping->axesasbutton[ button ] = iSDLButton;
slouken@8582
   385
            pMapping->raxesasbutton[ iSDLButton ] = button;
slouken@8772
   386
        } else {
slouken@8772
   387
            SDL_assert(!"How did we get here?");
slouken@8582
   388
        }
slouken@8582
   389
slouken@8772
   390
    } else if (szJoystickButton[0] == 'b') {
slouken@8772
   391
        if (iSDLButton >= k_nMaxReverseEntries) {
slouken@8772
   392
            SDL_SetError("Button index too large: %d", iSDLButton);
slouken@8582
   393
            return;
slouken@8582
   394
        }
slouken@8772
   395
        if (button != SDL_CONTROLLER_BUTTON_INVALID) {
slouken@8582
   396
            pMapping->buttons[ button ] = iSDLButton;
slouken@8582
   397
            pMapping->rbuttons[ iSDLButton ] = button;
slouken@8772
   398
        } else if (axis != SDL_CONTROLLER_AXIS_INVALID) {
slouken@8582
   399
            pMapping->buttonasaxis[ axis ] = iSDLButton;
slouken@8582
   400
            pMapping->rbuttonasaxis[ iSDLButton ] = axis;
slouken@8772
   401
        } else {
slouken@8772
   402
            SDL_assert(!"How did we get here?");
slouken@8582
   403
        }
slouken@8772
   404
    } else if (szJoystickButton[0] == 'h') {
slouken@8772
   405
        int hat = SDL_atoi(&szJoystickButton[1]);
slouken@8772
   406
        int mask = SDL_atoi(&szJoystickButton[3]);
slouken@8582
   407
        if (hat >= 4) {
slouken@8772
   408
            SDL_SetError("Hat index too large: %d", iSDLButton);
slouken@8582
   409
        }
slouken@8582
   410
slouken@8772
   411
        if (button != SDL_CONTROLLER_BUTTON_INVALID) {
slouken@8582
   412
            int ridx;
slouken@8582
   413
            pMapping->hatasbutton[ button ].hat = hat;
slouken@8582
   414
            pMapping->hatasbutton[ button ].mask = mask;
slouken@8582
   415
            ridx = (hat << 4) | mask;
slouken@8582
   416
            pMapping->rhatasbutton[ ridx ] = button;
slouken@8772
   417
        } else if (axis != SDL_CONTROLLER_AXIS_INVALID) {
slouken@8772
   418
            SDL_assert(!"Support hat as axis");
slouken@8772
   419
        } else {
slouken@8772
   420
            SDL_assert(!"How did we get here?");
slouken@8582
   421
        }
slouken@8582
   422
    }
slouken@8582
   423
}
slouken@8582
   424
slouken@8582
   425
slouken@8582
   426
/*
slouken@8582
   427
 * given a controller mapping string update our mapping object
slouken@8582
   428
 */
slouken@8582
   429
static void
slouken@8772
   430
SDL_PrivateGameControllerParseControllerConfigString(struct _SDL_ControllerMapping *pMapping, const char *pchString)
slouken@8582
   431
{
slouken@8582
   432
    char szGameButton[20];
slouken@8582
   433
    char szJoystickButton[20];
slouken@8582
   434
    SDL_bool bGameButton = SDL_TRUE;
slouken@8582
   435
    int i = 0;
slouken@8582
   436
    const char *pchPos = pchString;
slouken@8582
   437
slouken@8772
   438
    SDL_memset(szGameButton, 0x0, sizeof(szGameButton));
slouken@8772
   439
    SDL_memset(szJoystickButton, 0x0, sizeof(szJoystickButton));
slouken@8582
   440
slouken@8772
   441
    while (pchPos && *pchPos) {
slouken@8772
   442
        if (*pchPos == ':') {
slouken@8582
   443
            i = 0;
slouken@8582
   444
            bGameButton = SDL_FALSE;
slouken@8772
   445
        } else if (*pchPos == ' ') {
slouken@8582
   446
slouken@8772
   447
        } else if (*pchPos == ',') {
slouken@8582
   448
            i = 0;
slouken@8582
   449
            bGameButton = SDL_TRUE;
slouken@8772
   450
            SDL_PrivateGameControllerParseButton(szGameButton, szJoystickButton, pMapping);
slouken@8772
   451
            SDL_memset(szGameButton, 0x0, sizeof(szGameButton));
slouken@8772
   452
            SDL_memset(szJoystickButton, 0x0, sizeof(szJoystickButton));
slouken@8582
   453
slouken@8772
   454
        } else if (bGameButton) {
slouken@8772
   455
            if (i >= sizeof(szGameButton)) {
slouken@8772
   456
                SDL_SetError("Button name too large: %s", szGameButton);
slouken@8582
   457
                return;
slouken@8582
   458
            }
slouken@8582
   459
            szGameButton[i] = *pchPos;
slouken@8582
   460
            i++;
slouken@8772
   461
        } else {
slouken@8772
   462
            if (i >= sizeof(szJoystickButton)) {
slouken@8772
   463
                SDL_SetError("Joystick button name too large: %s", szJoystickButton);
slouken@8582
   464
                return;
slouken@8582
   465
            }
slouken@8582
   466
            szJoystickButton[i] = *pchPos;
slouken@8582
   467
            i++;
slouken@8582
   468
        }
slouken@8582
   469
        pchPos++;
slouken@8582
   470
    }
slouken@8582
   471
slouken@8772
   472
    SDL_PrivateGameControllerParseButton(szGameButton, szJoystickButton, pMapping);
slouken@8582
   473
slouken@8582
   474
}
slouken@8582
   475
slouken@8582
   476
/*
slouken@8582
   477
 * Make a new button mapping struct
slouken@8582
   478
 */
slouken@8772
   479
void SDL_PrivateLoadButtonMapping(struct _SDL_ControllerMapping *pMapping, SDL_JoystickGUID guid, const char *pchName, const char *pchMapping)
slouken@8582
   480
{
slouken@8582
   481
    int j;
slouken@8582
   482
slouken@8582
   483
    pMapping->guid = guid;
slouken@8582
   484
    pMapping->name = pchName;
slouken@8582
   485
slouken@8582
   486
    /* set all the button mappings to non defaults */
slouken@8772
   487
    for (j = 0; j < SDL_CONTROLLER_AXIS_MAX; j++) {
slouken@8582
   488
        pMapping->axes[j] = -1;
slouken@8582
   489
        pMapping->buttonasaxis[j] = -1;
slouken@8582
   490
    }
slouken@8772
   491
    for (j = 0; j < SDL_CONTROLLER_BUTTON_MAX; j++) {
slouken@8582
   492
        pMapping->buttons[j] = -1;
slouken@8582
   493
        pMapping->axesasbutton[j] = -1;
slouken@8582
   494
        pMapping->hatasbutton[j].hat = -1;
slouken@8582
   495
    }
slouken@8582
   496
slouken@8772
   497
    for (j = 0; j < k_nMaxReverseEntries; j++) {
slouken@8582
   498
        pMapping->raxes[j] = SDL_CONTROLLER_AXIS_INVALID;
slouken@8582
   499
        pMapping->rbuttonasaxis[j] = SDL_CONTROLLER_AXIS_INVALID;
slouken@8582
   500
        pMapping->rbuttons[j] = SDL_CONTROLLER_BUTTON_INVALID;
slouken@8582
   501
        pMapping->raxesasbutton[j] = SDL_CONTROLLER_BUTTON_INVALID;
slouken@8582
   502
    }
slouken@8582
   503
slouken@8772
   504
    for (j = 0; j < k_nMaxHatEntries; j++) {
slouken@8582
   505
        pMapping->rhatasbutton[j] = SDL_CONTROLLER_BUTTON_INVALID;
slouken@8582
   506
    }
slouken@8582
   507
slouken@8772
   508
    SDL_PrivateGameControllerParseControllerConfigString(pMapping, pchMapping);
slouken@8582
   509
}
slouken@8582
   510
slouken@8582
   511
slouken@8582
   512
/*
slouken@8582
   513
 * grab the guid string from a mapping string
slouken@8582
   514
 */
slouken@8772
   515
char *SDL_PrivateGetControllerGUIDFromMappingString(const char *pMapping)
slouken@8582
   516
{
slouken@8772
   517
    const char *pFirstComma = SDL_strchr(pMapping, ',');
slouken@8772
   518
    if (pFirstComma) {
slouken@8772
   519
        char *pchGUID = SDL_malloc(pFirstComma - pMapping + 1);
slouken@8772
   520
        if (!pchGUID) {
slouken@8582
   521
            SDL_OutOfMemory();
slouken@8582
   522
            return NULL;
slouken@8582
   523
        }
slouken@8772
   524
        SDL_memcpy(pchGUID, pMapping, pFirstComma - pMapping);
slouken@8582
   525
        pchGUID[ pFirstComma - pMapping ] = 0;
slouken@8582
   526
        return pchGUID;
slouken@8582
   527
    }
slouken@8582
   528
    return NULL;
slouken@8582
   529
}
slouken@8582
   530
slouken@8582
   531
slouken@8582
   532
/*
slouken@8582
   533
 * grab the name string from a mapping string
slouken@8582
   534
 */
slouken@8772
   535
char *SDL_PrivateGetControllerNameFromMappingString(const char *pMapping)
slouken@8582
   536
{
slouken@8582
   537
    const char *pFirstComma, *pSecondComma;
slouken@8582
   538
    char *pchName;
slouken@8582
   539
slouken@8772
   540
    pFirstComma = SDL_strchr(pMapping, ',');
slouken@8772
   541
    if (!pFirstComma)
slouken@8582
   542
        return NULL;
slouken@8582
   543
slouken@8772
   544
    pSecondComma = SDL_strchr(pFirstComma + 1, ',');
slouken@8772
   545
    if (!pSecondComma)
slouken@8582
   546
        return NULL;
slouken@8582
   547
slouken@8772
   548
    pchName = SDL_malloc(pSecondComma - pFirstComma);
slouken@8772
   549
    if (!pchName) {
slouken@8582
   550
        SDL_OutOfMemory();
slouken@8582
   551
        return NULL;
slouken@8582
   552
    }
slouken@8772
   553
    SDL_memcpy(pchName, pFirstComma + 1, pSecondComma - pFirstComma);
slouken@8582
   554
    pchName[ pSecondComma - pFirstComma - 1 ] = 0;
slouken@8582
   555
    return pchName;
slouken@8582
   556
}
slouken@8582
   557
slouken@8582
   558
slouken@8582
   559
/*
slouken@8582
   560
 * grab the button mapping string from a mapping string
slouken@8582
   561
 */
slouken@8772
   562
char *SDL_PrivateGetControllerMappingFromMappingString(const char *pMapping)
slouken@8582
   563
{
slouken@8582
   564
    const char *pFirstComma, *pSecondComma;
slouken@8582
   565
slouken@8772
   566
    pFirstComma = SDL_strchr(pMapping, ',');
slouken@8772
   567
    if (!pFirstComma)
slouken@8582
   568
        return NULL;
slouken@8582
   569
slouken@8772
   570
    pSecondComma = SDL_strchr(pFirstComma + 1, ',');
slouken@8772
   571
    if (!pSecondComma)
slouken@8582
   572
        return NULL;
slouken@8582
   573
slouken@8582
   574
    return SDL_strdup(pSecondComma + 1); /* mapping is everything after the 3rd comma */
slouken@8582
   575
}
slouken@8582
   576
slouken@8772
   577
void SDL_PrivateGameControllerRefreshMapping(ControllerMapping_t *pControllerMapping)
slouken@8582
   578
{
slouken@8582
   579
    SDL_GameController *gamecontrollerlist = SDL_gamecontrollers;
slouken@8772
   580
    while (gamecontrollerlist) {
slouken@8772
   581
        if (!SDL_memcmp(&gamecontrollerlist->mapping.guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid))) {
slouken@8582
   582
            SDL_Event event;
slouken@8582
   583
            event.type = SDL_CONTROLLERDEVICEREMAPPED;
slouken@8582
   584
            event.cdevice.which = gamecontrollerlist->joystick->instance_id;
slouken@8582
   585
            SDL_PushEvent(&event);
slouken@8582
   586
slouken@8582
   587
            /* Not really threadsafe.  Should this lock access within SDL_GameControllerEventWatcher? */
slouken@8582
   588
            SDL_PrivateLoadButtonMapping(&gamecontrollerlist->mapping, pControllerMapping->guid, pControllerMapping->name, pControllerMapping->mapping);
slouken@8582
   589
        }
slouken@8582
   590
slouken@8582
   591
        gamecontrollerlist = gamecontrollerlist->next;
slouken@8582
   592
    }
slouken@8582
   593
}
slouken@8582
   594
slouken@8582
   595
/*
slouken@8582
   596
 * Add or update an entry into the Mappings Database
slouken@8582
   597
 */
slouken@8582
   598
int
slouken@8772
   599
SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw)
gabomdq@8042
   600
{
gabomdq@8042
   601
    const char *platform = SDL_GetPlatform();
gabomdq@8042
   602
    int controllers = 0;
gabomdq@8042
   603
    char *buf, *line, *line_end, *tmp, *comma, line_platform[64];
gabomdq@8042
   604
    size_t db_size, platform_len;
gabomdq@8042
   605
    
gabomdq@8042
   606
    if (rw == NULL) {
gabomdq@8046
   607
        return SDL_SetError("Invalid RWops");
gabomdq@8042
   608
    }
slouken@8052
   609
    db_size = (size_t)SDL_RWsize(rw);
gabomdq@8042
   610
    
slouken@8052
   611
    buf = (char *)SDL_malloc(db_size + 1);
gabomdq@8042
   612
    if (buf == NULL) {
gabomdq@8046
   613
        if (freerw) {
gabomdq@8046
   614
            SDL_RWclose(rw);
gabomdq@8046
   615
        }
philipp@9194
   616
        return SDL_SetError("Could not allocate space to read DB into memory");
gabomdq@8042
   617
    }
gabomdq@8042
   618
    
gabomdq@8042
   619
    if (SDL_RWread(rw, buf, db_size, 1) != 1) {
gabomdq@8046
   620
        if (freerw) {
gabomdq@8046
   621
            SDL_RWclose(rw);
gabomdq@8046
   622
        }
gabomdq@8042
   623
        SDL_free(buf);
gabomdq@8042
   624
        return SDL_SetError("Could not read DB");
gabomdq@8042
   625
    }
gabomdq@8046
   626
    
gabomdq@8046
   627
    if (freerw) {
gabomdq@8046
   628
        SDL_RWclose(rw);
gabomdq@8046
   629
    }
gabomdq@8042
   630
    
gabomdq@8042
   631
    buf[db_size] = '\0';
gabomdq@8042
   632
    line = buf;
gabomdq@8042
   633
    
gabomdq@8042
   634
    while (line < buf + db_size) {
slouken@8772
   635
        line_end = SDL_strchr(line, '\n');
gabomdq@8042
   636
        if (line_end != NULL) {
gabomdq@8042
   637
            *line_end = '\0';
slouken@8772
   638
        } else {
gabomdq@8042
   639
            line_end = buf + db_size;
gabomdq@8042
   640
        }
gabomdq@8042
   641
        
gabomdq@8042
   642
        /* Extract and verify the platform */
gabomdq@8042
   643
        tmp = SDL_strstr(line, SDL_CONTROLLER_PLATFORM_FIELD);
slouken@8772
   644
        if (tmp != NULL) {
gabomdq@8042
   645
            tmp += SDL_strlen(SDL_CONTROLLER_PLATFORM_FIELD);
gabomdq@8042
   646
            comma = SDL_strchr(tmp, ',');
gabomdq@8042
   647
            if (comma != NULL) {
gabomdq@8042
   648
                platform_len = comma - tmp + 1;
gabomdq@8042
   649
                if (platform_len + 1 < SDL_arraysize(line_platform)) {
gabomdq@8042
   650
                    SDL_strlcpy(line_platform, tmp, platform_len);
slouken@8772
   651
                    if (SDL_strncasecmp(line_platform, platform, platform_len) == 0 &&
slouken@8772
   652
                        SDL_GameControllerAddMapping(line) > 0) {
gabomdq@8042
   653
                        controllers++;
gabomdq@8042
   654
                    }
gabomdq@8042
   655
                }
gabomdq@8042
   656
            }
gabomdq@8042
   657
        }
gabomdq@8042
   658
        
gabomdq@8042
   659
        line = line_end + 1;
gabomdq@8042
   660
    }
gabomdq@8042
   661
gabomdq@8042
   662
    SDL_free(buf);
gabomdq@8042
   663
    return controllers;
gabomdq@8042
   664
}
gabomdq@8042
   665
gabomdq@8042
   666
/*
gabomdq@8042
   667
 * Add or update an entry into the Mappings Database
gabomdq@8042
   668
 */
gabomdq@8042
   669
int
slouken@8772
   670
SDL_GameControllerAddMapping(const char *mappingString)
slouken@8582
   671
{
slouken@8582
   672
    char *pchGUID;
slouken@8582
   673
    char *pchName;
slouken@8582
   674
    char *pchMapping;
slouken@8582
   675
    SDL_JoystickGUID jGUID;
slouken@8582
   676
    ControllerMapping_t *pControllerMapping;
slouken@8582
   677
    SDL_bool is_xinput_mapping = SDL_FALSE;
icculus@9278
   678
    SDL_bool is_emscripten_mapping = SDL_FALSE;
slouken@8582
   679
philipp@9198
   680
    if (!mappingString) {
philipp@9198
   681
        return SDL_InvalidParamError("mappingString");
philipp@9198
   682
    }
philipp@9198
   683
slouken@8772
   684
    pchGUID = SDL_PrivateGetControllerGUIDFromMappingString(mappingString);
slouken@8582
   685
    if (!pchGUID) {
philipp@8081
   686
        return SDL_SetError("Couldn't parse GUID from %s", mappingString);
slouken@8582
   687
    }
slouken@8772
   688
    if (!SDL_strcasecmp(pchGUID, "xinput")) {
slouken@8582
   689
        is_xinput_mapping = SDL_TRUE;
slouken@8582
   690
    }
icculus@9278
   691
    if (!SDL_strcasecmp(pchGUID, "emscripten")) {
icculus@9278
   692
        is_emscripten_mapping = SDL_TRUE;
icculus@9278
   693
    }
slouken@8582
   694
    jGUID = SDL_JoystickGetGUIDFromString(pchGUID);
slouken@8582
   695
    SDL_free(pchGUID);
slouken@8582
   696
slouken@8772
   697
    pchName = SDL_PrivateGetControllerNameFromMappingString(mappingString);
slouken@8053
   698
    if (!pchName) {
philipp@8081
   699
        return SDL_SetError("Couldn't parse name from %s", mappingString);
slouken@8053
   700
    }
slouken@8582
   701
slouken@8772
   702
    pchMapping = SDL_PrivateGetControllerMappingFromMappingString(mappingString);
slouken@8582
   703
    if (!pchMapping) {
slouken@8772
   704
        SDL_free(pchName);
philipp@8081
   705
        return SDL_SetError("Couldn't parse %s", mappingString);
slouken@8582
   706
    }
slouken@8582
   707
slouken@8053
   708
    pControllerMapping = SDL_PrivateGetControllerMappingForGUID(&jGUID);
slouken@8053
   709
slouken@8582
   710
    if (pControllerMapping) {
slouken@8582
   711
        /* Update existing mapping */
slouken@8772
   712
        SDL_free(pControllerMapping->name);
slouken@8582
   713
        pControllerMapping->name = pchName;
slouken@8772
   714
        SDL_free(pControllerMapping->mapping);
slouken@8582
   715
        pControllerMapping->mapping = pchMapping;
slouken@8582
   716
        /* refresh open controllers */
slouken@8772
   717
        SDL_PrivateGameControllerRefreshMapping(pControllerMapping);
slouken@8582
   718
        return 0;
slouken@8582
   719
    } else {
slouken@8772
   720
        pControllerMapping = SDL_malloc(sizeof(*pControllerMapping));
slouken@8582
   721
        if (!pControllerMapping) {
slouken@8772
   722
            SDL_free(pchName);
slouken@8772
   723
            SDL_free(pchMapping);
slouken@8582
   724
            return SDL_OutOfMemory();
slouken@8582
   725
        }
slouken@8772
   726
        if (is_xinput_mapping) {
slouken@8582
   727
            s_pXInputMapping = pControllerMapping;
slouken@8582
   728
        }
icculus@9278
   729
        if (is_emscripten_mapping) {
icculus@9278
   730
            s_pEmscriptenMapping = pControllerMapping;
icculus@9278
   731
        }
slouken@8582
   732
        pControllerMapping->guid = jGUID;
slouken@8582
   733
        pControllerMapping->name = pchName;
slouken@8582
   734
        pControllerMapping->mapping = pchMapping;
slouken@8582
   735
        pControllerMapping->next = s_pSupportedControllers;
slouken@8582
   736
        s_pSupportedControllers = pControllerMapping;
slouken@8582
   737
        return 1;
slouken@8582
   738
    }
slouken@8582
   739
}
slouken@8582
   740
slouken@8582
   741
/*
slouken@8582
   742
 * Get the mapping string for this GUID
slouken@8582
   743
 */
slouken@8582
   744
char *
slouken@8772
   745
SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid)
slouken@8582
   746
{
slouken@8582
   747
    char *pMappingString = NULL;
slouken@8582
   748
    ControllerMapping_t *mapping = SDL_PrivateGetControllerMappingForGUID(&guid);
slouken@8582
   749
    if (mapping) {
slouken@8582
   750
        char pchGUID[33];
slouken@8582
   751
        size_t needed;
slouken@8582
   752
        SDL_JoystickGetGUIDString(guid, pchGUID, sizeof(pchGUID));
slouken@8582
   753
        /* allocate enough memory for GUID + ',' + name + ',' + mapping + \0 */
slouken@8582
   754
        needed = SDL_strlen(pchGUID) + 1 + SDL_strlen(mapping->name) + 1 + SDL_strlen(mapping->mapping) + 1;
slouken@8772
   755
        pMappingString = SDL_malloc(needed);
philipp@9197
   756
        if (!pMappingString) {
philipp@9197
   757
            SDL_OutOfMemory();
philipp@9197
   758
            return NULL;
philipp@9197
   759
        }
slouken@8772
   760
        SDL_snprintf(pMappingString, needed, "%s,%s,%s", pchGUID, mapping->name, mapping->mapping);
slouken@8582
   761
    }
slouken@8582
   762
    return pMappingString;
slouken@8582
   763
}
slouken@8582
   764
slouken@8582
   765
/*
slouken@8582
   766
 * Get the mapping string for this device
slouken@8582
   767
 */
slouken@8582
   768
char *
slouken@8772
   769
SDL_GameControllerMapping(SDL_GameController * gamecontroller)
slouken@8582
   770
{
philipp@9196
   771
    if (!gamecontroller) {
philipp@9196
   772
        return NULL;
philipp@9196
   773
    }
philipp@9196
   774
slouken@8772
   775
    return SDL_GameControllerMappingForGUID(gamecontroller->mapping.guid);
slouken@8582
   776
}
slouken@8582
   777
slouken@8582
   778
static void
slouken@8582
   779
SDL_GameControllerLoadHints()
slouken@8582
   780
{
slouken@8582
   781
    const char *hint = SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG);
slouken@8772
   782
    if (hint && hint[0]) {
slouken@8772
   783
        size_t nchHints = SDL_strlen(hint);
slouken@8772
   784
        char *pUserMappings = SDL_malloc(nchHints + 1);
slouken@8582
   785
        char *pTempMappings = pUserMappings;
slouken@8772
   786
        SDL_memcpy(pUserMappings, hint, nchHints);
slouken@8267
   787
        pUserMappings[nchHints] = '\0';
slouken@8772
   788
        while (pUserMappings) {
slouken@8582
   789
            char *pchNewLine = NULL;
slouken@8582
   790
slouken@8772
   791
            pchNewLine = SDL_strchr(pUserMappings, '\n');
slouken@8772
   792
            if (pchNewLine)
slouken@8582
   793
                *pchNewLine = '\0';
slouken@8582
   794
slouken@8772
   795
            SDL_GameControllerAddMapping(pUserMappings);
slouken@8582
   796
slouken@8772
   797
            if (pchNewLine) {
slouken@8582
   798
                pUserMappings = pchNewLine + 1;
slouken@8772
   799
            } else {
slouken@8582
   800
                pUserMappings = NULL;
slouken@8772
   801
            }
slouken@8582
   802
        }
slouken@8582
   803
        SDL_free(pTempMappings);
slouken@8582
   804
    }
slouken@8582
   805
}
slouken@8582
   806
slouken@8582
   807
/*
slouken@8582
   808
 * Initialize the game controller system, mostly load our DB of controller config mappings
slouken@8582
   809
 */
slouken@8582
   810
int
slouken@8582
   811
SDL_GameControllerInit(void)
slouken@8582
   812
{
slouken@8582
   813
    int i = 0;
slouken@8582
   814
    const char *pMappingString = NULL;
slouken@8582
   815
    s_pSupportedControllers = NULL;
slouken@8582
   816
    pMappingString = s_ControllerMappings[i];
slouken@8772
   817
    while (pMappingString) {
slouken@8772
   818
        SDL_GameControllerAddMapping(pMappingString);
slouken@8582
   819
slouken@8582
   820
        i++;
slouken@8582
   821
        pMappingString = s_ControllerMappings[i];
slouken@8582
   822
    }
slouken@8582
   823
slouken@8582
   824
    /* load in any user supplied config */
slouken@8582
   825
    SDL_GameControllerLoadHints();
slouken@8582
   826
slouken@8582
   827
    /* watch for joy events and fire controller ones if needed */
slouken@8772
   828
    SDL_AddEventWatch(SDL_GameControllerEventWatcher, NULL);
slouken@8582
   829
slouken@8067
   830
    /* Send added events for controllers currently attached */
slouken@8067
   831
    for (i = 0; i < SDL_NumJoysticks(); ++i) {
slouken@8067
   832
        if (SDL_IsGameController(i)) {
slouken@8067
   833
            SDL_Event deviceevent;
slouken@8067
   834
            deviceevent.type = SDL_CONTROLLERDEVICEADDED;
slouken@8067
   835
            deviceevent.cdevice.which = i;
slouken@8067
   836
            SDL_PushEvent(&deviceevent);
slouken@8067
   837
        }
slouken@8067
   838
    }
slouken@8067
   839
slouken@8582
   840
    return (0);
slouken@8582
   841
}
slouken@8582
   842
slouken@8582
   843
slouken@8582
   844
/*
slouken@8582
   845
 * Get the implementation dependent name of a controller
slouken@8582
   846
 */
slouken@8582
   847
const char *
slouken@8582
   848
SDL_GameControllerNameForIndex(int device_index)
slouken@8582
   849
{
slouken@8582
   850
    ControllerMapping_t *pSupportedController =  SDL_PrivateGetControllerMapping(device_index);
slouken@8772
   851
    if (pSupportedController) {
slouken@8582
   852
        return pSupportedController->name;
slouken@8582
   853
    }
slouken@8582
   854
    return NULL;
slouken@8582
   855
}
slouken@8582
   856
slouken@8582
   857
slouken@8582
   858
/*
slouken@8582
   859
 * Return 1 if the joystick at this device index is a supported controller
slouken@8582
   860
 */
slouken@8582
   861
SDL_bool
slouken@8582
   862
SDL_IsGameController(int device_index)
slouken@8582
   863
{
slouken@8582
   864
    ControllerMapping_t *pSupportedController =  SDL_PrivateGetControllerMapping(device_index);
slouken@8772
   865
    if (pSupportedController) {
slouken@8582
   866
        return SDL_TRUE;
slouken@8582
   867
    }
slouken@8582
   868
slouken@8582
   869
    return SDL_FALSE;
slouken@8582
   870
}
slouken@8582
   871
slouken@8582
   872
/*
slouken@8582
   873
 * Open a controller for use - the index passed as an argument refers to
slouken@8582
   874
 * the N'th controller on the system.  This index is the value which will
slouken@8582
   875
 * identify this controller in future controller events.
slouken@8582
   876
 *
slouken@8582
   877
 * This function returns a controller identifier, or NULL if an error occurred.
slouken@8582
   878
 */
slouken@8582
   879
SDL_GameController *
slouken@8582
   880
SDL_GameControllerOpen(int device_index)
slouken@8582
   881
{
slouken@8582
   882
    SDL_GameController *gamecontroller;
slouken@8582
   883
    SDL_GameController *gamecontrollerlist;
slouken@8582
   884
    ControllerMapping_t *pSupportedController = NULL;
slouken@8582
   885
slouken@8582
   886
    if ((device_index < 0) || (device_index >= SDL_NumJoysticks())) {
slouken@8582
   887
        SDL_SetError("There are %d joysticks available", SDL_NumJoysticks());
slouken@8582
   888
        return (NULL);
slouken@8582
   889
    }
slouken@8582
   890
slouken@8582
   891
    gamecontrollerlist = SDL_gamecontrollers;
slouken@8582
   892
    /* If the controller is already open, return it */
slouken@8772
   893
    while (gamecontrollerlist) {
slouken@8772
   894
        if (SDL_SYS_GetInstanceIdOfDeviceIndex(device_index) == gamecontrollerlist->joystick->instance_id) {
slouken@8582
   895
                gamecontroller = gamecontrollerlist;
slouken@8582
   896
                ++gamecontroller->ref_count;
slouken@8582
   897
                return (gamecontroller);
slouken@8582
   898
        }
slouken@8582
   899
        gamecontrollerlist = gamecontrollerlist->next;
slouken@8582
   900
    }
slouken@8582
   901
slouken@8582
   902
    /* Find a controller mapping */
slouken@8582
   903
    pSupportedController =  SDL_PrivateGetControllerMapping(device_index);
slouken@8772
   904
    if (!pSupportedController) {
slouken@8772
   905
        SDL_SetError("Couldn't find mapping for device (%d)", device_index);
slouken@8582
   906
        return (NULL);
slouken@8582
   907
    }
slouken@8582
   908
slouken@8582
   909
    /* Create and initialize the joystick */
slouken@8582
   910
    gamecontroller = (SDL_GameController *) SDL_malloc((sizeof *gamecontroller));
slouken@8582
   911
    if (gamecontroller == NULL) {
slouken@8582
   912
        SDL_OutOfMemory();
slouken@8582
   913
        return NULL;
slouken@8582
   914
    }
slouken@8582
   915
slouken@8582
   916
    SDL_memset(gamecontroller, 0, (sizeof *gamecontroller));
slouken@8582
   917
    gamecontroller->joystick = SDL_JoystickOpen(device_index);
slouken@8772
   918
    if (!gamecontroller->joystick) {
slouken@8582
   919
        SDL_free(gamecontroller);
slouken@8582
   920
        return NULL;
slouken@8582
   921
    }
slouken@8582
   922
slouken@8772
   923
    SDL_PrivateLoadButtonMapping(&gamecontroller->mapping, pSupportedController->guid, pSupportedController->name, pSupportedController->mapping);
slouken@8582
   924
slouken@8582
   925
    /* Add joystick to list */
slouken@8582
   926
    ++gamecontroller->ref_count;
slouken@8582
   927
    /* Link the joystick in the list */
slouken@8582
   928
    gamecontroller->next = SDL_gamecontrollers;
slouken@8582
   929
    SDL_gamecontrollers = gamecontroller;
slouken@8582
   930
slouken@8772
   931
    SDL_SYS_JoystickUpdate(gamecontroller->joystick);
slouken@8582
   932
slouken@8582
   933
    return (gamecontroller);
slouken@8582
   934
}
slouken@8582
   935
slouken@8582
   936
/*
slouken@8582
   937
 * Manually pump for controller updates.
slouken@8582
   938
 */
slouken@8582
   939
void
slouken@8582
   940
SDL_GameControllerUpdate(void)
slouken@8582
   941
{
slouken@8582
   942
    /* Just for API completeness; the joystick API does all the work. */
slouken@8582
   943
    SDL_JoystickUpdate();
slouken@8582
   944
}
slouken@8582
   945
slouken@8582
   946
slouken@8582
   947
/*
slouken@8582
   948
 * Get the current state of an axis control on a controller
slouken@8582
   949
 */
slouken@8582
   950
Sint16
slouken@8582
   951
SDL_GameControllerGetAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
slouken@8582
   952
{
slouken@8772
   953
    if (!gamecontroller)
slouken@8582
   954
        return 0;
slouken@8582
   955
slouken@8772
   956
    if (gamecontroller->mapping.axes[axis] >= 0) {
slouken@8772
   957
        Sint16 value = (SDL_JoystickGetAxis(gamecontroller->joystick, gamecontroller->mapping.axes[axis]));
slouken@8772
   958
        switch (axis) {
slouken@8582
   959
            case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
slouken@8582
   960
            case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
slouken@8582
   961
                /* Shift it to be 0 - 32767. */
slouken@8582
   962
                value = value / 2 + 16384;
slouken@8582
   963
            default:
slouken@8582
   964
                break;
slouken@8582
   965
        }
slouken@8582
   966
        return value;
slouken@8772
   967
    } else if (gamecontroller->mapping.buttonasaxis[axis] >= 0) {
slouken@8582
   968
        Uint8 value;
slouken@8772
   969
        value = SDL_JoystickGetButton(gamecontroller->joystick, gamecontroller->mapping.buttonasaxis[axis]);
slouken@8772
   970
        if (value > 0)
slouken@8582
   971
            return 32767;
slouken@8582
   972
        return 0;
slouken@8582
   973
    }
slouken@8582
   974
    return 0;
slouken@8582
   975
}
slouken@8582
   976
slouken@8582
   977
slouken@8582
   978
/*
slouken@8582
   979
 * Get the current state of a button on a controller
slouken@8582
   980
 */
slouken@8582
   981
Uint8
slouken@8582
   982
SDL_GameControllerGetButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
slouken@8582
   983
{
slouken@8772
   984
    if (!gamecontroller)
slouken@8582
   985
        return 0;
slouken@8582
   986
slouken@8772
   987
    if (gamecontroller->mapping.buttons[button] >= 0) {
slouken@8772
   988
        return (SDL_JoystickGetButton(gamecontroller->joystick, gamecontroller->mapping.buttons[button]));
slouken@8772
   989
    } else if (gamecontroller->mapping.axesasbutton[button] >= 0) {
slouken@8582
   990
        Sint16 value;
slouken@8772
   991
        value = SDL_JoystickGetAxis(gamecontroller->joystick, gamecontroller->mapping.axesasbutton[button]);
slouken@8772
   992
        if (ABS(value) > 32768/2)
slouken@8582
   993
            return 1;
slouken@8582
   994
        return 0;
slouken@8772
   995
    } else if (gamecontroller->mapping.hatasbutton[button].hat >= 0) {
slouken@8582
   996
        Uint8 value;
slouken@8772
   997
        value = SDL_JoystickGetHat(gamecontroller->joystick, gamecontroller->mapping.hatasbutton[button].hat);
slouken@8582
   998
slouken@8772
   999
        if (value & gamecontroller->mapping.hatasbutton[button].mask)
slouken@8582
  1000
            return 1;
slouken@8582
  1001
        return 0;
slouken@8582
  1002
    }
slouken@8582
  1003
slouken@8582
  1004
    return 0;
slouken@8582
  1005
}
slouken@8582
  1006
slouken@8582
  1007
/*
slouken@8582
  1008
 * Return if the joystick in question is currently attached to the system,
slouken@8582
  1009
 *  \return 0 if not plugged in, 1 if still present.
slouken@8582
  1010
 */
slouken@8582
  1011
SDL_bool
slouken@8772
  1012
SDL_GameControllerGetAttached(SDL_GameController * gamecontroller)
slouken@8582
  1013
{
slouken@8772
  1014
    if (!gamecontroller)
slouken@8582
  1015
        return SDL_FALSE;
slouken@8582
  1016
slouken@8582
  1017
    return SDL_JoystickGetAttached(gamecontroller->joystick);
slouken@8582
  1018
}
slouken@8582
  1019
slouken@8582
  1020
slouken@8582
  1021
const char *
slouken@8582
  1022
SDL_GameControllerName(SDL_GameController * gamecontroller)
slouken@8582
  1023
{
slouken@8772
  1024
    if (!gamecontroller)
slouken@8582
  1025
        return NULL;
slouken@8582
  1026
slouken@8582
  1027
    return (gamecontroller->mapping.name);
slouken@8582
  1028
}
slouken@8582
  1029
slouken@8582
  1030
slouken@8582
  1031
/*
slouken@8582
  1032
 * Get the joystick for this controller
slouken@8582
  1033
 */
slouken@8582
  1034
SDL_Joystick *SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller)
slouken@8582
  1035
{
slouken@8772
  1036
    if (!gamecontroller)
slouken@8582
  1037
        return NULL;
slouken@8582
  1038
slouken@8582
  1039
    return gamecontroller->joystick;
slouken@8582
  1040
}
slouken@8582
  1041
slouken@8582
  1042
/**
slouken@8582
  1043
 * Get the SDL joystick layer binding for this controller axis mapping
slouken@8582
  1044
 */
slouken@8582
  1045
SDL_GameControllerButtonBind SDL_GameControllerGetBindForAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis)
slouken@8582
  1046
{
slouken@8582
  1047
    SDL_GameControllerButtonBind bind;
slouken@8772
  1048
    SDL_memset(&bind, 0x0, sizeof(bind));
slouken@8582
  1049
slouken@8772
  1050
    if (!gamecontroller || axis == SDL_CONTROLLER_AXIS_INVALID)
slouken@8582
  1051
        return bind;
slouken@8582
  1052
slouken@8772
  1053
    if (gamecontroller->mapping.axes[axis] >= 0) {
slouken@8582
  1054
        bind.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
slouken@8582
  1055
        bind.value.button = gamecontroller->mapping.axes[axis];
slouken@8772
  1056
    } else if (gamecontroller->mapping.buttonasaxis[axis] >= 0) {
slouken@8582
  1057
        bind.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
slouken@8582
  1058
        bind.value.button = gamecontroller->mapping.buttonasaxis[axis];
slouken@8582
  1059
    }
slouken@8582
  1060
slouken@8582
  1061
    return bind;
slouken@8582
  1062
}
slouken@8582
  1063
slouken@8582
  1064
slouken@8582
  1065
/**
slouken@8582
  1066
 * Get the SDL joystick layer binding for this controller button mapping
slouken@8582
  1067
 */
slouken@8582
  1068
SDL_GameControllerButtonBind SDL_GameControllerGetBindForButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button)
slouken@8582
  1069
{
slouken@8582
  1070
    SDL_GameControllerButtonBind bind;
slouken@8772
  1071
    SDL_memset(&bind, 0x0, sizeof(bind));
slouken@8582
  1072
slouken@8772
  1073
    if (!gamecontroller || button == SDL_CONTROLLER_BUTTON_INVALID)
slouken@8582
  1074
        return bind;
slouken@8582
  1075
slouken@8772
  1076
    if (gamecontroller->mapping.buttons[button] >= 0) {
slouken@8582
  1077
        bind.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
slouken@8582
  1078
        bind.value.button = gamecontroller->mapping.buttons[button];
slouken@8772
  1079
    } else if (gamecontroller->mapping.axesasbutton[button] >= 0) {
slouken@8582
  1080
        bind.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
slouken@8582
  1081
        bind.value.axis = gamecontroller->mapping.axesasbutton[button];
slouken@8772
  1082
    } else if (gamecontroller->mapping.hatasbutton[button].hat >= 0) {
slouken@8582
  1083
        bind.bindType = SDL_CONTROLLER_BINDTYPE_HAT;
slouken@8582
  1084
        bind.value.hat.hat = gamecontroller->mapping.hatasbutton[button].hat;
slouken@8582
  1085
        bind.value.hat.hat_mask = gamecontroller->mapping.hatasbutton[button].mask;
slouken@8582
  1086
    }
slouken@8582
  1087
slouken@8582
  1088
    return bind;
slouken@8582
  1089
}
slouken@8582
  1090
slouken@8582
  1091
slouken@8582
  1092
void
slouken@8582
  1093
SDL_GameControllerClose(SDL_GameController * gamecontroller)
slouken@8582
  1094
{
slouken@8582
  1095
    SDL_GameController *gamecontrollerlist, *gamecontrollerlistprev;
slouken@8582
  1096
slouken@8772
  1097
    if (!gamecontroller)
slouken@8582
  1098
        return;
slouken@8582
  1099
slouken@8582
  1100
    /* First decrement ref count */
slouken@8582
  1101
    if (--gamecontroller->ref_count > 0) {
slouken@8582
  1102
        return;
slouken@8582
  1103
    }
slouken@8582
  1104
slouken@8772
  1105
    SDL_JoystickClose(gamecontroller->joystick);
slouken@8582
  1106
slouken@8582
  1107
    gamecontrollerlist = SDL_gamecontrollers;
slouken@8582
  1108
    gamecontrollerlistprev = NULL;
slouken@8772
  1109
    while (gamecontrollerlist) {
slouken@8772
  1110
        if (gamecontroller == gamecontrollerlist) {
slouken@8772
  1111
            if (gamecontrollerlistprev) {
slouken@8582
  1112
                /* unlink this entry */
slouken@8582
  1113
                gamecontrollerlistprev->next = gamecontrollerlist->next;
slouken@8772
  1114
            } else {
slouken@8582
  1115
                SDL_gamecontrollers = gamecontroller->next;
slouken@8582
  1116
            }
slouken@8582
  1117
slouken@8582
  1118
            break;
slouken@8582
  1119
        }
slouken@8582
  1120
        gamecontrollerlistprev = gamecontrollerlist;
slouken@8582
  1121
        gamecontrollerlist = gamecontrollerlist->next;
slouken@8582
  1122
    }
slouken@8582
  1123
slouken@8582
  1124
    SDL_free(gamecontroller);
slouken@8582
  1125
}
slouken@8582
  1126
slouken@8582
  1127
slouken@8582
  1128
/*
slouken@8582
  1129
 * Quit the controller subsystem
slouken@8582
  1130
 */
slouken@8582
  1131
void
slouken@8582
  1132
SDL_GameControllerQuit(void)
slouken@8582
  1133
{
slouken@8582
  1134
    ControllerMapping_t *pControllerMap;
slouken@8772
  1135
    while (SDL_gamecontrollers) {
slouken@8582
  1136
        SDL_gamecontrollers->ref_count = 1;
slouken@8582
  1137
        SDL_GameControllerClose(SDL_gamecontrollers);
slouken@8582
  1138
    }
slouken@8582
  1139
slouken@8772
  1140
    while (s_pSupportedControllers) {
slouken@8582
  1141
        pControllerMap = s_pSupportedControllers;
slouken@8582
  1142
        s_pSupportedControllers = s_pSupportedControllers->next;
slouken@8772
  1143
        SDL_free(pControllerMap->name);
slouken@8772
  1144
        SDL_free(pControllerMap->mapping);
slouken@8772
  1145
        SDL_free(pControllerMap);
slouken@8582
  1146
    }
slouken@8582
  1147
slouken@8772
  1148
    SDL_DelEventWatch(SDL_GameControllerEventWatcher, NULL);
slouken@8582
  1149
slouken@8582
  1150
}
slouken@8582
  1151
slouken@8582
  1152
/*
slouken@8582
  1153
 * Event filter to transform joystick events into appropriate game controller ones
slouken@8582
  1154
 */
slouken@8582
  1155
int
slouken@8582
  1156
SDL_PrivateGameControllerAxis(SDL_GameController * gamecontroller, SDL_GameControllerAxis axis, Sint16 value)
slouken@8582
  1157
{
slouken@8582
  1158
    int posted;
slouken@8582
  1159
slouken@8582
  1160
    /* translate the event, if desired */
slouken@8582
  1161
    posted = 0;
slouken@8582
  1162
#if !SDL_EVENTS_DISABLED
slouken@8582
  1163
    if (SDL_GetEventState(SDL_CONTROLLERAXISMOTION) == SDL_ENABLE) {
slouken@8582
  1164
        SDL_Event event;
slouken@8582
  1165
        event.type = SDL_CONTROLLERAXISMOTION;
slouken@8582
  1166
        event.caxis.which = gamecontroller->joystick->instance_id;
slouken@8582
  1167
        event.caxis.axis = axis;
slouken@8582
  1168
        event.caxis.value = value;
slouken@8582
  1169
        posted = SDL_PushEvent(&event) == 1;
slouken@8582
  1170
    }
slouken@8582
  1171
#endif /* !SDL_EVENTS_DISABLED */
slouken@8582
  1172
    return (posted);
slouken@8582
  1173
}
slouken@8582
  1174
slouken@8582
  1175
slouken@8582
  1176
/*
slouken@8582
  1177
 * Event filter to transform joystick events into appropriate game controller ones
slouken@8582
  1178
 */
slouken@8582
  1179
int
slouken@8582
  1180
SDL_PrivateGameControllerButton(SDL_GameController * gamecontroller, SDL_GameControllerButton button, Uint8 state)
slouken@8582
  1181
{
slouken@8582
  1182
    int posted;
slouken@8582
  1183
#if !SDL_EVENTS_DISABLED
slouken@8582
  1184
    SDL_Event event;
slouken@8582
  1185
slouken@8772
  1186
    if (button == SDL_CONTROLLER_BUTTON_INVALID)
slouken@8582
  1187
        return (0);
slouken@8582
  1188
slouken@8582
  1189
    switch (state) {
slouken@8582
  1190
    case SDL_PRESSED:
slouken@8582
  1191
        event.type = SDL_CONTROLLERBUTTONDOWN;
slouken@8582
  1192
        break;
slouken@8582
  1193
    case SDL_RELEASED:
slouken@8582
  1194
        event.type = SDL_CONTROLLERBUTTONUP;
slouken@8582
  1195
        break;
slouken@8582
  1196
    default:
slouken@8582
  1197
        /* Invalid state -- bail */
slouken@8582
  1198
        return (0);
slouken@8582
  1199
    }
slouken@8582
  1200
#endif /* !SDL_EVENTS_DISABLED */
slouken@8582
  1201
slouken@8582
  1202
    /* translate the event, if desired */
slouken@8582
  1203
    posted = 0;
slouken@8582
  1204
#if !SDL_EVENTS_DISABLED
slouken@8582
  1205
    if (SDL_GetEventState(event.type) == SDL_ENABLE) {
slouken@8582
  1206
        event.cbutton.which = gamecontroller->joystick->instance_id;
slouken@8582
  1207
        event.cbutton.button = button;
slouken@8582
  1208
        event.cbutton.state = state;
slouken@8582
  1209
        posted = SDL_PushEvent(&event) == 1;
slouken@8582
  1210
    }
slouken@8582
  1211
#endif /* !SDL_EVENTS_DISABLED */
slouken@8582
  1212
    return (posted);
slouken@8582
  1213
}
slouken@8582
  1214
slouken@8582
  1215
/*
slouken@8582
  1216
 * Turn off controller events
slouken@8582
  1217
 */
slouken@8582
  1218
int
slouken@8582
  1219
SDL_GameControllerEventState(int state)
slouken@8582
  1220
{
slouken@8582
  1221
#if SDL_EVENTS_DISABLED
slouken@8582
  1222
    return SDL_IGNORE;
slouken@8582
  1223
#else
slouken@8582
  1224
    const Uint32 event_list[] = {
slouken@8582
  1225
        SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERBUTTONDOWN, SDL_CONTROLLERBUTTONUP,
slouken@8582
  1226
        SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_CONTROLLERDEVICEREMAPPED,
slouken@8582
  1227
    };
slouken@8582
  1228
    unsigned int i;
slouken@8582
  1229
slouken@8582
  1230
    switch (state) {
slouken@8582
  1231
    case SDL_QUERY:
slouken@8582
  1232
        state = SDL_IGNORE;
slouken@8582
  1233
        for (i = 0; i < SDL_arraysize(event_list); ++i) {
slouken@8582
  1234
            state = SDL_EventState(event_list[i], SDL_QUERY);
slouken@8582
  1235
            if (state == SDL_ENABLE) {
slouken@8582
  1236
                break;
slouken@8582
  1237
            }
slouken@8582
  1238
        }
slouken@8582
  1239
        break;
slouken@8582
  1240
    default:
slouken@8582
  1241
        for (i = 0; i < SDL_arraysize(event_list); ++i) {
slouken@8582
  1242
            SDL_EventState(event_list[i], state);
slouken@8582
  1243
        }
slouken@8582
  1244
        break;
slouken@8582
  1245
    }
slouken@8582
  1246
    return (state);
slouken@8582
  1247
#endif /* SDL_EVENTS_DISABLED */
slouken@8582
  1248
}
slouken@8582
  1249
slouken@8582
  1250
/* vi: set ts=4 sw=4 expandtab: */