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396 lines
13 KiB
396 lines
13 KiB
/* |
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely. |
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*/ |
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/* Simple program to test the SDL game controller routines */ |
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#include <stdio.h> |
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#include <stdlib.h> |
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#include <string.h> |
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#include "SDL.h" |
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#ifdef __EMSCRIPTEN__ |
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#include <emscripten/emscripten.h> |
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#endif |
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#ifndef SDL_JOYSTICK_DISABLED |
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#ifdef __IPHONEOS__ |
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#define SCREEN_WIDTH 480 |
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#define SCREEN_HEIGHT 320 |
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#else |
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#define SCREEN_WIDTH 512 |
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#define SCREEN_HEIGHT 320 |
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#endif |
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/* This is indexed by SDL_GameControllerButton. */ |
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static const struct { int x; int y; } button_positions[] = { |
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{387, 167}, /* A */ |
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{431, 132}, /* B */ |
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{342, 132}, /* X */ |
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{389, 101}, /* Y */ |
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{174, 132}, /* BACK */ |
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{233, 132}, /* GUIDE */ |
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{289, 132}, /* START */ |
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{75, 154}, /* LEFTSTICK */ |
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{305, 230}, /* RIGHTSTICK */ |
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{77, 40}, /* LEFTSHOULDER */ |
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{396, 36}, /* RIGHTSHOULDER */ |
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{154, 188}, /* DPAD_UP */ |
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{154, 249}, /* DPAD_DOWN */ |
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{116, 217}, /* DPAD_LEFT */ |
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{186, 217}, /* DPAD_RIGHT */ |
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}; |
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/* This is indexed by SDL_GameControllerAxis. */ |
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static const struct { int x; int y; double angle; } axis_positions[] = { |
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{74, 153, 270.0}, /* LEFTX */ |
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{74, 153, 0.0}, /* LEFTY */ |
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{306, 231, 270.0}, /* RIGHTX */ |
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{306, 231, 0.0}, /* RIGHTY */ |
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{91, -20, 0.0}, /* TRIGGERLEFT */ |
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{375, -20, 0.0}, /* TRIGGERRIGHT */ |
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}; |
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SDL_Renderer *screen = NULL; |
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SDL_bool retval = SDL_FALSE; |
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SDL_bool done = SDL_FALSE; |
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SDL_Texture *background, *button, *axis; |
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static SDL_Texture * |
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LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent) |
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{ |
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SDL_Surface *temp = NULL; |
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SDL_Texture *texture = NULL; |
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temp = SDL_LoadBMP(file); |
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if (temp == NULL) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); |
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} else { |
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/* Set transparent pixel as the pixel at (0,0) */ |
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if (transparent) { |
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if (temp->format->BytesPerPixel == 1) { |
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels); |
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} |
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} |
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texture = SDL_CreateTextureFromSurface(renderer, temp); |
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if (!texture) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); |
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} |
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} |
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if (temp) { |
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SDL_FreeSurface(temp); |
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} |
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return texture; |
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} |
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void |
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loop(void *arg) |
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{ |
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SDL_Event event; |
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int i; |
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SDL_GameController *gamecontroller = (SDL_GameController *)arg; |
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/* blank screen, set up for drawing this frame. */ |
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SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE); |
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SDL_RenderClear(screen); |
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SDL_RenderCopy(screen, background, NULL, NULL); |
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while (SDL_PollEvent(&event)) { |
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switch (event.type) { |
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case SDL_CONTROLLERAXISMOTION: |
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SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value); |
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break; |
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case SDL_CONTROLLERBUTTONDOWN: |
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case SDL_CONTROLLERBUTTONUP: |
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SDL_Log("Controller button %s %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released"); |
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break; |
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case SDL_KEYDOWN: |
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if (event.key.keysym.sym != SDLK_ESCAPE) { |
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break; |
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} |
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/* Fall through to signal quit */ |
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case SDL_QUIT: |
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done = SDL_TRUE; |
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break; |
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default: |
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break; |
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} |
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} |
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/* Update visual controller state */ |
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for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) { |
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) { |
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const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 }; |
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SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE); |
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} |
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} |
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for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) { |
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const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */ |
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const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i)); |
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if (value < -deadzone) { |
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 }; |
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const double angle = axis_positions[i].angle; |
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE); |
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} else if (value > deadzone) { |
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 }; |
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const double angle = axis_positions[i].angle + 180.0; |
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE); |
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} |
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} |
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/* Update rumble based on trigger state */ |
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{ |
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Uint16 low_frequency_rumble = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT) * 2; |
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Uint16 high_frequency_rumble = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT) * 2; |
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SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250); |
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} |
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SDL_RenderPresent(screen); |
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if (!SDL_GameControllerGetAttached(gamecontroller)) { |
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done = SDL_TRUE; |
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retval = SDL_TRUE; /* keep going, wait for reattach. */ |
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} |
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#ifdef __EMSCRIPTEN__ |
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if (done) { |
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emscripten_cancel_main_loop(); |
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} |
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#endif |
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} |
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SDL_bool |
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WatchGameController(SDL_GameController * gamecontroller) |
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{ |
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const char *name = SDL_GameControllerName(gamecontroller); |
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const char *basetitle = "Game Controller Test: "; |
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const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1; |
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char *title = (char *)SDL_malloc(titlelen); |
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SDL_Window *window = NULL; |
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retval = SDL_FALSE; |
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done = SDL_FALSE; |
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if (title) { |
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SDL_snprintf(title, titlelen, "%s%s", basetitle, name); |
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} |
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/* Create a window to display controller state */ |
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window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, |
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SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, |
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SCREEN_HEIGHT, 0); |
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SDL_free(title); |
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title = NULL; |
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if (window == NULL) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError()); |
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return SDL_FALSE; |
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} |
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screen = SDL_CreateRenderer(window, -1, 0); |
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if (screen == NULL) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); |
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SDL_DestroyWindow(window); |
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return SDL_FALSE; |
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} |
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SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE); |
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SDL_RenderClear(screen); |
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SDL_RenderPresent(screen); |
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SDL_RaiseWindow(window); |
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/* scale for platforms that don't give you the window size you asked for. */ |
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SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT); |
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background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE); |
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button = LoadTexture(screen, "button.bmp", SDL_TRUE); |
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axis = LoadTexture(screen, "axis.bmp", SDL_TRUE); |
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if (!background || !button || !axis) { |
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SDL_DestroyRenderer(screen); |
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SDL_DestroyWindow(window); |
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return SDL_FALSE; |
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} |
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SDL_SetTextureColorMod(button, 10, 255, 21); |
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SDL_SetTextureColorMod(axis, 10, 255, 21); |
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/* !!! FIXME: */ |
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/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/ |
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/* Print info about the controller we are watching */ |
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SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller"); |
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/* Loop, getting controller events! */ |
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#ifdef __EMSCRIPTEN__ |
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emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1); |
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#else |
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while (!done) { |
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loop(gamecontroller); |
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} |
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#endif |
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SDL_DestroyRenderer(screen); |
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screen = NULL; |
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background = NULL; |
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button = NULL; |
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axis = NULL; |
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SDL_DestroyWindow(window); |
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return retval; |
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} |
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int |
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main(int argc, char *argv[]) |
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{ |
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int i; |
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int nController = 0; |
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int retcode = 0; |
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char guid[64]; |
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SDL_GameController *gamecontroller; |
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/* Enable standard application logging */ |
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
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/* Initialize SDL (Note: video is required to start event loop) */ |
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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return 1; |
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} |
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SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt"); |
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/* Print information about the mappings */ |
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if (!argv[1]) { |
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SDL_Log("Supported mappings:\n"); |
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for (i = 0; i < SDL_GameControllerNumMappings(); ++i) { |
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char *mapping = SDL_GameControllerMappingForIndex(i); |
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if (mapping) { |
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SDL_Log("\t%s\n", mapping); |
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SDL_free(mapping); |
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} |
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} |
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SDL_Log("\n"); |
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} |
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/* Print information about the controller */ |
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for (i = 0; i < SDL_NumJoysticks(); ++i) { |
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const char *name; |
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const char *description; |
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i), |
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guid, sizeof (guid)); |
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if ( SDL_IsGameController(i) ) |
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{ |
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nController++; |
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name = SDL_GameControllerNameForIndex(i); |
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switch (SDL_GameControllerTypeForIndex(i)) { |
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case SDL_CONTROLLER_TYPE_XBOX360: |
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description = "XBox 360 Controller"; |
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break; |
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case SDL_CONTROLLER_TYPE_XBOXONE: |
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description = "XBox One Controller"; |
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break; |
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case SDL_CONTROLLER_TYPE_PS3: |
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description = "PS3 Controller"; |
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break; |
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case SDL_CONTROLLER_TYPE_PS4: |
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description = "PS4 Controller"; |
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break; |
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case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO: |
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description = "Nintendo Switch Pro Controller"; |
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break; |
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default: |
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description = "Game Controller"; |
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break; |
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} |
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} else { |
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name = SDL_JoystickNameForIndex(i); |
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description = "Joystick"; |
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} |
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SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n", |
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description, i, name ? name : "Unknown", guid, |
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SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i), SDL_JoystickGetDevicePlayerIndex(i)); |
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} |
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SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks()); |
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if (argv[1]) { |
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SDL_bool reportederror = SDL_FALSE; |
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SDL_bool keepGoing = SDL_TRUE; |
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SDL_Event event; |
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int device = atoi(argv[1]); |
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if (device >= SDL_NumJoysticks()) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device); |
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retcode = 1; |
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} else { |
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device), |
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guid, sizeof (guid)); |
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SDL_Log("Attempting to open device %i, guid %s\n", device, guid); |
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gamecontroller = SDL_GameControllerOpen(device); |
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if (gamecontroller != NULL) { |
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SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller); |
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} |
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while (keepGoing) { |
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if (gamecontroller == NULL) { |
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if (!reportederror) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError()); |
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retcode = 1; |
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keepGoing = SDL_FALSE; |
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reportederror = SDL_TRUE; |
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} |
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} else { |
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reportederror = SDL_FALSE; |
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keepGoing = WatchGameController(gamecontroller); |
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SDL_GameControllerClose(gamecontroller); |
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} |
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gamecontroller = NULL; |
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if (keepGoing) { |
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SDL_Log("Waiting for attach\n"); |
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} |
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while (keepGoing) { |
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SDL_WaitEvent(&event); |
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if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN) |
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|| (event.type == SDL_MOUSEBUTTONDOWN)) { |
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keepGoing = SDL_FALSE; |
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} else if (event.type == SDL_CONTROLLERDEVICEADDED) { |
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gamecontroller = SDL_GameControllerOpen(event.cdevice.which); |
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if (gamecontroller != NULL) { |
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SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller); |
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} |
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break; |
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} |
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} |
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} |
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} |
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} |
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SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER); |
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return retcode; |
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} |
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#else |
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int |
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main(int argc, char *argv[]) |
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{ |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n"); |
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return 1; |
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} |
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#endif |
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/* vi: set ts=4 sw=4 expandtab: */
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