2015-06-21 15:33:46 +00:00
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/*
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2022-01-03 17:40:00 +00:00
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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2015-06-21 15:33:46 +00:00
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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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#define SCREEN_WIDTH 512
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2016-10-13 11:01:25 +00:00
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#define SCREEN_HEIGHT 320
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2015-06-21 15:33:46 +00:00
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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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2020-11-07 10:22:15 +00:00
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{387, 167}, /* SDL_CONTROLLER_BUTTON_A */
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{431, 132}, /* SDL_CONTROLLER_BUTTON_B */
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{342, 132}, /* SDL_CONTROLLER_BUTTON_X */
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{389, 101}, /* SDL_CONTROLLER_BUTTON_Y */
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{174, 132}, /* SDL_CONTROLLER_BUTTON_BACK */
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{232, 128}, /* SDL_CONTROLLER_BUTTON_GUIDE */
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{289, 132}, /* SDL_CONTROLLER_BUTTON_START */
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{75, 154}, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
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{305, 230}, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
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{77, 40}, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
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{396, 36}, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
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{154, 188}, /* SDL_CONTROLLER_BUTTON_DPAD_UP */
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{154, 249}, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
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{116, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
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{186, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
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{232, 174}, /* SDL_CONTROLLER_BUTTON_MISC1 */
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{132, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE1 */
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{330, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE2 */
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{132, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE3 */
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{330, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE4 */
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2015-06-21 15:33:46 +00:00
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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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2016-12-27 09:39:07 +00:00
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{74, 153, 270.0}, /* LEFTX */
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2020-11-07 10:22:15 +00:00
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{74, 153, 0.0}, /* LEFTY */
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2016-12-27 09:39:07 +00:00
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{306, 231, 270.0}, /* RIGHTX */
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2020-11-07 10:22:15 +00:00
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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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2015-06-21 15:33:46 +00:00
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};
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2021-07-08 20:22:41 +00:00
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static SDL_Window *window = NULL;
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static SDL_Renderer *screen = NULL;
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static SDL_bool retval = SDL_FALSE;
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static SDL_bool done = SDL_FALSE;
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static SDL_bool set_LED = SDL_FALSE;
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static int trigger_effect = 0;
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static SDL_Texture *background_front, *background_back, *button, *axis;
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static SDL_GameController *gamecontroller;
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static SDL_GameController **gamecontrollers;
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static int num_controllers = 0;
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2015-06-21 15:33:46 +00:00
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2020-11-28 02:57:38 +00:00
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static void UpdateWindowTitle()
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2015-06-21 15:33:46 +00:00
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{
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2020-11-28 02:57:38 +00:00
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if (!window) {
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return;
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}
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2015-06-21 15:33:46 +00:00
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2020-11-28 02:57:38 +00:00
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if (gamecontroller) {
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const char *name = SDL_GameControllerName(gamecontroller);
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const char *serial = SDL_GameControllerGetSerial(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) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
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char *title = (char *)SDL_malloc(titlelen);
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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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if (serial) {
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SDL_strlcat(title, " (", titlelen);
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SDL_strlcat(title, serial, titlelen);
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SDL_strlcat(title, ")", titlelen);
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2015-06-21 15:33:46 +00:00
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}
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2020-11-28 02:57:38 +00:00
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SDL_SetWindowTitle(window, title);
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SDL_free(title);
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2015-06-21 15:33:46 +00:00
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}
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2020-11-28 02:57:38 +00:00
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} else {
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SDL_SetWindowTitle(window, "Waiting for controller...");
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}
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}
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2015-06-21 15:33:46 +00:00
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2020-11-28 02:57:38 +00:00
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static int FindController(SDL_JoystickID controller_id)
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{
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int i;
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for (i = 0; i < num_controllers; ++i) {
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if (controller_id == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontrollers[i]))) {
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return i;
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2015-06-21 15:33:46 +00:00
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}
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}
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2020-11-28 02:57:38 +00:00
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return -1;
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2015-06-21 15:33:46 +00:00
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}
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2020-11-28 02:57:38 +00:00
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static void AddController(int device_index, SDL_bool verbose)
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2020-04-19 04:41:37 +00:00
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{
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2020-11-28 02:57:38 +00:00
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SDL_JoystickID controller_id = SDL_JoystickGetDeviceInstanceID(device_index);
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SDL_GameController *controller;
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SDL_GameController **controllers;
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controller_id = SDL_JoystickGetDeviceInstanceID(device_index);
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if (controller_id < 0) {
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SDL_Log("Couldn't get controller ID: %s\n", SDL_GetError());
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return;
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}
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2020-11-17 18:30:20 +00:00
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2020-11-28 02:57:38 +00:00
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if (FindController(controller_id) >= 0) {
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/* We already have this controller */
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return;
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}
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controller = SDL_GameControllerOpen(device_index);
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if (!controller) {
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SDL_Log("Couldn't open controller: %s\n", SDL_GetError());
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return;
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}
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controllers = (SDL_GameController **)SDL_realloc(gamecontrollers, (num_controllers + 1) * sizeof(*controllers));
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if (!controllers) {
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SDL_GameControllerClose(controller);
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return;
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}
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controllers[num_controllers++] = controller;
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gamecontrollers = controllers;
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gamecontroller = controller;
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2021-07-08 20:22:41 +00:00
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trigger_effect = 0;
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2020-11-28 02:57:38 +00:00
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if (verbose) {
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const char *name = SDL_GameControllerName(gamecontroller);
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2022-04-26 21:54:14 +00:00
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const char *path = SDL_GameControllerPath(gamecontroller);
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SDL_Log("Opened game controller %s%s%s\n", name, path ? ", " : "", path ? path : "");
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2020-11-28 02:57:38 +00:00
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}
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2020-11-17 18:30:20 +00:00
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if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) {
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2020-11-28 02:57:38 +00:00
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if (verbose) {
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2021-07-29 13:43:39 +00:00
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SDL_Log("Enabling accelerometer at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_ACCEL));
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2020-11-28 02:57:38 +00:00
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}
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2020-11-17 18:30:20 +00:00
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SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_ACCEL, SDL_TRUE);
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}
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if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_GYRO)) {
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2020-11-28 02:57:38 +00:00
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if (verbose) {
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2021-07-29 21:18:54 +00:00
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SDL_Log("Enabling gyro at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_GYRO));
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2020-11-28 02:57:38 +00:00
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}
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2020-11-17 18:30:20 +00:00
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SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE);
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}
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2020-11-28 02:57:38 +00:00
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2021-11-11 21:53:11 +00:00
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if (SDL_GameControllerHasRumble(gamecontroller)) {
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SDL_Log("Rumble supported");
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}
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if (SDL_GameControllerHasRumbleTriggers(gamecontroller)) {
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SDL_Log("Trigger rumble supported");
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}
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2020-11-28 02:57:38 +00:00
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UpdateWindowTitle();
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2020-11-17 18:30:20 +00:00
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}
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2020-11-28 02:57:38 +00:00
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static void SetController(SDL_JoystickID controller)
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2020-11-17 18:30:20 +00:00
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{
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2020-11-28 02:57:38 +00:00
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int i = FindController(controller);
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2020-11-17 18:30:20 +00:00
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2020-11-28 02:57:38 +00:00
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if (i < 0) {
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return;
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}
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2020-11-17 18:30:20 +00:00
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2020-11-28 02:57:38 +00:00
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if (gamecontroller != gamecontrollers[i]) {
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gamecontroller = gamecontrollers[i];
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UpdateWindowTitle();
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}
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}
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static void DelController(SDL_JoystickID controller)
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{
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int i = FindController(controller);
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if (i < 0) {
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return;
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}
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2020-11-28 02:57:42 +00:00
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SDL_GameControllerClose(gamecontrollers[i]);
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2020-11-28 02:57:38 +00:00
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--num_controllers;
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if (i < num_controllers) {
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SDL_memcpy(&gamecontrollers[i], &gamecontrollers[i+1], (num_controllers - i) * sizeof(*gamecontrollers));
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}
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if (num_controllers > 0) {
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gamecontroller = gamecontrollers[0];
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} else {
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gamecontroller = NULL;
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}
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UpdateWindowTitle();
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}
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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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2020-11-17 18:30:20 +00:00
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}
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2020-11-17 01:36:47 +00:00
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}
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2020-11-28 02:57:38 +00:00
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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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2020-04-19 04:41:37 +00:00
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}
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2020-11-28 02:57:38 +00:00
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return texture;
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2020-04-19 04:41:37 +00:00
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}
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2021-11-23 11:22:02 +00:00
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static Uint16 ConvertAxisToRumble(Sint16 axisval)
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2020-11-12 02:57:37 +00:00
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{
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/* Only start rumbling if the axis is past the halfway point */
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2020-11-12 15:53:01 +00:00
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const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
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2021-11-23 11:22:02 +00:00
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if (axisval > half_axis) {
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return (Uint16)(axisval - half_axis) * 4;
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2020-11-12 02:57:37 +00:00
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} else {
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return 0;
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}
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}
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2021-07-08 20:22:41 +00:00
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/* PS5 trigger effect documentation:
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https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
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*/
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typedef struct
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{
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Uint8 ucEnableBits1; /* 0 */
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Uint8 ucEnableBits2; /* 1 */
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Uint8 ucRumbleRight; /* 2 */
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Uint8 ucRumbleLeft; /* 3 */
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Uint8 ucHeadphoneVolume; /* 4 */
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Uint8 ucSpeakerVolume; /* 5 */
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Uint8 ucMicrophoneVolume; /* 6 */
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Uint8 ucAudioEnableBits; /* 7 */
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Uint8 ucMicLightMode; /* 8 */
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Uint8 ucAudioMuteBits; /* 9 */
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Uint8 rgucRightTriggerEffect[11]; /* 10 */
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Uint8 rgucLeftTriggerEffect[11]; /* 21 */
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Uint8 rgucUnknown1[6]; /* 32 */
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Uint8 ucLedFlags; /* 38 */
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Uint8 rgucUnknown2[2]; /* 39 */
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Uint8 ucLedAnim; /* 41 */
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Uint8 ucLedBrightness; /* 42 */
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Uint8 ucPadLights; /* 43 */
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Uint8 ucLedRed; /* 44 */
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Uint8 ucLedGreen; /* 45 */
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Uint8 ucLedBlue; /* 46 */
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} DS5EffectsState_t;
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static void CyclePS5TriggerEffect()
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{
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DS5EffectsState_t state;
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Uint8 effects[3][11] =
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{
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/* Clear trigger effect */
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{ 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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/* Constant resistance across entire trigger pull */
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{ 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
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/* Resistance and vibration when trigger is pulled */
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{ 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
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};
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trigger_effect = (trigger_effect + 1) % SDL_arraysize(effects);
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SDL_zero(state);
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state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
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SDL_memcpy(state.rgucRightTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
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SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
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SDL_GameControllerSendEffect(gamecontroller, &state, sizeof(state));
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}
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2015-06-21 15:33:46 +00:00
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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;
|
2020-11-07 10:22:15 +00:00
|
|
|
SDL_bool showing_front = SDL_TRUE;
|
2015-06-21 15:33:46 +00:00
|
|
|
|
2021-07-29 13:36:20 +00:00
|
|
|
/* Update to get the current event state */
|
|
|
|
SDL_PumpEvents();
|
|
|
|
|
|
|
|
/* Process all currently pending events */
|
|
|
|
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
|
2015-06-21 15:33:46 +00:00
|
|
|
switch (event.type) {
|
2020-04-19 04:41:37 +00:00
|
|
|
case SDL_CONTROLLERDEVICEADDED:
|
2020-11-28 02:57:38 +00:00
|
|
|
SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which));
|
|
|
|
AddController(event.cdevice.which, SDL_TRUE);
|
2020-04-19 04:41:37 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case SDL_CONTROLLERDEVICEREMOVED:
|
|
|
|
SDL_Log("Game controller device %d removed.\n", (int) event.cdevice.which);
|
2020-11-28 02:57:38 +00:00
|
|
|
DelController(event.cdevice.which);
|
2020-04-19 04:41:37 +00:00
|
|
|
break;
|
|
|
|
|
2020-11-14 02:01:29 +00:00
|
|
|
case SDL_CONTROLLERTOUCHPADDOWN:
|
|
|
|
case SDL_CONTROLLERTOUCHPADMOTION:
|
|
|
|
case SDL_CONTROLLERTOUCHPADUP:
|
2021-01-13 19:01:54 +00:00
|
|
|
SDL_Log("Controller %d touchpad %d finger %d %s %.2f, %.2f, %.2f\n",
|
|
|
|
event.ctouchpad.which,
|
2020-11-14 02:01:29 +00:00
|
|
|
event.ctouchpad.touchpad,
|
|
|
|
event.ctouchpad.finger,
|
|
|
|
(event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" :
|
|
|
|
(event.type == SDL_CONTROLLERTOUCHPADUP ? "released at" :
|
|
|
|
"moved to")),
|
|
|
|
event.ctouchpad.x,
|
|
|
|
event.ctouchpad.y,
|
|
|
|
event.ctouchpad.pressure);
|
|
|
|
break;
|
|
|
|
|
2021-07-08 20:22:41 +00:00
|
|
|
#define VERBOSE_SENSORS
|
|
|
|
#ifdef VERBOSE_SENSORS
|
2020-11-17 18:30:20 +00:00
|
|
|
case SDL_CONTROLLERSENSORUPDATE:
|
2021-01-13 19:01:54 +00:00
|
|
|
SDL_Log("Controller %d sensor %s: %.2f, %.2f, %.2f\n",
|
|
|
|
event.csensor.which,
|
2020-11-17 18:30:20 +00:00
|
|
|
event.csensor.sensor == SDL_SENSOR_ACCEL ? "accelerometer" :
|
|
|
|
event.csensor.sensor == SDL_SENSOR_GYRO ? "gyro" : "unknown",
|
|
|
|
event.csensor.data[0],
|
|
|
|
event.csensor.data[1],
|
|
|
|
event.csensor.data[2]);
|
|
|
|
break;
|
2021-07-08 20:22:41 +00:00
|
|
|
#endif /* VERBOSE_SENSORS */
|
2020-11-17 18:30:20 +00:00
|
|
|
|
2021-07-08 20:22:41 +00:00
|
|
|
#define VERBOSE_AXES
|
|
|
|
#ifdef VERBOSE_AXES
|
2016-12-27 09:39:07 +00:00
|
|
|
case SDL_CONTROLLERAXISMOTION:
|
2020-11-28 02:57:38 +00:00
|
|
|
if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
|
|
|
|
SetController(event.caxis.which);
|
|
|
|
}
|
2021-01-13 19:01:54 +00:00
|
|
|
SDL_Log("Controller %d axis %s changed to %d\n", event.caxis.which, SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
|
2016-12-27 09:39:07 +00:00
|
|
|
break;
|
2021-07-08 20:22:41 +00:00
|
|
|
#endif /* VERBOSE_AXES */
|
2020-11-14 02:01:29 +00:00
|
|
|
|
2016-12-27 09:39:07 +00:00
|
|
|
case SDL_CONTROLLERBUTTONDOWN:
|
|
|
|
case SDL_CONTROLLERBUTTONUP:
|
2020-11-28 02:57:38 +00:00
|
|
|
if (event.type == SDL_CONTROLLERBUTTONDOWN) {
|
|
|
|
SetController(event.cbutton.which);
|
|
|
|
}
|
2021-01-13 19:01:54 +00:00
|
|
|
SDL_Log("Controller %d button %s %s\n", event.cbutton.which, SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
|
2021-07-08 20:22:41 +00:00
|
|
|
|
|
|
|
/* Cycle PS5 trigger effects when the microphone button is pressed */
|
|
|
|
if (event.type == SDL_CONTROLLERBUTTONDOWN &&
|
|
|
|
event.cbutton.button == SDL_CONTROLLER_BUTTON_MISC1 &&
|
|
|
|
SDL_GameControllerGetType(gamecontroller) == SDL_CONTROLLER_TYPE_PS5) {
|
|
|
|
CyclePS5TriggerEffect();
|
|
|
|
}
|
2016-12-27 09:39:07 +00:00
|
|
|
break;
|
2020-11-14 02:01:29 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
case SDL_KEYDOWN:
|
2020-12-22 22:38:32 +00:00
|
|
|
if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
|
|
|
|
if (gamecontroller) {
|
|
|
|
int player_index = (event.key.keysym.sym - SDLK_0);
|
|
|
|
|
|
|
|
SDL_GameControllerSetPlayerIndex(gamecontroller, player_index);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
2015-06-21 15:33:46 +00:00
|
|
|
if (event.key.keysym.sym != SDLK_ESCAPE) {
|
|
|
|
break;
|
|
|
|
}
|
Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.
So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).
Clang before Clang 10 and GCC before GCC 7 have problems with using
__attribute__ as a sole statement and warn about a "declaration not
declaring anything", so fall back to using the /* fallthrough */ comment
if we are using those older compiler versions.
Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).
All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
2021-09-27 21:38:12 +00:00
|
|
|
SDL_FALLTHROUGH;
|
2015-06-21 15:33:46 +00:00
|
|
|
case SDL_QUIT:
|
|
|
|
done = SDL_TRUE;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-11-07 10:22:15 +00:00
|
|
|
if (gamecontroller) {
|
|
|
|
/* Show the back of the controller if the paddles are being held */
|
|
|
|
for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) {
|
|
|
|
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
|
|
|
|
showing_front = SDL_FALSE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* blank screen, set up for drawing this frame. */
|
|
|
|
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
|
|
|
|
SDL_RenderClear(screen);
|
|
|
|
SDL_RenderCopy(screen, showing_front ? background_front : background_back, NULL, NULL);
|
|
|
|
|
2020-04-19 04:41:37 +00:00
|
|
|
if (gamecontroller) {
|
|
|
|
/* Update visual controller state */
|
2020-11-14 02:01:29 +00:00
|
|
|
for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) {
|
2020-04-19 04:41:37 +00:00
|
|
|
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
|
2020-11-07 10:22:15 +00:00
|
|
|
SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
|
|
|
|
if (on_front == showing_front) {
|
2021-05-14 21:22:50 +00:00
|
|
|
SDL_Rect dst;
|
|
|
|
dst.x = button_positions[i].x;
|
|
|
|
dst.y = button_positions[i].y;
|
|
|
|
dst.w = 50;
|
|
|
|
dst.h = 50;
|
2020-11-07 10:22:15 +00:00
|
|
|
SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
|
|
|
|
}
|
2020-04-19 04:41:37 +00:00
|
|
|
}
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
|
2020-11-07 10:22:15 +00:00
|
|
|
if (showing_front) {
|
|
|
|
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
|
|
|
|
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
|
|
|
|
const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
|
|
|
|
if (value < -deadzone) {
|
|
|
|
const double angle = axis_positions[i].angle;
|
2021-05-14 21:22:50 +00:00
|
|
|
SDL_Rect dst;
|
|
|
|
dst.x = axis_positions[i].x;
|
|
|
|
dst.y = axis_positions[i].y;
|
|
|
|
dst.w = 50;
|
|
|
|
dst.h = 50;
|
2020-11-07 10:22:15 +00:00
|
|
|
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
|
|
|
|
} else if (value > deadzone) {
|
|
|
|
const double angle = axis_positions[i].angle + 180.0;
|
2021-05-14 21:22:50 +00:00
|
|
|
SDL_Rect dst;
|
|
|
|
dst.x = axis_positions[i].x;
|
|
|
|
dst.y = axis_positions[i].y;
|
|
|
|
dst.w = 50;
|
|
|
|
dst.h = 50;
|
2020-11-07 10:22:15 +00:00
|
|
|
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
|
|
|
|
}
|
2020-04-19 04:41:37 +00:00
|
|
|
}
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
|
2020-11-05 19:07:54 +00:00
|
|
|
/* Update LED based on left thumbstick position */
|
|
|
|
{
|
|
|
|
Sint16 x = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTX);
|
|
|
|
Sint16 y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
|
|
|
|
|
2020-11-16 18:39:44 +00:00
|
|
|
if (!set_LED) {
|
|
|
|
set_LED = (x < -8000 || x > 8000 || y > 8000);
|
|
|
|
}
|
|
|
|
if (set_LED) {
|
|
|
|
Uint8 r, g, b;
|
|
|
|
|
|
|
|
if (x < 0) {
|
|
|
|
r = (Uint8)(((int)(~x) * 255) / 32767);
|
|
|
|
b = 0;
|
|
|
|
} else {
|
|
|
|
r = 0;
|
|
|
|
b = (Uint8)(((int)(x) * 255) / 32767);
|
|
|
|
}
|
|
|
|
if (y > 0) {
|
|
|
|
g = (Uint8)(((int)(y) * 255) / 32767);
|
|
|
|
} else {
|
|
|
|
g = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_GameControllerSetLED(gamecontroller, r, g, b);
|
|
|
|
}
|
2020-11-05 19:07:54 +00:00
|
|
|
}
|
|
|
|
|
2021-07-08 20:22:41 +00:00
|
|
|
if (trigger_effect == 0) {
|
|
|
|
/* Update rumble based on trigger state */
|
|
|
|
{
|
|
|
|
Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
|
|
|
|
Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
|
|
|
|
Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
|
|
|
|
Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
|
|
|
|
SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250);
|
|
|
|
}
|
2020-11-12 02:57:37 +00:00
|
|
|
|
2021-07-08 20:22:41 +00:00
|
|
|
/* Update trigger rumble based on thumbstick state */
|
|
|
|
{
|
|
|
|
Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
|
|
|
|
Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY);
|
|
|
|
Uint16 left_rumble = ConvertAxisToRumble(~left);
|
|
|
|
Uint16 right_rumble = ConvertAxisToRumble(~right);
|
2020-11-12 02:57:37 +00:00
|
|
|
|
2021-07-08 20:22:41 +00:00
|
|
|
SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_rumble, 250);
|
|
|
|
}
|
2020-11-12 02:57:37 +00:00
|
|
|
}
|
2020-02-07 19:45:32 +00:00
|
|
|
}
|
2022-04-30 03:57:00 +00:00
|
|
|
SDL_Delay(16);
|
2015-06-21 15:33:46 +00:00
|
|
|
SDL_RenderPresent(screen);
|
|
|
|
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
|
|
if (done) {
|
|
|
|
emscripten_cancel_main_loop();
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
main(int argc, char *argv[])
|
|
|
|
{
|
|
|
|
int i;
|
2020-11-28 02:57:38 +00:00
|
|
|
int controller_count = 0;
|
|
|
|
int controller_index = 0;
|
2015-06-21 15:33:46 +00:00
|
|
|
char guid[64];
|
|
|
|
|
2020-11-06 23:54:18 +00:00
|
|
|
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
|
2021-08-04 18:33:28 +00:00
|
|
|
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
|
2020-11-22 02:01:23 +00:00
|
|
|
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
|
2020-12-23 04:53:27 +00:00
|
|
|
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
|
2022-02-15 21:07:51 +00:00
|
|
|
SDL_SetHint(SDL_HINT_JOYSTICK_ROG_CHAKRAM, "1");
|
2020-12-04 23:47:28 +00:00
|
|
|
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
|
2021-11-27 19:01:18 +00:00
|
|
|
SDL_SetHint(SDL_HINT_LINUX_JOYSTICK_DEADZONES, "1");
|
2020-11-06 23:54:18 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/* Enable standard application logging */
|
2015-11-25 20:39:28 +00:00
|
|
|
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
/* Initialize SDL (Note: video is required to start event loop) */
|
|
|
|
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ) < 0) {
|
|
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
|
|
|
|
return 1;
|
|
|
|
}
|
2021-11-23 11:22:02 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
|
|
|
|
|
2016-11-29 14:36:57 +00:00
|
|
|
/* Print information about the mappings */
|
2020-04-19 04:41:37 +00:00
|
|
|
if (argv[1] && SDL_strcmp(argv[1], "--mappings") == 0) {
|
2016-12-09 12:17:10 +00:00
|
|
|
SDL_Log("Supported mappings:\n");
|
|
|
|
for (i = 0; i < SDL_GameControllerNumMappings(); ++i) {
|
|
|
|
char *mapping = SDL_GameControllerMappingForIndex(i);
|
|
|
|
if (mapping) {
|
|
|
|
SDL_Log("\t%s\n", mapping);
|
|
|
|
SDL_free(mapping);
|
|
|
|
}
|
2016-11-29 14:36:57 +00:00
|
|
|
}
|
2016-12-09 12:17:10 +00:00
|
|
|
SDL_Log("\n");
|
2016-11-29 14:36:57 +00:00
|
|
|
}
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/* Print information about the controller */
|
|
|
|
for (i = 0; i < SDL_NumJoysticks(); ++i) {
|
|
|
|
const char *name;
|
2022-04-26 21:54:14 +00:00
|
|
|
const char *path;
|
2015-06-21 15:33:46 +00:00
|
|
|
const char *description;
|
|
|
|
|
|
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
|
|
|
|
guid, sizeof (guid));
|
|
|
|
|
2020-11-28 02:57:38 +00:00
|
|
|
if (SDL_IsGameController(i)) {
|
|
|
|
controller_count++;
|
2015-06-21 15:33:46 +00:00
|
|
|
name = SDL_GameControllerNameForIndex(i);
|
2022-04-26 21:54:14 +00:00
|
|
|
path = SDL_GameControllerPathForIndex(i);
|
2019-11-22 21:12:12 +00:00
|
|
|
switch (SDL_GameControllerTypeForIndex(i)) {
|
2021-07-24 16:10:18 +00:00
|
|
|
case SDL_CONTROLLER_TYPE_AMAZON_LUNA:
|
|
|
|
description = "Amazon Luna Controller";
|
2019-11-22 21:12:12 +00:00
|
|
|
break;
|
2021-07-24 16:10:18 +00:00
|
|
|
case SDL_CONTROLLER_TYPE_GOOGLE_STADIA:
|
|
|
|
description = "Google Stadia Controller";
|
|
|
|
break;
|
|
|
|
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
|
|
|
|
description = "Nintendo Switch Pro Controller";
|
2019-11-22 21:12:12 +00:00
|
|
|
break;
|
|
|
|
case SDL_CONTROLLER_TYPE_PS3:
|
|
|
|
description = "PS3 Controller";
|
|
|
|
break;
|
|
|
|
case SDL_CONTROLLER_TYPE_PS4:
|
|
|
|
description = "PS4 Controller";
|
|
|
|
break;
|
2021-07-24 16:10:18 +00:00
|
|
|
case SDL_CONTROLLER_TYPE_PS5:
|
|
|
|
description = "PS5 Controller";
|
|
|
|
break;
|
|
|
|
case SDL_CONTROLLER_TYPE_XBOX360:
|
|
|
|
description = "XBox 360 Controller";
|
|
|
|
break;
|
|
|
|
case SDL_CONTROLLER_TYPE_XBOXONE:
|
|
|
|
description = "XBox One Controller";
|
2019-11-22 21:12:12 +00:00
|
|
|
break;
|
Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 02:08:45 +00:00
|
|
|
case SDL_CONTROLLER_TYPE_VIRTUAL:
|
|
|
|
description = "Virtual Game Controller";
|
|
|
|
break;
|
2019-11-22 21:12:12 +00:00
|
|
|
default:
|
|
|
|
description = "Game Controller";
|
|
|
|
break;
|
|
|
|
}
|
2020-11-28 02:57:38 +00:00
|
|
|
AddController(i, SDL_FALSE);
|
2015-06-21 15:33:46 +00:00
|
|
|
} else {
|
|
|
|
name = SDL_JoystickNameForIndex(i);
|
2022-04-26 21:54:14 +00:00
|
|
|
path = SDL_JoystickPathForIndex(i);
|
2015-06-21 15:33:46 +00:00
|
|
|
description = "Joystick";
|
|
|
|
}
|
2022-04-26 21:54:14 +00:00
|
|
|
SDL_Log("%s %d: %s%s%s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n",
|
|
|
|
description, i, name ? name : "Unknown", path ? ", " : "", path ? path : "", guid,
|
2019-12-21 04:12:03 +00:00
|
|
|
SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i), SDL_JoystickGetDevicePlayerIndex(i));
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
2020-11-28 02:57:38 +00:00
|
|
|
SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", controller_count, SDL_NumJoysticks());
|
2015-06-21 15:33:46 +00:00
|
|
|
|
2020-04-19 04:41:37 +00:00
|
|
|
/* Create a window to display controller state */
|
|
|
|
window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED,
|
|
|
|
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
|
|
|
|
SCREEN_HEIGHT, 0);
|
|
|
|
if (window == NULL) {
|
|
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
|
|
|
|
return 2;
|
|
|
|
}
|
2015-11-14 17:35:45 +00:00
|
|
|
|
2020-04-19 04:41:37 +00:00
|
|
|
screen = SDL_CreateRenderer(window, -1, 0);
|
|
|
|
if (screen == NULL) {
|
|
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
|
|
|
|
SDL_DestroyWindow(window);
|
|
|
|
return 2;
|
|
|
|
}
|
2015-11-14 17:35:45 +00:00
|
|
|
|
2020-04-19 04:41:37 +00:00
|
|
|
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
|
|
|
|
SDL_RenderClear(screen);
|
|
|
|
SDL_RenderPresent(screen);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
2020-04-19 04:41:37 +00:00
|
|
|
/* scale for platforms that don't give you the window size you asked for. */
|
|
|
|
SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
|
|
|
|
|
2020-11-07 10:22:15 +00:00
|
|
|
background_front = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
|
|
|
|
background_back = LoadTexture(screen, "controllermap_back.bmp", SDL_FALSE);
|
2020-04-19 04:41:37 +00:00
|
|
|
button = LoadTexture(screen, "button.bmp", SDL_TRUE);
|
|
|
|
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
|
|
|
|
|
2020-11-07 10:22:15 +00:00
|
|
|
if (!background_front || !background_back || !button || !axis) {
|
2020-04-19 04:41:37 +00:00
|
|
|
SDL_DestroyRenderer(screen);
|
|
|
|
SDL_DestroyWindow(window);
|
|
|
|
return 2;
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
2020-04-19 04:41:37 +00:00
|
|
|
SDL_SetTextureColorMod(button, 10, 255, 21);
|
|
|
|
SDL_SetTextureColorMod(axis, 10, 255, 21);
|
|
|
|
|
|
|
|
/* !!! FIXME: */
|
|
|
|
/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
|
|
|
|
|
2020-11-23 22:28:30 +00:00
|
|
|
if (argv[1] && *argv[1] != '-') {
|
2020-11-28 02:57:38 +00:00
|
|
|
controller_index = SDL_atoi(argv[1]);
|
|
|
|
}
|
|
|
|
if (controller_index < num_controllers) {
|
|
|
|
gamecontroller = gamecontrollers[controller_index];
|
|
|
|
} else {
|
|
|
|
gamecontroller = NULL;
|
2020-11-23 22:28:30 +00:00
|
|
|
}
|
2020-11-17 18:30:20 +00:00
|
|
|
UpdateWindowTitle();
|
|
|
|
|
2020-04-19 04:41:37 +00:00
|
|
|
/* Loop, getting controller events! */
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
|
|
emscripten_set_main_loop_arg(loop, NULL, 0, 1);
|
|
|
|
#else
|
|
|
|
while (!done) {
|
|
|
|
loop(NULL);
|
|
|
|
}
|
|
|
|
#endif
|
2015-06-21 15:33:46 +00:00
|
|
|
|
2021-07-08 20:22:41 +00:00
|
|
|
/* Reset trigger state */
|
|
|
|
if (trigger_effect != 0) {
|
|
|
|
trigger_effect = -1;
|
|
|
|
CyclePS5TriggerEffect();
|
|
|
|
}
|
|
|
|
|
2020-04-19 04:41:37 +00:00
|
|
|
SDL_DestroyRenderer(screen);
|
|
|
|
SDL_DestroyWindow(window);
|
2015-06-21 15:33:46 +00:00
|
|
|
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
|
|
|
|
|
2020-04-19 04:41:37 +00:00
|
|
|
return 0;
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
int
|
|
|
|
main(int argc, char *argv[])
|
|
|
|
{
|
|
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
|
2019-09-10 07:03:20 +00:00
|
|
|
return 1;
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
2016-11-11 02:53:50 +00:00
|
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|