2015-06-21 15:33:46 +00:00
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/*
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2020-01-17 04:49:25 +00:00
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Copyright (C) 1997-2020 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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#ifdef __IPHONEOS__
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2015-09-21 02:08:36 +00:00
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#define SCREEN_WIDTH 480
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#define SCREEN_HEIGHT 320
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2015-06-21 15:33:46 +00:00
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#else
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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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#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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2016-12-27 09:39:07 +00:00
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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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2015-06-21 15:33:46 +00:00
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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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2016-09-21 21:06:38 +00:00
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LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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2015-06-21 15:33:46 +00:00
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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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2016-12-27 09:39:07 +00:00
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case SDL_CONTROLLERAXISMOTION:
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2016-12-28 19:11:29 +00:00
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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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2016-12-27 09:39:07 +00:00
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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2016-12-28 19:11:29 +00:00
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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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2016-12-27 09:39:07 +00:00
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break;
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2015-06-21 15:33:46 +00:00
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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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2016-09-21 21:06:38 +00:00
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SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
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2015-06-21 15:33:46 +00:00
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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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2016-09-21 21:06:38 +00:00
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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2015-06-21 15:33:46 +00:00
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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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2016-09-21 21:06:38 +00:00
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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2015-06-21 15:33:46 +00:00
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}
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}
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2020-02-07 19:45:32 +00:00
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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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2015-06-21 15:33:46 +00:00
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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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2016-05-05 20:05:21 +00:00
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SDL_free(title);
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title = NULL;
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2015-06-21 15:33:46 +00:00
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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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2015-11-25 20:39:28 +00:00
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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2015-06-21 15:33:46 +00:00
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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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2016-11-29 14:36:57 +00:00
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/* Print information about the mappings */
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2016-12-09 12:17:10 +00:00
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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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2016-11-29 14:36:57 +00:00
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}
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2016-12-09 12:17:10 +00:00
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SDL_Log("\n");
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2016-11-29 14:36:57 +00:00
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}
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2015-06-21 15:33:46 +00:00
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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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2019-11-22 21:12:12 +00:00
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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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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
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case SDL_CONTROLLER_TYPE_VIRTUAL:
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description = "Virtual Game Controller";
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break;
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2019-11-22 21:12:12 +00:00
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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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2015-06-21 15:33:46 +00:00
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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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2019-12-21 04:12:03 +00:00
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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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2016-11-11 02:53:50 +00:00
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description, i, name ? name : "Unknown", guid,
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2019-12-21 04:12:03 +00:00
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SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i), SDL_JoystickGetDevicePlayerIndex(i));
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2015-06-21 15:33:46 +00:00
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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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2015-11-25 20:39:28 +00:00
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
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2015-06-21 15:33:46 +00:00
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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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2015-11-14 17:35:45 +00:00
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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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2015-06-21 15:33:46 +00:00
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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);
|
2015-11-14 17:35:45 +00:00
|
|
|
if (gamecontroller != NULL) {
|
|
|
|
SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
|
|
|
|
}
|
2015-06-21 15:33:46 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
|
|
|
|
|
|
|
|
return retcode;
|
|
|
|
}
|
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#else
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|
|
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
|
|
|
}
|
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|
#endif
|
2016-11-11 02:53:50 +00:00
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/* vi: set ts=4 sw=4 expandtab: */
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