mirror of https://github.com/encounter/SDL.git
Open and test all connected controllers
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parent
1c865c460b
commit
012471e959
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@ -68,6 +68,141 @@ SDL_bool done = SDL_FALSE;
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SDL_bool set_LED = SDL_FALSE;
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SDL_Texture *background_front, *background_back, *button, *axis;
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SDL_GameController *gamecontroller;
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SDL_GameController **gamecontrollers;
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int num_controllers = 0;
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static void UpdateWindowTitle()
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{
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if (!window) {
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return;
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}
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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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}
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SDL_SetWindowTitle(window, title);
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SDL_free(title);
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}
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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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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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}
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}
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return -1;
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}
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static void AddController(int device_index, SDL_bool verbose)
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{
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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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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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if (verbose) {
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const char *name = SDL_GameControllerName(gamecontroller);
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SDL_Log("Opened game controller %s\n", name);
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}
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if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) {
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if (verbose) {
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SDL_Log("Enabling accelerometer\n");
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}
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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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if (verbose) {
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SDL_Log("Enabling gyro\n");
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}
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SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE);
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}
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UpdateWindowTitle();
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}
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static void SetController(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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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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--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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@ -97,52 +232,6 @@ LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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return texture;
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}
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static void
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InitGameController()
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{
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const char *name = SDL_GameControllerName(gamecontroller);
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SDL_Log("Opened game controller %s\n", name);
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if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) {
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SDL_Log("Enabling accelerometer\n");
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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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SDL_Log("Enabling gyro\n");
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SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE);
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}
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}
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static void
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UpdateWindowTitle()
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{
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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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}
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SDL_SetWindowTitle(window, title);
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SDL_free(title);
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}
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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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static Uint16 ConvertAxisToRumble(Sint16 axis)
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{
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/* Only start rumbling if the axis is past the halfway point */
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@ -164,30 +253,13 @@ loop(void *arg)
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_CONTROLLERDEVICEADDED:
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SDL_Log("Game controller device %d added.\n", (int) event.cdevice.which);
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if (gamecontroller) {
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SDL_GameControllerClose(gamecontroller);
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}
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gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
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if (gamecontroller) {
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InitGameController();
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} else {
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SDL_Log("Couldn't open controller: %s\n", SDL_GetError());
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}
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UpdateWindowTitle();
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SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which));
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AddController(event.cdevice.which, SDL_TRUE);
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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SDL_Log("Game controller device %d removed.\n", (int) event.cdevice.which);
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if (gamecontroller && event.cdevice.which == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) {
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SDL_GameControllerClose(gamecontroller);
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gamecontroller = SDL_GameControllerOpen(0);
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if (gamecontroller) {
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InitGameController();
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}
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UpdateWindowTitle();
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}
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DelController(event.cdevice.which);
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break;
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case SDL_CONTROLLERTOUCHPADDOWN:
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@ -214,11 +286,17 @@ loop(void *arg)
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break;
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case SDL_CONTROLLERAXISMOTION:
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if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
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SetController(event.caxis.which);
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}
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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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if (event.type == SDL_CONTROLLERBUTTONDOWN) {
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SetController(event.cbutton.which);
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}
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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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@ -339,7 +417,8 @@ 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 controller_count = 0;
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int controller_index = 0;
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char guid[64];
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SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
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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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nController++;
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if (SDL_IsGameController(i)) {
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controller_count++;
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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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@ -403,6 +482,7 @@ main(int argc, char *argv[])
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description = "Game Controller";
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break;
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}
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AddController(i, SDL_FALSE);
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} else {
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name = SDL_JoystickNameForIndex(i);
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description = "Joystick";
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@ -411,7 +491,7 @@ main(int argc, char *argv[])
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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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SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", controller_count, SDL_NumJoysticks());
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/* Create a window to display controller state */
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window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED,
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@ -453,9 +533,13 @@ main(int argc, char *argv[])
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/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
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if (argv[1] && *argv[1] != '-') {
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gamecontroller = SDL_GameControllerOpen(SDL_atoi(argv[1]));
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controller_index = SDL_atoi(argv[1]);
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}
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if (controller_index < num_controllers) {
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gamecontroller = gamecontrollers[controller_index];
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} else {
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gamecontroller = NULL;
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}
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UpdateWindowTitle();
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/* Loop, getting controller events! */
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