mirror of
https://github.com/encounter/SDL.git
synced 2025-12-18 17:35:39 +00:00
Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick Some of the quirks of this driver, inherent in Windows Gaming Input: * There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers. * You can't read the state of the guide button * You can't get controller events in the background
This commit is contained in:
@@ -61,10 +61,12 @@ static const struct { int x; int y; double angle; } axis_positions[] = {
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{375, -20, 0.0}, /* TRIGGERRIGHT */
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};
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SDL_Window *window = NULL;
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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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SDL_GameController *gamecontroller;
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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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@@ -94,12 +96,29 @@ 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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UpdateWindowTitle()
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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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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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SDL_SetWindowTitle(window, title);
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SDL_free(title);
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}
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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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@@ -108,6 +127,29 @@ 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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gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
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if (gamecontroller) {
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UpdateWindowTitle();
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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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}
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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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UpdateWindowTitle();
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}
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}
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break;
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case SDL_CONTROLLERAXISMOTION:
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SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
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break;
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@@ -128,42 +170,39 @@ loop(void *arg)
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}
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}
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/* Update visual controller state */
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for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
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SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
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if (gamecontroller) {
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/* Update visual controller state */
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for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
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SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
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}
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}
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}
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for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
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const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
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const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
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if (value < -deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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} else if (value > deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle + 180.0;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
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const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
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const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
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if (value < -deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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} else if (value > deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle + 180.0;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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}
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}
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}
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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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/* 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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}
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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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@@ -171,92 +210,12 @@ loop(void *arg)
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#endif
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}
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SDL_bool
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WatchGameController(SDL_GameController * gamecontroller)
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{
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const char *name = SDL_GameControllerName(gamecontroller);
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const char *basetitle = "Game Controller Test: ";
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const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
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char *title = (char *)SDL_malloc(titlelen);
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SDL_Window *window = NULL;
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retval = SDL_FALSE;
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done = SDL_FALSE;
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if (title) {
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SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
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}
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/* Create a window to display controller state */
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window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
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SCREEN_HEIGHT, 0);
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SDL_free(title);
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title = NULL;
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if (window == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
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return SDL_FALSE;
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}
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screen = SDL_CreateRenderer(window, -1, 0);
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if (screen == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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return SDL_FALSE;
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}
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SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(screen);
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SDL_RenderPresent(screen);
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SDL_RaiseWindow(window);
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/* scale for platforms that don't give you the window size you asked for. */
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SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
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background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
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button = LoadTexture(screen, "button.bmp", SDL_TRUE);
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axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
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if (!background || !button || !axis) {
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SDL_DestroyRenderer(screen);
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SDL_DestroyWindow(window);
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return SDL_FALSE;
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}
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SDL_SetTextureColorMod(button, 10, 255, 21);
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SDL_SetTextureColorMod(axis, 10, 255, 21);
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/* !!! FIXME: */
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/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
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/* Print info about the controller we are watching */
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SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");
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/* Loop, getting controller events! */
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
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#else
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while (!done) {
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loop(gamecontroller);
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}
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#endif
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SDL_DestroyRenderer(screen);
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screen = NULL;
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background = NULL;
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button = NULL;
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axis = NULL;
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SDL_DestroyWindow(window);
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return retval;
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}
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int
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main(int argc, char *argv[])
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{
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int i;
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int nController = 0;
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int retcode = 0;
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char guid[64];
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SDL_GameController *gamecontroller;
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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@@ -270,7 +229,7 @@ main(int argc, char *argv[])
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SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
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/* Print information about the mappings */
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if (!argv[1]) {
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if (argv[1] && SDL_strcmp(argv[1], "--mappings") == 0) {
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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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@@ -290,8 +249,7 @@ main(int argc, char *argv[])
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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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if ( SDL_IsGameController(i) ) {
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nController++;
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name = SDL_GameControllerNameForIndex(i);
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switch (SDL_GameControllerTypeForIndex(i)) {
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@@ -327,62 +285,62 @@ main(int argc, char *argv[])
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}
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SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
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if (argv[1]) {
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SDL_bool reportederror = SDL_FALSE;
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SDL_bool keepGoing = SDL_TRUE;
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SDL_Event event;
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int device = atoi(argv[1]);
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if (device >= SDL_NumJoysticks()) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
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retcode = 1;
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} else {
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
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guid, sizeof (guid));
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SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
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gamecontroller = SDL_GameControllerOpen(device);
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if (gamecontroller != NULL) {
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SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
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}
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while (keepGoing) {
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if (gamecontroller == NULL) {
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if (!reportederror) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
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retcode = 1;
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keepGoing = SDL_FALSE;
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reportederror = SDL_TRUE;
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}
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} else {
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reportederror = SDL_FALSE;
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keepGoing = WatchGameController(gamecontroller);
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SDL_GameControllerClose(gamecontroller);
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}
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gamecontroller = NULL;
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if (keepGoing) {
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SDL_Log("Waiting for attach\n");
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}
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while (keepGoing) {
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SDL_WaitEvent(&event);
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if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
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|| (event.type == SDL_MOUSEBUTTONDOWN)) {
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keepGoing = SDL_FALSE;
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} else if (event.type == SDL_CONTROLLERDEVICEADDED) {
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gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
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if (gamecontroller != NULL) {
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SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
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}
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break;
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}
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}
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}
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}
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/* Create a window to display controller state */
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window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
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SCREEN_HEIGHT, 0);
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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 2;
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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 2;
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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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/* 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 2;
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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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/* Loop, getting controller events! */
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop_arg(loop, NULL, 0, 1);
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#else
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while (!done) {
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loop(NULL);
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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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SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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return retcode;
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return 0;
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}
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#else
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Reference in New Issue
Block a user