Replace testgamecontroller visualization mode with something more useful.

This commit is contained in:
Ryan C. Gordon 2014-02-10 01:41:58 -05:00
parent 9a15da84db
commit b17fd9a180
1 changed files with 92 additions and 56 deletions

View File

@ -24,20 +24,10 @@
#define SCREEN_WIDTH 320 #define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480 #define SCREEN_HEIGHT 480
#else #else
#define SCREEN_WIDTH 640 #define SCREEN_WIDTH 512
#define SCREEN_HEIGHT 480 #define SCREEN_HEIGHT 317
#endif #endif
#define MAX_NUM_AXES 6
#define MAX_NUM_HATS 2
static void
DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
{
const SDL_Rect area = { x, y, w, h };
SDL_RenderFillRect(r, &area);
}
static const char * static const char *
ControllerAxisName(const SDL_GameControllerAxis axis) ControllerAxisName(const SDL_GameControllerAxis axis)
{ {
@ -83,13 +73,71 @@ ControllerButtonName(const SDL_GameControllerButton button)
} }
} }
static SDL_Texture *
LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
{
SDL_Surface *temp = NULL;
SDL_Texture *texture = NULL;
temp = SDL_LoadBMP(file);
if (temp == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
} else {
/* Set transparent pixel as the pixel at (0,0) */
if (transparent) {
SDL_assert(!temp->format->palette);
SDL_assert(temp->format->BitsPerPixel == 24);
SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
}
texture = SDL_CreateTextureFromSurface(renderer, temp);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
}
}
if (temp) {
SDL_FreeSurface(temp);
}
return texture;
}
SDL_bool SDL_bool
WatchGameController(SDL_GameController * gamecontroller) WatchGameController(SDL_GameController * gamecontroller)
{ {
/* This is indexed by SDL_GameControllerButton. */
static const struct { int x; int y; } button_positions[] = {
{387, 167}, /* A */
{431, 132}, /* B */
{342, 132}, /* X */
{389, 101}, /* Y */
{174, 132}, /* BACK */
{233, 132}, /* GUIDE */
{289, 132}, /* START */
{75, 154}, /* LEFTSTICK */
{305, 230}, /* RIGHTSTICK */
{77, 40}, /* LEFTSHOULDER */
{396, 36}, /* RIGHTSHOULDER */
{154, 188}, /* DPAD_UP */
{154, 249}, /* DPAD_DOWN */
{116, 217}, /* DPAD_LEFT */
{186, 217}, /* DPAD_RIGHT */
};
/* This is indexed by SDL_GameControllerAxis. */
static const struct { int x; int y; double angle; } axis_positions[] = {
{75, 154, 0.0}, /* LEFTX */
{75, 154, 90.0}, /* LEFTY */
{305, 230, 0.0}, /* RIGHTX */
{305, 230, 90.0}, /* RIGHTY */
{91, 0, 90.0}, /* TRIGGERLEFT */
{375, 0, 90.0}, /* TRIGGERRIGHT */
};
const char *name = SDL_GameControllerName(gamecontroller); const char *name = SDL_GameControllerName(gamecontroller);
const char *basetitle = "Game Controller Test: "; const char *basetitle = "Game Controller Test: ";
const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1; const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
char *title = (char *)SDL_malloc(titlelen); char *title = (char *)SDL_malloc(titlelen);
SDL_Texture *background, *button, *axis;
SDL_Window *window = NULL; SDL_Window *window = NULL;
SDL_Renderer *screen = NULL; SDL_Renderer *screen = NULL;
SDL_bool retval = SDL_FALSE; SDL_bool retval = SDL_FALSE;
@ -101,7 +149,7 @@ WatchGameController(SDL_GameController * gamecontroller)
SDL_snprintf(title, titlelen, "%s%s", basetitle, name); SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
} }
/* Create a window to display controller axis position */ /* Create a window to display controller state */
window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
SCREEN_HEIGHT, 0); SCREEN_HEIGHT, 0);
@ -122,6 +170,21 @@ WatchGameController(SDL_GameController * gamecontroller)
SDL_RenderPresent(screen); SDL_RenderPresent(screen);
SDL_RaiseWindow(window); SDL_RaiseWindow(window);
background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
button = LoadTexture(screen, "button.bmp", SDL_TRUE);
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
if (!background || !button || !axis) {
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
return SDL_FALSE;
}
SDL_SetTextureColorMod(button, 10, 255, 21);
SDL_SetTextureColorMod(axis, 10, 255, 21);
/* !!! FIXME: */
/*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/
/* Print info about the controller we are watching */ /* Print info about the controller we are watching */
SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller"); SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");
@ -130,26 +193,10 @@ WatchGameController(SDL_GameController * gamecontroller)
/* blank screen, set up for drawing this frame. */ /* blank screen, set up for drawing this frame. */
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE); SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen); SDL_RenderClear(screen);
SDL_RenderCopy(screen, background, NULL, NULL);
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
switch (event.type) { switch (event.type) {
case SDL_CONTROLLERAXISMOTION:
SDL_Log("Controller %d axis %d ('%s') value: %d\n",
event.caxis.which,
event.caxis.axis,
ControllerAxisName((SDL_GameControllerAxis)event.caxis.axis),
event.caxis.value);
break;
case SDL_CONTROLLERBUTTONDOWN:
SDL_Log("Controller %d button %d ('%s') down\n",
event.cbutton.which, event.cbutton.button,
ControllerButtonName((SDL_GameControllerButton)event.cbutton.button));
break;
case SDL_CONTROLLERBUTTONUP:
SDL_Log("Controller %d button %d ('%s') up\n",
event.cbutton.which, event.cbutton.button,
ControllerButtonName((SDL_GameControllerButton)event.cbutton.button));
break;
case SDL_KEYDOWN: case SDL_KEYDOWN:
if (event.key.keysym.sym != SDLK_ESCAPE) { if (event.key.keysym.sym != SDLK_ESCAPE) {
break; break;
@ -162,40 +209,29 @@ WatchGameController(SDL_GameController * gamecontroller)
break; break;
} }
} }
/* Update visual controller state */ /* Update visual controller state */
SDL_SetRenderDrawColor(screen, 0x00, 0xFF, 0x00, SDL_ALPHA_OPAQUE); for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
for (i = 0; i <SDL_CONTROLLER_BUTTON_MAX; ++i) {
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) { if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
DrawRect(screen, i * 34, SCREEN_HEIGHT - 34, 32, 32); const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
} }
} }
SDL_SetRenderDrawColor(screen, 0xFF, 0x00, 0x00, SDL_ALPHA_OPAQUE); for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX / 2; ++i) { const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
/* Draw the X/Y axis */ const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
int x, y; if (value < -deadzone) {
x = (((int) SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i * 2 + 0))) + 32768); const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
x *= SCREEN_WIDTH; const double angle = axis_positions[i].angle;
x /= 65535; SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
if (x < 0) { } else if (value > deadzone) {
x = 0; const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
} else if (x > (SCREEN_WIDTH - 16)) { const double angle = axis_positions[i].angle + 180.0;
x = SCREEN_WIDTH - 16; SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
} }
y = (((int) SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i * 2 + 1))) + 32768);
y *= SCREEN_HEIGHT;
y /= 65535;
if (y < 0) {
y = 0;
} else if (y > (SCREEN_HEIGHT - 16)) {
y = SCREEN_HEIGHT - 16;
}
DrawRect(screen, x, y, 16, 16);
} }
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0xFF, SDL_ALPHA_OPAQUE);
SDL_RenderPresent(screen); SDL_RenderPresent(screen);
if (!SDL_GameControllerGetAttached(gamecontroller)) { if (!SDL_GameControllerGetAttached(gamecontroller)) {