mirror of https://github.com/encounter/SDL.git
554 lines
20 KiB
C
554 lines
20 KiB
C
/*
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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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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/* Game controller mapping generator */
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/* Gabriel Jacobo <gabomdq@gmail.com> */
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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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#ifndef SDL_JOYSTICK_DISABLED
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#ifdef __IPHONEOS__
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 480
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#else
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#define SCREEN_WIDTH 512
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#define SCREEN_HEIGHT 320
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#endif
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#define MARKER_BUTTON 1
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#define MARKER_AXIS 2
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#define BINDING_COUNT (SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_MAX)
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static struct
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{
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int x, y;
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double angle;
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int marker;
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} s_arrBindingDisplay[BINDING_COUNT] = {
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{ 387, 167, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_A */
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{ 431, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_B */
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{ 342, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_X */
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{ 389, 101, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_Y */
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{ 174, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_BACK */
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{ 233, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_GUIDE */
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{ 289, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_START */
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{ 75, 154, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
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{ 305, 230, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
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{ 77, 40, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
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{ 396, 36, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
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{ 154, 188, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_UP */
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{ 154, 249, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
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{ 116, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
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{ 186, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
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{ 75, 154, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_LEFTX */
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{ 75, 154, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_LEFTY */
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{ 305, 230, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_RIGHTX */
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{ 305, 230, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_RIGHTY */
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{ 91, 0, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_TRIGGERLEFT */
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{ 375, 0, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_TRIGGERRIGHT */
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};
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static int s_arrBindingOrder[BINDING_COUNT] = {
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SDL_CONTROLLER_BUTTON_A,
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SDL_CONTROLLER_BUTTON_B,
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SDL_CONTROLLER_BUTTON_Y,
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SDL_CONTROLLER_BUTTON_X,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_LEFTX,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_LEFTY,
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SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_RIGHTX,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_RIGHTY,
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SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_TRIGGERLEFT,
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SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
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SDL_CONTROLLER_BUTTON_DPAD_UP,
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SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
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SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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SDL_CONTROLLER_BUTTON_BACK,
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SDL_CONTROLLER_BUTTON_GUIDE,
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SDL_CONTROLLER_BUTTON_START,
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};
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static SDL_GameControllerButtonBind s_arrBindings[BINDING_COUNT];
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static int s_iCurrentBinding;
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static Uint32 s_unPendingAdvanceTime;
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static SDL_bool s_bBindingComplete;
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SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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{
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SDL_Surface *temp;
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SDL_Texture *texture;
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/* Load the sprite image */
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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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return NULL;
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}
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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->palette) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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break;
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}
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}
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}
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/* Create textures from the image */
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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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SDL_FreeSurface(temp);
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return NULL;
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return texture;
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}
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void SetCurrentBinding(int iBinding)
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{
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SDL_GameControllerButtonBind *pBinding;
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if (iBinding < 0) {
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return;
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}
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if (iBinding == BINDING_COUNT) {
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s_bBindingComplete = SDL_TRUE;
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return;
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}
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s_iCurrentBinding = iBinding;
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pBinding = &s_arrBindings[s_arrBindingOrder[s_iCurrentBinding]];
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SDL_zerop(pBinding);
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s_unPendingAdvanceTime = 0;
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}
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static void
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ConfigureBinding(const SDL_GameControllerButtonBind *pBinding)
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{
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SDL_GameControllerButtonBind *pCurrent;
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int iIndex;
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int iCurrentElement = s_arrBindingOrder[s_iCurrentBinding];
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/* Do we already have this binding? */
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for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
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if (SDL_memcmp(pBinding, &s_arrBindings[iIndex], sizeof(*pBinding)) == 0) {
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if (iIndex == SDL_CONTROLLER_BUTTON_A && iCurrentElement != SDL_CONTROLLER_BUTTON_B) {
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/* Skip to the next binding */
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SetCurrentBinding(s_iCurrentBinding + 1);
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return;
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}
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if (iIndex == SDL_CONTROLLER_BUTTON_B) {
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/* Go back to the previous binding */
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SetCurrentBinding(s_iCurrentBinding - 1);
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return;
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}
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/* Already have this binding, ignore it */
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return;
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}
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}
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/* Should the new binding override the existing one? */
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pCurrent = &s_arrBindings[iCurrentElement];
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if (pCurrent->bindType != SDL_CONTROLLER_BINDTYPE_NONE) {
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SDL_bool bNativeDPad, bCurrentDPad;
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SDL_bool bNativeAxis, bCurrentAxis;
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bNativeDPad = (iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_UP ||
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_DOWN ||
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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bCurrentDPad = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_HAT);
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if (bNativeDPad == bCurrentDPad) {
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/* We already have a binding of the type we want, ignore the new one */
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return;
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}
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bNativeAxis = (iCurrentElement >= SDL_CONTROLLER_BUTTON_MAX);
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bCurrentAxis = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_AXIS);
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if (bNativeAxis == bCurrentAxis) {
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/* We already have a binding of the type we want, ignore the new one */
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return;
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}
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}
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*pCurrent = *pBinding;
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s_unPendingAdvanceTime = SDL_GetTicks();
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}
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static void
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WatchJoystick(SDL_Joystick * joystick)
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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_Texture *background, *button, *axis, *marker;
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const char *name = NULL;
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SDL_bool done = SDL_FALSE;
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SDL_Event event;
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SDL_Rect dst;
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Uint8 alpha=200, alpha_step = -1;
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Uint32 alpha_ticks = 0;
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SDL_JoystickID nJoystickID;
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Uint32 unDeflectedAxes = 0;
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/* Create a window to display joystick axis position */
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window = SDL_CreateWindow("Game Controller Map", 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;
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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;
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}
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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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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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/* Print info about the joystick we are watching */
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name = SDL_JoystickName(joystick);
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SDL_Log("Watching joystick %d: (%s)\n", SDL_JoystickInstanceID(joystick),
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name ? name : "Unknown Joystick");
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SDL_Log("Joystick has %d axes, %d hats, %d balls, and %d buttons\n",
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SDL_JoystickNumAxes(joystick), SDL_JoystickNumHats(joystick),
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SDL_JoystickNumBalls(joystick), SDL_JoystickNumButtons(joystick));
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SDL_Log("\n\n\
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====================================================================================\n\
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Press the buttons on your controller when indicated\n\
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(Your controller may look different than the picture)\n\
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If you want to correct a mistake, press backspace or the back button on your device\n\
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To skip a button, press SPACE or click/touch the screen\n\
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To exit, press ESC\n\
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====================================================================================\n");
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nJoystickID = SDL_JoystickInstanceID(joystick);
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/* Loop, getting joystick events! */
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while (!done && !s_bBindingComplete) {
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int iElement = s_arrBindingOrder[s_iCurrentBinding];
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switch (s_arrBindingDisplay[iElement].marker) {
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case MARKER_AXIS:
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marker = axis;
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break;
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case MARKER_BUTTON:
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marker = button;
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break;
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default:
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break;
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}
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dst.x = s_arrBindingDisplay[iElement].x;
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dst.y = s_arrBindingDisplay[iElement].y;
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SDL_QueryTexture(marker, NULL, NULL, &dst.w, &dst.h);
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if (SDL_GetTicks() - alpha_ticks > 5) {
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alpha_ticks = SDL_GetTicks();
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alpha += alpha_step;
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if (alpha == 255) {
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alpha_step = -1;
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}
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if (alpha < 128) {
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alpha_step = 1;
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}
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}
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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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SDL_SetTextureAlphaMod(marker, alpha);
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SDL_SetTextureColorMod(marker, 10, 255, 21);
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SDL_RenderCopyEx(screen, marker, NULL, &dst, s_arrBindingDisplay[iElement].angle, NULL, SDL_FLIP_NONE);
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SDL_RenderPresent(screen);
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while (SDL_PollEvent(&event) > 0) {
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switch (event.type) {
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case SDL_JOYDEVICEREMOVED:
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if (event.jaxis.which == nJoystickID) {
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done = SDL_TRUE;
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}
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break;
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case SDL_JOYAXISMOTION:
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if (event.jaxis.which == nJoystickID) {
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uint32_t unAxisMask = (1 << event.jaxis.axis);
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SDL_bool bDeflected = (event.jaxis.value <= -20000 || event.jaxis.value >= 20000);
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if (bDeflected && !(unDeflectedAxes & unAxisMask)) {
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SDL_GameControllerButtonBind binding;
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SDL_zero(binding);
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binding.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
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binding.value.axis = event.jaxis.axis;
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ConfigureBinding(&binding);
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}
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if (bDeflected) {
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unDeflectedAxes |= unAxisMask;
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} else {
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unDeflectedAxes &= ~unAxisMask;
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}
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}
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break;
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case SDL_JOYHATMOTION:
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if (event.jhat.which == nJoystickID) {
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if (event.jhat.value != SDL_HAT_CENTERED) {
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SDL_GameControllerButtonBind binding;
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SDL_zero(binding);
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binding.bindType = SDL_CONTROLLER_BINDTYPE_HAT;
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binding.value.hat.hat = event.jhat.hat;
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binding.value.hat.hat_mask = event.jhat.value;
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ConfigureBinding(&binding);
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}
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}
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break;
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case SDL_JOYBALLMOTION:
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break;
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case SDL_JOYBUTTONDOWN:
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if (event.jbutton.which == nJoystickID) {
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SDL_GameControllerButtonBind binding;
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SDL_zero(binding);
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binding.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
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binding.value.button = event.jbutton.button;
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ConfigureBinding(&binding);
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}
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break;
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case SDL_FINGERDOWN:
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case SDL_MOUSEBUTTONDOWN:
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/* Skip this step */
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SetCurrentBinding(s_iCurrentBinding + 1);
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_BACKSPACE || event.key.keysym.sym == SDLK_AC_BACK) {
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SetCurrentBinding(s_iCurrentBinding - 1);
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break;
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}
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if (event.key.keysym.sym == SDLK_SPACE) {
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SetCurrentBinding(s_iCurrentBinding + 1);
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break;
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}
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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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SDL_Delay(15);
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/* Wait 100 ms for joystick events to stop coming in,
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in case a controller sends multiple events for a single control (e.g. axis and button for trigger)
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*/
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if (s_unPendingAdvanceTime && SDL_GetTicks() - s_unPendingAdvanceTime >= 100) {
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SetCurrentBinding(s_iCurrentBinding + 1);
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}
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}
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if (s_bBindingComplete) {
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char mapping[1024];
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char trimmed_name[128];
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char *spot;
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int iIndex;
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char pszElement[12];
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SDL_strlcpy(trimmed_name, name, SDL_arraysize(trimmed_name));
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while (SDL_isspace(trimmed_name[0])) {
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SDL_memmove(&trimmed_name[0], &trimmed_name[1], SDL_strlen(trimmed_name));
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}
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while (trimmed_name[0] && SDL_isspace(trimmed_name[SDL_strlen(trimmed_name) - 1])) {
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trimmed_name[SDL_strlen(trimmed_name) - 1] = '\0';
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}
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while ((spot = SDL_strchr(trimmed_name, ',')) != NULL) {
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SDL_memmove(spot, spot + 1, SDL_strlen(spot));
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}
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/* Initialize mapping with GUID and name */
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SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), mapping, SDL_arraysize(mapping));
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SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
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SDL_strlcat(mapping, trimmed_name, SDL_arraysize(mapping));
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SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
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SDL_strlcat(mapping, "platform:", SDL_arraysize(mapping));
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SDL_strlcat(mapping, SDL_GetPlatform(), SDL_arraysize(mapping));
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SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
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for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
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SDL_GameControllerButtonBind *pBinding = &s_arrBindings[iIndex];
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if (pBinding->bindType == SDL_CONTROLLER_BINDTYPE_NONE) {
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continue;
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}
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if (iIndex < SDL_CONTROLLER_BUTTON_MAX) {
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SDL_GameControllerButton eButton = (SDL_GameControllerButton)iIndex;
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SDL_strlcat(mapping, SDL_GameControllerGetStringForButton(eButton), SDL_arraysize(mapping));
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} else {
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SDL_GameControllerAxis eAxis = (SDL_GameControllerAxis)(iIndex - SDL_CONTROLLER_BUTTON_MAX);
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SDL_strlcat(mapping, SDL_GameControllerGetStringForAxis(eAxis), SDL_arraysize(mapping));
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}
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SDL_strlcat(mapping, ":", SDL_arraysize(mapping));
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pszElement[0] = '\0';
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switch (pBinding->bindType) {
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case SDL_CONTROLLER_BINDTYPE_BUTTON:
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SDL_snprintf(pszElement, sizeof(pszElement), "b%d", pBinding->value.button);
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break;
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case SDL_CONTROLLER_BINDTYPE_AXIS:
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SDL_snprintf(pszElement, sizeof(pszElement), "a%d", pBinding->value.axis);
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|
break;
|
|
case SDL_CONTROLLER_BINDTYPE_HAT:
|
|
SDL_snprintf(pszElement, sizeof(pszElement), "h%d.%d", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
|
|
break;
|
|
default:
|
|
SDL_assert(!"Unknown bind type");
|
|
break;
|
|
}
|
|
SDL_strlcat(mapping, pszElement, SDL_arraysize(mapping));
|
|
SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
|
|
}
|
|
|
|
SDL_Log("Mapping:\n\n%s\n\n", mapping);
|
|
/* Print to stdout as well so the user can cat the output somewhere */
|
|
printf("%s\n", mapping);
|
|
}
|
|
|
|
SDL_DestroyRenderer(screen);
|
|
SDL_DestroyWindow(window);
|
|
}
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
const char *name;
|
|
int i;
|
|
SDL_Joystick *joystick;
|
|
|
|
/* Enable standard application logging */
|
|
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
|
|
|
/* Initialize SDL (Note: video is required to start event loop) */
|
|
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
|
|
exit(1);
|
|
}
|
|
|
|
/* Print information about the joysticks */
|
|
SDL_Log("There are %d joysticks attached\n", SDL_NumJoysticks());
|
|
for (i = 0; i < SDL_NumJoysticks(); ++i) {
|
|
name = SDL_JoystickNameForIndex(i);
|
|
SDL_Log("Joystick %d: %s\n", i, name ? name : "Unknown Joystick");
|
|
joystick = SDL_JoystickOpen(i);
|
|
if (joystick == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_JoystickOpen(%d) failed: %s\n", i,
|
|
SDL_GetError());
|
|
} else {
|
|
char guid[64];
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick),
|
|
guid, sizeof (guid));
|
|
SDL_Log(" axes: %d\n", SDL_JoystickNumAxes(joystick));
|
|
SDL_Log(" balls: %d\n", SDL_JoystickNumBalls(joystick));
|
|
SDL_Log(" hats: %d\n", SDL_JoystickNumHats(joystick));
|
|
SDL_Log(" buttons: %d\n", SDL_JoystickNumButtons(joystick));
|
|
SDL_Log("instance id: %d\n", SDL_JoystickInstanceID(joystick));
|
|
SDL_Log(" guid: %s\n", guid);
|
|
SDL_Log(" VID/PID: 0x%.4x/0x%.4x\n", SDL_JoystickGetVendor(joystick), SDL_JoystickGetProduct(joystick));
|
|
SDL_JoystickClose(joystick);
|
|
}
|
|
}
|
|
|
|
#ifdef __ANDROID__
|
|
if (SDL_NumJoysticks() > 0) {
|
|
#else
|
|
if (argv[1]) {
|
|
#endif
|
|
int device;
|
|
#ifdef __ANDROID__
|
|
device = 0;
|
|
#else
|
|
device = atoi(argv[1]);
|
|
#endif
|
|
joystick = SDL_JoystickOpen(device);
|
|
if (joystick == NULL) {
|
|
SDL_Log("Couldn't open joystick %d: %s\n", device, SDL_GetError());
|
|
} else {
|
|
WatchJoystick(joystick);
|
|
SDL_JoystickClose(joystick);
|
|
}
|
|
}
|
|
else {
|
|
SDL_Log("\n\nUsage: ./controllermap number\nFor example: ./controllermap 0\nOr: ./controllermap 0 >> gamecontrollerdb.txt");
|
|
}
|
|
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
|
|
|
|
return 0;
|
|
}
|
|
|
|
#else
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
|
|
exit(1);
|
|
}
|
|
|
|
#endif
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|