mirror of https://github.com/encounter/SDL.git
368 lines
12 KiB
C
368 lines
12 KiB
C
/*
|
|
Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event will the authors be held liable for any damages
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely.
|
|
*/
|
|
|
|
/* Simple program to test the SDL game controller routines */
|
|
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include "SDL.h"
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
#include <emscripten/emscripten.h>
|
|
#endif
|
|
|
|
#ifndef SDL_JOYSTICK_DISABLED
|
|
|
|
#ifdef __IPHONEOS__
|
|
#define SCREEN_WIDTH 480
|
|
#define SCREEN_HEIGHT 320
|
|
#else
|
|
#define SCREEN_WIDTH 512
|
|
#define SCREEN_HEIGHT 320
|
|
#endif
|
|
|
|
/* 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 */
|
|
};
|
|
|
|
SDL_Renderer *screen = NULL;
|
|
SDL_bool retval = SDL_FALSE;
|
|
SDL_bool done = SDL_FALSE;
|
|
SDL_Texture *background, *button, *axis;
|
|
|
|
static SDL_Texture *
|
|
LoadTexture(SDL_Renderer *renderer, const 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) {
|
|
if (temp->format->BytesPerPixel == 1) {
|
|
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
|
|
} else {
|
|
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;
|
|
}
|
|
|
|
void
|
|
loop(void *arg)
|
|
{
|
|
SDL_Event event;
|
|
int i;
|
|
SDL_GameController *gamecontroller = (SDL_GameController *)arg;
|
|
|
|
/* blank screen, set up for drawing this frame. */
|
|
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
|
|
SDL_RenderClear(screen);
|
|
SDL_RenderCopy(screen, background, NULL, NULL);
|
|
|
|
while (SDL_PollEvent(&event)) {
|
|
switch (event.type) {
|
|
case SDL_KEYDOWN:
|
|
if (event.key.keysym.sym != SDLK_ESCAPE) {
|
|
break;
|
|
}
|
|
/* Fall through to signal quit */
|
|
case SDL_QUIT:
|
|
done = SDL_TRUE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Update visual controller state */
|
|
for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
|
|
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
|
|
const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
|
|
SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
|
|
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
|
|
const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
|
|
if (value < -deadzone) {
|
|
const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
|
|
const double angle = axis_positions[i].angle;
|
|
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
|
|
} else if (value > deadzone) {
|
|
const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
|
|
const double angle = axis_positions[i].angle + 180.0;
|
|
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
|
|
}
|
|
}
|
|
|
|
SDL_RenderPresent(screen);
|
|
|
|
if (!SDL_GameControllerGetAttached(gamecontroller)) {
|
|
done = SDL_TRUE;
|
|
retval = SDL_TRUE; /* keep going, wait for reattach. */
|
|
}
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
if (done) {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
SDL_bool
|
|
WatchGameController(SDL_GameController * gamecontroller)
|
|
{
|
|
const char *name = SDL_GameControllerName(gamecontroller);
|
|
const char *basetitle = "Game Controller Test: ";
|
|
const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
|
|
char *title = (char *)SDL_malloc(titlelen);
|
|
SDL_Window *window = NULL;
|
|
|
|
retval = SDL_FALSE;
|
|
done = SDL_FALSE;
|
|
|
|
if (title) {
|
|
SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
|
|
}
|
|
|
|
/* Create a window to display controller state */
|
|
window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED,
|
|
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
|
|
SCREEN_HEIGHT, 0);
|
|
SDL_free(title);
|
|
title = NULL;
|
|
if (window == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
|
|
return SDL_FALSE;
|
|
}
|
|
|
|
screen = SDL_CreateRenderer(window, -1, 0);
|
|
if (screen == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
|
|
SDL_DestroyWindow(window);
|
|
return SDL_FALSE;
|
|
}
|
|
|
|
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
|
|
SDL_RenderClear(screen);
|
|
SDL_RenderPresent(screen);
|
|
SDL_RaiseWindow(window);
|
|
|
|
/* scale for platforms that don't give you the window size you asked for. */
|
|
SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
|
|
|
|
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 */
|
|
SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");
|
|
|
|
/* Loop, getting controller events! */
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
|
|
#else
|
|
while (!done) {
|
|
loop(gamecontroller);
|
|
}
|
|
#endif
|
|
|
|
SDL_DestroyRenderer(screen);
|
|
screen = NULL;
|
|
background = NULL;
|
|
button = NULL;
|
|
axis = NULL;
|
|
SDL_DestroyWindow(window);
|
|
return retval;
|
|
}
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
int i;
|
|
int nController = 0;
|
|
int retcode = 0;
|
|
char guid[64];
|
|
SDL_GameController *gamecontroller;
|
|
|
|
/* 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 | SDL_INIT_GAMECONTROLLER ) < 0) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
|
|
return 1;
|
|
}
|
|
|
|
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
|
|
|
|
/* Print information about the mappings */
|
|
if (!argv[1]) {
|
|
SDL_Log("Supported mappings:\n");
|
|
for (i = 0; i < SDL_GameControllerNumMappings(); ++i) {
|
|
char *mapping = SDL_GameControllerMappingForIndex(i);
|
|
if (mapping) {
|
|
SDL_Log("\t%s\n", mapping);
|
|
SDL_free(mapping);
|
|
}
|
|
}
|
|
SDL_Log("\n");
|
|
}
|
|
|
|
/* Print information about the controller */
|
|
for (i = 0; i < SDL_NumJoysticks(); ++i) {
|
|
const char *name;
|
|
const char *description;
|
|
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
|
|
guid, sizeof (guid));
|
|
|
|
if ( SDL_IsGameController(i) )
|
|
{
|
|
nController++;
|
|
name = SDL_GameControllerNameForIndex(i);
|
|
description = "Controller";
|
|
} else {
|
|
name = SDL_JoystickNameForIndex(i);
|
|
description = "Joystick";
|
|
}
|
|
SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x)\n",
|
|
description, i, name ? name : "Unknown", guid,
|
|
SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i));
|
|
}
|
|
SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
|
|
|
|
if (argv[1]) {
|
|
SDL_bool reportederror = SDL_FALSE;
|
|
SDL_bool keepGoing = SDL_TRUE;
|
|
SDL_Event event;
|
|
int device = atoi(argv[1]);
|
|
if (device >= SDL_NumJoysticks()) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
|
|
retcode = 1;
|
|
} else {
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device),
|
|
guid, sizeof (guid));
|
|
SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
|
|
gamecontroller = SDL_GameControllerOpen(device);
|
|
|
|
if (gamecontroller != NULL) {
|
|
SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
|
|
}
|
|
|
|
while (keepGoing) {
|
|
if (gamecontroller == NULL) {
|
|
if (!reportederror) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
|
|
retcode = 1;
|
|
keepGoing = SDL_FALSE;
|
|
reportederror = SDL_TRUE;
|
|
}
|
|
} else {
|
|
reportederror = SDL_FALSE;
|
|
keepGoing = WatchGameController(gamecontroller);
|
|
SDL_GameControllerClose(gamecontroller);
|
|
}
|
|
|
|
gamecontroller = NULL;
|
|
if (keepGoing) {
|
|
SDL_Log("Waiting for attach\n");
|
|
}
|
|
while (keepGoing) {
|
|
SDL_WaitEvent(&event);
|
|
if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
|
|
|| (event.type == SDL_MOUSEBUTTONDOWN)) {
|
|
keepGoing = SDL_FALSE;
|
|
} else if (event.type == SDL_CONTROLLERDEVICEADDED) {
|
|
gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
|
|
if (gamecontroller != NULL) {
|
|
SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
|
|
|
|
return retcode;
|
|
}
|
|
|
|
#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: */
|